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I'm just mentioning this because I had to read the 5th edition codex several times before I noticed two new rules, both of which affect most ork armies:
1. Walkers no longer suffer glancing hits from losing combat. In fact, there is not negative side effect for losing combat at a walker vehicle. This is a big boost to Kan/Dread armies.
2. You probably noticed that the only leadership modifiers after losing close combat is how many wounds you lost the combat by, but did you notice the part on fearlessness? If you're fearless, and you lose a close combat, you take another wound for EACH wound you lost the close combat by. Unless I'm missing something, it does not matter if you're outnumbered or not.
The second rule is extremely significant for footsloggers, especially when facing assault marines or terminators. If 30 boyz are assaulted by terminators with lightning claws, or the Blood Angel's Death Company, and the orks wind up killing 2, and their opponents kill 8, the orks will have to immediately take another 6 armor saves! That's increadibly significant, making it easier for more 'elite' close combat focused units to deal with huge mobz of boyz.
All in all, it's probably not a bad thing when considering game balance. Any thoughts? Am I misreading the rule?
Last edited by mynameisgrax; July 14th, 2008 at 22:05. Reason: forgot one thing
"Any job worth doing, is worth doing with a powerklaw."
Shy of using elite units like Nobz or Meganobz and walkers does anyone in a swarm army usually win CC? The whole idea behind orks is to outnumber the opponent 3:1 so at the end of a battle you can still win. And since we're fearless with 11+ models in a unit it seems like it's gonna be that much easier for elite armies to take us out. I don't know about other ork players but personally I don't win many CC fights and usually rely heavily on a backup unit assaulting a unit I'm already in CC with.
It seems to me like now we either have to compensate by doing one of two things:
1. Bring an even larger number of orks which means cutting back significantly on the amount of toyz we take. I know ork philosophy usually dictates us to do so anyway but to some extent it's not as much fun without the added risk of blowing your head up with a weirdboy or accidently charging forward at full speed in that fancy looted wagon you brought.
2. Rely solely on units like nobz and meganobz who aren't fearless to kill everything which will inevitably get shot up by range armies. Because of walkers not suffering anything I suppose you could take more of them but even they can easily be slowed and destroyed by a land raider or IG tanks (really most armies can shoot up something with AV11).
I haven't had a chance to play with these new rules yet but it seems like this is gonna make life much rougher on orks. :[
"Orks have to be followers of Nurgle! They're green, smell bad, and just want to spread the fun!"
I'm not finding the whole new combat thing to be that much of a problem, yet. I've played a few games under 5th, and honestly, my hordes of boyz resoundingly win in cc. Even striking after everyone else, I still am rolling nearly all of my attacks due to defenders having to run into my mobs when I assault. Overall, I find the new combat balance is, so far, swinging our way.
I'm trying to catalog every song with a reference to yetis or Sasquatch. Please help.