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Games Workshop should call all of their rule amendments "Amendments to make the space marines invulnerable." In regards to the new initiative sweeping advance rules if a mob of 20 orks suffers one wound and loses cc against the space marine (epecially blood angels) they roll a break test against a 7 or 8, and if they break, all 20 orks, including nobs, are wiped out. What kind of bullshit is that??!!
Sure, it's not automatic, but when an attacker has 3 greater init. than you, it's kind of hard not to lose.
They should make the orks "fearless" in CC, unless they are fighting against an enemy that causes fear or terror. It's really stupid to think that orks are going to flee CC if one or two of them die. Da Orks love to fight!
orks still have their mob size check so you won't run that easiy wit a unit of 20 orks.
Correct me if I am wrong, but with the Mob Check rule, we are in essence Fearless in CC till we take enough casualties to get us under 11 boyz. This new rule only really hurts 10 man orc squads.
Some of the new rules in 4th edition are actually working in our favor. All our transports are open topped. So when we disembark we can still attack. Rhinos...not so much.
We can outnumber Fearless units any day of the week. So finish up combat and the fearless take another hit if they normally would have failed combat. With the Mob up rules. We are for the most part fearless without using the word Fearless there for we don't have to worry about that rule.
Troops don't block line of site but vehicles can. I can see a resurgence of Killer Kan walls for Foot Slooga Armies
Boards need to be covered with 50% terrain. Close combat armies, this is a god send
Shoota squads may be a viable choice even for the CC army. Set a squad of them in the back with 3 rokkit launchers. They sit there and shoot 1 at 24' two at 12 couple rokkit hits. And also serve as a point for Mobbing Up in case your troops that run survive the Sweeping Advance roll.
All in all I think the new rules work more in our favor then other armies out there. but Hey thats just my two cents
Orks aren't made fearless, its never said that they become "fearless", it's never said that they automatically pass leadership tests, they always have to make a leadership test after they fail combat, it's just that with the mob up rule they aren't going to fail it. Fearless units never even have to consider taking a leadership test so it only applies to units with the fearless rules.
[QUOTE]we are in essence Fearless in CC till we take enough casualties to get us under 11 boyz.[QUOTE]
You got it right there, in essence we're fearless but without the drawback of actually being fearless. Another rule benefitting us. Out of four ork games played in a veterans night last night there was only one loss. So not a bad result.
I CAN'T BELEIVE MY EYES?!?!?!
ORK SUCK IN 4TH ED.?!?!?!?!
I don't think so son. :lol:
The Orks now are the kings of ownage :lol:
A standard equipped 20 model slugga boyz squad can now dish out most of its 81 potential attacks because of the 2" CC zone rule, and like Walpo said we get all the benfits of being Fearless w/o the negative side-effects.
The new 4th Ed. rules were a big shot in the arm for all Ork armies.
Ok, lets do the math shall we (math in the brain of a stupid teenager(although im not actualy dumb) btw).
Heres the scene a mob of truck boyz comes roaring up to a unit of beakes marines.
10 boyz, burna, Nob with PK, truck ect = about 180 poinys
10 marines, vet with power fist and bolt pistol - 191
Ok, the orks charge because of the truck and pass the Waaagh test.
8 Boyz with choppas, 32 attacks, 16 hits, 5 wounds, 2 dead marines.
1 ork with burna, 3 attacks, 1.5 hits, 1 wound, 1 dead marines.
9 marines, 4.5 hits, 2.25 wounds, 2 dead orks
Ork Nob 2.5 hits, 2 dead marines
SM vet, 1.5 hits, 1 dead ork.
I told you it was rough.
Orks dead - 2.
Marines dead - 5.
Ok, i think the orks are still a pretty good race
Lets say we do lose combat and we fail on LD 8(iron gob), then fail our mob size and we run, marines I 4, Nob I 3. Not to much diffrence. All the new rules do is make nobs more important.
The poster formaly known as VampireSoul, formaly known as OrkSlugga now known as Orkslugga.
orks in 4th ed are going to be like death for large model creatures as most if not all of your squad can fit around the base of the model (like montrous creatures) and i don't care if it's a nightbringer you are most likely going to kill it with 81 something attacks (if he doesn't kill any in his assualt phase)
and also orks like DE can assualt out of their vechiles making them even better in cc as you get the jump on marines and eldar and so on
the one new rule that might cause harm is that if a trukk or something gets blown up than you are automatically pinned (yeah a whole turn wasted)
Yes, on the note of the blowing up trukks all you have to do is put them behind terrain with red paint, turbo booster,and grot riggers. this takes care of most of the getting shot at problem until you move way accross the table.
every body say Waaaaagh!