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Greetings to my fellow Librarium-ites. There are quite a few questions on Orks that I have, and I thought that you'd be able to help me.
First of all, I've read all over the place that the maximum armor save that people get against a regular Choppa is 4+. Where does it say that? The way I understood it, the only thing that effects armor saves is AP (for example, I don't get an armor save against AP6 and below weapons on my Slugga Boyz).
Secondly, I haven't really encountered the views of many heavy biker Speed Freek players. I've been thinking of fielding them against Tyranid lately, but I haven't heard enough about them to commit.
And the final question is about Imperial Guard. I'm still in the beginning stages of my army, and seeing all the artillery and Lascannons on my friend's army makes me scared to buy Trukks. I want to eventually be able to field both KoS and Footslogger armies, but I'm trying to decide between one or the other right now. I'm supposing Speed Freeks would be best, trying to get in close combat as soon as possible. I just don't my Trukks to all explode before I get to him .
Well, I think that pretty much covers it. Thanks in advance for all of your answers and/or suggestions.
hi. i recon you are just beginning with 40k and are new to the rules.
Every model have a safe ( some have a save that's neglectable being unsavable)
6+ means you need a 6 on one dice.
5+ 5 or 6
2+ 2, 3, 4, 5, 6
- usually means no save available.
some weapons make that you can not use a save, more on that later.
weapons have a stat about ap value.
if such value is available it can sometimes negate your safe.
if a weapon has an AP of 5. a model with a safe of 4+ can attempt to save the wound caused on him though that weapon.
if a weapon has an ap of 4 or lower, a model with a safe of 4+ can not save the wound caused on him.
An ap of 1 has special rules. look at the rulebook about it.
choppa's have a special rule in such that it reduces the effectiveness of a safe. a model with a safe of 2 or 3 has his safe reduced to a 4+. A model with a safe of 4 5 or 6 does not change.
to my knowledge Orks save a very bad save, so their armor is easely negated by most weapons.
about speedfreaks: thay are fast but less numerous that footslogging orks. per model it costs more points to field one.
but i don't have speedfreaks or the codex.
i do have an IG army, or rather the start of it.
IG only have only moderate aim, so only in half of the time they hit.
a speedfreek army has the possibility to move fast from cover to cover. And can begin to tie up troops from turn 2, neutralising their firepower. depending on terrein and placement, using trukks can be a viable means to get to the other side.
Most artillery scatters, so in that fact, it doesn't differ from any army.
orks vehicles have some bonus characteristics, which makes them more resilient to damage effects if i recall corectly.
On the note of Imperial Guard and Tankbusting and such, is a Big Gun Battery such as a Lobba or Kannon worth the points? I've never seen them used in battle, but they look *really* good on paper.
Last edited by rattler; May 17th, 2007 at 20:32.
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Thanks a bunch. I see it now . Wow...quite nice against my girlfriend's future Nurgle army and other MEQs.
Pg 34 of the ork codex has an entry about the choppa rule to claify things.
As for the biker heavy army, it would be one hell of a sight! The one issue comes into the low model count that you would be able to field. Even though all of your boyz will have the 5+ cover save, they will still get the lousy 6+ save in CC, so their survivability isn't stellar. When they do get up close they will shred up lightly armored infantry with their twin-linked big shootas. Again, their numbers and survivability are their weakpoints.
In terms of truks against IG, yes you will lose truks, but that's the beauty of the freeks. They field a vary large amount of vehicles, so that even if a truk or two goes down during the dash, the enemy usually does not have enough anti-vehicle or enough shooting phases to take them all down before you get withing assault range. As for upgrades that reduce damage on truks, there are a few such as the grots and armor plates (which at 5pts is a steal for being able to negate any non-ordnance hit on a 1/6 chance). The other upgrades like armored top or forcefield either reduce the ability to assault out of the truk (for the top) or they take away the fast characteristic (for the field). Both of these things prevent the truk from throwing the boyz into assault on turn 2 at the expense of minimal protection. Armor 10 and open topped means that you will get a lot of penetrating hits, and those hits will destroy your vehicle 2/3 of the time. Throwing a mek boy with a KFF to keep a truk or two hull down can be a lifesaver, but the best way to save the truks is a good deployment behind cover, and finding a good spot to hide after the first movement phase. If you can do that, your opponent will not have many viable targets to hit before you're in his face. The truks are fragile, but extremely fast and extremely cheap, so use them as such! The last thing that you want to do though is to make a 24-25" rush out in the open. Your truks WILL take a penetrating hit and you will have to bail out, those boyz will then be entangled for a turn and will be shredded to bits with rapid-fire weapons.
"I'm the biggest so I'm the boss!" - Common Orky logic
*Immensely* helpful--exactly what I wanted to hear. I suppose several more Trukks and such are in order. I'm gonna give the Kult of Speed a whirl. (...now if I could just find a good way of painting solid red on black primer >.<)
Last edited by rattler; May 17th, 2007 at 21:08.
i didn't know what your knowledge of the rules was, so just going from basic.
As for Red on black, i did hear good critiques from the foundation paints. one or 2 layers straight over black is supposed to work.
due 10th of june.
You *are* right, though. I am kinda a newbie. I had one more question on the topic of a Warboss and his Power Klaw.
In close combat, if I have a Power Klaw on my Warboss, I know he gets set down to Initiative 1. What I don't know is how many attacks that Power Klaw gets. Is it only 1 of all of my attacks (in other words, does he bash 'em on the heads with his shoota, then make 1 hit with his power klaw)?