TheGaffer | 29 Sep 2014 7:03 a.m. PST |
Played 40k for the first time in a couple of decades and found it to be quite playable. The saving throw roll seems a bit classic RPGi-ish, but okay. I haven't got the Ork codex yet and we were using the 5th edition rules we bought just before sixth ed. came out (thanks GW). Could not find the difference between slugga boyz and Choppas. Is there a difference in BS and Melee factors for the the two options? |
haywire | 29 Sep 2014 7:51 a.m. PST |
In melee you are using both. Having a slugga and choppa used to give you an extra attack. Not sure about current rules. EDIT: Yep, its in the new rules. So having a slugga and choppa gives Orc Boyz 3 attacks. They are both STR 4 attacks for Boyz. |
TheGaffer | 29 Sep 2014 8:19 a.m. PST |
<boom> That was my head exploding wondering what that means exactly. :-) |
Mardaddy | 29 Sep 2014 9:07 a.m. PST |
Normal Ork Boyz: 2 attacks If they are on the charge, 1 extra attack for 3 attacks total. If they have single-handed weapon in each hand (like a pistol and a CCW weapon – Slugga & Choppa) an additional attack (whether on the charge or not) So on the charge, you'd have 4 attacks per Boy, defending you'd have 3 attacks per Boy. If they have Shootas, same rules apply, just they have a two-handed weapon instead of two one-handed weapons, so that extra attack rule does not apply. Shoota Boys would have 3 attacks on the charge, 2 attacks while defending. (basically, Shoota boys have more range, while Slugga/Choppa Boys are less range, more assaulty because they get more attacks on their charge.) |
TheGaffer | 29 Sep 2014 9:19 a.m. PST |
Thanks for that! My imperial Guard opponent will faint when I tell him. 😳 What's the difference in weapons profile for shoota' vs. slugga' .? |
haywire | 29 Sep 2014 10:21 a.m. PST |
pistols are assault 1 and 12" range shootas are 18" range and assault 2 for the shoota… assault allows you to shoot and still able to charge in melee |
Mardaddy | 29 Sep 2014 10:52 a.m. PST |
(so if you plan on charging, don't take any Boyz with, "big shoota's," if you have them in a unit and they shoot, you cannot charge with that unit!) |
Mardaddy | 29 Sep 2014 11:28 a.m. PST |
Khanz, email me at mardaddy601 (at) yahoo (dot) com. If you are getting into orks, I am shedding mine (most fully painted, some still in the box NIB) and I'll make you a heckuva deal on whatever you want to take off my hands. I'll shed the current rulebook also (but do not have the new orky codex.) |
TheGaffer | 29 Sep 2014 11:30 a.m. PST |
Thanks Mardaddy, I'll send you a note. |
TheGaffer | 03 Oct 2014 8:36 a.m. PST |
We had a very enjoyable game at the GW shop last week. The Imperials fought off the orks with heavy losses on both sides. This weekend we play orks vs a custom Mechanicus army using non GW figs so we will play at an independent shop. I found an old copy of a previous edition rules to get the hang of the basic concepts, so it will be interesting seeing how the charge works with full effects. The ork army painting is coming along too. I picked up various figs at the HMGS convention flea markets so it's a pretty cheap army so far. |
TheGaffer | 06 Oct 2014 9:14 p.m. PST |
Another orky question When charging, You move 6" in the movement phase. Roll a die to see how many inches you move in the shooting phase And then roll 2 dice for movement in the charge? Seems like a lot. |
Mardaddy | 10 Nov 2014 4:43 p.m. PST |
Hmm, no one got back to you on this, eh? Yes, that is the case, providing your unit is sacrificing its shooting during the shooting phase in favor of the move instead. |