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post #11 of 23 (permalink) Old 07-16-12, 05:15 PM
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welp, my vote is for twc. 5 with 2 ss/ 1 th, all for about 340 points....the ability to move 12, assault 2d6 with rerolls, ignoring terrain, 5 str 10 ap2 thammer hits, 5 rending attacks each, 4 wounds at 3++ infront to block big hits (I dumped 6 plasma cannons and 4 plasma gun shots into them for 2 rounds, they only took 1 wound) and now they can climb walls in 6th. The tank shocking thing that chased them away with 5th no longer works because you can rally with an enemy within 6' now....Just....blown away with how effective they are. They got nothing but buffs with 6th ed.

cc army though? daemons if you can look past the blaring weaknesses of the codex, but more rounded army probably nids.
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post #12 of 23 (permalink) Old 07-16-12, 05:37 PM
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it's all about a maxed out unit of Ogryns
41 Strength 6 attacks at iniative 3 can bring down pretty much anything. Not to mention they have three wounds a piece, toughness 5 and FNP
Only problem is is that costs almost 300 points
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post #13 of 23 (permalink) Old 07-16-12, 05:59 PM
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Ogryns have FNP!?!?

We do not fear the flame,though it burns us,
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And we do not fear it's light,
Though it reveals the darkness of our souls,
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post #14 of 23 (permalink) Old 07-16-12, 09:32 PM
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Except they can't get through other 2+ savers, unless you equip most of them with hammers
What can these days?
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post #15 of 23 (permalink) Old 07-16-12, 10:03 PM
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Ogryns have FNP!?!?
No. Danger needs to take a second look at his codex. Another problem with Ogryns is their 5+ save, and their inability to mount a large unit in a transport. That means slogging it and getting shot at every turn because Ogryns are a huge target.

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Yup, that sounds about right. The only faction who are a bigger bunch of backstabbers than the Imperium are the Eldar (and this is debatable as the Eldar only stab OTHER factions in the back).
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post #16 of 23 (permalink) Old 07-17-12, 04:15 PM Thread Starter
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What can these days?

Thunder hammer terminators
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post #17 of 23 (permalink) Old 07-17-12, 05:24 PM
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Orks!
I have always loved my orks and i love dropping 180 boys on the field and just foot slogging it all the way
if a squad of thirty slugga boys gets the charge on you that is like 120 strength 4 attacks
and thats all for 180 points!
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post #18 of 23 (permalink) Old 07-17-12, 05:32 PM
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The loss of Initiative bonus on Furious Charge really fucked over the Orks though. Now you;re pretty much always going to hit last in CC. Nothing sucks worse than charging someone, getting shot up in overwatrch, getting chopped to pieces in the first couple steps of the assault, and only THEN getting to attack with whatever handfull of boyz are still alive.

Makes me wonder if given the new vehicle rules you;re going to see Trukk squads go away replaced by big sloggy foot mobs

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post #19 of 23 (permalink) Old 07-17-12, 06:47 PM
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Don't the orks normally go last anyway? because most opponents are space marines which are I4, and other assault xenos like eldar/DE/nids are I5.

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post #20 of 23 (permalink) Old 07-17-12, 07:05 PM
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The loss of Initiative bonus on Furious Charge really fucked over the Orks though. Now you;re pretty much always going to hit last in CC. Nothing sucks worse than charging someone, getting shot up in overwatrch, getting chopped to pieces in the first couple steps of the assault, and only THEN getting to attack with whatever handfull of boyz are still alive.
To be honest, I don't think that I3 did lots for Orks. You now go before Guardsmen instead of simultaneously, but then again they're Guardsmen, you rip and tear them anyway (especially as you can call a challenge that you're almost certain to win, and if he declines he loses three attacks and potentially his Ld 8). You still go after Marines, you go after Nids and after all Eldar... you go simultaneously with Tau, which isn't an issue because they'll kill one dude if they're lucky.

I think it only actually matters when you fight other Orks, which is an interesting fight - Shoota Boyz get horrendous Overwatch and strike simultaneously with the Sluggas charging them, so it's rare you won't prefer Shoota Boyz over their CC brethren.

This is all assuming you're not charging through cover anyway, which you'll probably do quite a few times against a good opponent.

Also, Overwatch actually has a pretty minimal effect. It's not for weakening your charge, because it doesn't kill enough to do so - moreover, it's about stopping your charge completely by killing the one or two Orks closest to the firing unit and hopefully leaving them out of range.

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