|
Post by ssgtdude (M.I.A) on Aug 27, 2008 16:50:43 GMT -5
Another option is to go with an allied list and choose the Inquistor Lord HQ choice and take the Calladius Assassin. A little word in his ear about placement and you have a bit of extra distance between you and the tank bustas.
|
|
|
Post by Sen.Kerry on Aug 28, 2008 15:39:22 GMT -5
Yeah. Well, I just finished A hellhound, So he will have a bit of a surprise when we play next.
|
|
|
Post by Sen.Kerry on Aug 31, 2008 13:38:10 GMT -5
Could someone explain the instant kill rules? I'm thinking a demolisher might be able to kill him if i hit him, instead of wasting 3 turns shooting him to remove 1 wound a turn.
|
|
|
Post by newcomer on Aug 31, 2008 17:08:26 GMT -5
if the weapons STR is double the targets toughness, and if he failes his armour save and invul save (if he has one) then the target it killed outright, he is blasted to peices or turned into fine red mist, the guy dies even though he may have 2 or 3 wounds
|
|
|
Post by Sen.Kerry on Aug 31, 2008 18:07:42 GMT -5
Well that makes it easy.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 5, 2008 11:46:15 GMT -5
Pump as much Emperor-Blessed autocannon Lead into his trukk that is loaded with nobs, because they are a devil in close combat! Also, heavy bolters and pie-plates on his boyz so that they run away, and don't bother continuing to shoot the runners. Even if they turn back around - their squad size is reduced, and they're even furthur away from your gun line than usual. Take leman russ main battle tanks. Their battle cannon will RIP SH*T through the ork lines, and pretty much every time annihilate the Shokk attack gun wielder. Finally, don't move towards the enemy with your main platoons. Arm them missile launchers or heavy bolters, and blow the snot out of the green skins. Use armoured fist squads or stormies in chimera's to capture objectives. Deep strikers are also an option for those pesky take and hold games, but when you're attempting to cleanse - urine lead and lasers into 'em. Shoot the closest enemy with EVERY single guard squad in the general area, while using heavy weapons on nobs and trukks.
Good luck my fellow guard General...give 'em hell!!!
|
|
|
Post by ssgtdude (M.I.A) on Sept 6, 2008 11:17:37 GMT -5
There will be missions when you have to charge the orks. Do not worry. When the orks are forced into the defensive they don't know how to handle your guardsmen acting as the aggressor.
Massed fire power from the flank and attack one unit at a time for maximum effectiveness.
|
|
|
Post by control on Sept 11, 2008 19:13:18 GMT -5
I'm pretty sure he's just the biggest cheater ever. You should just have a sit down and sort out the rules with him doode. Oh and big mekks with shock attack guns need line of sight don't they?
|
|
|
Post by newcomer on Sept 11, 2008 19:25:20 GMT -5
he IS the biggest cheater i have known. have a sit down and calmly discuss the rules with him. keep a redshirt nearby case if he starts flailing
|
|
|
Post by knight (M.I.A) on Sept 12, 2008 3:25:42 GMT -5
Some stuff I noticed while reading... Edit: You mean that Snotling Gun... It drops just the 5" plate and is a AP2 weapon. No ignoring cover saves...
Flash Gitz from the heavy support section have targeters too. So be careful he might be allowed to measure with that unit.
Units that run may not shoot and not assault.
Looters have some times insane amounts of shots but sometimes they have only few shots... D3 shots every turn after they picked their target.
Edit: Bombsquigs ignore covering units, and Tankbustas always deploy after your Basilisk, as the Basilisk is a Heavy Support choice and the Tankbustas are Elites.
And play with same number of points
|
|
|
Post by Ymmot (M.I.A) on Sept 12, 2008 11:38:34 GMT -5
once per game, but not on the first turn, Orks can Waagh! this ability gives them fleet of foot which allows them to run and then assault, they must roll for each unit that wishes to Waagh! and that unit takes a wound if the dice turns up 1s
Knight is correct, lootas gotta roll for rate of fire.
and with the new rules,as I understand them, the player that goes first sets up his entire army first, then the second player sets up his entire army, no more taking turns setting up units.
|
|
|
Post by knight (M.I.A) on Sept 12, 2008 11:56:19 GMT -5
Then say that you mean the WAAAGH! Of course they can use the WAAAGH to get one fleet movement. With the help of Wyrdboyz they can get one everytime you role the right power. And of course the Green Tide Apocalypse formation can use a WAAAGH! every turn even in the first turn. It changed indeed. Now the beginning player sets up first all his units. The other player afterwards. But the 2nd player may try to steal the initative. But still the Macharian Cross can't influence tanks or other vehicles. Only infantry can be reorganised by an officer with the Macharian Cross
|
|
GuardsmanPatch
Captain
They took away my Bolter, and gave me a flashlight!
Posts: 212
|
Post by GuardsmanPatch on Sept 13, 2008 12:59:14 GMT -5
Yeah, the winner of the one and only dice roll chooses to deploy first or second. Whoever deploys first deploys their entire force before the other side does. They also have to say how many units they have in reserve, on Outflanking reserve, and on Deep strike reserve - but not specifically what, I believe.
If you want to avoid Tankbusters popping your bassie, and still deploy short (but for the Emperor's sake, why would you?), but still have first turn, keep your bassie in reserve. Improved comms are the Guardsman's new best friend in 5th E, and it can direct fire (but NOT indiect) when it comes on it's 6". Drop a pie plate on the swines, and it'll only scatter 2d6-3" if you have LOS!
|
|
GuardsmanPatch
Captain
They took away my Bolter, and gave me a flashlight!
Posts: 212
|
Post by GuardsmanPatch on Sept 13, 2008 13:01:50 GMT -5
Oh, and watch out if the Shokk attack gun rolls 12 for it's strength - the resulting shot instantly kills/destroys anything it touches, and no cover saves for that puppy!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2008 11:44:59 GMT -5
I would circle around them, with your numbers, even orks cannot beat a surrounding tactic! use flamers, because they can take out lots of orks, who also don't get their armor saves against the promethium. Use hellhounds, and sentinels armed with heavy flamers. Also, if you've got any chimera's, give those heavy flamers and a multi laser. Remember: your best shot at beating the orks, is to shoot them as many times as you can, like whiteshield said.
Also, once their squads are reduced to below the right number (I forget the exact amount) then they can be made to fall back or be pinned. So snipers are also useful, as well as mortars.
|
|
|
Post by Sen.Kerry on Sept 29, 2008 15:04:34 GMT -5
Well, I have to say. I haven't played a game with him since, but he did come up to me and admit that the shokk attack gun does allow for cover saves.
|
|
|
Post by Sen.Kerry on Oct 6, 2008 16:32:35 GMT -5
Oh dear. He has just come up with a new rule that he can move his truks as fast as possible, and still drop the unit inside out without them taking wounds and they can still shoot.
|
|
|
Post by starwoof on Oct 6, 2008 16:59:40 GMT -5
Orks can only hop out and do stuff if the trukk moved a maximum 12" or 13" if it is red. Of course it's open topped so the boys can assault after that!
|
|