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 Din-Orksaurs In 6th Ed

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dann.toh
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CikguDin
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CikguDin
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptyThu Aug 16, 2012 7:38 pm

The Gretchins might not hav da LOS, but the Runtherd does Smile . Da downside is, the Quad Gunz will be shooting at BS2 Crying or Very sad ...

Yup, Mad Dok & Ghazghkull both. Unfortunately, Ghazzy is much nerfed. Mad Dok is great, i'm still thinkering the list a bit.

I'm just using 2 Warbosses just to make da 2 Meganobz mobz as scoring units.

To those who might still remember, back then in the 1st ever Legio Tournament, I used a similar HQ & TROOPS combos as the above. I got 2nd place behind another Orks General (I received only 3pts fer sportsmanship..bringing 17 Meganobz to da tournament table back then will land you in da hot soup hehe!!)
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LordAK
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptyThu Aug 16, 2012 9:13 pm

I remember the list. It got 2nd in Legio Tourney and also 2nd in GC Knockout when you draw against the SW at finals. Never been able to break it back then. I wonder how it would fare today in 6th.
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptyFri Aug 17, 2012 3:18 am

it won't be as scary as last time because you could move 13", deploy 2", base 2", waaagh to get 1-6", and assault 6". That's 34" to 39" threat range.

now the best you can do is move 7", deploy 6", assault 2-12". That's 25" threat range the max.

and with slow and purposeful now, you can't run. meaning pie plates will easily kill them once they pop open your vehicle as now ppl are moving more to plasma cannons to deal with 2+ saves.
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LordAK
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptySun Aug 19, 2012 10:06 am

Quote :
you could move 13", deploy 2", base 2", waaagh to get 1-6", and assault 6". That's 34" to 39" threat range
maybe typo.. but thats 29 max. The new disembarkment rules cancel out all bonus for having large bases.

but ya lah.. not being able to run sucks bad..
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CikguDin
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptySun Aug 19, 2012 2:32 pm

The good thing of fielding Meganobz is that not they're not scared of GK, or most power weapons-equipped units anymore. The new SnP rule also means no more random movement distance.

So now, its just a matter of giving a suitable transport for each Meganobz unit - either Trukk, or BW.
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shaun
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptySun Aug 19, 2012 4:53 pm

Trukk is still better cause its faster than before. Move 13". Flat out another 13" and then can still Kareeen!!!. 3D6 in a random direction like before but memang tahu your luck lar Din sure it goes in the direction you usually want. 1st turn already in your face. Super fast.
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LordAK
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptyMon Aug 20, 2012 9:33 am

Quote :
3D6 in a random direction like before but memang tahu your luck lar Din sure it goes in the direction you usually want.
ya lah.. I just realized that hahaha..

Seriously.. I'm scared of your wartrukk.. damn fast. The only way to stop them is going 1st hahaha.

But battlewagon also good.. can bring more guys summore..
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shaun
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptyMon Aug 20, 2012 5:49 pm

Memang tapi even if you go first still ada Ramshackle and he will (highly likely) move in your general direction hahaha

Battlewagon is like a Land Raider. In most games i have played the Raiders have died easily so its better to have speed than protection especially since Meganobs cannot run they will need every inch they can get.
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PostSubject: Re: Din-Orksaurs In 6th Ed   Din-Orksaurs In 6th Ed - Page 3 EmptyTue Aug 28, 2012 11:25 am

yup, agreed. i own 3 battlewagons and now dunno how to use them. lol.
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