From this Dakka thread, pointed out to me by several comments (sorry Dakkites, I just don't follow the place since I left)...a very interesting rejoinder as to why Orks suck. [Update: Forgot to link the thread! lol]
Frank Fugger wrote in reply to another poster, Primarch. Primarch is in Italics, Frank is not. My apologies if I got any of the quotes down wrong.
Well yeah, it'd be fair to say that; but it should go without saying really, shouldn't it? If the same numbers appeared here then Dakka's results would be just as useful a barometer as Stelek's blog, common sense tells us that. The results don't appear here though, so it's not. Not really.Primarch wrote:You say this, which I agree with....But wouldn't it also be fair to look at it in reverse? 3/4 of the results posted on Stelek's blog don't appear here at all? If they did, then this site's numbers would be more accurate.
Stelek plays Orks. I've seen various posts of his regarding his Orks. I've never tried them myself but they look like a helluva lot of fun, and I defy anyone to say they dislike the SAG Big Mek model.I guess I hadn't thought of it that way, but I doubt the majority of the Stelek followers would use that logic. As much as they trash talk Orks in general, they wouldn't be caught dead playing them.
You've got the premise down; where you're losing it is in the decryption of those results. Yeah the Orks did well. So did Tyranids. And Dark Angels. And there were more than a few Necrons in there too. I could also postulate that, since an estimated 99% of Chaos Marines players are Lash-merchants, the presence of so many CSM players in the results also attests to the low quality of the opposition; however that'd be conjectural since no army lists are available and a lot of hard lists can be built using the CSM Codex.Ok Frank, you've just lost me again. You say that Orks should not be a competitive army(correct me if I have your premise wrong), but that they are in fact competitive because of the environment, that being that 40k just isn't competitve as a whole on the tournament scene. Then, you provide results, where the Orks have shown to have scored the highest of all the other races. Including the choices that can make the so called "hard" lists.
The same cannot be said of the Tyranids, Necrons or Dark Angels books. How else did players using these armies place so well if their opposition didn't suck?
Assuming their opposition is rubbish, yeah. They're a lot more forgiving to play than almost any other Codex in 40K whilst also being quite dangerous to the uninitiated opponent; the sight of 180 Orks deploying for a 1500pt game will cause some people to panic. People who know what those 180 Orks are capable of will shrug it off.However, couldn't you argue that in fact, Orks are the MOST competitive army in 40k?
Yup.I mean, according to you(you are about to test your theory), pretty much anyone can show up with Orks and do well in a tournament.
Yup. They require a far more intimate understanding of the general game to run properly; you can have the hardest list in the world, but give it to a player who doesn't understand that Fast Skimmers can't fire weapons when moving Flat Out or AT weapons suck against infantry, or that Hormagaunts aren't something you need to kill but Carnifexes are, etc etc, and he'll fail with it every time.Whereas the "hard" armies require a lot more effort to win with.
The same thing cannot be said of Orks. I'm fairly confident that I could take an Ork list to a tournament and do well having never moved a Git in my life before, provided the opposition I face remains the same gaggle of footslogging Storm Troopers and Drop Pod Dreadding nuggets that currently attend GTs.
I'd agree with that. Thing is, though, if people actually started playing for keeps at tourneys the Orks would rapidly disappear from the placings, because they rely on simplicity, ease of use and weak opposition to be competetive. Hard lists rely on their own units being able to deal with anything in order to win games; the Orks rely on the opponent being unable to deal with their units to win games.Contain your answer to just the current tournament scene, the one you think is not very competitive at all. In that box, if there was an army that took very little effort to win with, consistently scored high, higher than any other army, then couldn't you reach the conclusion that in fact, the Orks are the most competitive army running right now?
NOTE: There is another set of excellent 'here is the truth' down a ways.
For whatever it's worth, I enjoy my Orks. I can take out Rhinos and Speeders with glee. Then the Land Raiders drive through my lines, take out my Lootas, and when my Nobs are done counterattacking his Thunder Shield Terminators--I'm dead. I've been alpha striked by a mass IG Valkyrie + Melta Vet army and had precisely 2 units of gobbos left after turn 1. I didn't get to do anything. What, I should be impressed with my Orks? Maybe I should mech up, oh yeah...the result was the same. Every time I don't go first, that fucking army tables me in a turn. Maybe if 26 BS4 meltaguns and mass anti-infantry fire from the Valkyries didn't beat my fucking face in, I'd stand a chance. Oh whats that, I get to go second? Great, he sits in reserve and outflanks, and comes in on a 2+, and re-rolls where he comes in...so I get my face beat on only half the board. Yay!
Anyway back to the interesting Dakka thread. I admit, only interesting because it's not ME saying why Orks are bleh, it's someone else. I can't really keep track of who he is replying to, but same as above--Frank's replies are not in Italics.
Scientific as in "objective and based in demonstrable fact", rather than scientific as in "meticulously measured and tested to death". You don't need beakers to be scientific about something.thehod wrote:Well im not much for scientific research over a game of toy soldiers. I just see 40k more as a game where as many people treat this as a simulation.
The thing with all this is, apart from stuff like fielding hordes and Fleeting once per game, most other armies can do all of these things to a far more potent extent than the Orks. Marines and Eldar can Bike-spam. Marines, Daemonhunters and Guard can tank-spam. Eldar and Deldar can Fleet (and they can do it more than once per game), and most Codexes have some unit or other that can Outflank. Sure Snikrot's Outflank is different, but unless your opponent fails at 5th Ed and has something sitting back-field waiting to be gribbled then it's not massively useful. I'll give you that 180 Orks can take up the board, but they're only Orks. T4 and a 6+ save is hardly inspiring, and neither is S3(4) attacks against even AV10; even en masse. Assuming you get near my vehicles to begin with.This game is simply broken down into 3 phases: Movement, Shooting, Assault
Orks can dominate the movement phase by using mass battlewagons or bike spam, special abilities such as snikrot's flank march ability can work as well in restricting the movements of the opposing army. You also have the run rule or the waaaagh special rule that can cover the board in no time. Domination of the movement phase can be accomplished too by controlling the battlefield and with 180 orks, that is pretty simple to take up the board.
So yeah, none of this stuff is particularly novel or impressive in the grand scheme of things, and I'd hardly say any of it amounts to dominance.
Again, other armies can do this too, only they tend to do it better. Guard have more shots and a better chance of hitting with them, and it's hard to keep a 30-man Mob in cover; a ten man Tac Squad not so much.As for shooting, Orks dominate it with volume of fire along with protection from return fire with the introduction of coversaves in 5th and the use of KFF to protect ork forces on their way to target.
Considering the entire army is based on WOARGH MOVE CHARGE LOTS OF DICE that seems like a strange conclusion to reach. Not entirely unwarranted, but strange nonetheless.IMO Orks are weakest in assault due to combat resolution that can kill way more orks than shooting could.
What Danny Internets said. Also what I've been saying since page 1 of this thread.Malecus wrote:
Frank, don't take either of the following statements the wrong way:Frank Fugger wrote:Hard lists rely on their own units being able to deal with anything in order to win games; the Orks rely on the opponent being unable to deal with their units to win games.
A) It's abouttime you got around to making a legitimate point as to what is actually "wrong" with the Orks.
13 Daemons, 17 Tyranids and 6 Necron players also got through. The presence of such still devalues the Orks' success; numbers don't really enter into it.dumbuket wrote:So basically, Orks enjoyed greater success than Tyranids, Necrons, and Daemonhunters (and Tau, Eldar, and Chaos). Wasn't Frank trying to explain that the presence of qualifying tyranid/necron/DH lists somehow disqualifies any success orks might have in the semis? I think the fact that Orks rival only Vulcanspam in these results suggests that the army might be competitive. Results like this don't look like a 3rd tier army sneaking through a tournament full of scrubs.
Also, doesn't it seem a bit strange that the most popular army is also the best represented in round 2? Maybe they were all playing Vulkan Bikers.
Seems logical to me. Competetive Codexes will remain competetive even if the opposition is playing for keeps using a hard list. That doesn't happen, though, and so the Orks produce good numbers at tournaments. Tyranids do too, apparently; not as good as Orks, but they're still well represented considering they're a scrub Codex.Actually, he's trying to distinguish between Fugger's definition of hard/competitive and his own definition of hard/competitive. Whether or not being competitive can be seen as a logical extension from what Fugger is saying is a matter of debate.
Trying to claim that a Codex is hard based purely on a bunch of numbers in a table isn't very subjective.
I dunno, 30-40 S7+ shots per turn plus a couple of Blasts, plus the Broadsides and Pirhanas, plus the Kroot, plus the Smart Missiles, plus... yeah, it all adds up. Seems like a lot of shooting to me. Is it enough to deal with 180 Orks before they can get into combat with the Kroot? Maybe not, but does it really need to be?Tau, for example, have no effective way to deal with hordes (like horde orks or gaunt hordes) and therefore do not fall into Fugger's definition of competitive, even though he takes the fact that they are seemingly for granted.
It might also be worth noting that horde armies are not "hard".
NOTE: I must say, I have never had a problem with horde orks. I setup in a corner, and I kill 60-90 Orks in 2 turns. Anything near, I attack with kroot. Kroot beat the shit out of Orks, by the way. 15 kroot eat 30 orks for breakfast. You, your Nob, and 3 friends might come through the other end of that kroot meat grinder but I wouldn't hold my breath hoping that squads doing anything afterwards.
I'd like to make mention of the local Ork players, two sold the army off, one sold his orks for ig, and another has stopped coming around entirely (I tabled his orks with my 7 land raider army) so who knows--maybe he's awesome now and pwning face with his Orks somewhere else.
I do firmly believe that Raiders make Orks and Demons cry, because they cannot kill the fucking things without resorting to suiciding huge point sink units (Nobs and Greater Demons of khorne/Soul Grinders) into them and still not have anywhere near a pair of meltagun shots capability to kill them. As an anecdote, I have failed to do anything to a land raider with meltaguns hitting twice precisely one time since 5th edition started. Just saying, it's only happened ONCE. My Demons have gone to turn 5 before finally stopping one. My Orks have been tabled trying. What, it's not clear why Orks are second rate?
While I talk to thehod and don't generally bust his balls, I must say:
"Fact: Orks swept the 2008 GT season in the US
Fact: The GT circuit winner of 2008 played with orks"
Fact: He never moved like he attached a must move towards enemy character to his big beater unit, and never once did he cross into the enemy deployment zone with them. Most interesting 'cheat win' ever.
Wait, second to that Gareth guy deploying his Demons on the table.
Pattern?
When are you leaving those guys behind? Always come off as a nice guy when we talk man.
I note this as well:
"Backfire wrote: See, it's comments like this which make me think you have not actually played Tau. Sure they have all that stuff in the Codex. But Tau stuff tends to be expensive. You can tune your army to face horde, or face Mech, but it is hard to make it able to face both."
Gee, really? Who hasn't played Tau? Tau Stuff is expensive? In Real Life monies, surely. In game? You must be crazy.
I could go on and on, but in the end...I think if you read the thread, you'll notice the truth hurts these ork players real bad. Still true though. ;)
BONUS! Pure Nurglibberish at it's best folks, read at your own risk.
Part of the problem with responding to individual points by quoting said points is that you miss the forest for the trees. By breaking a post down into individual points, you fail to address the point made by the entire post. That's why no one does that in the real world, because in the real world people can read and write well enough to follow all sides of a discussion. Likewise nobody needs to quote entire posts in their own posts because, as I've pointed out, people are literate enough to read a conversation without parts of it being repeated in their entirety.
Quoting other people's posts, and breaking them down into a series of disconnected quotations, to which you append your own disconnected non sequitors, demonstrates not only an inability to digest and analyze information, but also an inability to evaluate and synthesize your own ideas. Simply address the poster whose post you are addressing, and get on with composing your own thesis or counter-thesis the way you would compose any essay.
By following the standard format of thesis statement, argument, and re-statement of thesis, you can make the content of your posts clear, as well as better develop your own positions and arguments. At the least, it will make your posts more legible, and more interesting to read. Proof-reading and multiple drafts will go a long way to improving the quality of your posts. If people have a problem with "blocks of text", then maybe they should go find some activity that doesn't require stuff like reading...
28 comments:
I think you must be Frank. You take your happy people pill when you post on Dakka, don't you Stel?
This thread eminds me of that Ne Yo song: Hate That I Love You.
Great stuff Stelek, keep it up!
It about sums up Orks, though. They can do a lot of stuff, but if you can deal with 'em, well, you can deal with 'em. Foot Orks are scary and all, but if they take time getting to you? You just wail 'on 'em all the way down, and shoot the opening waves to death.
...and Stelek must have better dice luck than me. I think I've had at least a couple games where 5 fire dragons at point blank have failed to damage a Land Raider, and then 5 managed to only stun a Vendetta.
I've had Sternguard fail even more impressively, fired 7 combi-meltas at a vehicle and don't think I did anything.
I musta forgot that fuckup intentionally. lol
Oh and no, I don't have a 'secret' Dakka account.
Just my regular one that I'm technically 'banned' on but Legoburner couldn't figure out how to use a ban system if you paid him to run the backend of a site. Probably why he's unpaid. ;) But after bypassing the ban a few times the humor got old just like dakka did. So I stopped visiting.
And...thanks Jane. lol My wife loves that song.
I used to play a foot ork army, it got battered. I went mech, had a good game yesterday and once I got out, guess what, I got battered. I ahd the game until turn 4 and I just got kicked down since then.
Orks have problems with strong armour, lootas can only do so much and once you've done a vehicle in assault you will get shot to shit next turn. Plus only Nob in a unit of boyz is a real threat to vehicles.
Orks aren't just that good bottom line. They're meh. You will struggle to win games and next think about it. Against Land Raiders or Monoliths forget it. Lower armour no problem. I don't understand why people cannot see the light and say yay, Orks aren't top tier any more. I know peoples opinions are different, but lets look at things black and white here. Orks are meh, ok-ish, medium etc etc
"Trying to claim that a Codex is hard based purely on a bunch of numbers in a table isn't very subjective."
For thoroughness' sake, what then defines a codex as hard?:
Mathhammer?
Theoryhammer?
The opinions of largely anonymous internet posters and bloggers? Their personal unverified anecdote and conjecture?
40K is a game with so many variables to deny the results of ACTUAL games played is actually far more subjective than giving some credence to how armies fair against each other.
To presume that because a so called non-hard codex does well, the opponents must be also crap is a logical fallacy, because it relies upon the premise as evidence. E.g. I say a codex is crap, therefore whatever loses to it must be crap. However, the opposite statement can be made (with the same error of rhetorical logic). I say a codex is hard because what it beats must be hard.
The same is true for so-called hard army lists or crap army lists. The arguments for or against them are based largely on this sort of logical fallacy.
However, in this ork debate there are some important points of conjecture and/or anecdote that reveal potential weaknesses in the Ork army builds. Though, they do not make the entire codex "crap" (just perhaps some builds versus other specific builds)
While it is true, that in a WAAC tournament, an ork force will have difficulty with the 6 land raider list, that same LR list, however, in the melta heavy meta-game of today will have a very difficult time surviving effectively. So, in practice you will see fewer of these in actual play, because they are (in this environment) a glass cannon.
So the argument that orks can't eat armor 14 moving at cruising speed, therefore their whole army sucks, is throwing the whole damn nursey out with the bathwater. In an all comers list, its unlikely, that that many players will field such a glass cannon force. In a tailor-your-list-to-annihilate-your-opponent situation, most any codex can be owned -- and this is true of the ork horde vs landraiders.
Ultimately, to avoid writing a comment that matches the original post in length, there are many logical problems in some of these arguments, because they are attempting to pass off situational circumstance as fact, or theory as fact, or rely upon a rhetorical synecdoche: using weakness of the part to demonstrate the weakness of the whole
Orks can reserve forces, or deny flanks, or manuever, or screen, or speed bump as well as anyone (if a general is inclined too), and using these tactics (and others) effectively should allow the orks (or deamonhunters or 'nids, or whatever list is viewed as crap) to overcome some of their codex's "weaknesses" and limit their opponents "strengths."
Everyone reamber one this, Friends don't let friends play orcs.
lol I got onto Dakka for something other than whingeing about Brock Lesnar :D
And no, I'm not Stelek.
Oh god not this again. Orks look cool and all but without any way to kill AV14 your army will get squashed for the LR AND its content EVERY SINGLE TIME. Period.
Oh and theres also the IG vehicles that will throw templates of death to you. Same result.
If you have less variety of guys AND they arent mounted of course that they are easy to use. Doesnt make them suck less, but still.
"Bur they win in the UKGT". Yeah tournaments are such a good measure of skill and not a cheat-o-rama full of people that brings 4ed lists, no wonder GW its supporting them so much!! Oh wait.
Another thing, why you thing that CSM armies, mechdar, marines and IG splsh orks all the time, huh?
"But the killpoints". Kill points its a bad system per-se, but a 5th ed list will crush a 4ed list so hard that KP will not make a difference. Build to win the egame, not for playing one mission.
Orks just suck. They are the less sucky of the suck armies that people tailor to their regular oponents (Necrons, Daemons and Tyranids suck more) but they still suck.
BTW, Daemonhunters can make good armies, just take storm troopers in Rhinos with meltaguns and LRCs.
Internet stupidity do makes you prone to aunerysm.
Actually I said nothing of the 'must be able to kill all 6 raiders', zachary.
Try just 2, like you see in many armies.
SW, DA, SM, BT. They all use it.
Orks can't stop them. The Terminators inside get out and smash up shit, the Land Raiders start smashing shit. G-d forbid if they are redeemers or crusaders and they start wiping out whole squads of Orks by themselves.
You fire your lootas at the 2 Rhinos behind the Raiders (when and if you can see them)? Fine, they get a 3+ save.
See, it's not about playing in shitty tournaments with favorable rulings one asked for against opponent's running crap.
It's about playing competitive armies and you dying when you get shot out of your transports. Orks don't die when they get forced out? Really? So that's why Orks are running 5-6 battlewagons in their armies, because they are better on foot?
You fellas can talk Orks up all you want. Get across the board against an IG army. Let me know when you are done getting fried by the templates Guard can spam. See how you like the bubble wrap units holding your super duper nobs up just long enough to see the rest of your army off.
Must be awesome to have a 'must assault' army that gets outassaulted by everybody else.
This is a _very_ interesting post. Frank did a bang-up job debating the points without losing the thread of the argument, despite someone posting 3 paragraphs of Debate 101 Etiquette. The net has its own rules, and aren't we glad? I for one have zero interest in reading thumb-up-ass-pseudo-intellectual crap complete with footnotes.
I tabled my Orks. So did everyone I know in the area who used them effectively. There was the fun little Nob-bikers fad, but you get the point. This is, however, only regional evidence - I know that. I don't claim to speak from outside my own experience. That said, I discovered quickly Orks were only dangerous in an assault they launched, so the formula is shoot'em, charge'em, win combat res and watch'em run.
I know, I know - you have to assure they will be forced to take the test, but isn't that a given? Well, it should be: we're all speaking in generalities. Pointing out the exception and calling it logic is tired thinking, much like some of them hit Frank with.
It's part of the problem with trying to convince anyone of anything; people fall back on what they assume - not even what they know, most of the time, just their working assumptions on shit.
One thing though: Zach ain't wrong. He's right on almost every point he made. The only verifiable data is the win records of each army, by year; all the rest really is conjecture.
Isn't that what this site is all about? Stelek pretty much thumbed his nose at the status quo and put his theories out there for all to see. It's like the ultimate gamer big-dick contest. I've never thought Stelek was the only dude out there to see it the way he does, but it's hard to argue he was the first to say it.
To me, it'll be interesting to see if the numbers hold up over the coming years, see if the meta actually shifts.
Take care - Brent
I miss the old Ork Codex. With the old Kult of Speed rules, it was far easier to play the anti-tank game, as multiple zzaps had fair chance of dealing with AV 14...
I'm thinking of modding my boyz to use Marine rules (either Marines or Loyalist...I'm trying to figure which one would make the better fit. On one hand the Chaos boyz have more close-combat stuff all-around, but on the other hand Marines have Techmarines which can represent mekboyz, etc) rules. Don't want to dual-lash because that's not right and proppa orky, but would like a good hard list that lets me use my Ork models. Meltaguns to represent Micro-zzaps, meltabombs as tankbustas, etc. Up to the affair? 2000 pts would be great. Thanks.
The problem with the Orks, Necrons, Demons, Tyranid and Chaos Space Marine army speak to a larger problem in 40k. Armies that are mostly uncompetitive are not at all fun to play.
The main problem with 40k it is primarily a semi-competitive social occasion. By this I mean, unless someone is in a tournament they can refuse to play you. Playing the terrible lists above only increase the likelihood that someone will only play friends or not at all.
When a person is tabled in the second turn of the game, they will nearly always never play the individual again. The response is almost never to spend $300 - $700 dollars to allow themselves a better shot at defeating a person.
Shitty army lists only increase the amount of people you will not be able to play. It is sad the GW does not try to fix this. I believe the ability to obtain extremely lopsided victories over another individual is one of the primary reasons more people do not play.
Games Workshop could fix this issue in several ways.
1. They need to put one person in charge of rules and army lists. The person would ideally have math skills. This would lessen the impact of several writers having a go at changing the rules with every codex.
2. They could put all the damn rules in a couple of books. You would not have to buy tons of army lists to figure out what the hell another army could do. 14ish armies at $25 US a crack is a hell of a price for a guy trying to get into a hobby. This would also promote less of a "rules by ambush" situation. People would have some idea of what another is capable of without playing it.
While I agree to a point, some of us have no difficulty knowing what other armies are capable of, just through owning the book, or, in the case of me with DH, Daemons, Tau, DA, SW (admittedly, this one's a bit silly to include) BT and WH. I own every other Codex, but I still know enough to know what's good, what's jank, and how to pick the army up if someone lets me use theirs. Maybe that's having an occasionally ridiculously good memory (though, not on stuff I NEED to recall...), maybe it's years of practice. Maybe it's something else entirely. Whatever the reason - it IS doable.
I like your #2. Though they'd also have to release the lists far faster (another good thing for balance). I don't know too many who play and am frequently away at school, so what few game events and tournies I get to play on break usually result in my getting ambushed by some codex ruling I had no idea existed.
It's rather a shame when players like me pretty much have to follow blogs like this just to have any idea what other armies are capable of or if the opponent is cheating us.
GW giving stat blocks for every unit in the back of the rulebook is a small start, but still is almost useless when you consider the sheer number of army specific special rules attached.
And how long that "couple of books" would be? Yeah, i dont think that people want to buy a full encyclopedia for playing 40k.
The other guy needs to have his codex at hand and let you see it, if he doesnt most of the time dont play him, hes being a douche.
The issue isnt the quality of the codexes, the issue its that GW lets the codexes get obsolete and barely see which ones are hurt more for the new rules (A decent EXTENSE FAQ would eliminate most of the issues, too bad theres isnt one).
Examples:
1)Dark Eldar dont need that much a new codex because they still pwn (good).
2)They should release a Dark Angels codex instead of the "can take almost all the wargear and vehicles from the SM codex" Space Wolves codex (bad).
Yeah i dont need to crush a beginner just for invigorate my ego, but when people REFUSE to learn simple basic strategies and units because they "just want play for fun", well i hope you like modeling, because it isnt fun playing with a guy/gal that isnt even trying.
See, GW do it half assed because its ruled by an slow-ass bureocracy instead of people that actually hear the players. And, no the Dakka head honchos, the WC and Co. do not speak for most of the players.
Michael: Loss of the Zzap Gun crippled the Ork Codex. Adding the Lootas was nice, but missing the vehicles being powerful bit and needing the Zzap Gun was a misstep for Phil Kelly.
Hopefully people will get their Lash Fail and Nob Biker Fail out of their systems this year and catch up with the 'Mech is good' concept.
I don't understand why GW sells codexes for so much to begin with. I KNOW that Codex sales are not where their profit comes from. If they sold those books for $10 a pop, people would buy them like popcorn instead of pirating every damn book on the interwebz. It's called a loss lead, geniuses (GW, not you guys, you guys are cool. :P) If someone picks up a book, and reads it, and starts formulating army ideas, it's MORE likely they will start buying models. It's MUCH harder to pirate a model than a book. Maybe I'm missing something here?
I dont understand this Deff Rolla debate. Says stright up in the codex that "Any Tank Shock made by a Battlewagon with a Deff Rolla causes D6 S 10 hits on the victim unit. If the unit elects to make a Death or Glory attack, it takes further D6....."
First off you cant tank shock a tank. If it said ram then go for it but it dosent. Second off the rule refers to the unit in question as electing to take a death or glory attack which a tank cannot do. Seems pretty simple to me. Everyone wants an "I WIN!" button I guess.
I haven't followed the debate at all, but by my reading, I'd guess it's due to that stupid line that "ramming is a special type of tank shock". That implies it is one, when it really isnt and shouldnt be.
IMO they should faq the deffrolla to add say +1 str to ramming as well and make it explicit you don't get d6 s10 hits vs vehicles. But you know they never will.
All that line does is give you the tank shock rule reference for when you hit infantry units.
lol, I like Nurglitch's comment. I don't really understand a word he said though, but I'm assuming it was supposed to be funny. :p
@Stelek I agree about the Zap guns. Average of strength seven, and some chance of doing better was a nice touch.
@The_King_Elessar I should have narrowed the post above to be more specific. I was trying to think of a person new to the gaming hobby. I think most of them would feel like they picked up an incomplete game.
@Gx1080 I believe quality is the issue. Why have a piece that Marines and Imperium get (around 6ish lists) that is nearly impossible to defeat for 5 other lists. How hard could this have been to spot??
If the rulebook had only army lists with no fluff, I believe you could do it in another small book like the rules in AOBR. Then include it AOBR. Nothing sells miniatures better than having access to all the rules. The grass is always greener.
Don't forget the Monolith. It's even harder to actually take down...the only thing is that you can ignore it. Otherwise...well, we'd all play Necrons.
@Anonymous
As GW insists in releasing a new edition every 5 years or so, codexes that were good in previous editions are now not-as-good now. Thats why codexes get obsolete with shitty stuff.
About Zzap guns, i dont know, i haven see the codex, but anything that can give orks the capacity of killing AV14 vehicles without being an unoffical (and hence,mostly OP) FAQ it would be good for that army.
Its your opinion that codexes shouldnt have fluff and hence, being cheaper. I respect it.
My opinion its that the Warhammer fluff (both Fantasy and 40k) its extremely extense and well written and i think that a new player missing that its a sad thing and bad to the hobby. Besides ebay makes minies way cheaper.
The fluff is great. I'd quibble about well written, but I enjoy it.
But the point still stands, while you can easily cough up $25 for your own codex, it's far far harder for the more casual player to also cough up $25 for every other army list just to know what opponents might be running.
From a gaming perspective, they really need summarized collections of all army lists. The relevant sections only make up 10-20 pages in a codex, it's not like they'd be too large.
I still disagree with you. You can check your oponents codex and he must let you see it.
But thats not the point. In my opinion you can read other codexes a lot and yet you will have an at most feeble idea of how the units perform in the battlefield.
Even Stelek, Froggage, Edwin and Mr.Pants do trial and error by proxing and testing (they do that a lot, thats why this place works) and although certain cases are obvious, the only way to truly learn what an unit can and cannot do its either using it or fighting against it.
Given GW glacial rate of release it isnt too hard to play several games against all the armies. Besides thanks to the Internet you can se batreps and analysis in many places (The batreps are trustables, the tacticas...well besides YTTH its hard to find good ones)
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