Talk:Warhammer 40,000/Tactics/Orks(8E)

From 1d4chan

Hey there folks! Noticed that the page for Warhammer 40,000/Tactics/Orks(8E) is relatively empty, and have decided that something about this must be done! This will be my first time attempting to edit or write anything on this scale, so please be sure to rectify any errors that you may spot when reading this! -- Orkus3372 1:58 AM June 6th, 2017


Mob Rule

"Do note: units get the leadership CHARACTERISTIC of nearby units, not their actual leadership. So no giving ld 30 to a nearby 5-man burna squad."

I think you can read Mob Rule to do exactly that though - both parts of it mention the leadership characteristic, so it only depends on whether or not you can chain the two parts of the ability together - i.e. using your model count as your leadership characteristic on a mob of 30 boyz, making their Ld30, and using the leadership characteristic of a unit within 6". If you can chain them then you can spread Ld30 to everything within 6" of a boyz mob. In my opinion this it both the intent of the rule, and fluff-accurate. Why would 5 Burna Boyz standing in amongst 30 other Orks not be as fearless as they are?
The direct quote is "can use the number of models in it as their leadership characteristic" (emphasis mine). My contention is that it says "as their Leadership" not "instead of their Leadership", meaning that the increased value becomes/replaces their existing Leadership characteristic and is therefore inheritable by nearby units through the second half of Mob Rule.--PercussiveMaintenance (talk) 12:07, 28 June 2017 (UTC)


Rerolls

The exact wording is "Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again" (i.e. some or all of the dice in that roll you selected). This explicitly does allow you to reroll a single die with 'Ere We Go!. The "some or all" is a subset of the dice involved in the check you chose to reroll.--PercussiveMaintenance (talk) 10:29, 10 July 2017 (UTC)

I'm not the guy that's editing the rerolls section but I can see how it's ambiguous from the rules as written. That section you've highlighted from the core rules could be read as saying that some rules that allow rerolls enable you to roll some of the dice again, and some other rules that allow rerolls enable you to roll all of the dice again. It's not clear the "some or all" is a universal but could apply to specific cases. I.e. what the core rules could be saying here isn't an instruction ("a reroll always means you roll some or all of the dice again"), it may just be an example ("some rerolls mean you get to roll some of the dice again, other rerolls means you get to roll all of the dice again, but it depends on the individual rule"). I think the key word here is that word "or" between "some" and "all". It's unclear if the "or" in the sentence is dependent on the individual rule in question ('Ere We Go!' in this case), or if it's a global "or" that applies to every single reroll rule in print. If you look at 'Ere We Go specifically it does say "the roll" as an entire entity, not "one or both dice from the roll". This contrasts with Ammo Runts that explicitly state one die may be rerolled. So I could see how someone could believe 'Ere We Go has to apply to both dice, because in cases where something refers to one single die this is explicitly stated, and it's not for 'Ere We Go. It's also worth noting that specific rules such as Ammo Runts appear to supersede the general reroll text in the core book by explicitly stating the terms of the reroll, "one dice for each ammo runt". Similarly you could see 'Ere We Go superseding the general reroll text in the core book when it explicitly states the "failed charge roll" in its entirety, not one or both parts of the charge roll. So essentially, is the core book setting a case that applies universally to all rerolls, or is it stating that all rerolls take either the form of rolling some of the dice again or the form of rolling all of the dice again, and the specifics depend on the individual rule in question? --HeadChime (talk) 09:13, 11 July 2017 (UTC)

I think you're misunderstanding the point I'm making here. There are two statements in the rule text to break down:
  1. "Some rules allow you to reroll a dice roll": Which 'Ere We Go! does, it lets you reroll a charge roll (which is 2D6)
  2. "which means you get to roll some or all of the dice again", i.e. I can choose to reroll "some...of the dice" (those 2D6) in "a dice roll" (the charge roll). You're saying you can only reroll the entirety of what you call "the roll", while the rules text explicitly makes you select a particular dice roll and then adds the "some or all dice" qualifier - i.e. you explicitly can choose to not reroll all of the dice in the check you pick to reroll.
I don't see how Ammo Runts contribute to the ambiguity honestly - it states you can reroll one die per Runt, there isn't really another way to state that rule except maybe "you get one reroll to hit per Runt" (which, while it would work the same way RAWas per my above interpretation, is ambiguous if the rule is read by itself without the context of the core rules section on rerolls - and so would be inferior from a design perspective when it's not any easier to read/write). RAW, to-hit rolls are all made one at a time (except via the Bulk Rolls sidebar, but they still work as individual rolls even then) so it's not like this would let you reroll the entire unit's to-hit rolls with a single Runt just because you happen to be rolling all of the dice at the same time. --PercussiveMaintenance (talk)

Bubblechukka

Do you get to roll the dice for the Bubblechukka before or after target selection? The Bubblechukka's text says "Roll 4 dice each time you fire this weapon" (emphasis mine). The core book says the order for shooting is to:

  • 1. Pick the unit,
  • 2. Pick the target,
  • 3. Pick the weapon,
  • 4. Resolve the attacks.

Now if the word "fire" in the Bubblechukka's text refers to the point in time at which the shot occurs then that's step 4, after you've picked the target, which occurs in step 2. If "fire" refers to the point at which you select the Bubblechukka as the weapon to be shot, that's still after you've picked a target (step 3 is choosing the weapon, step 2 is picking the target). The only way in which the Bubblechukka gets to roll its dice before you a select a unit is if you interpret the word "fire" in its instructions as step 1, the point at which you select the unit that's shooting. I see that as a shaky interpretation, because I feel that the word "fire" is much more likely to be referring to step 4 (i.e. the point at which the shot occurs) than it is to step 1 (the point at which Mek Gunz are chosen as the shooting unit). --HeadChime (talk) 10:09, 16 July 2017 (UTC)

I'll fess up to this one as I wrote that part, and it's incorrect. I read the 'fire the weapon' part as setting it at step 1 because I'd forgotten that it's weapons that fire now, not the units holding them; i.e. you don't pick the Mek Gun with the Bubblechukka, then select a target - you pick the Mek Gun, then pick a target, then fire the Bubblechukka. You do roll the dice for its stats before you get to the "resolve the attacks" part though, has to happen there as one of the things you're setting is the rate of Fire, which is used at the beginning of step 4. --PercussiveMaintenance (talk) 15:11, 16 July 2017 (UTC)

Missing units

I'm noticing a bunch of missing stuff, primarily stuff like the Kustom Battle Fortress and the Flakk Trukk. Are these just gone forever now? Moonsaves (talk) 09:24, 11 July 2017 (UTC)

They're certainly not in the index, but I don't have imperial armour so I'm not sure if they're featured in the Forgeworld range or not. --HeadChime (talk) 10:09, 16 July 2017 (UTC)

They've stated in the recent FAQ that at least the Mega Dread and the KBF will be getting rules, so at least there's that. I'd like my Gun Trukks, but I'll take this over nothing Moonsaves (talk) 23:04, 17 July 2017 (UTC)