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Author Topic: 8th Edition TelepOrks  (Read 749 times)

Offline Waaaghpower

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8th Edition TelepOrks
« on: June 09, 2017, 06:13:50 AM »
I played my first game of 8th tonight and already found something that seems so powerful as to be broken, except it can't be broken because it was built into the core of the game as an obvious feature.

A Weirdboy costs 62pts. One power that they can automatically know is Da Jump. Da Jump allows you to select a nearby unit of Orks, teleport it anywhere on the board that is at least 9" from an enemy unit, and set them down.
That unit can charge. You only need to end up within 1" of an enemy unit for the charge to be succesful. Orks can re-roll charges. You need to get an 8, with a re-roll.

Da Jump requires a 7+ on 2d6 to be succesful. HOWEVER. For every 10 Orks within 10" of the Weirdboy, you get a +1 on that roll. With a single horde of Ork Boyz (Which will be nearby anyways, since you're teleporting them,) you need a 4+ to manifest successfully. With two nearby hordes, you need a 1+.

This combo costs 242 points. For that, you can reliably assault with 30 Ork Boyz against any enemy at any spot on the board. This can be done with as many units as you want, points allowing.

Cheese is dead. Long live the cheese.
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Offline Waaaghpower

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Re: 8th Edition TelepOrks
« Reply #1 on: June 10, 2017, 08:38:56 AM »
I should add:
Apparently, this is only legal in Narrative play, because in Matched play, you can only cast each power once per turn. Not once per turn per psyker, once per turn period. (With exceptions made for Smite, and... Well, just for Smite.)

Honestly, while this cuts down on the spam cheese I proposed here, it seems... Bad... To impose that kind of limitation.
Super Mario 3D World is The. Best. Thing.

Offline Deraj

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Re: 8th Edition TelepOrks
« Reply #2 on: June 10, 2017, 04:02:58 PM »
Well... it helps the game go quickly, and changes the tilt from shooty armies doing everything to making assaults viable. Yes, it's a spot of cheese, but it's more... game-making than game-breaking.

Offline Waaaghpower

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Re: 8th Edition TelepOrks
« Reply #3 on: June 10, 2017, 09:45:57 PM »
Well... it helps the game go quickly, and changes the tilt from shooty armies doing everything to making assaults viable. Yes, it's a spot of cheese, but it's more... game-making than game-breaking.
The 8th edition rules already make assaults more viable, by increasing the speed on a lot of melee units, allowing for assault out of vehicles, and increasing all charge ranges by 1". (You just need to be within 1", not in B2B, so what used to be an 8" charge is now a 7" charge and so on.)
Having units that can instantly teleport into Close Combat is not fun.
Super Mario 3D World is The. Best. Thing.

 

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