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Waagh rule and Landa assault question

 Post subject: Waagh rule and Landa assault question
PostPosted: Mon Aug 18, 2008 11:51 pm 
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Waagh rule states that Ork formation get +2 to ini rol if it tries Engage or double.

ANd similarly ork flyboys get +2 to ground attack and intercept

but
do ork flyers retains +2 for air assalut ?

real question is
do Formation in landa get + 2 to ground attack assaultt

or not ?

i failed to found it in FAQ and i plan to land a Landa tommorow... :wow:





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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 1:30 am 
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Quote: (AWu @ 18 Aug. 2008, 23:51 )

do ork flyers retains +2 for air assalut ?

real question is
do Formation in landa get + 2 to ground attack assaultt

The Landa and any formations on board are treated as a single formation when you're trying to bring them in and a "ground assault" is a sub-set of Ground Attack, so, yes, they get the +2 to their Action Test to perform the action.

Enjoy the WAAAGH!!!

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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 11:17 am 
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ok, thanks :>


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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 1:37 pm 
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A quick note... ALL landing is technically a subset of "ground attack", so that means anything that puts a Landa on the ground gets the Waaagh! bonus, even a land/shoot option or a land/load action.

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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 4:57 pm 
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so technicaly speaking anything that ork plane can do is at +2 ?

(or is CAP excluded ? )


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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 5:21 pm 
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CAP doesn't get the bonus iirc

But everything a Landa can do does.

I hope you fill your Landas with a Warband with +2 Boys and +2 free Grots for a 17 unit formation that can lose 4 without caring.  :whistle:

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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 10:05 pm 
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i filled it with Warband with extra 2 Killa kanz
(i wanted that macro weapon attacks and Dreadnought are to heavy to carry ;>

and assalut sweept two Warhounds

Landa works Well, bu as bomber without ground assalut option i would prefer 4 Bomberz

Another Question
if Flyer formation fail its test
is it able to make hold action or its failing to show up at all that turn ??


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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 10:47 pm 
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Ah, Kanz, a solid choice.

Any Air unit that fails to Activate has to Stand Down, which is a game term that means 'do nothing'

On the plus side it still removes all its BMs so it will come on next turn since Ork Flyboyz essentially have a 1+.

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 Post subject: Waagh rule and Landa assault question
PostPosted: Tue Aug 19, 2008 10:54 pm 
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so we slightly misplayed it
but that is nothing seriopus in comparision to Terminator 2 MW attack
(as i assume thats 1 standard and 1 MW )

anyway
i was building my landa yesterday, its half build now but i am proud of her :>

BTW is there someplace with armylist and tactic for making Ork armies ?

ive seen that all armies that are here in Orks forum used Mob + 2 Boyz/2 grotz kombo

but i would like to see winning army from britcon for example





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 Post subject: Waagh rule and Landa assault question
PostPosted: Wed Aug 20, 2008 8:52 am 
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I have always used warband +2 nob. Nobs are the ones to make hits. Or sometimes 1nob and 1boy/grot. But then again, I am Bad Moon player so I always go for "more nobs".

Theoryhammer for noblanda gives 3 hits from boyz, 1/3 hits from grots and 5-6 hits from nobz (so basically 10 hits) and you can ignore 2 hits from enemy giving you roughly +12 from hits (if grots takes hits from enemy, you can count them to your attacks). Landa full of grots gives you 4 hits from boyz, 1 from grots and 2-3 and 4 "care-me-not" hits from enemy, so +11. And you have to have 14 units in base to base with enemy to pull that of. Landa full of nobs you only have to have nobs and grots against enemy (so you even can use nobs save to shrug of some odd hit). I dont say that nobwarband is better than some other, but it works nevertheless.




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 Post subject: Waagh rule and Landa assault question
PostPosted: Wed Aug 20, 2008 11:45 am 
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I usually go with nobz for the reasons Nicodemus pointed out.

I have thought about killa kans, but unless you want to have odd AVs (to take cover later on), nobz are better.

                        target AV
                        -       6+      5+       4+       3+      RA4+
Kills per
Nob              24/18  20/18  16/18  12/18   8/18   4/12
Killa Kan        12/18  11/18  10/18  9/18    8/18   3/12

So basically against any target, Nobz kill more in CC.


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 Post subject: Waagh rule and Landa assault question
PostPosted: Wed Aug 20, 2008 12:26 pm 
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hmm
but i am short on Nobz models
and i love to make scrachbuild kila kanz

decision to get Killa kans was based on assumption that both attack are MW
(wich was wrong)

so i wil probably stay with killa kanz for now
despite the math :>


or maybe 1 nob +1 killa kan ?
(i have 1 spare nob stand :>)


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 Post subject: Waagh rule and Landa assault question
PostPosted: Wed Aug 20, 2008 2:13 pm 
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I see several problems with the number crunching you guys did.

First, usually everything cannot get into base contact because there aren't enough targets in range or or physical room for the models.  Throwing grots into base contact to take the hits excludes boyz and nobz.  This tends to favor the Nobz approach even more.  However...

Second, you are neglecting the situation after the assault.  Even if you win, you still take BMs for casualties after it's over with.  More grots means fewer casualties.  The Boyz/Grot load doesn't hit as hard but it will be harder for the enemy to break it and more functional in following turns.

Third, and related to the second item, the boyz/grots combo is better in FF - same average hits as 2 nobz, but with more grots to soak damage.  So, for either follow-on turns where FF is more likely due to slow warband movement or if you're desperate to air assault skimmers, the boyz/grotz is better for FF.


I think the balance just depends on what you want to do.  If you would prefer to do as much damage as possible in the initial assault, Nobz are better.  If you're willing to pick a slightly lighter target for the air assault in order to have the opportunity to use the Warband later, the boyz/grotz are better.

Kanz are fun, but all infantry is better for air assault.  Save the Kanz for footslogging warbands and stompamobz.

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 Post subject: Waagh rule and Landa assault question
PostPosted: Wed Aug 20, 2008 3:04 pm 
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after  first game (over a year ago), where it was BM to death, and done nothing
i ve said no to stompa mob

- now i see where my mistakes lied but ive decided to take gargant instead
(wich was crushed becouse of that +1 MW attack on terminators misplay we made)

and i think that stompa mob would be wrecked by assalut of Terminators, and gargant needs 2 formations of T to be destroyed

i am tempted to try it with added Drednought to soak up BM and kills, but thats far in the future


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 Post subject: Waagh rule and Landa assault question
PostPosted: Wed Aug 20, 2008 7:15 pm 
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My wife prefers the 4grot Landa team for two reasons

more FF, therefore more Support fire
harder to Break

she just picks a non-fearless target with BMs and crushes it, then she has FF capable troops in supporting position, to support a Crossfire or Retain and charge another unit

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