yes i already know that , but brent said slugga is melee for orks not nob , nob only elite and it make sense
...Power Armour. You do know what context is, right? You do know that players are going to be playing Ork Boys, right? Ork Nobz are an Elite class. They do if you do it properly. If Orks had the higher Initiative they would also cost more, reducing the number of models available to each squad and thus the total number of attacks. To match Astartes in a real-time setting, Orks basically need the same Strength and Initiative, while using 'Eavy Armor by default. Initiative Scale Spoiler I1: 0.5-sec Attack Speed, 2 Attacks/sec I2: 0.4-sec AS, 2.5/sec I3: 0.35-sec AS, 2.85/sec I4: 0.3-sec AS, 3.33/sec I5: 0.25-sec AS, 4/sec I6: 0.2-sec AS, 5/sec I7: 0.175-sec, 5.7/sec I8: 0.15-sec, 6.66/sec I9: 0.125-sec, 8/sec I10: 0.1-sec, 10/sec SM Combat Knife(S4, AP-) TTK vs Ork Boy: 2.1-sec, 7 Basic Attacks, 0.3-sec AS Ork Knuckles(S4, AP-) TTK vs Tactical: 2.4 / 2 / 1.6-sec, 8 BAs, 0.3 / 0.25 / 0.2-sec AS Via the WAAAGH!, Orks should be able to temporarily buff themselves with an active to increase their move/attack speed and reduce their ammo consumption. Nearby Orks passively provide a percentage of the Active buff and can stack higher than the Active, potentially gaining additional benefits like HP regen. SM Chainsword(S5*, AP-) TTK vs Ork Boy: 1.8-sec, 6 BAs, 0.3-sec AS *Given Strength+1 to reduce its TTK vs the Combat Knife. Now this is where the Ork's AS/Initiative needs to be the same as the Astartes'. If Initiative is less(I.E. 3): Choppa(S5, AP-) TTK vs Assault Marine: 2.45 / 2.1 / 1.75-sec, 7 BAs, 0.35 / 0.3 / 0.25-sec AS The Ork can gain a slight move speed advantage via their personal, temporary WAAAGH! Active ability but would require a Max buff from having numerous Orks nearby to gain a TTK advantage. However, if Init is the same(4): Choppa TTK vs Assault Marine: 2.1 / 1.75 / 1.4-sec, 7 BAs, 0.3 / 0.25 / 0.2-sec AS While starting off with a little less move speed and a 0.3-sec TTK disadvantage, their Active WAAAGH! buff gives them a slight move speed and TTK advantage, with a full passively stacked buff providing a 0.4-sec TTK advantage for the Storm Boy.
In Table top Initiative isn't number of attacks its the order of attack; which ever squad has the highest initiative goes first. The Attack stat dictates the number of attacks a model does in an assault. And if we're are going to be Ork Boyz; boyz already have a higher Attack stat: 2 to the Space Marines 1. Also a mob of ork boyz cost way more than a squad of Tacticals; 60points to 15points, respectively. but that's mostly due to their wargear being expensive in points Also the wall of text of statistics; I don't think the devs are going to be using it. There have been pictures circulating of Orks in-game on the Devs only server.
In TT, Initiative is a representation of a model's overall Speed/Reflexes and Attack Speed is part of Speed. Because Orks have a higher number of Attacks they can launch, that can also be translated as them having a higher Attack Speed than their Initiative would otherwise indicate. Also, that expensive squad of upgraded Ork Boyz would be likely to wipe the 15-point squad of Tacticals, which is why they cost more. Just because they are not currently using it does not mean they cannot start using it, which they should at it is currently the best way to maximize the potential of Eternal Crusade.
Initiative has nothing to do with "speed/ reflexes" because any unit can "steal the initiative." I'll agree on Attack stat could be translated to attack speed The point cost of Orks Boys and a Tactical Squad are both un-upgraded; 60 to their 15. The Space Marine Tactical Squad is the one with the expensive wargear. I realize that I didn't make that clear at all. Now the Orks are Out on the UAT server. I wish I could talk more about that here. but NDA.
Well, initiative is what it's called, initiative. You know how sometimes in the advent of a certain situation somepeople freeze and wait because they are pannicked or don't know what to do, and other times, in war, a soldier that see a grenade fall beside him and his teamates has the initiative to say: fuck it, I take it for the team. He didn't necessarily have the best reflex, but the guy with the best reflex was just to chicken or couldn,t concentrate to think and act properly at that very moment. You can seize the initiative because having initiative is something more fluid than absolute speed and reflexes. When I play games, I have incredibly shitty speed and reflexes with micro management, but I can tell you that I'm generally a player who shows much initiative. Initiative is more of a psychological factor of willingness and readiness to fight, do everything in your power, and be ready, in a sense yes, to "react", but not just react, actually take steps to be the one to be reacted to. this is different from reflexes because reflexes are always reactive. initiative is a proactive force. At least that's how I make sense of it, generally speaking, a supertrained soldier would likely have more initiative then any feral beast, but it is likely the feral beast is more "savage" and once in combat, may be able to hit with extremely fast and numerous violent attacks. A human vs a bear. human as more initiative, but you can bet the bear will defend itself to the last breath and likely be extremely savage in his attack while the human will try to actually think about the best way to approach it, less savagery, more thoughts into it.
"steal the initiative" only occurs at the start of the game in the deployment phase. In Close Combat, Initiative distinctively indicates which unit/model gets to attack first, indicating it is a measure of that unit/model's speed. I see. Regardless, that 60 point squad is more likely to win against the 15 point one than not, which is why it costs more.