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DieHardSaintKildaSupporter
November 3rd, 2007, 13:41
Ork Codex Confirmation
I received a copy from one of my good friends who always seem to get his codex earlier than the rest of us (his uncle’s best mates with one of the gw guys). Here are all of the options, wont include points costs or stats due to copyright. But I’ll say that ork boyz haven’t changed in terms of stats and Warboss got extra toughness.

Special rules as expected, if you don’t know waaagh is extra movement for that turn, furious charge and the mob rule is a leadership bonus

What I’m most surprised by is the fact that boyz are as cheap as a guardsmen and better in shooting and are wayyyy better in cc. They’re bit too cheap in my opinion I would’ve made them 1 or 2 extra points each

HQ:

Warboss
Options are basically the same with improved stats. If a warboss is taken a nob or meganob squad can be taken as troops


Bigmek,
If a bigmek is taken, a deff dread unit can be taken as troops.

Comes with Mek’s tools allows the Bigmek can fix a vehicle pretty well (better than a techmarine with a servie), you can buy rerolls. If you roll badly there will be drawbacks although it’s not too severe.

The shokk attack gun is basically a zzap gun with long range and ordnance large blast, rolls 2 D6 and something potentially random and bad happens on certain rolls , kustom force field gives an invulnerable (pretty standard invul, which is pretty awesome to me) to those near him.

Weirdboy

Psyker, roll a die and the number you roll results in a psychic power you have to use. These include a deepstrike power, an extra attack power and a power which triggers a waaagh (doesn’t replace normal waaagh, which can still be used but not twice in the same turn).
If this sounds a bit too random for you there is an upgrade that allows you can reroll the dice.


ELITES:

Nobs

They can get ‘eavy armour and a means of getting bonus WS

A nob can be replaced by a Painboy who gives the squad feel no pain

If a painboy is taken the squad can have cybork’s body

Meganobz

Nobz in mega armour (duh), they don’t have as many options but otherwise the same

Burnaboyz

burnaboyz can be upgraded to meks, come stock with mek tools who also get a slightly better plasma gun.

Tankbustaz,

They have to shoot at a tank in LOS.

Can have bomb squigs which are pretty good.

Tankbustas can get a high strength cc weapon

Lootas

Come with random shots autocannons and has a reasonable cost

lootas can be upgraded to meks, same as burna boyz one

Kommandos,

Kommandos can move through cover well and can start close to the enemy

May take special and heavy weapons

Kommandos can be led by Snikrot a special character who I wont go into

TROOPS:

Boyz

WAY TOO CHEAP, comes stock with either shootas or sluggas and choppas (lost the heavy rule)

A mob per army can be upgraded to ard boyz

A nob may be taken

Gretchin, 10-30 gretchin, 1-3 runtherds

For every 10 gretchin you must have a runtherd

Grotz remain the same except that blasters have short ranged lasguns now

Runtherds are pretty lame.

Trukk, transport

The same except now when they get blown up bad things could potentially happen. I think a lil bit more capacity.

FAST ATTACK:

Stormboyz

Has a jumppack and have a fleet-like rule with minor drawbacks
A stormboy can be upgraded to a Nob

May replace choppa with the following: Big Choppa, Power Claw

May take: Eavy armour, bosspole

Instead of a nob the mob can be led by Zagstruk a special character

Warbuggies,

Same as before except now wartraks can move better through terrain.

Warbikes,

Better than before and cheaper now, they get a good cover save but the boyz behind them don’t benefit from this rule. Their guns are called dakkaguns but they remain the same.

Deffkoptas,

Basically a buggy that flies

Jetbikes with twin big shootas, get a move before the game and can hit and run

Big shoota can be changed for similar weapons to a buggy

Can be equipped with Bigboom a one use pie plate or buzzsaw (power claw).

HEAVY SUPPORT:

Battlewagon

Armour is an open topped leman russ

Transport is the same, ones with a killkannon (ordnance, short range and good for killing marines) have a capacity of 12.


Otherwise same as before, can be upgraded to be closed topped with ‘ard case

A deff roller gives it extra tankshock goodness
Deff Dread

Same as before except slightly cheaper (I think)

Killa Kans

Same as before except they have a higher BS and lower WS, slightly cheaper (I don’t have the old codex so I cant check).

Flash Gitz

Basically nobs with guns in eavy armour

Come with snazzguns (slightly above average strength and random ap) and a Gitfinda (targeter). Can take more dakka (extra shot), blastier (extra strength) and blastas (extra ap) upgrades.

A nob can be replaced by a Painboy

Can be led by Kaptin Badrukk, a special character

Big gunz

Kannon, lobba or zzap gun

Looted Wagon

Basically you get a rhino except you can put ork stuff on it.
Wagons with a boomgun (short range battle cannon) cant transport any models.
Can be made closed topped with ‘ard case

RobtheGuru
November 3rd, 2007, 14:08
Sounds pretty harsh to me, especially the Nobs. Feel No Pain with +1WS upgrades. I think Orks will be getting quite a few victories now :D

Imperator100
November 3rd, 2007, 16:46
I am getting scared. Not! Meet my Imperial Guard ork scum!:P

Synergy
November 3rd, 2007, 17:07
The Orksies sound like more and more fun again. Riding the horde soon seems to be an option.

Backdraft005
November 4th, 2007, 01:16
I've actually seen the codex already, looks good from the glance I got of it. As to how I've seen it before its been available... well, we can be sure that someone is going to "axed" at Games Workshop.

Orc players will be more than satisfied with their Weird Boyz and Shockaz and whatnot.

DieHardSaintKildaSupporter
November 4th, 2007, 04:19
Also to add, there's a lot of fluff in the book and its quite a good read, I hope they release the kult of speed rules soon after the realease as the new bikes look delicious and I'll be buying a few of those.

Pinoy
November 4th, 2007, 08:26
No feral orks?

No speed freaks?

No specific traits or doctrine-likeness?

If these are not supported then my poor Kroot Mercs do not have much hope.

Pinoy

Sitnam
November 4th, 2007, 19:16
What I’m most surprised by is the fact that boyz are as cheap as a guardsmen and better in shooting (shootas) and are wayyyy better in cc, also have a higher tougherness. They have a slightly worse save but this doesn’t really matter all that much. GW has stuffed this up big time, unless they’re gonna make guardsmen as cheap or cheaper than a spinegaunt I don’t see how this is very balanced. Do remeber however that IG have better BS, longer range basic weapons (lasguns), and probably the best special and heavy weapons any army could take. Plus they can take doctrine points to make each squad better.

Tulugaq
November 4th, 2007, 19:25
I'd like to urge everyone reading this to check out the announcement in the Orks forum: click here (http://www.librarium-online.com/forums/announcement.php?f=24).

Thanks.

DieHardSaintKildaSupporter
November 4th, 2007, 22:57
How do you get a PDF codex? Do they like scan the codex or something?

Adeptjosh
November 4th, 2007, 23:05
No feral orks?

No speed freaks?

No specific traits or doctrine-likeness?

If these are not supported then my poor Kroot Mercs do not have much hope.

Pinoy

sorry man but , according to the new codex formats I wouldn't hold my breath on seperate books. However the current crop of dex seems to be very flexible for feilding list that are very similar to the sub-army list.

thewineguy
November 5th, 2007, 16:57
No feral orks?

No speed freaks?

No specific traits or doctrine-likeness?

If these are not supported then my poor Kroot Mercs do not have much hope.

Pinoy

OK, so technically, there's no list for Speed Freekz. But in my eyes, it's never been easier to create one.

Big meks = still in there. Grot riggers = still in there. Trukk Boyz = OK, so it's just a regular Boyz mob in a Trukk, but there's a particular rule (no, I won't go any deeper) that means having your Trukk destroyed is safer than ever. And better yet, there is a way to take Warbikes as Troops. Throw in a Dethkopta or 3, and you have yourself some Speed Freekz. Do we really need a whole other Codex for that?

0: I'll keep quiet about the fact that my Speed Freekz under the new 'Dex only have 48 models in a 1000pt. list... That kinda kills my point. There's no secret message here.

The Fifth Horseman
November 5th, 2007, 17:45
I'd like to urge everyone reading this to check out the announcement in the Orks forum: click here (http://www.librarium-online.com/forums/announcement.php?f=24).

Thanks.

Oddly enough, the same has happened to most recent Eldar codex. A coincidence... or not?

mente enjambre
November 5th, 2007, 18:46
im disappointed with the fluff of this codex, there is nothing about orks vs tyranids...(well maybe just 20 words about that)

dasani
November 6th, 2007, 09:33
I personally feel that GW is going way, way too far to the all purpose list in their mainstay games (fantasy and 40k) they are striking everything that isn't essential from the lists in order to cut corners on production. They don't want to balance complicated special rules and such for the armies, so they skip it and come out with the super vanilla list. I have to admit I wasn't surprised when they did it to my main army (eldar) which was upsetting but tolerable, I was shocked when they did it to chaos and I feel that the Games workshop armies are really losing their magic.

Does anyone else feel this way?

DieHardSaintKildaSupporter
November 6th, 2007, 11:36
ya, just recently bought a saim hann codex from ebay and hell it was better in 3rd edition. as long as you didnt go and field and 18 vypers w/ starcannons and options and rules were pretty cool

The Fifth Horseman
November 6th, 2007, 13:50
I personally feel that GW is going way, way too far to the all purpose list in their mainstay games (fantasy and 40k) they are striking everything that isn't essential from the lists in order to cut corners on production. They don't want to balance complicated special rules and such for the armies, so they skip it and come out with the super vanilla list. I have to admit I wasn't surprised when they did it to my main army (eldar) which was upsetting but tolerable, I was shocked when they did it to chaos and I feel that the Games workshop armies are really losing their magic.

Does anyone else feel this way?

Very much so. I really liked the IG Doctrines and Space Marine Traits. Both were fairly simple, yet both gave the player an opportunity to tweak the army to his tastes (ahh, an all-biker Space Marine force...).

Personally, I was hoping for a trait-like system for Chaos - one that could be used to represent any of the established Renegade groups or to create one of player's own.

There is no fun in making every army generic.

DieHardSaintKildaSupporter
November 6th, 2007, 23:15
Anyone interested in me posting it again? I could make it less specific

DieHardSaintKildaSupporter
November 8th, 2007, 00:15
Reposted, hope that's better for you mods!

Tulugaq
November 8th, 2007, 00:45
Reposted, hope that's better for you mods!

Much better, and I edited a couple things to make them just slightly more general. :) Thanks!

Also, if anyone has any questions that might pertain to the Ork codex that aren't covered here, check out the Q&A in the Ork forum (link is in my signature).

1939away
November 20th, 2007, 08:54
Yay, more choopy choopy.

Ill be mustering the heavy bolters and chainswords!

omgitsduane
November 20th, 2007, 09:43
Ork Codex Confirmation
I received a copy from one of my good friends who always seem to get his codex earlier than the rest of us (his uncle’s best mates with one of the gw guys). Here are all of the options, wont include points costs or stats due to copyright. But I’ll say that ork boyz haven’t changed in terms of stats and Warboss got extra toughness.

Special rules as expected, if you don’t know waaagh is extra movement for that turn, furious charge and the mob rule is a leadership bonus

What I’m most surprised by is the fact that boyz are as cheap as a guardsmen and better in shooting and are wayyyy better in cc. They’re bit too cheap in my opinion I would’ve made them 1 or 2 extra points each

HQ:

Warboss
Options are basically the same with improved stats. If a warboss is taken a nob or meganob squad can be taken as troops


Bigmek,
If a bigmek is taken, a deff dread unit can be taken as troops.

Comes with Mek’s tools allows the Bigmek can fix a vehicle pretty well (better than a techmarine with a servie), you can buy rerolls. If you roll badly there will be drawbacks although it’s not too severe.

The shokk attack gun is basically a zzap gun with long range and ordnance large blast, rolls 2 D6 and something potentially random and bad happens on certain rolls , kustom force field gives an invulnerable (pretty standard invul, which is pretty awesome to me) to those near him.

Weirdboy

Psyker, roll a die and the number you roll results in a psychic power you have to use. These include a deepstrike power, an extra attack power and a power which triggers a waaagh (doesn’t replace normal waaagh, which can still be used but not twice in the same turn).
If this sounds a bit too random for you there is an upgrade that allows you can reroll the dice.


ELITES:

Nobs

They can get ‘eavy armour and a means of getting bonus WS

A nob can be replaced by a Painboy who gives the squad feel no pain

If a painboy is taken the squad can have cybork’s body

Meganobz

Nobz in mega armour (duh), they don’t have as many options but otherwise the same

Burnaboyz

burnaboyz can be upgraded to meks, come stock with mek tools who also get a slightly better plasma gun.

Tankbustaz,

They have to shoot at a tank in LOS.

Can have bomb squigs which are pretty good.

Tankbustas can get a high strength cc weapon

Lootas

Come with random shots autocannons and has a reasonable cost

lootas can be upgraded to meks, same as burna boyz one

Kommandos,

Kommandos can move through cover well and can start close to the enemy

May take special and heavy weapons

Kommandos can be led by Snikrot a special character who I wont go into

TROOPS:

Boyz

WAY TOO CHEAP, comes stock with either shootas or sluggas and choppas (lost the heavy rule)

A mob per army can be upgraded to ard boyz

A nob may be taken

Gretchin, 10-30 gretchin, 1-3 runtherds

For every 10 gretchin you must have a runtherd

Grotz remain the same except that blasters have short ranged lasguns now

Runtherds are pretty lame.

Trukk, transport

The same except now when they get blown up bad things could potentially happen. I think a lil bit more capacity.

FAST ATTACK:

Stormboyz

Has a jumppack and have a fleet-like rule with minor drawbacks
A stormboy can be upgraded to a Nob

May replace choppa with the following: Big Choppa, Power Claw

May take: Eavy armour, bosspole

Instead of a nob the mob can be led by Zagstruk a special character

Warbuggies,

Same as before except now wartraks can move better through terrain.

Warbikes,

Better than before and cheaper now, they get a good cover save but the boyz behind them don’t benefit from this rule. Their guns are called dakkaguns but they remain the same.

Deffkoptas,

Basically a buggy that flies

Jetbikes with twin big shootas, get a move before the game and can hit and run

Big shoota can be changed for similar weapons to a buggy

Can be equipped with Bigboom a one use pie plate or buzzsaw (power claw).

HEAVY SUPPORT:

Battlewagon

Armour is an open topped leman russ

Transport is the same, ones with a killkannon (ordnance, short range and good for killing marines) have a capacity of 12.


Otherwise same as before, can be upgraded to be closed topped with ‘ard case

A deff roller gives it extra tankshock goodness
Deff Dread

Same as before except slightly cheaper (I think)

Killa Kans

Same as before except they have a higher BS and lower WS, slightly cheaper (I don’t have the old codex so I cant check).

Flash Gitz

Basically nobs with guns in eavy armour

Come with snazzguns (slightly above average strength and random ap) and a Gitfinda (targeter). Can take more dakka (extra shot), blastier (extra strength) and blastas (extra ap) upgrades.

A nob can be replaced by a Painboy

Can be led by Kaptin Badrukk, a special character

Big gunz

Kannon, lobba or zzap gun

Looted Wagon

Basically you get a rhino except you can put ork stuff on it.
Wagons with a boomgun (short range battle cannon) cant transport any models.
Can be made closed topped with ‘ard case

Better shooting?
That worries me as my brothers orks completely wipe out my chaos every single time :( I'd hate to see them after these changes.

DieHardSaintKildaSupporter
November 20th, 2007, 12:04
Yes my mech eldar is having a hard time against a friends shoota boy army, serpent of fury isnt all that effective anymore. And Duane I live just a couple of steps away from ya so if you ever want a game i'm available :D

omgitsduane
November 20th, 2007, 12:05
Really? Cos my brother has just given up on warhammer, how about a game one day?
When you free?

Bellum_Gerreo
December 10th, 2007, 14:01
I've also seen the new dex, and while I don't like the orks taking a hit in I, they have some of the most fun speshul karakters I've ever seen. They also loose heavy CCws, but some friends on the waaaugh worked the math, and on the charge vs MEQs statistical probability of kills works out to about the same.

It definately seems that GW is trying to shoehorn orks into a shooting army: give them all these fun guns and nice elites, then make sure a basic boy will never hit a marine first or even concurrently without the cover rules.

Backdraft005
December 10th, 2007, 21:06
How can you say that? They have plenty of CC things. If they waaargh twice in two turns, they may even get into CC by second turn (possibly, not saying always...). I think it may look weak on paper but you guys need to wait and try it. Never know.

Sitnam
December 10th, 2007, 23:39
Whle they may not strike marines on initiative, they will stike with the same WS, more attacks, and if they charge they will hav superior strength. Add in a PK nob and I really don'tsee anyway for a tactical sqaud to take of a Ork mob of the same points. I mean, for 1 SM you can buy two and a half sluggas.

Tulugaq
December 10th, 2007, 23:48
Whle they may not strike marines on initiative, they will stike with the same WS, more attacks, and if they charge they will hav superior strength. Add in a PK nob and I really don'tsee anyway for a tactical sqaud to take of a Ork mob of the same points. I mean, for 1 SM you can buy two and a half sluggas.

They won't have superior strength - just on par strength, if they get the charge.

Tekore
December 11th, 2007, 15:09
Thanks for typing this up!

Tekore

Bellum_Gerreo
December 12th, 2007, 23:36
Thats why freeks are no longer feasible without battlewagons: 12 boyz simply will not be effective against MEQ initiative anymore, their numbers will be too far reduced to wipe them out on the charge, and if they don't they revert to their normal strength, making them even less effective.

And battlewagons are neither tough, fast, nor numerous enough to be counted on to get to the lines before they're blasted to hell.

Iaphyr
December 13th, 2007, 00:30
Thats why freeks are no longer feasible without battlewagons: 12 boyz simply will not be effective against MEQ initiative anymore, their numbers will be too far reduced to wipe them out on the charge, and if they don't they revert to their normal strength, making them even less effective.

And battlewagons are neither tough, fast, nor numerous enough to be counted on to get to the lines before they're blasted to hell.

thats fairly true. I have been trialing the new list with my friends at 1000 pts using my brothers old models. using a a fairly speed freeky list (4 rokkit buggies, 2 choppa squads in trukks) plus extras, theyre are actually doing all right my thoguths so far on the new orks)

1. big shoota boys units on foot are great! i run 20 w/ 2 big shootas, and they are the best distraction unit unit becasue of being Fearless! park them in area terrain near objectives and they attract useless fire forever. I have also found them more usefull than Choppa Boyz, as for one less CC attack, they can have two shooting attacks on the way in. Making shootas Assault has really made them scary

2. Burna boys just arn't that great. i only have 6 in a trukk, and even tho i never lose any to shooting, The I drop means CC with MEQ's will see most of the squad gone before they get to do anything. the best tactic ive found for them is to leave them in the trukk and unleash they're flamers from inside

3. Lootas are very flukey. i have 8 models (and a mek) and they are really as effective as the D3 roll you make for them 8 shots will kill a dude or two, but 24 will demolish most of squads, very crazy

4. Kareening trukks are fun! i've got a first turn charge off as well as lost a unit off the board from Kareening! Yay!

My overall thoughts from playing are that 6 points are a bit cheap for the average Orkvs non-Meqs, thats just to many boys to kill, But vs I 4 MEq's they just bounce off. non-Average Rok squads really could do with some ablative wounds. it really hurts when your 15+ pt, 6+ save squad gets completely hosed by a guard squad with nothing else to shoot at. that aside, they are now quite a fun, Orky Army (it's fun to win too)

zenith_tau
December 14th, 2007, 14:33
Yeah, my local GW manager let me peruse the new codex. Now I want to make orks.

Adeptjosh
December 15th, 2007, 17:05
I've also seen the new dex, and while I don't like the orks taking a hit in I, they have some of the most fun speshul karakters I've ever seen. They also loose heavy CCws, but some friends on the waaaugh worked the math, and on the charge vs MEQs statistical probability of kills works out to about the same.

It definately seems that GW is trying to shoehorn orks into a shooting army: give them all these fun guns and nice elites, then make sure a basic boy will never hit a marine first or even concurrently without the cover rules.


HuH ?? Not CC enough ? Orks are a nice pigeon hole between cc and crazy assualt weapons , the problem to me has always been that they didn't have enough strong shooty weapons to turn the tide of battle in thier favor. My poor boyz became a one trick pony after a handfull of games when my opponets just started bringing more hvy bolters and auto cannons to thin the ranks of my 120 strong slugga boyz mobs.
Yes I have heared all the stories, Bad moon shooty armies taking on all comers , grots slaining force comanders , mega armored nobz wading through destruction like blood soaked gods . But I have never seen a ork player pull off a victory against a half way competent opponet ever in the "current" eddition of the game.
I have seen the new dex at the local shop and am happy to say the current dex is going to make a number of waves. now the orks have a decent CC abilitie with some dead hard weapons, and they have enough big freaky gunz to make a marine shake with fear ( which they don't because they are not faird of nothing ) the new ork dex has enough random stuff and long range firepower now to protect it's CC elements giving them good odds of getting stuck in. :).

Jared van Kell
December 15th, 2007, 18:29
I have just read the Ork Codex today and all I can say is that it is probably the best codex I have seen yet (a title previously held by codex CSM).
I loved the fluff especially about Wazdakka Gutzmek singlehandedly taking out a Warlord titan (The mental imagery of it is so cool and I can only imagine what the princeps last thoughts were. ;?) and the fluff about Killa Kans (payback is hell :rofl).
The codex is well written and really gives the Orks a flavour lost in the previous edition as well as turning them into a battle winning force.

JvK :happy:

Bellum_Gerreo
December 15th, 2007, 23:35
Its a great dex, no doubt, and I like the fact that the orks are actually getting an update, but I stand strong on my posistion that they've come off worse in CC for it.

Adeptjosh
December 16th, 2007, 17:05
Its a great dex, no doubt, and I like the fact that the orks are actually getting an update, but I stand strong on my posistion that they've come off worse in CC for it.


Is that because of a fundemental rules shift ( ie.. no more waaggh ) or is it a change in squad layouts and weapons kit?? I honestly don't understand your line of thinking.

Choppas were a good equalizer weapon against meq armies, and the powerklaw made up for some of the weak shooting, but in general my armies never made it to CC. Burnas were a decent CC weapon but in the hands of a S3 boy it was rather inefective. Facing non MEq armies ment more incoming fire and more mobile elite CC units.

Like the Uge choppa of the last dex the ork army was a Bad compromise. They had good cc weapons to take on Armies that can field wicked long , mid and short-range destruction . And they have bad bs combnined with ineffective short range assault weapons. The fix was to reinvent them as Speed freaks and feral orks.

Now with the new Dexs the are cheaper and more expendable. They have far better Long-range support that looks like it was designed specificaly to take out the things that piss ork-players off the most. Thier close combat kit apears to be better than ever with the addition of tank hammers and larger burna mobz.
Yes the loss the x2 goodness of the old waagh but with furious charge and Frag grenades they have a much better chance of winning those CC rounds and taking the fight to the enemy. I think the new dex works much better than the old and that orks are going to be the army to beat for a long while.

Bellum_Gerreo
December 16th, 2007, 21:56
Yes, the traditional ork rarely made it to the lines, but I never saw a traditional ork at the game store. I saw a freek army, and I saw that freek army roll over every single person who played a game with him.

The reason I say orks have lost their CC bite is the loss of I. Yes, furious charge, but I4 is still striking first. As it will be, freeks will not have the bodies for the surviving orks to do significant damage to 10 man marine squads. I know 40k is more complex than just CC to CC, but its how I consider CC.

Jared van Kell
December 16th, 2007, 22:00
It depends on how you use your force to be honest. I do not want to turn this into a speed freak tactica thread but I tended to focus on one part of the opponants army and then move onto the next in concentrated effort.

JvK :happy:

Adeptjosh
December 16th, 2007, 22:47
ditto JVK, I have never liked the speed freaks very much , in favor of a solid green tide. My dilema was about getting my boys to the fight.

I will rightly admite that you make a strong argument B_G , But In the games I am accustomed to playing with lots of cover and denses terrain the lack of a Frag grenade somtimes cost me entire squads of boyz as they were just hacked to pieces.

I do know that the speed freak list will be strongly missed but I allways felt it was a little un-orky and should be a rare instance not the norm for the green skins. I do think that we will soon see some very effective orky armies on the horizion.

Bellum_Gerreo
December 19th, 2007, 10:28
It may still be possible to play a freek army of sorts, just like eldar can kinda-sorta play craft worlds. Unless I'm wrong, and I could be, boyz can take trukks. So, make all your troops truk boyz, mount up everyone else in truks, max out fast attack, and take tanks in HS. It looses a lot of the variety armaggedon freeks had, and I don' think it's a very good idea, but it's possible.

Jared van Kell
December 19th, 2007, 10:45
It may still be possible to play a freek army of sorts, just like eldar can kinda-sorta play craft worlds. Unless I'm wrong, and I could be, boyz can take trukks. So, make all your troops truk boyz, mount up everyone else in truks, max out fast attack, and take tanks in HS. It looses a lot of the variety armaggedon freeks had, and I don' think it's a very good idea, but it's possible.

Not really, having read the codex, it gives an example of a speed freak list with a large picture of one. I would say that it is still a viable list, just one that you have to play a bit more carefully with. It is all about where you apply your force. A good strategy is to use waves, send in the bikes first to soften up the enemy and then back them up with the trukk boyz.

JvK :happy:

Bellum_Gerreo
December 19th, 2007, 20:43
The hard thing about freeks now is trying to decide what to use in the fast attack slots. Buggies are still quick little tank busters, but defkoptas, bikes, and storm boyz (with Zaggstruk) all look like so much fun. I think freeks will really flourish in apocalypse without the FOC.

Stormchaser
December 20th, 2007, 13:44
Is there gonna be a Speed Freeks list? I wants one of those :drinking:

omegoku
December 20th, 2007, 14:33
No separate list for SF.
You can just take Nobz on bikes or in a Trukk or Wagon
Troop boyz can be given trukks
and deffkoptas,bikes and buggyz can be taken in FA.
Take a few vehicles in HS and you have a speed freak army.

pmhunter
December 20th, 2007, 14:48
Is there a Feral ork list or at least and example in the book of a feral ork army because I really want to start one

Bellum_Gerreo
December 20th, 2007, 15:55
Not that I remember.