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Orks Codex Comparrison.

8K views 33 replies 13 participants last post by  Blind-Hope 
#1 · (Edited)
Hello all!

I was lucky enough to receive my copy of the new Ork Codex yesterday and i thought it only fair to lay out a comparrison of the new codex with the old, so you guys can see whats changed. I will NOT be posting points costs, but i will post point differences IF IM ALLOWED TO. (If not, then mods feel free to replace them/ remove them)

Anyway, lets get started.

GENERAL CHANGES

-Old Zogwort and Wazdakka are gone.
-Looted Wagon is gone from the codex but can still be used because of the WD datasheet.
-Stompa is in the codex as a Lord of War.
-Ghazkull is a Lord of War.
-The codex also contains the Ork Warband Formation.
-Orks have their own FOC with 3 HQ and 9 Troop slots.
-The Ork codex has 6 Ork specific Tactical Objectives that replace numbers 11-16
-No units can be unlocked as troops by HQ's anymore
-Boomgun is gone

ARMY SPECIAL RULE CHANGES


-Ere We Go! Something that almost every ork unit has. if every model in the unit has this rule then they may re-roll a single dice when determining charge distance.

-Mob Rule has changed. If every model in the unit has this rule and fails a morale check or pinning test then you roll on a table.

-On a roll of a 1, if the unit is in combat then it automatically passes the morale or pinning test, if it is not in combat then it automatically fails the test.

-2-3, if the unit includes one or more Ork characters (including independant characters) it suffers D6 strength 4 hits and then passes the morale/ pinning test. These hits are allocated randomly but cannoot be allocated to Ork characters. if the unit has no Ork characters then it fails the test.

-4-6, if the unit has 10 or more models then it suffers D6 strength 4 hits and then passes the morale/ pinning test. These hits are allocated randomly. If the unit has fewer than 10 models then it fails the test.

-Waaagh! can now only be used by your Warlord. Waaagh! now means that on the turn your Warlord calls the Waaagh!, all friendly units made up entirely of models with the Ere We Go! special rule may charge in the Assault Phase even if they made a Run move in the same turn.

PSYCHIC POWERS

-The Powers of the Waaagh!:

-Primaris Power. Frazzle: Same stats but has lost Pinning. Warp Charge 1

-1. Eadbanger: Changed to a Focussed Witchfire. 24" range. Target must pass a Toughness test or suffer a wound with no Armour or Cover saves allowed. Warp Charge 1

-2. Warpath: Blessing that targets the Psyker. Same effect as before but only works if the models in the Psykers unit have ther Ere We Go! special rule. Warp Charge 1

-3. Da Jump: Blessing thats the same as the old Ere We Go! power, except that it does not mention teleporting out of combat. In addition, if the unit scatters when deepstriking and a double is rolled, it can only fire Snapshots untill the start of its next turn. Warp Charge 1

-4. Killbolt: An 18" Strength 10 AP 2, Assault 1 Beam. Warp Charge 2

-5. Power Vomit: Witchfire, Template, Strength 7 AP 2, Assault 1. Warp Charge 2

-6. Da Krunch: Witchfire, 24" Strength 2D6* AP 4, Assault 1, Large Blast, Barrage. * If when rolling to determine the strength you roll an 11 or 12, then completely resolve the attack at Strength 10 and then roll another 2D6 and resolve another attack on the same target (if it has any models left). If you roll another 11 or 12 with the second attack then resolve another attack as described above, repeating the process untill a 10 or lower is rolled or the target is destroyed. Warp Charge 2

WARGEAR

-Buzzsaw, Strength X2 AP 2, Melee, Unwieldy, Specialist Weapon.
-Big Choppa now +2 strength and AP 5.
-Grot Prod changed. Forfeit normal attacks, for a single attack at double the wielders strength (to a maximum of 10)
-Killsaws. New CC weapon, basically Chainfists.
-Kan Klaw. Srength +2 AP 2 Melee.
-Tank Hammer now Strength 8 AP 3 Melee, Two Handed, Unweildy.
-Weirdboy Staff, Strength +2 AP 4 Melee, Two Handed, Force.
-Boom Bomb, Strength 7, AP 2 Bomb 1, Armourbane, Large Blast, One Use Only, Skreamin Descent.

-Skreamin descent: Roll 2D6 before scattering and apply the result:

-2- No bomb is dropped. The flyer making the attack is wrecked and suffers a Crash and Burn result, with the large blast marker centred over the target model and then scatters 2D6 as described in the Crash and Burn rule.

-3- No bomb is dropped. The flyer making the attack and its target both suffer a Strength 9 AP 2 hit. Vehicles are hit on their side armour.

-4-9- Execute the bombing run attack as normal.

-10-12- Execute the bombing run attack as normal. In addition the flyer making the attack may shoot any of its assault weapons at the target models unit. All hits on vehicles strike the vehicles rear facing. Any unit that suffers one or more unsaved wounds from any of the attacks must take a Pinning test. The flyer may still shoot its assault weapons in the shooting phase at a seperate target.

-Kustom Mega Slugga. Basically a strength 8 plasma pistol.
-Shock Attack Gun is more or less the same. Boom result now only removes the Mek, not all models within 6" and the Double 6 result now uses the rules for Vortex.
-Bubblechukka is hit and miss. Its 36" Strength D6 AP D6 but you roll once for both so its pretty meh. its a Large Blast though.
-Tellyport Blasta is 12" Strength 8 AP 2 Assault 1, Blast Tellyported. Tellyported means rolls to wound of 6 cause Instant Death and Armour penetration rolls of 6 cause automatic Penetrating hits.
-Traktor Kannon is 36" strength 8 AP 3 Heavy 1, Skyfire, Traktor. Traktor causes automatic Immobilised result when glancing or penetrating a Zooming Flyer and FMC's wounded by the weapon suffer -3 to their Grounding Checks.
-Smash Gun is 36" Strength D6+4 AP 1 Heavy 1
-Kustom Mega Kannon is 36" strength 8 AP 2 Heavy 1, Blast, Gets Hot
-Zzap gun now has Gets Hot. Rolling over 10 for strength causes Gets Hot on rolls of 1-3 with the Gets Hot being resolved against the crew and the shot is fired at Strength 10.

RUNTS AND SQUIGS

-Ammo Runt. One use only. a model with an ammo runt can re-roll to hit when shooting.
-Attack Squig. Allows the user to re-roll one To Hit roll in close combat each turn.
-Bomb Squig. 18", strength 8 AP 4 Assault 1, One Use Only, Scuttle Scuttle Blam!: always hits on a 2+. Cannot hit Flyers, FMC's or Skimmers. can no longer hit your own vehicles.
-Grot Oiler. One use only. Allows Meks to re-roll failed Meks Tools repair Rolls.
-Grot Orderly. One use only. Allows a Painboy and his unit to re-roll Feel No Pain rolls.
-Squig Hound. If a unit with a Squig Hound fails a morale check it suffers D6 strength 3 hits and can then re-roll the morale check. if it fails again it cannot re-roll again in the same turn and no further wounds are caused.


ORKY KNOW WOTS:
-Bosspole. Units with at least 1 model with a Bosspole can re-roll results on the Mob Rule table except Breaking Heads results. the result of the re-roll must be accepted.
-Cybork Body changed to 6+ Feel No Pain.
-Doks Tools. as long as the bearer is alive, all models in his unit have Feel No Pain.
-Gitfinda. Models with a Gitfinda that remained stationary in the movement phase have BS3 untill the end of the turn.
-Kustom Force Field. The bearer and all models within 6" gain a 5++ Invulnerable save against shooting attacks. If the bearer is embarked in a vehicle then the vehicle gains the 5++ save instead.
-Meks Tools. If in base contact with a damaged friendly vehicle, the user can forfeit their shooting attack to repair a lost Hull Point or vehicle damage result on a D6 roll of 5+.
-Rokkit Pack. Models with a Rokkit pack may Run 2D6 in the shooting phase even if it used them in the movement phase but must take a Dangerous Terrain test.
-Waaagh! Banner. All models in a unit that has a Waaagh! Banner gain +1 WS.
-Warbike. Grants a 4+ save to the user and if it Turbo Boosts it adds +1 to its Cover Save value untill the start of its next turn. Warbikes have a twin Linked Dakka Gun.

-Mega Armour is a 2+ save with Bulky and Slow and Purposefull.
-Boarding Planks adds +2" to Charge Distance when chargeing after disembarking from an Open Topped Vehicle.
-Deffrolla makes the Vehicles front armour count as 2 higher than normal when ramming. Now only causes D3 strength 10 AP 4 hits against a unit that makes a Death or Glory attacks that fail in addition to the damage they would normally suffer from a failed attack.
Deffrolla allows you to re-roll failed dangerous terrain tests.
-Grabin Klaw- Enemy vehicles within 2" of the grabbin Klaw , on a roll of 4+ cannot move this turn. Flyers and Skimmers are unnafected.
-Flyboss. Grants BS3 to shots fired against Jetbikes, Skimmers, Flyers and FMC's.
-Grot Riggers now grant the It Will Not Die special rule to vehicles.
-Wreckin Ball is Now 3" Strength 9 AP 4 Assault D3.
-all other vehicle upgrades appear unchanged.

GIFTS OF GORK AND MORK
-Da Finkin Kap: The wearer generates an additional Warlord Trait from the Strategic Traits table in the BRB and may re-roll if its one they already have.
-Warboss Gazbags Blitzbike: Grants a 4+ save, can Turbo Boost 18" and adds +1 to cover saves when it does. is also equiped with Twin Linked 24" Strength 6 AP 3 Assault 3 Kustom Dakkablastas.
-Da Lucky Stikk: All models in the bearers unit gain +1 WS (not Cumulative with Waaagh! Banners). In addition, the bearer may choose to re-roll any to hit or to wound rolls or saving throws that they make but if 3 or more of these re-rolls fail in the same turn then the model is removed as a casualty with no saves of any kind allowed.
-Headwoppas Killchoppa: +2 Strength, AP 5 Melee, Decapitating Strike, Rending, Two Handed. Decapitating Strike means to wound rolls of 6 cause Instant Death.
-Da Fixer Upperz: Unique Meks Tools that repair on a 3+
-Da Dead Shiny Shoota: 18", strength 4, AP 6, Assault 6, Twin Linked, Stray Shot. Stray Shot means that after re-rolls, roll a D6 for each shot that failed to hit. on a roll of a 1 the shot hits a single friendly unit within 6" of the target and is chosen by your opponent. the bearer and his unit cannot be chosen as targets.

WARLORD TRAITS
-1. Prophet of the Waaagh!: Gains the Waaagh! special rule. If the Warlord already had the Waaagh! special rule then in addition to the usual effects, all friendly models with the Ere We Go rule gain the Fearless Special Rule when the Waaagh is called untill the start of the next turn.

-2. Bellowing Tyrant: the Warlord and all friendly Ork units within 12" re-roll failed morale checks and pinning tests.

-3. Like a Thunderbolt: The Warlord and all friendly Orks within 12" can re-roll all the dice when determining Charge Distance or Run Moves.

-4. Brutal But Kunnin: The Warlord can re-roll one failed to hit or to wound roll each turn.

-5. Kunnin But Brutal: The Warlord can re-roll one failed armour or invulnerable saveing throw each turn.

-6. Might Is Right: The Warlord gains +1 Strength.

Now onto the units!

HQ:

-Warboss: Mostly unchanged

-Weirdboy: Gains +1 Warp Charge point if at the start of the Psychic phase there are 10 or more models with the Ere We Go special rule within 12" of the weirdboy. If a bonus warp charge point is generated in this manner that the Weirdboy must pass at least one psychic test during that phase or suffer a single strength 2 hit at the end of the psychic phase with no saves allowed. this rule does not apply if the Weirdboy is in a Vehicle or building. Has access to Powers of the Waaagh! and Daemonology. can be upgraded to Mastery Level 2. Base cost is cheaper now.

-Mek: cheap unit. 1 can be taken for each normal HQ you have (except other Meks) but must be allocated to an Infantry or Artillery unit at the start of the game and may not leave that unit.

-Big Mek: mostly same as before. can take SAG or KFF and a Bike. Mega Armour Meks can take a Tellyport Blasta or KFF.

-Painboy: Has Doks Tools and Urty Syringe.

-Mad Dok Grotsnik: has Doks Tools, Urty Syringe, Slugga, Powerklaw, Cybork Body. Has the Brutal But Kunnin Warlord Trait. One Scalpel Short of a Medpack now grants Fearless and Rampage to any unit he joins but he may not leave that unit unless he is the only one left.

-Badrukk: has a 3+ save and 5++ invuln save. Has a 24" strength 7 AP 2, Assault 3, Gets Hot gun. has the Kunnin But Brutal Warlord Trait.

-Zagstrukk: No longer has a pair of Power Klaws. Da Vulchas Klaws now grant strength 8 AP 2 Hammer of Wrath hits to Zagstrukk. He no longer kills more of your Stormboys. Has Eavy Armour and Cybork Body. has the Bellowing Tyrant Warlord Trait.


Troops:

-Ork Boyz: Mostly the same. Shootas now cost to upgrade. ALL Ork Boyz mobs can now take Eavy Armour, not just 1 per army. Rokkit launcha halved in price.

-Gretchin: Mostly the same but no longer have "Its a Grots Life" Rule. Runtherds now have to pay for Squighounds.

Elites:

-Burna Boyz: slightly more expensive. can upgrade up to 3 to Meks. Meks can no longer take Big Shootas. but have access to Mek Weapons (Kombi Rokkits, Rokkits, Kustom Mega Blasta/Slugga etc) Meks can take a Grot Oiler each.

-Tankbustas: Cheaper now. May take up to 3 Bomb Squigs. Tankhammers now cost the same as an old Burna Boy. Glory Hogs now means that in a mission that has the First Blood secondary objective, the Ork Player recieves double the number of Victory points if the first casualty is an enemy vehicle destroyed by a unit of Tankbustas.

-Nobz: Warbikes are more expensive. Waaagh! banner is more expensive. Taking a Battlewagon as a Dedicated transport no longer stops it from taking a Killkannon.

-Meganobz: mostly the same but can replace both weapons for a pair of Killsaws.

-Kommandos: can no longer take Eavy Armour. Cheaper Rokkits. Now have Infiltrate, Move Through Cover and Stealth.

-Snikrot: Cheaper. His weapons are now strength User AP 5 Shred, melee. Independant character but can only join Kommandos. Does not use a FoC slot if you have Kommandos. has same USR's as Kommandos in addition to the Fear USR. If Snikrot joins a unit of Kommandos in reserve that does not have another independant character attatched to it then they may arrive from ANY board edge from reserves without having to roll the dice. In addition, on the Turn Snikrot and his unit arrive from reserves their Stealth USR is replaced by the Shrouded USR untill the start of their next turn.

-Trukk: Cheaper. Ramshackle is now reduce Penetrating hits to Glancing hits on a roll of 6. Rokkit Launcha is now free upgrade.

Fast Attack:

-Stormboyz: can now be taken in units of 30. Are cheaper now.

-Deffkoptas: Cheaper. Kustom Mega Blasta and Rokkit upgrades now Free.

-Dakka Jet: Waaagh Plane means when a Waaagh is called, its assault weapons fire one more shot than normal. Can take a Flyboss.

-Burna Bomba: Grot Gunners means Big Shootas and TL Big Shootas are BS3

-Blitza Bomba: also has Grot Gunners.

-Warbikers: Cheaper now. Toughness 5 as standard. can now be in units of 15.

-Warbuggies.: can now be in units of 5. Cheaper. still has Wartrakk and Skorcha upgrades. Rokkits upgrade is now free.

Heavy Support:

-Mek Gunz: Dirt Cheap. can be taken in units of 5.

-Battlewagon: Base cost is more expensive. Killkannon upgrade halved in price. Deffrolla halved in price. Cheaper Rokkits.

-Deff Dread: more expensive but comes with 2 big Shootas. Upgrade to rokkits is free. Power Klaw and Mega Blasta are also cheaper.

-Killa Kans: Can now be in units of 6. If they 25% or more casualties they must roll a D6 at the end of that phase. add +1 to the roll if there are 3 or more Kans in the unit and a further +1 if there is a Deff Dread within 6". on a 3+ the test is passed, but on a 1-2 the test is failed and all models in the unit suffer a Crew Shaken result (no hull Points are lost as a result) Are now more Expensive but come with a Big Shoota, Rokkits are free and other weapon upgrades are now cheaper. Can not take 2 guns.

-Gorkanaught: you probably know about that by now.

-Morkanaught: again, everybody has seen the rules.

-Lootas: Now Heavy Support. Cheaper. up to 3 can be Meks and have same options as Burna Boy meks.

-Flash Gitz: Cheaper. Gain BS3 for being Stationary. Guns are now Assault 3 as Standard. cannot take Eavy Armour anymore.


Lords Of War:

-Ghazkull: Same points. Now has Eternal Warrior. Now has 6+ FNP instead of 5++ invuln. No More Adamantium Skull. Can take up to 3 Ammo Runts and an Attack Squig. Prophet of Gork and Mork. When he calls a Waaagh! he gains a 2+ invulnerable save untill the start of his next turn. In addition, Ghazkull and all other models in his unit equiped with Mega Armour can Run on a turn he calls the Waaagh! despite having the Slow and Purposefull rule.

-Stompa: more or less same as in the Apocalypse/ Escelation Book.

Formation:

-Ork Warband:
-1 Warboss
-1 Mek
-1 unit of Nobz or Meganobz
-6 Units of Boyz
-1 unit of Gretchin

Boss Of Da Waaagh!: If this is chosen as your primary detatchment then your warlord may re-roll the result on the Orks Warlord Traits Table.


The Greenskins Horde: Every Unit in the detatchment with 10 or more models gains the Hammer of wrath special rule when rolling 10 or higher for determining charge distance (befor modifiers) It does not matter if the units size is reduced below 10 during the charge so long as it can still successfully make the charge.


Stampede: If the Formations Warboss is your Warlord then he can use his Waaagh! every turn after the fisrt.




Anyway thats about it so feel free to discuss and after typing all that i need a lie down!

-DAMO.R
 
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#2 · (Edited)
I too got the codex yesterday and actually got in a 1500 point game against my friend's CSM.

Here are first impressions.

1. Lootas are now heavy choice. Now I'm not sure about all of you but this really threw me off when putting together a list. Orks now have 8 heavy, 7 fast attack and 6 elite options. Before I could take 3 heavy (usually 3 battlewagons) and still take 2 units of lootas. These days are done, or at least harder to do, if you use the force organization chart. Battlewagons can still be taken as dedicated transports for nobs.

2a. Cybork body just gives you a 6+ Feel no Pain...no more invulnerable saves for orks.

2b. Painboys and Nobs. As everyone knows, Painboys are now HQ. This changes are Nob death star units alot. I took Nob bikers and wow a lot different. Before they had 4+ cover (exhaust cloud), 4+ armor, 5+ invul and 5+ feel no pain. Now they just have a 4+ armor from the bike, they don't get the auto cover save (unless they jink), no invul save at all, and can get feel no pain for an American nickel worth of points (get it?). However, now units of Nobz are no longer entire unit of characters, only the "boss Nob" is a character. This is for all units, the "boss nob" is now a unit sergeant upgrade like other armies. That being said, my nobs still did all right, they weren't targeted that much and between them and my warboss on bike got 4 kill points.

3. Painboy vs. Big Mek with Kustom force field. Now this one is going to be interesting in the weeks/battles a head. The painboy grants the unit he is in a 5+ fnp, while the KFF still gives the 5+ cover. Depending what role you are using them for and what unit you want them in is what one you want to take. Here is a quick comparison.

In my game I took both and both were in units of 30 shoota boys with a Nob upgrade.
Painboy saves is loads better (obviously), works in combat and against guns that deny cover saves.
Painboy is the same cost as the KFF itself, not taking in the base cost of the mek.
Mek can take way more options both shooting, melee and armor.

4. The new special items for Orks are really cool. Called "Gifts of Gork and Mork" only warboss's and big meks can take them. One per army and a model can take only 1 of the gifts (so no your warboss can't take them all.

Overall, the organization of the army and special rules/upgrades are the thing that threw me off the most. Mob Rule is not so bad. I believe it was 5th edition, when if you were in combat and had Fearless (and lost) you took wounds, which is a lot of what Mob Rule is.

Also biggest gripe and I think it is pretty big. SHOOTA BOYS COST MORE THAN CHOPPA/SLUGGA BOYS!!!!! That's right, it is no longer a free points swap but a points increase!
 
#7 ·
Would that be because Lootas are now Heavy Support?


Anyway, personally i think there are some good changes and some bad changes but it seems fairly balanced and practically ALL or the units that could upgrade to have Rokkit Launchas can either take them for free or at half the cost they used to. Removing the "one unit per army" limit for eavy armoured boyz was a good move too as if im not planning on taking too many boyz i can make them all more durable.

Traktor kannon is good cheap anti flyers but the bubble chukka is just meh, i mean why the hell would i want a strength 1 AP 1 large blast? Grotsnik improved and joining him with a unit of Meganobz and watching them get 3 +D3 attacks in combat will be incredibly amusing to watch.

Main thing that annoys me is that unless i have a Mega Armoured Mek, i cant take a KFF and a Gun with the exception of the relic gun.

As for the Codex in general its very colourfull, humerous in all the right places and a good read. there are even references to a few characters no longer around such as Wazdakka, Zogwort and even Makari the Grot (Da Lucky Stikk was Makari's banner that he used to wave around)

Basically id say that orks is an average codex. slight improvement over the previous edition, with a few downsides but overall nothing special.

I think people will whine about it being underpowered or nerfed but in a month or so people will come to terms with that and then go on to complain about the next codex.
 
#9 ·
I still have only glanced over the Codex but I did figure out the same list I took last weekend would be 152 points cheaper now. Granted the boomwagon lost some range so that may come into play on how I use looted wagons and the heavy FOC is jammed full.

Scratching my head as to why kans went up in price though.
 
#11 ·
Well Grot Riggers gives vehicles It will not Die. Seems pretty cool when you can put them on any ork vehicle except fliers.

Sure Nobs are nerfed but saw that coming. Not sure why they took away invulnerable saves...

Though they lifted some limitations. You can take 5 warbuggies in a unit instead of 3. 5 Big guns instead of 3. 6 Killa kanz instead of 3. 30 Stormboys!!?

Being able to take 3 HQ is cool. Also per each standard HQ choice you can take one Mek. Less than half the points of a standard Big Mek, their profile is the same as an ork Boy. However, they can repair vehicles on the 5+, but can also take a Killsaw (ie chainfist). A way to add even more powerfists into a list.

Like I said before I think the biggest thing is the force organization. Lootas to heavy, Nobs or Dreads not moved to troops. You can take 9 Troops ie 9 units of boys or grots. Although 9 units of boys in trukks comes in around 1500points depending on how you kit them out.

The force organization change has caused my army to shrink simply because I can't take everything that I used to.
 
#12 ·
I do like the unit size increases and was just looking in my bits box to see what I could build. I've got some AOBR koptas that want to be turned into quads/buggies. I was thinking of magnetizing them too so I can just add them to my skorcha or rokkit buggy squads. Don't think I'll take that many stormboys but they do look more appealing and with 152 point leftover from the last codex I could fit a unit of them in for free basically. I'll have to build more kannons too, they are so cheap and I'm sure I can make some weapons tips to slide over the current kannons to make them look the part for the other gun types.

I may make another unit of ard boys too with the limit restriction pulled. Two squads of them and two shoota mobs could be nice, plus they are fun to convert.

I still do t have the 7th edition rulebook, but can't you get away with taking more heavyset if you take two detachments of Ork armies? You would need two hqs and six troops right, and then the other slots double? A Warboss, a big mek, four trukks of boys, and two units of grots then fill the rest with whatever else. It would have to be a larger points game cause that is about 900 -1000 points there.
 
#16 ·
I still do t have the 7th edition rulebook, but can't you get away with taking more heavyset if you take two detachments of Ork armies? You would need two hqs and six troops right, and then the other slots double? A Warboss, a big mek, four trukks of boys, and two units of grots then fill the rest with whatever else.
Actually you could just take two normal combined arms detachments rather than Ork Horde detachments so you'd only need four troops.
 
#13 · (Edited)
So what is the deal with the lords of war thing? Can i now take a stompa in a normal game?

O and i believe the KFF gives an invul not cover so you would always get it.

As well is there something in the main book preventing you from putting a mega armored WB on a bike because i see nothing in the AB that says no.

As well there is no restriction for the Big Mek to take KFF so he can have it with or without Mega armor.
 
#14 ·
Stompas can be taken in normal games, yes. It's common courtesy to make sure your opponent is okay with it though.

KFF is an invulnerable, yes. Either it's a 6 inch bubble, or the transport the Big Mek is in has the save (no bubble around the vehicle). And it's an option for the Big Mek in Mega-Armour, they either get the KFF or Tellyport Blaster.

You can't put a Mega-Armoured Warboss on a bike; there's a little notation next to the Bike entry in the Wargear section that says 'cannot be taken by a model in Mega-Armour'.
 
#18 ·
Few notes:

1) Supposedly the cybork bodies listing is a mistake. It makes no sense that a unit can pay 5 points for cybork 6+ FNP...when the painboy attached to them makes them 5+ FNP. One leak said it's going to be faq'd to "increase FNP by 1"
2) Deff rolla was supposed to be D3 hits on a ram. FAQ'd (hopefully should see one fast...otherwise there is zero point to it...counts as ram I guess?)
3) Ghazkull supplement has a dread mob formation. 2 naughts, 3 deff dreads, 9 killa kans, big mek and painboy. That just uses your formation slot.
4) Codex is designed for multiple CAD's. It's why heavy is so jammed up. They expect everyone to take 2-6 HQ, 4-12 troops, 0-6 everything else.
5) 3 HQ, 6 troop is optional.

Most of the anger on the codex is just cause it messes with the old builds. Overall I think the codex got a lot stronger. Massive point reductions on some units...I mean stormboyz are ridiculous now!
 
#19 ·
I hope the deffrolla thing is true. I spent all that time building it and magnetizing it so it can be in the up or down position. Without the ram attacks there really is no reason to take it, though +2 str to a ram might make a difference but still nothing compared to multiple str 10 hits. If it does change taking multiple looted wagons with skorchas and deffrollas along with battlewagons could be nasty.
 
#22 ·
The FNP making the save better (if they already have one) does make a lot of sense.

I pointed it out to my friend during my first game with the new codex. The Painboy can take a cybork body but gives all models in his unit (ie himself as well) a 5+ FNP?

The new FOC in the Ghaz book sounds cool and makes sense. With the new naughts released and kans in bigger units makes sense GW would release rules to go nuts and use/buy them.
 
#26 ·
My son plays Orks and we just got our copy of the codex today. I felt that there should have been more changes and more incentives built into the dex. At first glance, some of the changes don't make sense like the Killa Kans going up in price and having the stupid chart with them. I don't think Killa Kans were over priced before and the Cowardly Grots chart is unnecessary.

I think some of the decisions made on the codex is solely based on how codices react to 7th edition rules. Lootas may be heavies but there are options: Detachments allow you to add more units you normally couldn't before. Unbound armies can take whatever they want for units. I think some of their thought process was 7th edition.

I guess only time will tell if it is a good dex or not.
 
#28 ·
I think overall the codex is nothing special but its a descent codex, an improvement over the last edition in most respects, balanced and has a few good combinations (like a Mega Armoured Warboss with Da Lucky Stikk giving him re-rolls on his 2++ saves, or taking Da Dead Shiny Shoota with a Gitfinda giving you better odds of hitting with your 6 re-rollable shots)

This codex doesnt have any instant win buttons but i think "WIV A BIT OF KUNNIN" you could pull off some crazy combos and stand a good chance of winning.
 
#29 ·
I hope the cybork stuff is true cuz i just through my arms up at that. Ive already played one 2000 point game and have concluded that Flash gitz in a battlewagon thats parked on an objective with a warboss with gitfinda and t/l shoota with a KMB mek can and will annihilate space marines. Granted i rolled a 2 for their AP.

Not sure if anyone caught this but it seems trukks are more than just dedicated transports, they are fast attack as well, however they arent like the Forge World gun trukks that run around with cannons on their back. I also recently got the White Dwarf pertaining to Looted Wagons. stock points they were raised to 37 [not sure what madboy thought of that one] cant take a boomgun but can take a killkannon instead. Which i guess is better than nothing. which it also seems that the killkannon does not drop the transport capacity of the looted wagon. [though i expect them to FaQ that one.]

So in my opinion of the codex. Some good some bad, definitly gonna take getting used to since nobz just dont seem worth taking anymore since they arent troops. though i do love the fact that Lootaz, Burnaz, and Tankbustaz can take trukks with the tankbustaz now able to target whatever they want since they drastically changed Glory Hogs [which a +1 VP if you get First Blood by killing a vehicle with them]

Snikrot is now marbo but with fear and stealth which actually makes him worth eksperimentin with. So anyways im making ideas for a list but im loving my battlewagon as a mobile bunker for gitz.
 
#30 ·
I notice no one mentioning that kans not only had the price increased, but lost 3 points of str. Before they cut open vehicles with str 10 attacks. Kan klaws are now +2 str so nerf nerf nerf when you throw the whole giving them a pseudo morale with the need for a deff dread babysitter it gets ridiculous.
 
#31 ·
Something else that seems to have not been brought up.

All units on foot have stikkbombs as standard wargear, before it was an upgrade and some units could not take them. However, the Stikkbomb Chucka on a vehicle is now worthless.

The rules say that "Any unit disembarking from the vehicle count as having stikkbombs for the rest of the turn".

So? When any unit that can go in a battlewagon already has stikkbombs, this upgrade is worthless. Hopefully this gets fixed in the FAQ, another redundancy in the codex along with Cybork and Painboys.
 
#32 ·
To be fair, cybork body is only a redundancy if you have a painboy in the same unit. And saying that 'it makes no sense that a painboy can get a cybork boby because it gives no improvement' is like saying they should take shootas away from the ranged weapons list because mega armoured warlords could choose to take them instead of their twin-linked shootas. That is to say, just because someone has access to something doesn't necessarily mean it should do anything - you could just, you know, not take it. Cybork costs the same as a combat shield for a marine for a similar effect - hell, a better effect in some circumstances as it's a second save you can take after you've failed your first.

The stikkbomb chukka is just stupid though, can't argue there :) It helps, what, a grand total of three models - weirdboy, painboy and Dok Grotsnik. Maybe the oddboyz just wanted to feel the love.
 
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