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Made in us
Fixture of Dakka




Taken from the Waagh forums as posted by Orkdom:


Walked into a new LGS this saturday for the first time, and the guy behind the counter says "hey, can I help you with anything?" I say "Nope, here to play, got some friends should be showing up in a minute."

"What do you play?" he asks.

"40k."

"What race?" he continues....

"Orks."

He gets this silly grin on his face. "Ahhhh, Orks." He motions for me to come around behind the desk. "Come here, I got something to show you."

I put down my stuff and walk around, sort of bemused at this strange gesture. When I get around the corner, and see what he's holding in his hands though, confused amusement is immediately replaced by the utmost feeling of intense, almost school-girlish giddiness-

He's holding the new Codex: Orks in his hands.

...

Right, so as you may have guessed, I have some info on the new ork dex for you guys. But this isn't a couple of vague mentionings of furious charge and bomm-squigs andpoints drops for basic boyz. This is very nearly the whole damn thing. I even have pictures to show you, providing the HQ gives me permission to post the ones I sent NS. Let me say right now, this thing looks great. Rules aside, the book is loaded with incredible fluff- they even mention Brainboyz!! There are a number of hurdles some of you may have to get over in order for it to grow on you, but on the whole the units are great, the possibilities virtually endless, the options diverse and characterful. It's a really open-ended book. Right now, my biggest honest gripe is that I have to choose between stormboyz and deffkoptaz !!!

But oh well. Here it is....

Army Special Rules:
• Furious Charge
• WAAAGH!!: once per game, call a WAAAGH, entire army gains fleet for that turn. Any unit that rolls a ‘1' for fleet takes a wound, but still acts normally.
• Mob Size: Units of 11 or more orks count as fearless; if any unit fails a Ld check, roll 2d6 and compare the result to the number of orks in the mob- if the result is less than the number of orks, the Ld check is considered passed.

HQ units:
• Warboss: gains T5, special rule “Da Big Boss” allows 1 mob of nobz/meganobz to be taken as troops. Same price, not mandatory or ‘0-1'. Can have a warbike.
• Wyrdboy(!): stats of nob, and has a chart of 6 psychic powers. At the beginning of each turn you roll a d6 to see which power he MUST use that turn. For 30pts, he may be upgraded to a Warphead, who can re-roll for psychic powers. The powers are as follows:
1. ‘Eadbang: as Frazzle below, but place the template over the wyrdboy.
2. Frazzle: shooting attack that auto-hits with Range=24" S=6 AP=3, assault 1 blast and pinning.
3. Zzap: shooting attack that auto-hits with Range=36" S=10 AP=2, assault 1 and counts as a melta weapon.
4. Warpath: the wyrdboy and any unit he is with gain +1 attack for that turn.
5. ‘Ere We Go!: the wyrdboy and any unit he is with are removed from the table and automatically come in via the Deepstriking rules.
6. WAAAGH!: the wyrdboy and any unit he is with get a free WAAAGH! move (fleet) that does not count as their WAAAGH! for the game.
• Big Mek: has Ld8, special rule “Da Big Mek” allows 1 “Deffdred” (Ork Dreadnought with name change) to be taken as troops. Can take Shokk Attakk Gun (more on that later). Comes with toolz and may take oilers. Slight points increase. Can have a warbike.

Elites units:
• Nobz Mob: unit of 3-10 Nobs. The mob may take bikes, and WAAAGH! Banners which grant the unit +1 WS (the wording is “any model may take”, with no indication of one per mob!). May take various weapons and equipment. One may be upgraded to a Painboy with Painboss stats, syringe and toolz, and may take orderlies; allows the whole mob to be upgraded with cybork bodies. The mob may take either a trukk or battlewagon as transport.
• Meganobz Mob: unit of 3-10 Mega Armoured Nobs. May take various weapons, and be transported by either a trukk or battlewagon.
• Burnaboyz Mob: unit of 5-15 burnaboyz. All are armed with burnas. Up to 3 may be switched to meks for free, who replace burnas with toolz and oilers and may take kustom mega blastas, force fields, or other stuff.
• Tankbustaz Mob: unit of 5-15 tankbusta boys. All are armed with Rokkits(!). Up to 2 may replace their rokkits with Tankhammers, close combat weapons that allow them to strike with S10. The unit may include 3 Bommsquigs, which when released count as an automatic S8 hit against the nearest enemy vehicle on a 2+, or the nearest vehicle period on a 1. One may be upgraded to a Nob who can take various equipment.
• Lootaz Mob: unit of 5-15 lootas. All are armed with Deffguns, which are heavy d3 autocannons. Up to 3 may be switched to meks for free, as with burnaboyz mobs.
• Kommandoz Mob: unit of 5-15 kommandos. 2 may take heavy weapons, one may be upgraded to a nob. Infiltration, Move Through Cover.

Troops units:
• Boyz Mob: unit of 10-30 boys. 3pt decrease, no choppa (though ‘choppa’ is the term used for c.c.w. throughout the book). 1 in 10 may have a heavy weapon, so you need 30 to get the current standard of 3 (they’re pushing the horde idea here, the bastards " alt="pphhtork.gif" /> ), and burnas are no longer an option. One may be upgraded to a nob, who can have various bits. The entire mob may swap its choppa and slugga for shootas for free. Up to 1 mob in the army may be upgraded to ‘Ardboyz. The mob may be transported in a Trukk if it has few enough models.
• Grot Mob: unit of 10-30 grots. Same cost, gain BS 3, lose better footing and living shield but keep mine clearance as “It’s a Grot’s Life”. There must be a 1 to 10 ratio of Runtherds to Grots. Runtherds can take various kinds of equipment, including a new grabba stikk item which reduces the attacks of one enemy model in assault.

Transport units:
• Wartrukk: same stats and small points increase. Can transport up to 12 models, those in mega armour count as 2 a piece. No longer precisely follows the vehicle damage chart; if a ‘vehicle destroyed’ or ‘vehicle explodes’ result is rolled on the regular chart, roll another d6 and consult the chart that follows:
1-2: Kaboom!: the trukk explodes and the orks inside take each a S3 hit, and must test for pinning.
3-4: Kareen!: roll the scatter die and move the trukk 3d6" in the direction indicated (the ork player chooses if a hit is rolled), and then apply the Kaboom result in the new location.
5-6: the vehicle is destroyed, but no models take any wounds and the orks do not have to test for pinning (don’t recall the name).

FA units:
• Stormboyz Mob: unit of 5-20 stormboys. 3pt decrease, and gain fleet of foot (separate from WAAAGH! Rule). One may be upgraded to a nob who can take various weapons.
• Warbikez Mob: unit of 3-12 warbikers. 5pt decrease, Hard to Hit increased to 4+, and have a regular 4+ save. Lose Psycho Blastas. Dakkaguns replace TL-Big Shootas with Range=18" S=5 AP=4, Assault 2. One may be upgraded to a nob who can take various weapons.
• Warbuggies: unit of 1-3 buggies. May be upgraded to trakks, which allows them to re-roll terrain tests. Come with TL-Big Shootas free, which may be upgrade to other weapons.
• Deffkoptaz Mob: unit of 1-5 deffkoptas. Come with TL-Big Shootas, count as Jetbikes, have Hit and Run and Scouts. May upgrade big shootas to rokkits or mega blastas, and may also be equipped with buzzsaws and bigbomms (don’t have the rules for those at present).

HS units:
• Looted Wagon: ork equivalent of a rhino (circa dark angels/blood angels codexes) before upgrades, but open-topped and can transport 12 models. Has special rule “Don’t Press Dat!”, presumably as current breakdown (can’t recall atm). May replace transport capacity for a Boomgun for much increased points (more on that later). May have up to one skorcha, as well as two rokkits or big shootas, in addition to the boomgun. Can take various upgrades.
• Big Guns: unit of 1-3 guns with krew. 10pt decrease for kannons base, which may be upgraded to lobbas or zzap guns. Kannon loses Ordnance rules for shell shot, lobba remains the same, and Zzap gun is now Range=36" and melta. The unit may take up to 3 Ammo Runts.
• Flash Gitz Mob: unit of 5-10 flash gitz. Nob stats, all come with ‘eavy armour and Snazzguns (more on them later). The unit may take More Dakka, Shootier, or Blasta kustom jobs, all of which do the same thing. One flash git may be upgraded to a painboy, who acts the same here as with the Nobz Mob above.
• Killa Kanz Mob: unit of 1-3 killa kans. 10pt decrease, with WS 2 and BS 3. Each kan must choose a weapon from the following list in addition to its c.c.w. (list is from least to most expensive weapon): big shoota, skorcha, grotzooka, rokkit launcha or mega blasta. May take grot riggers or armour plates.
• Deffdred: unit of 1 dreadnought. Comes with 2 c.c.w., and must take 2 weapons from the following list in addition (list is from least to most expensive weapon): big shoota, skorcha, rokkit launcha, dreadnought c.c.w. (Each gives +1 attack, potential 6 attacks on the charge), mega blasta. May take grot riggers or armour plates.
• Battlewagon: 30pt decrease and gains Front Armour 14. May take a Killcannon (more on that later) for much increased points, which reduces its transport capacity to 12 from 20. Only vehicle which may take a Deff Rolla. May also take 1 big gun for various points and up to 4 big shootas/rokkits. May take various vehicle upgrades.

Vehicle Upgrades:
• Grot Riggers: same as current.
• Armour Plates: now as extra armour on imperial vehicles.
• ‘Ard Case: turns an open-topped vehicle into a close-topped one.
• Reinforced Ram: allows tank-shocking with extra bonuses (can’t recall atm).
• Deff Rolla: causes d6 S10 hits on any units tank-shocked(!).
• Red Paint Job: same as current.
• Stikkbomm Chukka: don’t remember....
• Boarding Plank: don’t remember....
• Wrekkin’ Ball: don’t remember....
• Grabbin’ Klaw: prevents an enemy vehicle within 2" from moving in the next turn.

Armoury:
• Choppa: c.c.w.
• Slugga: same as current.
• Shoota: Range=18" S=4 AP=6 Assault 2
• Power Klaw: same as current.
• Big Choppa: +2 strength.
• Burna: same as current.
• Shoota/Skorcha: same as current.
• Shoota/Rokkit Launcha: same as current.
• Big Shoota: same as current.
• Rokkit Launcha: same as current.
TL-Shoota: a twin-linked shoota....
• Dakkagun: Range=18" S=5 AP=4 Assault 2
• Deffgun: Range=48" S=7 AP=4 Heavy d3
• Grot Blasta: same as current.
• Grotzooka: Range=18" S=5 AP=6 Heavy 2 Blast
• Kannon (Frag): same as current.
• Kannon (Shell): same as current, but does not count as ordnance.
• Killkannon: Range=24" S=7 AP=3 Ordnance 1, Large Blast
• Kustom Mega Blasta: Range=24" S=8 AP=2 Assault 1 Gets Hot!
• Lobba: same as current.
• Shokk Attakk Gun: Range=60" S=2d6 AP=2 Ordnance 1, Large Blast. Rolls of 10+ for strength count as S10. If doubles are rolled, consult the chart that follows:
Double 1: mek and models within d6" die automatically.
Double 2: ???
Double 3: ???
Double 4: ???
Double 5: ???
Double 6: ???
• Skorcha: same as current.
• Snazzgun: Range=24" S=5 AP=d6 Assault 1
• Zzap Gun: Range=36" S=2d6 AP=2 Heavy 1 Melta
• Boomgun: Range=36" S=8 AP=3 Ordnance 1, Large Blast

Wargear:
• Attack Squig: simply grants the model +1 Attack.
• Bosspole: can’t remember.... same as current I believe though.
• Mega-Armour: 2+ armour save, Slow and Purposeful, comes with TL-Shoota and Power Klaw. The Shoota may be replaced with kombi weapons, or (IIRC) big shoota, rokkit launcha, skorcha. Can’t recall on kustom jobs.
• Cybork Body: same as current.
• ‘Eavy Armour: same as current.
• Doks Toolz: work on a 4+ as base.
• Meks Toolz: work on a 4+ as base.
• Grot Oiler: allows the Mek to re-roll failed toolz rolls.
• Grot Orderly: allows the Painboy to re-roll failed toolz rolls.
• Warbike: same as current, except it confers a 4+ save instead now.
• Ammo Runt: same as current.
• Kustom Force Field: 5+ cover save, vehicles count as obscured.
• Stikkbommz: a combination of the two...available to most.
• Tankbusta Bommz: AP=2d6+6, available only to Tankbustas (and Kommandos I think, but not certain on that).
• Gitfinda: can’t remember....an orky auspex, methinks.

Special Characters:
• Ghazghkull Thrakka: stats are new warboss with +1 WS, Wound, and Attack. Still has Adamantium Skull and Proffit uv da WAAAGH! (Which is changed to fit new WAAAGH! rule, as such: all units now get a free 6" fleet move instead of doubling initiative, does not count as the WAAAGH move for the game) with 2+ invulnerable included. Comes with cybork body, bosspole, mega-armour, stikkbomms, big shoota, and has special rule “Da Big Boss” as per regular Warboss. Costs a point less.
• Mad Dok Grotsnik: much more expensive. Has fearless and special rules “Da Big Dok”, which allows every unit in the army to be given cybork bodies for +5pts/model, and “One Scalpel Short of a Medpack”, which I do not no the rules for as of yet.
• Wazzdakka Gutsmek: over twice as expensive as he was before. Basically a Warboss on warbike, only better. Stats as warboss, comes with kustom mega-blasta, power klaw, slugga, meks toolz, stikkbomms, bosspole, and “Warbike uv da Aporkalypse”. Has special rule “Da Bike Boss” which allows any number of Warbike Mobz to be taken as Troops.
• Old Zogwort: Snakebite Warphead character. Stats of an ork boy with BS 0, T 5, 3 wounds and Ld 8. Has special wargear “Nest of Vipers” which allows him to make d6 extra attacks that always wound on a 2+. Also has special psychic power “Zogwort’s Curse” which works just like the panzee power Mind War except that if you win the d6 roll, the enemy character immediately turns into a squig! While he does roll for powers just like a regular Warphead, he can always choose to use the curse instead.
• Boss Zagstruk: still leads a mob of stormboyz. Stats are as a nob with +1 Ws and Ld. Comes with special wargear “Da Vulchaz Klawz”, which are power klaws that strike at initiative. Also allows his unit to deepstrike and assault in the same turn. More expensive.
• Kaptin Badrukk: No clue really. Stats are nob with +1 Ws and Ld, and he has a 3+ save, somehow. Didn’t really look at him, just know the stats from the summary. He leads a mob of Flash Gitz.
• Boss Snikrot: still leads a mob of Kommandoz. Has nob stats with +1 Ws, Strength and Ld. I remember this guy being really, really neat, but I didn’t note anything down, so outside the summary I am unfortunately unable to be certain about anything.

That’s about it! There are, as you can well see, some things I can’t recall atm. But I’m working on it with my friends and such, and we should have a pretty complete list going within a couple more visits to the ol’ friendly LGS. Some Special Characters added in now, and other stuff coming as it does. I’ll update this post as I am able to clamp down more stuff with certainty.

-Orkdom
   
Made in us
Fresh-Faced New User





Good stuff! Could you hook us with a link?
   
Made in us
[DCM]
.







The Shokk Attakk Gun sounds particularly brutal... for everyone, potentially!

AP2?

Sheesh!
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

While the rumours seem to confirm everything we've heard, why would a LGS have a finished copy laying around? If this codex isn't coming out for 4 months, it seems really odd that there would be leaks at such a bizarre location.

On the other hand, maybe the rumoured panic at GW is showing up in the rapid upswing in rumours we're hearing.
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Correction Polonius. The codex is released before christmas in the army deal, therefore it is within GW's stupid three month rumour window.

This is already reported in the ork release thread, but this does deserve its own thread.

Phil Kelly. The only man in 40K who knows what the hell he is doing anymore....

   
Made in us
Jinking Ravenwing Land Speeder Pilot




In your house, rummaging through your underwear drawer

Nice.

Does anybody think the bank will give a loan for meganobs, Battlewagonz with Killkannons, and Dok Oktopus Deffdreds?

"Seriousness is the only refuge of the shallow"~Oscar Wilde 
   
Made in fi
Jervis Johnson






If this is the 40K Ork Codex, the Orks are going to come back with a bang. In my opinion they look even stronger than the new Chaos. The Boyz in Trukks never get entangled anymore (and even rarely get pinned) not to mention cost 5 points each while packing a huge amount of S4 I4 attacks on the charge on top of the 5 klaw attacks. If you need any help getting to combat you can fleet with the whole army once per game.

Combine the Trukkboy and Nob trukk squads with fleeting and flying Stormboyz, biker Warboss, one Mek with KFF, and possibly some Burnas and Tankbustas in Battlewagons and you got something going. This Codex has third edition written all over it and I think we all remember how stupidly overpowered KoS was back then.

Footslogga army might be another thing to consider. There's simply going to be too many fearless models anyone can ever kill. A 20man mob of Shootaboyz is only 100 points. Basically, the new Orks are like Gaunts with untargetable Carnifexes as squad leaders. They're slightly slower than Nids but are much harder in close combat and have T4 and 5+ invulnerable saves.
   
Made in us
Maddening Mutant Boss of Chaos





Colorado

Can anyone say grabin' Klaw is the anti-falcon?

NoTurtlesAllowed.blogspot.com 
   
Made in fi
Jervis Johnson






Can anyone say grabin' Klaw is the anti-falcon?

As far as I know the original poster wasn't sure if it works on skimmers. In any case, you can only fit it on a Battlewagon so that limits its' usefulness somewhat. It is still nice though.

Eldar aren't exactly the army that are trembling in their boots about the new Orks. Eldar are even faster than Orks and all that mobile S6 firepower is going to murder open-topped transports like Trukks, and Fire Dragons will annihilate a Battlewagon and entangle the passengers. Of course Orks will be much harder than before but it's not like Eldar will be at a disadvantage. It's "slow and purposeful" armies like Chaos and Tyranids that will bear the brunt of the Ork assault, because they won't be able to stop it coming, nor run from it.
   
Made in us
Banelord Titan Princeps of Khorne






Orks sound good....BUT..

That I2 is really going to hurt still.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Longtime Dakkanaut




Well, I know what to trade my Chaos in for now. Keeping a few of the conversions, the few decently painted ones, and switching to Orkses. There at least SEEMS to be more options here then the new Chaos book.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Some backwater sump

Holy crud, could they have done something right?  Now I really feel sorry for the poor Chaos players.  If only this was the direction everything was going.

New Career Time? 
   
Made in us
Tunneling Trygon





If it's Phil Kelly, I have faith, but some of that stuff sounds a bit messed up. WS2 Kans? The decrease in heavy weapons is also rough.

The Waagh rule sounds a bit crap initially, but it could actually be fairly good. It gives that one burst of speed that footsloggers can use to crash into combat all at once. Not nearly as good as Jump Packs or even full time Fleet, but not terrible. As long as you've got more than 6" of movement, you can still get assault.



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Made in us
Hunter with Harpoon Laucher




Castle Clarkenstein

Looks good. There's ways to incorporate all my speed freaks into it, and take some mobs that have sat on the shelves for years, like flashgits. At first I was worried about the 30 kustom bikes I own, then realized I might be able to now run 3 units of 10 nobz on bikes. Insanity. The wyrdboy is nice to see back, and a lot of the options for upgrading to painboyz and mekboys look cool. Over all, I can certainly live with this codex, and coupling it with Apocalypse is going to be so, so evil.

....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
 
   
Made in us
[MOD]
Madrak Ironhide







You could do head swaps on the chaos models and "counts as" orkses.

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Get your own Dakka Code!

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Made in us
Been Around the Block





Posted By Phryxis on 09/04/2007 7:47 PM
If it's Phil Kelly, I have faith, but some of that stuff sounds a bit messed up. WS2 Kans?
I wondered about that for a moment, then remembered WS isn't that big of a deal anyway.  WS2 still hits WS4 on a 4+, and anything WS5 and higher on a 5+.  Really not so bad, especially if they've decreased the point costs.

 
   
Made in us
Tunneling Trygon





The House that Peterbilt

I wondered about that for a moment, then remembered WS isn't that big of a deal anyway. WS2 still hits WS4 on a 4+, and anything WS5 and higher on a 5+. Really not so bad, especially if they've decreased the point costs.

Until you figure WS4 powerfists smack on 3+. But yeah not that huge for something that will be shooting as much or more then assaulting. Curious if they get to waagh FoF or not. Probably not but would be cool.

All in all these rumors are awesome. We don't know the cost of the bling-ish elite/HS units but the meat and potatos boyz and fast attack seem pretty good. It also seems like they've found a way to make horde doable without making Speed freak style OTT. Sad to see looted vehicles go away and it seems like the rules don't really address this that well. Also grots seem rather lame and unneccesary now but maybe the runts and their special tools will be cool. Other then that though I'm pretty stoked and I don't play orks.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Dakka Veteran





If most of these rumors are true this sounds like it'll be a really really fun codex. I'm also a "excited even though I don't play orks" member.

   
Made in us
Longtime Dakkanaut




Los Angeles

I don't have much else to say other than that it appears to have been worth the wait.

Sweet.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Regular Dakkanaut




Colorado

Posted By winterman on 09/04/2007 10:56 PM
Sad to see looted vehicles go away and it seems like the rules don't really address this that well.

I'd just play any old looted leman russ or basilisk as a new looted wagon w/ Boomgun.  At least that way you can still use the model.

While the wicked stand confounded
call me, with thy saints surrounded 
   
Made in us
Been Around the Block





Posted By winterman on 09/04/2007 10:56 PM
Until you figure WS4 powerfists smack on 3+. But yeah not that huge for something that will be shooting as much or more then assaulting.
Yeah, that's more how I should of phrased it.  They barely hit any worse in CC (though yes, they get hit back easier) and with the BS bumped up to 3 their guns are more reliable.  Seems a nice enough trade-off for 10pts less base cost.  I guess we'll have to see just how much they pay for the guns now.

 
   
Made in fi
Longtime Dakkanaut






Posted By bigchris1313 on 09/05/2007 12:13 AM
I don't have much else to say other than that it appears to have been worth the wait.

Sweet.

AMEN!

And this is going to completely mess my modeling schedule...I guess I just need the discipline to postpone the orks untill Summer.



“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

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Made in gb
Fresh-Faced New User





It first glance it seems that Mr Kelly has produced another excellent codex.

I particularly like the Kareen effect, how oftern is that crippled trukk going to sail forward into enemy lines before exploding, priceless. Games against Orks are going to be absolute mayhem, exactly as they should be!
   
Made in gb
Longtime Dakkanaut




United Kingdom

Posted By venkh on 09/05/2007 2:32 AM
It first glance it seems that Mr Kelly has produced another excellent codex.

I particularly like the Kareen effect, how oftern is that crippled trukk going to sail forward into enemy lines before exploding, priceless. Games against Orks are going to be absolute mayhem, exactly as they should be!


that made me smile a well, orks crammed in a trukk, rail gun round smashes into it:

"I cannee hold it, she's breaking up, she's breaking up, I cannee hold it, ABANDON TRUKK! "

I can't remember, is a trukk a 'tank' for tank shock purposes, I was imagining:

SMplayer - "Haha, eat lascannon,  that'll teach you to come in flimsy vehicles"

"Kareen!,"

"in the enemy direction,"

"tank shock through 2 squads"

"assault -- haha that'll teach you to shoot at flimsy vehicles"

   
Made in gb
Fresh-Faced New User





"assault -- haha that'll teach you to shoot at flimsy vehicles"


Now imagine that scenario with a deffrolla.

Makes me want to shoot one just to see what happens!
   
Made in us
Banelord Titan Princeps of Khorne






Good = everything!

Bad = grotz are now useless except as crew for gunz, and looted tanks going away, but...Its not such a bad thing if they actually have their own vehicles now.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

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Made in us
Sneaky Kommando



Texas

What doesn't make much sense is everyone keeps saying that Orks can loot a baneblade in Apocalpyse, yet at the same time they're taking away looted vehicles in the new ork codex.  Guess its not a big deal, I wasn't planning on getting a baneblade anyway, but if looted vehicles are out, that seals the deal.

Copy at your own risk 
   
Made in us
Longtime Dakkanaut






The response to the Ork Codex is overwhelmingly positive so far. One ponders: what did GW do differently in the Orks Codex than in the Chaos Space Marine Codex? And why?

He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in gb
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Posted By fellblade on 09/05/2007 7:00 AM
The response to the Ork Codex is overwhelmingly positive so far. One ponders: what did GW do differently in the Orks Codex than in the Chaos Space Marine Codex? And why?

It's just Gav. Everything he touches ends up "Thorped up".

I struggle to think of good Gav codices/army books....I mean The Dark Elf book was so bad it needed an official update in White Dwarf.....The Hordes of Chaos was totally revised by other members when he was on holiday....I guess there's Dwarfs, then?
   
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Beasts of Chaos?

Very good indeed (apart from the ridiculous special characters)

I tend to find his lists very poorly balanced with obvious no brainer choices and the odd smattering of thing sthat make no sense.

Take the 3rd ed eldar dex as an example.

Holofield Falcons - A no brainer and something that he still doesent seem to have quite grasped.

vs

Dire Avengers with 12" cats - Something that 5 seconds of thought should have put right.
   
 
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