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2018/11/10 19:26:38
Subject: CODEX ORKS -strategies and tactics in 8th.
Even as you say burnas are just as good as choppas as boyz which isn’t correct. They are substantially better in overwatch and NOW are more efficient becuase they pair well with tankbusta bomb range. You still come out ahead on kommandos which only cost 8ppm and burnas are free. For 1ppm over a boy they are a freakin deal.
Burna's on Kommandos are ok, ive used them extensively in my games and the best I can say about them is that they are worth the price....since they are free. If you made them pay for those Burna's...yeah no.
The problem I have with them on Kommandos is my Kommandos are turn 2 charging so they don't even get to shoot in the shooting phase for the first 2-3 turns because they are either out of range or tied up in CC. In CC a Burna Kommando gets 2 attacks for 1.3 hits and .67 wounds which the average Marine still gets a 5+ save on so .44 Dead Marines, the average Kommando gets 3 attacks for 2 hits, 1 wound and .33 Dead Marines. So yeah I said Choppa kommandos were almost as good and I said that "PRE NERF" Burna boyz were about as good as a similar amount of Choppa Boyz. So even after the nerf you can have 3 Burna boyz for 36pts and 5 Choppa Boyz for 35pts. 5 choppa boyz get 15 attacks, 10 hits, 5 wounds and 1.66 dead Marines, 3 Burna boyz get 6 attacks, 4 hits, 2 wounds and 1.33 dead Marines. Pre nerf it was 3 Burna boyz vs 7 Choppa Boyz and the math was even more lopsided in favor of choppa boyz.
I do agree that they are good for overwatch, I just haven't had a chance to use them in that context because nobody wants to charge me and get stuck in with my entire army breathing down their necks turn 2-3. YMMV but I take them ONLY on my kommandos because they are free.
First off last edition you were a turn 2-3 charge that wasn’t very reliable after the codex as evil suns you have a very good chance to make it the turn 2 charge immediately after you drop.
Secondly don’t throw numbers and try to skew the values by not being fair (kommandos get +1 wound in melee on terrain) Kommandos are 8ppm boyz are 7ppm. You can get 5 kommandos (3 choppas and 2 burnas) for 40pts and 5 boys for 35pts. You will kill 1.66 marines with 5 boys and 1.88 marines (even without the +1 wound it’s still better) however with the +1 wound you killl 2.52 marines. That’s nearly double the value on marines not including the free deepstrike or plus cover save. This is without command points or psychic powers to make them work.
But the real question is why did I put kommandos w burnas in my list not only are they a great value. They are one of the few units able to charge and flush out squads in ruins that bikes, dreads, etc can’t charge.. dropping 2 MSU kommando units (maybe I combine squad them to they survive overwatch) I’m able to charge scouts/devastators or whatever in ruins and clear them out. That’s why I use kommandos because point for point they are still better then boyz.
This message was edited 9 times. Last update was at 2018/11/10 19:59:31
2018/11/10 21:37:47
Subject: CODEX ORKS -strategies and tactics in 8th.
By turn 2 I’ve already cleared or engaged screens.
Turn 1 warpath and da jump 35boyz engage and clear the screen..
Bike star takes out biggest target...
Turn 2
War path da jump 25more boyz clear our whatever screen still survives
Teleport 2x klaw dreads and 2x MSU kommandos
Klaw dreads take out another tough target (hopefully backed up by the meka dread)
Kommandos take out ruin campers because that what they excel at....
I don’t know about you but ruin campers (dev squads, scouts, snipers) are really popular and competitive since you can’t engage them with most monstrous creatures or vehicles...
This message was edited 2 times. Last update was at 2018/11/10 21:40:34
2018/11/12 00:14:50
Subject: CODEX ORKS -strategies and tactics in 8th.
fe40k wrote: 15% total price increase (100 for 1Klaw3Saw vs 115 for 4Klaw) for +1AP, and +1Damage (50% increase in both stats). I mean technically the Klaw is 50% more expensive as a weapon than the Saw, but when viewing the entire models final price..
I guess it comes down to what you're likely to be fighting - fighting vehicles, its probably worth it to upgrade; but against Terminators/other 2w models, you could keep the Saws.
What your writing is subjective I can say the same about upgrading a nob from nothing to a big choppa.
If the choice is between 1 atk gaining -1ap and +1dam to klaw upgrade or giving a nob a big choppa for 3 atks at -1ap, +1 dam and +2 str which is a better use of 5 pts? I’m not saying it’s a bad use of 5pts... but those 5pts have a lot of use for orks. As a practical example this is my list. Do I take away a big choppa to give a deffdread another klaw? (To be fair I actually might since although my dreads arms are magnetized I don’t think I have 6 saw arms.)
When you guys say 2++ manz do you mean 1+ armor saves? I don’t see where you get 2++ which generally means invulnerable saves. And I don’t see 1+ armor saves as an issue since 1s always fail and there are plenty of -3 ap weapons in game.
This message was edited 1 time. Last update was at 2018/11/13 17:05:33
2018/11/13 18:03:09
Subject: CODEX ORKS -strategies and tactics in 8th.
gungo wrote: When you guys say 2++ manz do you mean 1+ armor saves? I don’t see where you get 2++ which generally means invulnerable saves. And I don’t see 1+ armor saves as an issue since 1s always fail and there are plenty of -3 ap weapons in game.
greggles wrote: Any reason for the skorchas on the manz? They can't shoot outta the bone breaker. Is it just as an anti charge device? Might be better to drop the skorchas and put some double saws on a few.
All flamers are overpriced and totally useless in 8th. Never take them if you can.
Ok read it... I don’t venture to the argument area called YMDC much as it doesn’t usually pertain to any accepted rules play that people use such as ITC...but ya i get your point and it’s busted I hope multiple people feedback that junk cause it’s broken as feck. I already sent my faq email to Gw. Regardless I can’t see ETC, ITC, or whatever standard playing that way...
TheunlikelyGamer wrote: So I'm building an Evil Sunz bike star for kicks and I cant decide how to go about building my warlord. Im bringing Wartrike, Warboss on bike with killa klaw, and Zhadsnark with some small bike squads and a pain boy on bike. Ive been going back and forth on this one. I wanted to give my wartrike the might is right trait to make him S8 and 6 attacks then buff him with fists of gork from weirdboy who da jumped himself. making him S10 8 attacks. However I read into the brutal but kunnin trait. I could make him reroll hits, and be d3+1 damage and still buff his strength with the weirdboy. I feel the math may work in my favor though with rerolling everything and +1 dmg more than the extra attack and S. Im not great at math so maybe someone else can provide exact numbers. To be honest im not sure it matters that much who gets the MIR trait when S12 and S9 both wound T8 on 3s, hitting on 2s. I plan on using them for hunting big nasty things. I don't want to make the Killa boss on bike the warlord because I want to spread the killyness around a bit in case they get separated. Thoughts on what trait would be best for the warlord etc?
That's one little trick Blood Axes get...I'm taking the Finkin Cap and BOTH traits.
My list uses
painboy on bike w Killa klaw
Warboss on bike w relic choppa
Trikeboss (warlord)
And zhardsnark as well
I had the same conundrum and was initially going for might is right since I expect this unit to head the the biggest target (Knights) and I figured str8 +1 atks is better (vs knights) (Snagga Klaw gives reroll wounds)
However running the numbers even vs. knights brutal but kunnin with reroll hits and +1 damage is better vs knights.
And much better vs toughness 7 and below or toughness 9 and above.
So unless you plan to se him to targets units of 2wound infantry or less he’s still better w brutal but kunnin.
And the reason I gave the painboy the Killa klaw is becuase his normal klaw sucks on him and the relic choppa is almost as good on the warboss on bike. This setup gives me 4 brutal and fast klaws...
Automatically Appended Next Post:
Blackie wrote: What's the consensus about the Tellyporta melee bomb: 9 Meganobz (kustom shoota and PKs) or 3 Deff Dreads (2 Klaws and 2 Saws)?
Megenobz:
Average of 13-14 hits with S10 AP-3 DamageD3 in combat plus 12 S4 shots no AP. 27W T4 2+ save, 9 bodies, single unit. Movement 4''.
Deff Dreads:
Average of 8 hits at S10 AP-3 Damage3 and 4 S9 AP-2 Damage2 in combat, no shooting. 24W T7 3+ save, 3 bodies but also three different units. Movement 6''.
Kultur bonuses not considered, but it's usually Evil Sunz to increase the odds to get a successful charge or Goffs to add some extra punch in combat. What do you prefer? I play lists with T5-6-8 spam mostly.
I’m interested in feedback on this as well.. I’m leaning toward 1 klaw/3saw dreads myself but I don’t think the numbers support it and I feel there is more strategems you can use to exploit Meganobz.
This message was edited 4 times. Last update was at 2018/11/13 18:35:01
2018/11/15 01:12:11
Subject: CODEX ORKS -strategies and tactics in 8th.
The only reason index options were removed is the chapter house model equals rules.
The index has at least another year worth of codecs before it gets the power level treatment.
GW has to many models they still make that are index only.
Sisters, GSC, assassins, inquisitors and all those agents of imperium, khorne etc.... I honestly think after all those plus slannesh we will get chapter approved 2019 and be close to 9th edition where they do a rules consolidation of the way to many chapter approved changes and big faq changes gets rolled into 9th.
Automatically Appended Next Post:
Spoiler:
Frowbakk wrote: I'm still Theory-Hammering out a list (harder since I said "I won't get the Index, I'll just wait for the Codex") and then find Index options so preferable over the Codex...
Evil Sunz Brigade (+12 CP)(-3 CP for Extra Gubbinz) 1650 points
120 HQ Deffkilla Wartrike (Warlord: Brutal but Kunnin’ – Reroll hits; +1 Damage)
91 HQ Warboss on Warbike w/ Big Choppa = Headwoppa’s Killchoppa 120 HQ Zhadsnark Da Ripper w/ Da Beast: 2x Big Shoota
90 TROOP 3x 10 Grots
215 TROOP 30 Choppa Boyz, Big Choppa Nob, 3x Tankbusta Bombz
215 TROOP 30 Choppa Boyz, Big Choppa Nob, 3x Tankbusta Bombz
75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb
29 ELITE Mek w/ Kustom Mega Slugga, Choppa
45 ELITE 5 Kommandos, Big Choppa Nob, 2x Burnas, Tankbusta Bomb
103 ELITE Painboy on Warbike w/’Urty Syringe, Power Klaw = Da Killa Klaw 164 FAST 3x Deff Kopta w/ Kopta Rokkits
200 HEAVY 2x Deff Dread w/Dread Klaw, 3x Dread Saw
93 HEAVY 3x Mek Gunz: Smasha Gunz
90 HEAVY 2x Mek Gunz: Traktor Kannonz
Blood Axe Battalion (+5 CP)(-1 CP for Warphead) 349 points
70 HQ Boss Snikrot
62 HQ Weirdboy Warphead w/ Da Jump + Warpath
90 TROOP 3x 10 Grots
53 ELITE 5 Kommandos: Power Klaw Nob, 2x Burnas, Tankbusta Bomb
45 ELITE 5 Kommandos, Big Choppa Nob, 2x Burnas, Tankbusta Bomb
29 ELITE Mek w/ Kustom Mega Slugga, Choppa, & Finkin Kap: I’ve Got A Plan, Ladz! (CP Farming on a 6+)
1999 Points Total, 16 CP left after list construction.
Snikrot (70 point HQ unit! So Cheap!) and two units of Blood Axe Kommandos to take advantage of his +1 to hit aura and one Evil Sunz Kommandos unit to get the charge bonus will disrupt backfield campers without eating up CP for Tellyportin’ units. The Mek with the Finkin’ Kap is there to hide among the Blood Axe Gretchin and be untargetable while camping objectives. Unfortunately he can’t repair any Mek Gunz due <CLAN> mismatch, but at least he counts as being in Cover at more than 18” so the CP farming should stick around through most of the game.The Weirdboy Warphead can still cast Da Jump and Warpath on Evil Sunz units since Psyker powers don’t care about <CLAN> mismatches.
On the Evil Sunz side 3 Bikes & a Trike should get off a first turn charge on something. 30 Choppa Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to be recycled with 3 CP later. The lone Mek can repair Mek Gunz to keep them in the fight while the two Deff Dreads get Tellyported for a probable Turn 2 Charge for 2 CP before the game, leaving 14 CP to use during the game and see if any CP get refunded on a 6+ due to bullet catching Gretchin, fighting twice, mobbing up, and so forth.
If the Blood Axes aren’t your cup of tea, I could see replacing Snikrot with a KFF Mek from the Index (or spend 119 points for the Mega Armored version from the Codex) since KFFs don’t care about <CLAN> mismatches and re-purpose the remaining 79 points into another unit, but that wouldn’t even get 5 Lootas or Tankbustas, unless you can scrape up 6 points somewhere.
...and now my second thoughts are having third thoughts about renoberating the whole thing into Deathskulls for the 6++ and ObSec.... aaaAAARRRrrgh.
Gotta stop being paralyzed by the Theory-Hammer possibilities and actually go get a game in and get some real-world experience.
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!
This message was edited 2 times. Last update was at 2018/11/15 19:19:07
2018/11/15 22:11:00
Subject: CODEX ORKS -strategies and tactics in 8th.
gungo wrote: The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!
Plasma s7. To kill on 2 needs overcharge so even better for orks
true but It doesn’t make a whole lot of difference plus if you are overcharging to turn that 3+ to a 2+ I’ll take that deal since mortal wounding a plasma marine to kill an ork boy is a good trade off.
2018/11/18 13:06:47
Subject: CODEX ORKS -strategies and tactics in 8th.
We will see how things happen competitively. However 8th index orks even da jumped had a hard enough time making that charge.
Evil suns with the change to ere we go reroll effectively makes that charge highly reliable.
As much as people want to tout ork shooting it still sucks. Gitz are still overpriced and all over the place and not even impressive when in an ideal situation.
Lootas are still random shots, expensive, and glass cannons that again aren’t that impressive unless you start stacking command points on them.
Mek guns continue to be durable and good price point and strong shooting however they care absolutely nothing about most kulturs.
And tankbustas are awesome but extremely short range and glass cannons but need to be deepstruck in or transport and literally die every game I use them turn 1-2. They are best with. Badmoons but you are basically taking this clan for a 1 unit rental.
Orks are by and far best and have been best even during the index and not much has changed with ork units as assault horse army.
Ork boys have a hard time doing the heavy lifting now and are best as a screen killer or getting into combat with other low save infantry.
Ork HQs hit like a truck. Dreads hit hard. The best relics are still assault oriented. Even the best vehicles have better assault profiles as are our strategems geared for assault.
If you push orks into a shooting war you will lose to shooting armies and maybe most assault lists.
2018/11/19 21:40:19
Subject: CODEX ORKS -strategies and tactics in 8th.
Ha, honestly I forgot it. I'm about to head to bed right now and tomorrow morning I'll comb through, see if there are any units I missed, add the section on the flyers and put up a post-FAQ thread that will then be updated with more consensus opinions. Many units, like 'Nauts, painboyz and others I'm judging off of not having tried them yet, so I'd be open to other peoples assessments. Also I think there are a few things from the FAQ I need to change.
don’t forget painboy on bike...and the waagh banner nob description on no klaw changes with the faq. (And index kommandoes can takes bc nob or nob without powerklaw which is useful.) Overall I like the list.
Still kinda annoyed gw didn’t allow the bc kommando nob or kmb Mek when we have models for them.
While tankbustas as a unit are better they somehow made pistols and tank hammers worse. Like just ignore the options bad.
2018/11/20 05:40:29
Subject: CODEX ORKS -strategies and tactics in 8th.
I think a lot of variety in lists depends heavily on the index
Warboss on bike
Mek on bike
Painboy on bike
Kommandos
Lobba (depending on if used the kultur rules)
Zhardsnark
Big Mek
Deffkoptas
All of the above are competitive due to the index (or forgeworld for zhardsnark)
No Mek guns is surprising
And lootas not tabkbustas isn’t that surprising
2018/11/20 10:56:10
Subject: CODEX ORKS -strategies and tactics in 8th.
Wow, I don't see lootas as stronger than tankbustas or mek guns. Considering a smasha is less than the price of 2 lootas, that seems a little hard to swallow.
But then again, with the tweak to the grot stratagem, my big blob of blood axe lootas are going to be really annoying to kill.
I knew I picked up 25 lootas for a reason...just didn't think the reason was winning games.
The problem with tank bustas is they are a throw away unit. Once deepstruck/da jump to get then into thier short range and after you “show off” they are dead points. I don’t even use them in my list because it’s a lot of points for a suicide unit...i expected lootas to be good because of the stacked buffs and using a command point to reroll that 1 and the long range ability to keep them out of harms way but I didn’t expect them to be the center of a list especially pushing out Mek guns which are really good right now. Everything else I figured boy screen killers, bike bosses, kommandos, grots, wierdboyz. That’s still the staple of most lists...
Unfortunately I only have 10 current lootas Models and have no intention of owning more then 15 of them to chase a gimmick list that will get points adjusted in 6 months if its to brutal.
This message was edited 2 times. Last update was at 2018/11/20 11:01:45
2018/11/20 16:33:25
Subject: CODEX ORKS -strategies and tactics in 8th.
Burnas are only good on kommandos with a BC nob to deepstrike and charge and clear out ruin campers exploiting the fact most vehicles and monsterous creatures and bikes can’t hit them on the second floor of ruins. Make them evil suns so they actually make the charge.
Ignore thier separate data slate it’s useless. Even the kommandos +1 to wound in ruins helps them more then the burna dataslate ability.
2018/11/20 17:25:00
Subject: CODEX ORKS -strategies and tactics in 8th.
Technically, yes. But we all know that Indexes will be removed from Matched Play at some point in the future.
Coh Magnussen wrote:Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?
Having a single clan detachment means you benefit from a Kultur. Mixed clan (other than Flash Gitz) means no Kultur. It's the same as any other faction with a codex now, you want to isolate your to gain extra special rules.
Once again index was just updated with a big faq.
There are to many GW models where the rules are only available in the index.
They literally clarified by the rules team how to use the index recently.
Once sisters, gene cults, inquisitors/assassins/agents of imperium/ khorne and all the still made models have codex rules I expect the index to go power level only that’s not happening until chapter approved 2019 and frankly at that point9th edition can’t be far off.
I have no doubt the index will be completely fine throughout 2019. Which is long time for Gw.
This message was edited 1 time. Last update was at 2018/11/20 17:26:24
2018/11/20 18:48:11
Subject: CODEX ORKS -strategies and tactics in 8th.
gungo wrote: Once again index was just updated with a big faq.
There are to many GW models where the rules are only available in the index.
They literally clarified by the rules team how to use the index recently.
Once sisters, gene cults, inquisitors/assassins/agents of imperium/ khorne and all the still made models have codex rules I expect the index to go power level only that’s not happening until chapter approved 2019 and frankly at that point9th edition can’t be far off.
I have no doubt the index will be completely fine throughout 2019. Which is long time for Gw.
Something you forgot. Index is ALREADY banned for many.
just for a few who follow etc rules. Not ITC or warhammer world or England and a bunch of people posted how they use etc but index allowed posted in this forum too. Sounds like a small subset of etc is I forgeworld no index.
2018/11/20 21:14:49
Subject: CODEX ORKS -strategies and tactics in 8th.
Technically, yes. But we all know that Indexes will be removed from Matched Play at some point in the future.
Coh Magnussen wrote:Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?
Having a single clan detachment means you benefit from a Kultur. Mixed clan (other than Flash Gitz) means no Kultur. It's the same as any other faction with a codex now, you want to isolate your to gain extra special rules.
Once again index was just updated with a big faq.
There are to many GW models where the rules are only available in the index.
They literally clarified by the rules team how to use the index recently.
Once sisters, gene cults, inquisitors/assassins/agents of imperium/ khorne and all the still made models have codex rules I expect the index to go power level only that’s not happening until chapter approved 2019 and frankly at that point9th edition can’t be far off.
I have no doubt the index will be completely fine throughout 2019. Which is long time for Gw.
i hope 9th is longer than that, we are just over a year in, and sister of battle not be getting thier official codex until sometime last year. it would be a dick move to be liek yea... so we just released codexii for many factions and here is a new edition. That is unless they pull a 6th and just tweek it a bit, and codexes stay the same. still i highly doubt we get a new edition for several years especially with how popular 8th is.
as for the index only units and upgrades I will be sad if they remove them. I still liek to run my custom made rokkit buggies, they are nto the best unit out there but I liek the models enough to still bring a squad of 3.
8th released June 17th 2017... a 3 year turn around for 9th edition in June 2020 isn’t abnormal.... I don’t think 9th edition will be a shake up... I think we are in the living rulebook phase where the BRB is constantly updated... which leads us to the biggest problem in 8th... we have multiple big FAQs, soon multiple chapter approved, Codexes, individual codex FAQs, index, index FAQs, etc with rules all over the place....some of these FAQs even update the original FAQs. Then we will have new units that exist as dataslate outside Codexes becuase they get released after the codex. This is only 1.5 years into 8th now imagine another 1.5 years of cluttered faq mess... any new edition will be a clean up edition to consolidate this mess. But ya i expect a new rule book in the 3-4 year mark. All the Codexes to stay valid like they usually are but then then they will slowly rerelease updated Codexes... aka time to rerelease space marines codex and make money again!
I’m not to worried about this year rumors suggest genecult next, khorne and slannesh and sisters of battle all this year... and I’m feeling some type of rogue trader/agents of the imperium can’t be far off (maybe and renegades)... in other words a full slate of new army releases.
This message was edited 2 times. Last update was at 2018/11/21 04:22:22
2018/11/21 17:24:31
Subject: CODEX ORKS -strategies and tactics in 8th.
Vineheart01 wrote: im also hoping the Mekadread gets killkannon access back.
Unless i missed it it actually cant use it anymore, despite the arm still being on sale. I am missing a mekadread for my collection but really dont wanna invest that much into a useless model.
Check the faq The meka and mega dread profiles were merged... the meka dress has full access to the new cheaper killkannon arm (sadly no supaskorch which was the best weapon in 8th)
Feel free to use the killkannon arm!! I have one and it is a beautiful model that really makes the other dreads stand out together!!!
Saying that I still kinda lean toward the rattler kannon (I use the killkannon arm for it) 2d6 str5 ap2 d3 vs killkannon d6 str7 ap2 2dam.
I think with DDD and kulturs the d6 extra shots (especially at bs4) make up for the slightly lower strength.
The killkannon mekadread did drop in price because the killkannon is now only 15pts compared to rattler 16pts
What I want to see in chapter approved is not only a price drop in the meka dread but clarifying that it does get DDD.
This message was edited 1 time. Last update was at 2018/11/21 17:28:42
2018/11/28 09:53:56
Subject: CODEX ORKS -strategies and tactics in 8th.
I get what people are saying about using the index however the codex was written with a harsh guideline of only using what on a model for rules due to chapter house lawsuits. The index is still used all over gamesworkshops own batreps and supported. It is literally the old model rules book. At some point it will go power rating only but that’s not going to be in 2019. And as long as Gw continues to balance index units in FAQs and chapter approved there is absolutely nothing wrong with using them. If gw feels free Deffkoptas bombs are a problem they can always give them points in chapter approved like I’m sure several other index units will be adjusted.
This message was edited 1 time. Last update was at 2018/11/28 09:56:09
2018/12/01 01:49:14
Subject: CODEX ORKS -strategies and tactics in 8th.
tneva82 wrote: Did the previous CA touch index units for codex? GW doesn't seem to be too keen on maintaining those rules.
Ya the other guy is wrong.
The point sheet touched upon a lot of units in forgeworld and index
We know he is wrong since orks only had an index and yet chapter approved lowered the price of morkanaut skorchas warbuggies and Wartraks and a ton of wargear.
This message was edited 1 time. Last update was at 2018/12/01 01:51:34