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![[Post New]](/s/i/i.gif) 2014/08/16 20:10:47
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Slashing Veteran Sword Bretheren
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Do they still have reasonable amounts of backwards compatibility, or do the old Orks and old Space Wolves codex work better with slapped on Errata for 6th edition games?
My gaming group (still sticking to 6th) has 2 players who are wondering if they should buy the new codexes.
I understand that Lord of War could be houseruled to HQ, but are there a lot more discrepancies?
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![[Post New]](/s/i/i.gif) 2014/08/16 20:25:59
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Is 'Eavy Metal Calling?
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I imagine the issue would come with psychic powers under the new system, but at the same time it would be easy to adapt this backwards.
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![[Post New]](/s/i/i.gif) 2014/08/16 21:11:06
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Veteran Knight Baron in a Crusader
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Just use the new psychic powers and ignore warp charge points. Other than that they're all compatible. 7th wasn't a huge departure from 6th. I'm not sure why the people sticking with 6th don't just get 7th and say "no unbound, on maelstrom missions you discard any card you cannot possibly complete and immediately re draw". Those 2 minor house rules fix 99% of the complaints about 7th.
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![[Post New]](/s/i/i.gif) 2014/08/17 09:54:31
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Is 'Eavy Metal Calling?
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Toofast wrote:I'm not sure why the people sticking with 6th don't just get 7th
Speaking purely for myself, is the price tag. I'm not spending £50 to replace a book I spent £45 on just two years ago. I've pretty much called a stop to updates at the 7th crossover; everything works, there's no need to replace rulebooks and codexes that work perfectly fine.
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![[Post New]](/s/i/i.gif) 2014/08/17 18:14:55
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Big Mek in Kustom Dragster with Soopa-Gun
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the price tag is why my FLGS kinda split down the middle. Theres about 5 players that dont have 7th cause they cant afford it yet, which blows because the only active people that got 7th are a grand total of 4 people including me lol. You get tired of facing Eldar all the *beep*ing time quick, even as a Tau player let alone Ork. Least one of them swapped to space wolves, something different for a change. I cant vouch for space wolves since i really dont know their codex that well, old or new, but orks are almost unchanged between 6th and 7th rules since most of the changes are codex-specific. Only glaring difference i can think of is of course the vehicle damage chart hurts our vehicles more in 6th and dakkajets dont get pinning in 7th from strafing run. Rest is all ork rules, not brb ones. Weirdboy would be boned, but hes more fun than competitive anyway. Old psyker rules used leaderships per cast, not harnessing warp charges. If mob rule still affected his leadership he would be fine, but in 6th hes casting spells on a LD7 with no rerolls....ouch lol
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This message was edited 1 time. Last update was at 2014/08/17 18:21:08
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/17 18:50:35
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Battlefortress Driver with Krusha Wheel
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I highly recommend the ork player stick with the old codex, the new one is full of nerfs and heartbreak.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2014/08/17 20:04:02
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Ork Boy Hangin' off a Trukk
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Flash Gits are better in the new codex, however.
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Sometimes you have fun, and sometimes the fun has you. -Sgt. Schlock |
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![[Post New]](/s/i/i.gif) 2014/08/17 21:25:20
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Veteran Knight Baron in a Crusader
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Space wolves are WAY different between 5th and 7th codex wise. Points on almost every single entry changed, stats changed, war gear changed, sagas are now warlord traits, got new relics, got their psychic powers back that were FAQ'd out, TWC got an extra wound, and Logan is a LOW. I would definitely recommend getting it to be on even ground with the other armies. In my 1850 list I saved enough points between 5th and 7th codex to add Ulrik and another SS/TH terminator.
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![[Post New]](/s/i/i.gif) 2014/08/17 21:48:36
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Slashing Veteran Sword Bretheren
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Toofast wrote:Space wolves are WAY different between 5th and 7th codex wise. Points on almost every single entry changed, stats changed, war gear changed, sagas are now warlord traits, got new relics, got their psychic powers back that were FAQ'd out, TWC got an extra wound, and Logan is a LOW. I would definitely recommend getting it to be on even ground with the other armies. In my 1850 list I saved enough points between 5th and 7th codex to add Ulrik and another SS/ TH terminator.
So assuming the old SW codex somehow got magically reprinted with the 7th edition errata as full color hardback...would you prefer that over the actual new one, or is the new one better?
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This message was edited 1 time. Last update was at 2014/08/17 21:48:53
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![[Post New]](/s/i/i.gif) 2014/08/18 01:25:45
Subject: How compatible are the new Orks and Space Wolves codex with 6th edition?
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Veteran Knight Baron in a Crusader
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The new one is better. My 4000 point list is 3250 with the new book. That gives me a lot more options as far as what I can take in my lists. Some of the relics are worth taking and we got our psychic powers back.
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