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2014/06/28 03:43:27
Subject: Orks in 7th Edition (first post updated with actual codex info)
So i have the codex now and i noticed an interesting "change" in the Rams and Deffrolla rules.
When ramming, it treats the front armor as +2 armor. Previously this was only against DoG attacks AND to a max of 14....it now does Ramming not DoG AND it does not mention max of 14.
Wagons can ram with effective AV16 front armor now lol. Which equates to S8 from the armor, S9 including Tank. On top of that, returning damage from Ramming cannot hurt you since the most youre ever going to get hit in return is S8 (14 armor plus tank = S8) outside superheavies, and S8 cannot hurt AV16.
Interesting....if not all that important lol
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 04:47:41
Subject: Re:Orks in 7th Edition (first post updated with actual codex info)
Question...I think I read that Grots got cheaper. Last I checked, they were 3 point models... Are we finally at the 1 point or just 2 stage? Because if they are 1 point...I'm converting to a Gork 'n Mork worshipper. You want to play a 2000pt game? Ok, well, here is 1000 gretchin to get us started. That being said, did everything get cheaper on the unit? I am rather curious how much the standard max size unit is now.
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/06/28 04:50:45
Subject: Orks in 7th Edition (first post updated with actual codex info)
No theyre the same as before. Technically 5pts cheaper but you WILL want that Squighound which brings them back up to normal cost.
35pts for 10 + runtherder without the squig. 3pts each. must take a 10pt runtherder per 10 gretchin.
Kinda 0 point to bring them now. Theyre so so easy to kill, their objective secured (if you use a normal FoC) will mean nothing and our Artillery can score, which are dirt dirt freakin cheap for lobba-spamming backfield objective holders that not only hold backfield stuff, but kill stuff for barely any additional cost.
EDIT: Ok, so my FLGS usually plays 2k lists and i desperately want to run a warboss wielding this massively oversized Axe (headwompa), so i had a go at a speedfreak army and i have to admit...it kinda looks scary imo.
Spoiler:
HQ: Warboss 135pts ---Lucky Stikk, Relic Bike, Headwompa, Da Finkin Kap, Bosspole 2x Painboyz 75 (150)pts On Bikes
Elites 2x 3 MANz 170 (340)pts Boss has Killsaws and a BP Both units in their own Trukk w/ Ram
FA 15 Warbikers 305 Nob with Klaw 15 Warbikers 310 Nob with Klaw and BP Blitza Bomba 135 (this is literally because i want to for some reason lol i might get rid of this)
Troops 3x 12 Slugga Boyz 147 (441)pts Nob with Klaw and BP Each unit is in their own Trukk w/ Ram
Heavy 5 Lobbas 93 1 Ammo runt (points limitation) 5 Lobbas 90
Comes at 1999pts
Idea: Two 15man T5 with FNP blobs that are turboboosting and in your face turn 1 for a 3+ jink, giving you a choice to deal with the 5 trukks or the wagons as you most likely wont do significant damage to both. Lobbaz sit in the back holding objectives and throwing 48" blasts like crazy, thinning infantry numbers so my boyz can clobber the important things. This is kinda a list that has to go first to see true potential, but isnt auto-countered if i dont go first (just hurts a bit). Da FInkin' Kap gives me a shot at +1 Steal Initiative warlord trait on top of my orky one, which will help this dramatically. Getting D3 infiltrate would be equally nasty, as i could be in your face immediately without a turbo-boost and dakka whatever i can (since i cant charge). Thing thats slightly annoying is the bulk of my army will not benefit from Run + Charge since it specifically states "that have Run" which excludes a turbo-boost
This message was edited 5 times. Last update was at 2014/06/28 05:10:11
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 05:16:52
Subject: Orks in 7th Edition (first post updated with actual codex info)
Vineheart01 wrote: No theyre the same as before. Technically 5pts cheaper but you WILL want that Squighound which brings them back up to normal cost.
35pts for 10 + runtherder without the squig. 3pts each. must take a 10pt runtherder per 10 gretchin.
Kinda 0 point to bring them now. Theyre so so easy to kill, their objective secured (if you use a normal FoC) will mean nothing and our Artillery can score, which are dirt dirt freakin cheap for lobba-spamming backfield objective holders that not only hold backfield stuff, but kill stuff for barely any additional cost.
EDIT: Ok, so my FLGS usually plays 2k lists and i desperately want to run a warboss wielding this massively oversized Axe (headwompa), so i had a go at a speedfreak army and i have to admit...it kinda looks scary imo.
Spoiler:
HQ:
Warboss 135pts
---Lucky Stikk, Relic Bike, Headwompa, Da Finkin Kap, Bosspole
2x Painboyz 75 (150)pts
On Bikes
Elites
2x 3 MANz 170 (340)pts
Boss has Killsaws and a BP Both units in their own Trukk w/ Ram
FA 15 Warbikers 305
Nob with Klaw
15 Warbikers 310
Nob with Klaw and BP Blitza Bomba 135 (this is literally because i want to for some reason lol i might get rid of this)
Troops
3x 12 Slugga Boyz 147 (441)pts
Nob with Klaw and BP Each unit is in their own Trukk w/ Ram
Heavy
5 Lobbas 93
1 Ammo runt (points limitation)
5 Lobbas 90
Comes at 1999pts
Idea: Two 15man T5 with FNP blobs that are turboboosting and in your face turn 1 for a 3+ jink, giving you a choice to deal with the 5 trukks or the wagons as you most likely wont do significant damage to both. Lobbaz sit in the back holding objectives and throwing 48" blasts like crazy, thinning infantry numbers so my boyz can clobber the important things.
This is kinda a list that has to go first to see true potential, but isnt auto-countered if i dont go first (just hurts a bit). Da FInkin' Kap gives me a shot at +1 Steal Initiative warlord trait on top of my orky one, which will help this dramatically. Getting D3 infiltrate would be equally nasty, as i could be in your face immediately without a turbo-boost and dakka whatever i can (since i cant charge).
Thing thats slightly annoying is the bulk of my army will not benefit from Run + Charge since it specifically states "that have Run" which excludes a turbo-boost
Keep the blitz bomba! i've never seen one tableside, set the trend But yeh does look quite nasty, plenty in your face from the off-set. plenty of target saturation too. if you dropped some bikers you culd run the 3.5 MANz formation for the +1 WS and fear and fearless
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
- Choppa of da Ragnarork: Big choppa that gets +1S -1AP at end of turn if it caused a casualty.
This is a fun toy, you might want to point out it's cumulative up to S+6 AP 1
I was hoping to see our missing HQ's in ghaz's supplement, but maybe they'll get their own later.
I think my first army is going to have to be the green tide, with a pain boy, and snikrots red skull kommanods. maybe 2 weird boys if points permit.
5 units of kommandos arriving from my opponents edge is sure to be full of lols
I'll miss my old KFF, but I think putting 200 boys on the table as one unit will make me feel all orky inside again give up first blood? I don't think so
oh, and I forgot this:
some signs of sanity from GW, If the tide gets a breaking head or squabble, you allocate the wounds, no need for a D300
This message was edited 1 time. Last update was at 2014/06/28 05:23:17
2014/06/28 05:25:25
Subject: Orks in 7th Edition (first post updated with actual codex info)
Kommandos with or without snikrot are actually viable atm since they have stealth (or shroud on the turn they appear, infiltrate or not, if snikrot is around). If i do a walker list, my elites will be 2 Kommandoz (not sure if i need snikrot, he himself isnt that special imo) and a minimal Burna squad with 3 meks sitting in a gorkanaut. Think of it this way. Rubble and/or Ruins are a 4+ as long as you are IN the terrain, not 25% obscurred, which goes to a 3+ with stealth. Thats pretty tough for a large blob of bodies to be removed that quickly unless the army thats walking up (i.e. the walkers) gets completely ignored. But thats a list i want to do later. I have no intentions of buying a naut, too expensive for such a boxy model i.e. such an easy model to kitbash lol. Using the 10000000 random ork bitz i got, im pretty sure i can throw one together using plasticard and other such structure materials.
Also the 3manz formation requires the ghaz supp. which i dont have.
That Axe of the Ragnarork is also sexy lookin. Almost like that better than the Headwompa. Again though, i need the supp I literally want Da Headwompa because he still splats T4 models on the charge (period if i get +1str warlord trait) and the wounding of 6 causing ID gives me the chance to splat things i couldnt before.....mainly lookin at those GODDAMN WRAITH KNIGHTS and other such big MCs
This message was edited 2 times. Last update was at 2014/06/28 05:29:41
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 06:01:32
Subject: Orks in 7th Edition (first post updated with actual codex info)
If no one has noticed this yet, I haven't read all the pages, if you had a speed freaks army last edition, you can still have it. "How" do you ask? The rules for the forge world biker boss still allows for biker troops. His rules are under the downloads page on forgeworld's website. Under ork dread mob, final page.
Quod Sum Eris. Sic Transit Gloria
2014/06/28 06:05:21
Subject: Orks in 7th Edition (first post updated with actual codex info)
Vineheart01 wrote: Kommandos with or without snikrot are actually viable atm since they have stealth (or shroud on the turn they appear, infiltrate or not, if snikrot is around). If i do a walker list, my elites will be 2 Kommandoz (not sure if i need snikrot, he himself isnt that special imo) and a minimal Burna squad with 3 meks sitting in a gorkanaut.
Think of it this way. Rubble and/or Ruins are a 4+ as long as you are IN the terrain, not 25% obscurred, which goes to a 3+ with stealth. Thats pretty tough for a large blob of bodies to be removed that quickly unless the army thats walking up (i.e. the walkers) gets completely ignored.
But thats a list i want to do later. I have no intentions of buying a naut, too expensive for such a boxy model i.e. such an easy model to kitbash lol. Using the 10000000 random ork bitz i got, im pretty sure i can throw one together using plasticard and other such structure materials.
Also the 3manz formation requires the ghaz supp. which i dont have.
That Axe of the Ragnarork is also sexy lookin. Almost like that better than the Headwompa. Again though, i need the supp I literally want Da Headwompa because he still splats T4 models on the charge (period if i get +1str warlord trait) and the wounding of 6 causing ID gives me the chance to splat things i couldnt before.....mainly lookin at those GODDAMN WRAITH KNIGHTS and other such big MCs
Yeh im glad kommadoz are making a nice comeback what size units can you take them in? 5-15?
Im actually now really pleased I ordered the warboss edition, its now in the post to me and the suppliment actually looks quite fun. I love some of the formations, while not super powerful they simply let you field a certain way as a core setup. I would have liked to have seen perhaps some extra rules in the dred formation, as far as I can see atm there isn't much ruling. Some OS walkers would be sweet.
I too am a big fan of the big choppa relic and plan to run it either on a MA-boss or bikerboss. would love to run it on a non-MA warboss, just for the look of a big bare chested warboss with a huge frickin' axe!
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Billagio wrote: So with what we currently know about the new codex, how do we deal with an Imperial Knight? I have a friend who just got his. He runs it to generally back up his Space Marine army. I have no prrblems dealing with the rest of the army (BWs work wonders) but im not sure how to deal with that IK. Might just have to end up ignoring it. Any thoughts?
Shooting it with S 8 from multiple angles (deffkoptas and buggies will help with this) and then assaulting it with several units each packing one or more klaws or killsaws (or one large unit of tankbustas) should do the trick. Just bring enough chaff that it's CCW doesn't kill anything important and try to take it down in one turn because it's stomp attacks will kill quite a few orks. You will need about a dozen tankbusta bombs, half that many power klaw nobs or killsaw meks or about three MANs with double killsaws to do the job on a fully intact knight; remember to account for the casualties it will inflict before you can hit.
Automatically Appended Next Post:
Vineheart01 wrote: So i have the codex now and i noticed an interesting "change" in the Rams and Deffrolla rules.
When ramming, it treats the front armor as +2 armor. Previously this was only against DoG attacks AND to a max of 14....it now does Ramming not DoG AND it does not mention max of 14.
Wagons can ram with effective AV16 front armor now lol. Which equates to S8 from the armor, S9 including Tank. On top of that, returning damage from Ramming cannot hurt you since the most youre ever going to get hit in return is S8 (14 armor plus tank = S8) outside superheavies, and S8 cannot hurt AV16.
Interesting....if not all that important lol
Heavy vehicles like the Leman Russ get +1 to ram damage, so they actually had more chance of damaging a wagon ramming into them than of being damaged. Shifting from a 1/3 chance of losing a hull point and a 1/6 chance of actually suffering a penetrating hit to no risk at all is rather an improvement.
This message was edited 1 time. Last update was at 2014/06/28 06:55:57
Billagio wrote: So with what we currently know about the new codex, how do we deal with an Imperial Knight? I have a friend who just got his. He runs it to generally back up his Space Marine army. I have no prrblems dealing with the rest of the army (BWs work wonders) but im not sure how to deal with that IK. Might just have to end up ignoring it. Any thoughts?
Shooting it with S 8 from multiple angles (deffkoptas and buggies will help with this) and then assaulting it with several units each packing one or more klaws or killsaws (or one large unit of tankbustas) should do the trick. Just bring enough chaff that it's CCW doesn't kill anything important and try to take it down in one turn because it's stomp attacks will kill quite a few orks. You will need about a dozen tankbusta bombs, half that many power klaw nobs or killsaw meks or about three MANs with double killsaws to do the job on a fully intact knight; remember to account for the casualties it will inflict before you can hit.
Automatically Appended Next Post:
Vineheart01 wrote: So i have the codex now and i noticed an interesting "change" in the Rams and Deffrolla rules.
When ramming, it treats the front armor as +2 armor. Previously this was only against DoG attacks AND to a max of 14....it now does Ramming not DoG AND it does not mention max of 14.
Wagons can ram with effective AV16 front armor now lol. Which equates to S8 from the armor, S9 including Tank. On top of that, returning damage from Ramming cannot hurt you since the most youre ever going to get hit in return is S8 (14 armor plus tank = S8) outside superheavies, and S8 cannot hurt AV16.
Interesting....if not all that important lol
Heavy vehicles like the Leman Russ get +1 to ram damage, so they actually had more chance of damaging a wagon ramming into them than of being damaged. Shifting from a 1/3 chance of losing a hull point and a 1/6 chance of actually suffering a penetrating hit to no risk at all is rather an improvement.
I'm actually glad they gave Manz and Meks those saws. My local store has a metric button of dudes who lvoe to flash around their Knights, and would always play them against me despite me asking them politely not too, as it was pretty much an auto win since I couldn't deal with it with what I currently own, and made games highly unfun. But, I'll end up buying some more Manz to supplement the meager 3 I own right now, and I'll probly be getting a Morkanaught as well to support the Lads as they run up the field to deal with other threats...fire some good ol' Str 8 Kustom weaponry and Rokkits at it to keep it occupied.
2014/06/28 09:26:36
Subject: Orks in 7th Edition (first post updated with actual codex info)
Melevolence wrote: I'm actually glad they gave Manz and Meks those saws. My local store has a metric button of dudes who lvoe to flash around their Knights, and would always play them against me despite me asking them politely not too, as it was pretty much an auto win since I couldn't deal with it with what I currently own, and made games highly unfun. But, I'll end up buying some more Manz to supplement the meager 3 I own right now, and I'll probably be getting a Morkanaught as well to support the Lads as they run up the field to deal with other threats...fire some good ol' Str 8 Kustom weaponry and Rokkits at it to keep it occupied.
I'll admit I got lucky with my warlord trait (+ one str) but having a big mek in MA with a whole bunch of boys to soak up the knights attacks I was able to tear it down in about 4 rounds of combat I think? If my opponent had kept it on the other side of the board and just shot with it probably would have done more damage. I think kill saws hidden in groups of boys would be the best bet or a squad of tankbusteas in a trukk.
Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers
I have a KickStarter problem.
2014/06/28 09:48:57
Subject: Orks in 7th Edition (first post updated with actual codex info)
Melevolence wrote: I'm actually glad they gave Manz and Meks those saws. My local store has a metric button of dudes who lvoe to flash around their Knights, and would always play them against me despite me asking them politely not too, as it was pretty much an auto win since I couldn't deal with it with what I currently own, and made games highly unfun. But, I'll end up buying some more Manz to supplement the meager 3 I own right now, and I'll probably be getting a Morkanaught as well to support the Lads as they run up the field to deal with other threats...fire some good ol' Str 8 Kustom weaponry and Rokkits at it to keep it occupied.
I'll admit I got lucky with my warlord trait (+ one str) but having a big mek in MA with a whole bunch of boys to soak up the knights attacks I was able to tear it down in about 4 rounds of combat I think? If my opponent had kept it on the other side of the board and just shot with it probably would have done more damage. I think kill saws hidden in groups of boys would be the best bet or a squad of tankbusteas in a trukk.
I'm thinking so too. I need to convert myself some Tankbustas real fast, as their new updates are going to make them highly sought after. But I don't like their GW price tag. Then again, I could probably just use a lot of my 'stickbomb' Boyz for it, and make a few plasticard rokkit hammers or something if I feel like using Tank Hammers.
The Melta Bombs will be a huge boon if they get close, but definatly hiding some Saws will be excellent as well. I plan on getting a Morkanaught soon to help counter some of the Titans that keep appearing at my shop, counter fire with some AP 2 action to keep the titan busy while my Saws/Bustas run up to take it out at the ankles.
2014/06/28 10:12:12
Subject: Orks in 7th Edition (first post updated with actual codex info)
zachwho wrote: am i reading the ork codex the right way, I'm only able to take one gift of gork and mork per model?
so my warboss can't get the kap, stikk, and whoopas choppa??
Seems like it sadly, I wanted to give my boss the Lucky Stikk and whoppas choppa
I'm having a look through the Ghazghkull relics though, there's a KFF with a 4++. Get a Weirdboy with sanctuary in that and start laughing as your big unit of boys suddenly has a 3++ from shooting.
2014/06/28 10:22:56
Subject: Orks in 7th Edition (first post updated with actual codex info)
zachwho wrote: am i reading the ork codex the right way, I'm only able to take one gift of gork and mork per model?
so my warboss can't get the kap, stikk, and whoopas choppa??
Well, thats a big sadface D: I thought it was supposed to be just one per army. But, I guess I could see that restriction. Don't all armies have that restriction too if that's the case?
2014/06/28 10:29:51
Subject: Orks in 7th Edition (first post updated with actual codex info)
i can't have 2x axe of blind fury, but i can have one and the relic flamer on the same model! or at least i think i can...
didn't bring my chaos codex to work, just the ork. I'll look later.
I'll look at my book when I pick it up today as well. *shrug* Either way, I'm just easy going about it. I wouldn't want to put all my eggs in one basket anyway. Makes losing all those Relics all the more painful when my HQ finally kicks the bucket.
2014/06/28 11:00:20
Subject: Orks in 7th Edition (first post updated with actual codex info)
Where do you find it? In the French codex I couldn't find such specification about relics. Page 100, only one for each of those per army, nothing more.
This message was edited 1 time. Last update was at 2014/06/28 12:47:40
Breknek Krashdaskull
(Kraknuk Pét'le Krane)
2014/06/28 13:26:43
Subject: Orks in 7th Edition (first post updated with actual codex info)
Well, there goes my Headwompa idea since the Stikk is kinda more important.
That is freakin dumb. We are the ONLY race that cannot take multiple once-per-army gear on the same guy? REALLY?! Turns Da Finkin' Kap from a must-take to a dont-even-think-about-it lol. Warboss should always have the Stikk or the Bike. And i had a funny kitbash idea to model Da Finkin' Kap on my warboss too
...Yeah quite literally thats all that will be taken unless you got a Big Mek sitting in a vehicle thats sole purpose is to add a 3+ repair chance.
EDIT: Oh back on the Ramming thing. Leman Russ still cant hurt the BW even with the Heavy rule, because theyre S9. If the wagon is causing the ram, a Ram adds +2 to their front armor and DOES NOT say to a max of 14 anymore. Battlewagons are AV16 front for purposes of Ramming....S10 can only glance that.
This message was edited 4 times. Last update was at 2014/06/28 14:53:39
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 14:53:26
Subject: Orks in 7th Edition (first post updated with actual codex info)
Well, there goes my Headwompa idea since the Stikk is kinda more important.
That is freakin dumb. We are the ONLY race that cannot take multiple once-per-army gear on the same guy? REALLY?!
Turns Da Finkin' Kap from a must-take to a dont-even-think-about-it lol. Warboss should always have the Stikk or the Bike.
...Yeah quite literally thats all that will be taken unless you got a Big Mek sitting in a vehicle thats sole purpose is to add a 3+ repair chance.
I believe Space Marine relics can only be taken in a similar fashion as well, they can't for example, take a Burning Blade and The Shield Eternal on the same model.
Still is a hell of a buzzkill though.
This message was edited 1 time. Last update was at 2014/06/28 14:53:39
2014/06/28 14:56:09
Subject: Orks in 7th Edition (first post updated with actual codex info)
While that is true, their relics are all basically the same idea minus the shield, which is so powerful you shouldnt be allowed to take it and another relic.
Theyre ALL weapons (i have that codex too, lookin at it now) wheras the Ork relics only one is a weapon, the others are bikes and misc wargear that arent even remotely alike.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 15:41:07
Subject: Orks in 7th Edition (first post updated with actual codex info)
it says it under the points cost list before the unit costs/upgrade options. It says exactly as Rednoak wrote, before it lists the items and their costs.
The unit himself just says he can take from that list. The list is what denies him multiples.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 17:02:04
Subject: Orks in 7th Edition (first post updated with actual codex info)
Well, there goes my Headwompa idea since the Stikk is kinda more important.
That is freakin dumb. We are the ONLY race that cannot take multiple once-per-army gear on the same guy? REALLY?!
Turns Da Finkin' Kap from a must-take to a dont-even-think-about-it lol. Warboss should always have the Stikk or the Bike.
...Yeah quite literally thats all that will be taken unless you got a Big Mek sitting in a vehicle thats sole purpose is to add a 3+ repair chance.
I believe Space Marine relics can only be taken in a similar fashion as well, they can't for example, take a Burning Blade and The Shield Eternal on the same model.
Still is a hell of a buzzkill though.
Clann Raukaan can take, mindforge stave, axe of medusa, iron stone, tempered helm, betrayers bane and gorgons chain all on one model.
2014/06/28 17:37:31
Subject: Orks in 7th Edition (first post updated with actual codex info)
"only one of each of the following may be taken per army.
a model can take one of the following. "
That just seems to be a twist in words, it could be taken as "This model can only take ONE relic, period" or "It may take one of each" basically, since each relic is unique and can't take multiples.
2014/06/28 18:32:21
Subject: Orks in 7th Edition (first post updated with actual codex info)
you wouldnt be able to take multiples on the same dude even if it wasnt a once per army upgrade because they are all a flat bonus that doesnt stack with anything.
Aside from our naut not having assault, this is the only thing far as i can tell i seriously hope they FAQ to help us out.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/06/28 19:33:51
Subject: Orks in 7th Edition (first post updated with actual codex info)
Question: Why does everyone keep saying you can combine Da Headwompa Choppa and Lukky Stick and purchase them for the same character (Warboss, for example)? Aren't those two Relics and aren't they restricted to ONE and ONLY ONE per army?