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Made in us
Shadowy Grot Kommittee Memba






So here's my Ork Faq Question List, personally.

1) Specialist Mobs lose their <clan> keyword in exchange for the Specialist Mobs keyword. This disallows them from benefitting from psychic powers, aura abilities, and critically embarking within transports. Given that Trukk Boyz' rules appear to revolve around being in transports, is this unintended, and instead Specialist Mobs units should retain the <clan> keyword but be exempted from benefitting from the Kultur rule?

2) Speedwaaagh allows ORK VEHICLE keyword units to fire an additional shot with Dakka weapons and gain an additional point of AP. In 'rare rules 9' if a TRANSPORT keyword model is under the effects of a modifier to its ranged attacks, the same modifier applies to embarked models. Do models embarked inside ORK VEHICLE keyword models also fire additional shots with Dakka weapons and gain additional points of AP while a Speedwaagh is in effect?

3) In the Speedwaagh and Evil Sunz kultur rules, models being able to advance and fire assault weapons without penalty is a listed benefit. In the entirety of Codex: Orks, there are only a small handful of assault weapons that do not hit automatically (Kustom Mega Blastas, Squig Launchas, Scorcha Missiles, etc) and there is no unit that can be armed only with Assault weapons. Is this intended to allow units to Advance and shoot with Dakka weapons instead?

4) What, if any, content present in Psychic Awakening: Saga of the Beast is still legal for use? Most of the stratagems, clan-specific psychic powers, subkulturs such as Cheeky Zoggerz etc do not appear to have replacements in the codex.

5) The ability "Grot Gunner and Targetin' Squig" on the Shokkjump Dragsta modifies the ballistic skill of the model when firing certain ranged weapons. However, other models with similar abilities (Gitfinda squig on Flash Gitz, Grot Gunner on several models, Tank Hunters on Tankbustas) add +1 to hit rolls when using certain weapons, which in 9th edition is capped at +1/-1 and therefore would not allow them to be used in conjunction with other abilities (e.g. the Freebootas clan kultur). Are these abilities intended to modify Ballistic skill instead when firing those weapons?

6) Does the restriction for Kustom Jobs only being allowed to be used on single model units also apply to the Mekboy Workshop's "I've got just the fing" ability?

7) The kustom job "extra kustom weapon" is listed under 'mek kustom jobs" but other models than meks/spannas can take kustom mega blastas (deffcoptas, deff dreads). is it intentional that this kustom job can be purchased for those models?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 TedNugent wrote:
 Jidmah wrote:


Speaking of worthless models, did anyone see the mini-mek anywhere? Or did GW just give up and axed him?


It's 25 p with kustom mega slugga and choppa

 CthuluIsSpy wrote:

Specialist Mobz do not actually have a limit. So you can make an army of trukk boyz if you want.
RAW though you can't actually put them in the trukk, which is silly.


First part isn't true, you are allowed to take one specialist mob per detachment.

Source, literally the specialist mobs section


Yeah I missed the clause that limits it to one.
Small text is small.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Regular Dakkanaut



Sheridan, WY

10 tankbustas inside of a trukk during speedwaagh get 20 shots on average, hitting on 4s (vs vehicles), AP-3!. That's 16.5dmg to a T7 vehicle and 12.5 dmg to T8.

15 tankbustas inside a battlewagon get 30 shots, doing 18.75 dmg to a T8 vehicle!!! Even if the vehicle moved, they are still BS 5+ and the damage is reduced to 12.5 on a T8 vehicle. Still spicy IMO.

This message was edited 1 time. Last update was at 2021/07/21 13:53:49


 
   
Made in us
Longtime Dakkanaut




The bright spot is still
Stormboys and zagstruk
Squig riders and smasha nob
Kommandos 3+ save w 12in flamers and +1 wound
Deffkoptas
And beastboss on squig
If you are building a list from above for troops I’d take a 10x trukk boyz when it gets faq.
And maybe 10x snagga boys in trukk honestly wish we could do 2x trukk boys.

Ghaz took a hit from last codex he still works but I don’t feel he’s a must have anymore.

This message was edited 1 time. Last update was at 2021/07/21 14:00:47


 
   
Made in us
Regular Dakkanaut



Sheridan, WY

Madjob wrote:
Keramory wrote:
Did I read trukk boyz specialist right?

It also gives a bonus on shooting to the trukk itself, not the models within it? So basically the single big shoota? What a bizarre little add on lol. That's not even a complaint as I love it overall. Just... the tiniest of add ons to go with it.


There's a few things in the book like that, like 'Orrible Gitz whose main purpose is to give a unit of grots Objective Secured back but bizarrely includes a debuff of -1 to hit in shooting for any units (friendlies included) within 3" of them.

Re: Speedwaaagh and Trukkboyz buffs, GW's intent through 8th edition was clear enough to me that I doubt it's dramatically changed. Regardless of how you can interpret RAW, expect an errata to make it clear that units embarked in an open-topped transport only are affected by negative modifiers to their shooting. Everyone remembers the Battlewagon ignores Heavy penalty issue, right? Same principle, and I expect the same ruling from GW.


Transports ignoring the heavy penalty is not a "modifier to a ranged attack." That is completely different IMO.
   
Made in fr
Mekboy Hammerin' Somethin'






 Diakos wrote:
 Grimskul wrote:
I'm glad I painted up my Dakkajet and Wazbom Blastajet recently, they'll actually see use again!

Do buggies still look viable at all alongside a mechanized list? I'm wondering if an Outrider detachment is worth it so we can basically do what we used to do and take advantage of the points cuts we got instead of relying solely on the kustom jobs which are now pretty poopy.


The Snazzwaggon absolutely devours M/PEQ, 10-14 s5 ap2 d2 shots.


Well once you do the math, not so much... Unless it gets +1 to hit, for example if you give it the freebooter clan trait +1 to hit. It is a good vehicule but I think there is a bit of overlap with bikes. Snazzwagons are certainly much improved and totally worth considering


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Heavy penalty is a keyword trigger not a debuff.
Embarked units count as moving and that is the only trigger for it. Vehicle isnt even affected by said trigger, positive or negative, so it cant confer anything to the occupants.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






 addnid wrote:
 Diakos wrote:
 Grimskul wrote:
I'm glad I painted up my Dakkajet and Wazbom Blastajet recently, they'll actually see use again!

Do buggies still look viable at all alongside a mechanized list? I'm wondering if an Outrider detachment is worth it so we can basically do what we used to do and take advantage of the points cuts we got instead of relying solely on the kustom jobs which are now pretty poopy.


The Snazzwaggon absolutely devours M/PEQ, 10-14 s5 ap2 d2 shots.


Well once you do the math, not so much... Unless it gets +1 to hit, for example if you give it the freebooter clan trait +1 to hit. It is a good vehicule but I think there is a bit of overlap with bikes. Snazzwagons are certainly much improved and totally worth considering



Right now, I'm considering keeping a unit of 2 scrapjets together since they actually don't mind being in CC. 2 single units of KBB and 2 single units of Shokkjump Dragstas. I'm debating on a squig buggy for out of LoS shooting, I think I'm going to hold off on Snazzwagons for now. Does anyone know if I should stick with Deffskullz or would Freebootas be more beneficial for a buggy oriented list?
   
Made in us
Regular Dakkanaut




"There is no units with only assault weapons"

Holy heck. I knew they were stretched thin but thats.. really bad lol
   
Made in ca
Gargantuan Gargant






Keramory wrote:
"There is no units with only assault weapons"

Holy heck. I knew they were stretched thin but thats.. really bad lol


Yeah, the Evil Sunz trait regarding that may as well not be there. Hopefully they FAQ it to allow them to advance and shoot with dakka weapons.
   
Made in us
Regular Dakkanaut



Sheridan, WY

Holy Gak.

Deep strike 10 nobs w/ kombi-skorchas in a trukk turn 2, w/ speedwaagh, that's 10D6 autohitting shots at S5 AP -2 1D. That's almost 8 dead space muhreens.
   
Made in us
Battlewagon Driver with Charged Engine




Keramory wrote:
"There is no units with only assault weapons"

Holy heck. I knew they were stretched thin but thats.. really bad lol
Don't say that, GW will happily point to the fact that the deffkilla wartrike only has assault weapons..

But yeah, at the very least Evil sunz should be able to count dakka weapons as assault weapons during the first round of the speedwaagh (which GW graciously just added half the ES kultur on anyways)
   
Made in fr
Mekboy Hammerin' Somethin'






 Grimskul wrote:
 addnid wrote:
 Diakos wrote:
 Grimskul wrote:
I'm glad I painted up my Dakkajet and Wazbom Blastajet recently, they'll actually see use again!

Do buggies still look viable at all alongside a mechanized list? I'm wondering if an Outrider detachment is worth it so we can basically do what we used to do and take advantage of the points cuts we got instead of relying solely on the kustom jobs which are now pretty poopy.


The Snazzwaggon absolutely devours M/PEQ, 10-14 s5 ap2 d2 shots.


Well once you do the math, not so much... Unless it gets +1 to hit, for example if you give it the freebooter clan trait +1 to hit. It is a good vehicule but I think there is a bit of overlap with bikes. Snazzwagons are certainly much improved and totally worth considering



Right now, I'm considering keeping a unit of 2 scrapjets together since they actually don't mind being in CC. 2 single units of KBB and 2 single units of Shokkjump Dragstas. I'm debating on a squig buggy for out of LoS shooting, I think I'm going to hold off on Snazzwagons for now. Does anyone know if I should stick with Deffskullz or would Freebootas be more beneficial for a buggy oriented list?


Deathskullz I say. rorolls and 5+++ against mortals is just too much to take something else. Freebooters is good but the trigger depends on too many things for me. I can't get info on the CC weapons for scrapjet, are they the same as before ? 4 attacks hitting on 4s strengh 8 ap-2 damage d3 (changed to "2" perhaps ?)

This message was edited 1 time. Last update was at 2021/07/21 14:12:24


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Shadowy Grot Kommittee Memba






gungo wrote:
The bright spot is still
Stormboys and zagstruk
Squig riders and smasha nob
Kommandos 3+ save w 12in flamers and +1 wound
Deffkoptas
And beastboss on squig
If you are building a list from above for troops I’d take a 10x trukk boyz when it gets faq.
And maybe 10x snagga boys in trukk honestly wish we could do 2x trukk boys.

Ghaz took a hit from last codex he still works but I don’t feel he’s a must have anymore.


You can, just do two detachments.

My evil sunz list is looking like

Patrol - Trukk Boyz (Boyz)

Outrider - Trukk Boyz (Nobz)

(and then obviously like a million fast attack units)

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

BDBurrow wrote:
Holy Gak.

Deep strike 10 nobs w/ kombi-skorchas in a trukk turn 2, w/ speedwaagh, that's 10D6 autohitting shots at S5 AP -2 1D. That's almost 8 dead space muhreens.


this would both be easier, deadlier, and actually work with a trio of skorcha dreads for 315pts instead of 380 for the nobz alone. Yeah you lose out on the Shoota half (since you can fire both and care not about the -1 with skorcha when doing so) but you cant be close enough unless BadMoonz for shoota 5shot, 30 S4 AP1 shots hitting on 6s wont do anywhere near as much as that massive point difference will.
Dreads would also be tougher to get rid of since they'd be T7 with a 3+ instead of autocannon fodder.
Hell, drop 1 skorcha (saving 5pts per dread) and it still has 4 rather rude melee swings.

This message was edited 1 time. Last update was at 2021/07/21 14:28:31


 
   
Made in us
Shadowy Grot Kommittee Memba






BDBurrow wrote:
Holy Gak.

Deep strike 10 nobs w/ kombi-skorchas in a trukk turn 2, w/ speedwaagh, that's 10D6 autohitting shots at S5 AP -2 1D. That's almost 8 dead space muhreens.


yea and its only like 400pts

idk just take like a bdsw for 90pts and toss out 15 S5 AP-3 D2 shots.

We've got hella options now for good efficient damage 2 weaponry, we don't need to try and kill marines with scorchas/burnas.

Heck - lootas during a speedwaaagh are dumping out 4x S7 Ap-2 D2 shots apiece.

This message was edited 2 times. Last update was at 2021/07/21 14:31:42


 
   
Made in bg
Regular Dakkanaut




 Jidmah wrote:
It's fairly clear that trukk boyz are intended to be using trukks. Just explain the whole thing to your opponent, the codex is banned from most bigger events anyways.


think its banned cuz its written so badly? them banning the codex until the event is over makes more sense the more we see the pages of it....
   
Made in us
Battlewagon Driver with Charged Engine




 the_scotsman wrote:
So here's my Ork Faq Question List, personally.
Spoiler:


1) Specialist Mobs lose their <clan> keyword in exchange for the Specialist Mobs keyword. This disallows them from benefitting from psychic powers, aura abilities, and critically embarking within transports. Given that Trukk Boyz' rules appear to revolve around being in transports, is this unintended, and instead Specialist Mobs units should retain the <clan> keyword but be exempted from benefitting from the Kultur rule?

2) Speedwaaagh allows ORK VEHICLE keyword units to fire an additional shot with Dakka weapons and gain an additional point of AP. In 'rare rules 9' if a TRANSPORT keyword model is under the effects of a modifier to its ranged attacks, the same modifier applies to embarked models. Do models embarked inside ORK VEHICLE keyword models also fire additional shots with Dakka weapons and gain additional points of AP while a Speedwaagh is in effect?

3) In the Speedwaagh and Evil Sunz kultur rules, models being able to advance and fire assault weapons without penalty is a listed benefit. In the entirety of Codex: Orks, there are only a small handful of assault weapons that do not hit automatically (Kustom Mega Blastas, Squig Launchas, Scorcha Missiles, etc) and there is no unit that can be armed only with Assault weapons. Is this intended to allow units to Advance and shoot with Dakka weapons instead?

4) What, if any, content present in Psychic Awakening: Saga of the Beast is still legal for use? Most of the stratagems, clan-specific psychic powers, subkulturs such as Cheeky Zoggerz etc do not appear to have replacements in the codex.

5) The ability "Grot Gunner and Targetin' Squig" on the Shokkjump Dragsta modifies the ballistic skill of the model when firing certain ranged weapons. However, other models with similar abilities (Gitfinda squig on Flash Gitz, Grot Gunner on several models, Tank Hunters on Tankbustas) add +1 to hit rolls when using certain weapons, which in 9th edition is capped at +1/-1 and therefore would not allow them to be used in conjunction with other abilities (e.g. the Freebootas clan kultur). Are these abilities intended to modify Ballistic skill instead when firing those weapons?

6) Does the restriction for Kustom Jobs only being allowed to be used on single model units also apply to the Mekboy Workshop's "I've got just the fing" ability?

7) The kustom job "extra kustom weapon" is listed under 'mek kustom jobs" but other models than meks/spannas can take kustom mega blastas (deffcoptas, deff dreads). is it intentional that this kustom job can be purchased for those models?

Honestly, I'd add a question if da ded shiny shoota should be able to replace a characters' big shoota as well as kustom shoota. Otherwise the options are real slim. Edit: Same thing with the beastboss, who only has a normal shoota but the targeting squigs says it'll improve the BS of the shoota or any relic that replaces that shoota. You can't replace it with anything though?

Not to harp too much on it, but I'll certainly ask if they screwed up and forgot to update the power stabbas. Paying 5 points to lose out on an extra attack and gain a singular point of AP seems like a horrible trade (vs choppas) or them being more expensive than big choppas even though they're vastly inferior weapons..

This message was edited 1 time. Last update was at 2021/07/21 14:45:29


 
   
Made in us
Mekboy on Kustom Deth Kopta






NDA on ork codex reviews is out today so we should have some full codex reviews up today. unsure of times but i am sure we will see videos and articles likely this afternoon (eastern time)

10000 points 7000
6000
5000
5000
2000
 
   
Made in fr
Mekboy Hammerin' Somethin'






We are certain that ap modifiers from the speedwaagh transfer over to the passengers then ? It is a modifier so I guess it makes the cut ! I for one will wait for a "ruling" on this, but I feel confident about hte outcome

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

pepi55 wrote:
 Jidmah wrote:
It's fairly clear that trukk boyz are intended to be using trukks. Just explain the whole thing to your opponent, the codex is banned from most bigger events anyways.


think its banned cuz its written so badly? them banning the codex until the event is over makes more sense the more we see the pages of it....


The only thing i heard is it was banned because not everyone can get it, it will be fine once it releases normally.
Because for some dumb reason GW is dripfeeding it right now. Simultaneously pissing off their ork fanbase in 3 ways, classic GW lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Mekboy on Kustom Deth Kopta






 Vineheart01 wrote:
pepi55 wrote:
 Jidmah wrote:
It's fairly clear that trukk boyz are intended to be using trukks. Just explain the whole thing to your opponent, the codex is banned from most bigger events anyways.


think its banned cuz its written so badly? them banning the codex until the event is over makes more sense the more we see the pages of it....


The only thing i heard is it was banned because not everyone can get it, it will be fine once it releases normally.
Because for some dumb reason GW is dripfeeding it right now. Simultaneously pissing off their ork fanbase in 3 ways, classic GW lol


the new codex will still likely be banned from tournament play effectively for 2 weeks after release date mostly because lists have to be submitted 2 weeks before the event. you are correct on the availability, most the TOs in my group had the conversation of new limited release codex and the prospect of having 2 different ork codexes at the same event theoretically as soon as the second weekend in august and are instead saying old codex for now only .

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

well the 2 week thing is usually normal, both because there is ALWAYS something that needs an immediate faq no matter how well its written (technically the admech is the cleanest codex ive seen released, and even it had some dire faq needs....but in their case it was obscenely OP gak lol) and of course that presubmitted list thing.


Automatically Appended Next Post:
 the_scotsman wrote:
So here's my Ork Faq Question List, personally.
Spoiler:


1) Specialist Mobs lose their <clan> keyword in exchange for the Specialist Mobs keyword. This disallows them from benefitting from psychic powers, aura abilities, and critically embarking within transports. Given that Trukk Boyz' rules appear to revolve around being in transports, is this unintended, and instead Specialist Mobs units should retain the <clan> keyword but be exempted from benefitting from the Kultur rule?

2) Speedwaaagh allows ORK VEHICLE keyword units to fire an additional shot with Dakka weapons and gain an additional point of AP. In 'rare rules 9' if a TRANSPORT keyword model is under the effects of a modifier to its ranged attacks, the same modifier applies to embarked models. Do models embarked inside ORK VEHICLE keyword models also fire additional shots with Dakka weapons and gain additional points of AP while a Speedwaagh is in effect?

3) In the Speedwaagh and Evil Sunz kultur rules, models being able to advance and fire assault weapons without penalty is a listed benefit. In the entirety of Codex: Orks, there are only a small handful of assault weapons that do not hit automatically (Kustom Mega Blastas, Squig Launchas, Scorcha Missiles, etc) and there is no unit that can be armed only with Assault weapons. Is this intended to allow units to Advance and shoot with Dakka weapons instead?

4) What, if any, content present in Psychic Awakening: Saga of the Beast is still legal for use? Most of the stratagems, clan-specific psychic powers, subkulturs such as Cheeky Zoggerz etc do not appear to have replacements in the codex.

5) The ability "Grot Gunner and Targetin' Squig" on the Shokkjump Dragsta modifies the ballistic skill of the model when firing certain ranged weapons. However, other models with similar abilities (Gitfinda squig on Flash Gitz, Grot Gunner on several models, Tank Hunters on Tankbustas) add +1 to hit rolls when using certain weapons, which in 9th edition is capped at +1/-1 and therefore would not allow them to be used in conjunction with other abilities (e.g. the Freebootas clan kultur). Are these abilities intended to modify Ballistic skill instead when firing those weapons?

6) Does the restriction for Kustom Jobs only being allowed to be used on single model units also apply to the Mekboy Workshop's "I've got just the fing" ability?

7) The kustom job "extra kustom weapon" is listed under 'mek kustom jobs" but other models than meks/spannas can take kustom mega blastas (deffcoptas, deff dreads). is it intentional that this kustom job can be purchased for those models?


I'd also add "The Rokkit launcha is listed as 10pts for every unit except Killakanz, where its listed as 15pts. Was this a typo?"
Its the only 9th edition entry i can think of where a weapon has a different cost for a unit but the same cost for other weapons (skorcha still 5pts) and not technically called something different.

This message was edited 1 time. Last update was at 2021/07/21 14:58:05


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in hk
Regular Dakkanaut




Hong Kong

Beardedragon wrote:
oh feth me. Rokkits for killa kanz is 15 points.

A killa kan with rokkits is 55 points..


Yup, same cost than previous codex ... , plus Ramshackle, WS4+ and rokkit D3.
So still looks good tbh.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 G00fySmiley wrote:
 Vineheart01 wrote:
pepi55 wrote:
 Jidmah wrote:
It's fairly clear that trukk boyz are intended to be using trukks. Just explain the whole thing to your opponent, the codex is banned from most bigger events anyways.


think its banned cuz its written so badly? them banning the codex until the event is over makes more sense the more we see the pages of it....


The only thing i heard is it was banned because not everyone can get it, it will be fine once it releases normally.
Because for some dumb reason GW is dripfeeding it right now. Simultaneously pissing off their ork fanbase in 3 ways, classic GW lol


the new codex will still likely be banned from tournament play effectively for 2 weeks after release date mostly because lists have to be submitted 2 weeks before the event. you are correct on the availability, most the TOs in my group had the conversation of new limited release codex and the prospect of having 2 different ork codexes at the same event theoretically as soon as the second weekend in august and are instead saying old codex for now only .


Yeah, this. Not to mention the confusion of people who face ork twice in the same event and play against completely different codices each time. Or worse, old orks playing vs new orks.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in bg
Regular Dakkanaut




I was mostly kidding about that. Though tinfoil hats on... maybe they purpesfully drip feed the new codex just so they can get a "beta test" round in before releasing a properly written normal codex....
   
Made in us
Battlewagon Driver with Charged Engine




If GW were doing purely digital codices, then yeah sure. But the lead time to print and distribute books worldwide is months, not weeks. This is just GW doing their normal shenanigans unfortunately
   
Made in es
Krazy Grot Kutta Driva




we have not fight twice

Orks 5000p 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agreed. It's fairly safe to assume that a codex takes about two or three month to be printed and distributed.

In any case, if they wanted a free beta test, they just need to print the codex in the WD or release it as PDF for the same effect.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Gargantuan Gargant






Kebabcito wrote:
we have not fight twice


They've been limiting it to specific units (Flayed Ones and Assault Intercessors) or removing it altogether in 9th ed codices, so I'm not surprised. It's also why the Korkscrew kustom job has basically disappeared.
   
 
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