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6 minutes ago, Lord Marshal said:

They were still a plastic kit, right? That's definitely very weird, even if it was an older one.

 

 

1. They're gone from the webstore.

2. They needed a part on the old boyz kit - an arm for the rokkit launcher.

 

As someone who primarily plays death skulls, I'm sad to see them go but thankful that legends is in the app this time round.

 

Fingers crossed they come back again with new minis.

33 minutes ago, 01RTB01 said:

 

1. They're gone from the webstore.

2. They needed a part on the old boyz kit - an arm for the rokkit launcher.

 

As someone who primarily plays death skulls, I'm sad to see them go but thankful that legends is in the app this time round.

 

Fingers crossed they come back again with new minis.

 

I could definitely see a KT down the line for Lootas, I think they could do some cool stuff with a modern kit. I don't know if the Burnas return though, given they are Boyz special weapons again

I knew it was going to happen, but I am very disappointed that they didn't include the Crucible of Champions content from that supplement. Would be nice to of had something to replace the cut Crusade content. I mean, it's nice that there is more lore stuff, but I wonder if part of it was to cover up the loss of Crusade stuff for 11th.

 

Also, I want to address this paragraph: "One of the most important parts is the little code that you get in the back. Not only does it unlock the Orks rules on the Warhammer 40,000 app, it will also give you access to additional content throughout the life of the edition. New rules, lore excerpts, and new detachments are only a few of the things you’ll see in regular updates."

 

I mean, that seems like a pretty big deal? Obviously, we did get some stuff like this through 10th, like Grotmas, and some factions receiving quarterly detachments. It does seem like a further evolution of that idea. And with the new detachment system having small 1DP detachments, that can basically just be a simple rule for a unit, an enhancement, and a stratagem, hopefully we can see free detachments released on a regular basis. Hopefully though, for all armies, not just those who have gotten their 11th edition codex.

 

Any ideas when the next reveal show is? I hope we get a codex roadmap eventually, aside from knowing Space Marines are up next.

2 hours ago, Silvereyes said:

I knew it was going to happen, but I am very disappointed that they didn't include the Crucible of Champions content from that supplement. Would be nice to of had something to replace the cut Crusade content. I mean, it's nice that there is more lore stuff, but I wonder if part of it was to cover up the loss of Crusade stuff for 11th.

Fully agreed on that front, Crucible was a nice idea but it needs more fleshing out and fine tuning to work as it should, and unfortunately it looks like it wont be getting it.

 

As such I'm rather torn on getting this editions codexs, on one hand being cheaper and soft cover, combined with apparently having put the lor back in them is a big plus, but losing narrative content and getting nothing to replace it is just rough. Also I had apparently misunderstood the intial realea/look at the codex as I had thought that the token sheet came with the codex, not the data cards so thats another point against it tbh.

The rules have all but leaked via Reddit. As always, gains and losses. It'll be interesting to play, however, the dragsta and scrapjet going to legends after so short a time is a surprise and sad. Buggies going to 1-2 as a 'squadron' is a positive despite their large foot print. 

 

There's some more fun rules in there too, the speed freeks now can use squigbuggies as food trucks and Regen wounds on nearby mobs through a strat. Things like this have been sadly missing in my view. 

Good point @Silvereyes, my concern is that something like the Grotmas detachments will now move behind the paywall and go straight to the app. You'd need your 10ed code for those who haven't yet had a new codex!

 

It will be interesting to see how things develop over this edition.

 

I do think it is a good thing that they have lowered the codex price, decreasing the 'subscription' cost for the next three years. 

Having looked over the changes, points pending, this seems utterly wild as a codex in comparison to everything else out there.

 

I can't see then pointing orks aggressively to balance against the existing books. I also can't see them doing much to drag the other forces up either.

 

We know knights are 2028. We also know that 20 beastsnaggas and a snagga boss (as one of the less good/niche options by looks of it) can throw out so many ap-4 hits in the waagh that the knight almost needn't turn up. What are they supposed to do for the next 2 years?

 

It also has me concerned the t5 marines with s5 bolters is on the cards. I can't see them point hiking that to the heavens again, so are we back to chaos and other marines being a t4 horde at 10ppm whilst they sort it?

 

If the early impressions are right, this needed to be an index edition.

1 hour ago, Mogger351 said:

 

We know knights are 2028. We also know that 20 beastsnaggas and a snagga boss (as one of the less good/niche options by looks of it) can throw out so many ap-4 hits in the waagh that the knight almost needn't turn up. What are they supposed to do for the next 2 years?

 

 

Respectfully I think this is an overreaction. In your very specific example, the snaggas Boyz may be able to put out ap-3 but... They have to wound first which is on 5s. They're damage 1 weapons. They have to get there without being gunned down, etc, etc. 

 

It's taken in a vacuum and without seeing forces on the table. 

 

As with everything, there's buffs and losses. Overall and points depending, I don't think the ork codex is broken but time will tell.

I appreciate how they're handling Kombi-Weapons on MegaNobz, where they're just different weapon profiles that you choose from when the unit shoots. No worrying about which model has which weapons, but truer to the purpose/use of the weapons than the generalized 10th Ed version. I imagine we'll see this same approach with Sternguard and Chaos Terminators.

51 minutes ago, 01RTB01 said:

 

Respectfully I think this is an overreaction. In your very specific example, the snaggas Boyz may be able to put out ap-3 but... They have to wound first which is on 5s. They're damage 1 weapons. They have to get there without being gunned down, etc, etc. 

 

It's taken in a vacuum and without seeing forces on the table. 

 

As with everything, there's buffs and losses. Overall and points depending, I don't think the ork codex is broken but time will tell.

I did intentionally pick a niche selection as noted, I think beast snagga boys are considered one of the less good units in the new book from what consensus I've seen.

 

We'll see how it shakes out, my local store is currently discussing banning the codex from their events in September. So it'll be interesting if this is seen elsewhere.

Edited by Mogger351
8 minutes ago, Mogger351 said:

Because they believe it will give ork players an unfair advantage. Same way stores have banned eldar and votann in the past.

 

I think that's nuts if they do. I don't think it's overtuned at all it's nowhere near leagues or eldar. 

 

Did they ban defilers before the points alteration?

11 minutes ago, 01RTB01 said:

 

I think that's nuts if they do. I don't think it's overtuned at all it's nowhere near leagues or eldar. 

 

Did they ban defilers before the points alteration?

Honestly I can't remember but I don't think so, no. Might have been as a reulst of the defiler pre-existing in relatively stable armies, I'm not sure everyone realised the impact it'd have until it was in the wild.

 

Edit: on Orks I agree we need to see it in action to be certain, but there's definitely 2 clear camps of thought on it. It's either a big step up from the 10th meta to some, or a stable side step to others.

 

Points will matter but again, I don't see GW doing anything wild with them.

Edited by Mogger351
16 hours ago, ThaneOfTas said:

Fully agreed on that front, Crucible was a nice idea but it needs more fleshing out and fine tuning to work as it should, and unfortunately it looks like it wont be getting it.

 

It could just be in a different supplement down the line. GW like doing things that brings good press and the Crucible was a very welcomed addition to the game even if it came pretty late in the 10th life cycle.

 

It's also not that hard to port forward on your own efforts, like Crusade content. Some work, for sure, but not an egregious amount. 

Edited by DemonGSides
5 hours ago, DemonGSides said:

It's also not that hard to port forward on your own efforts

Oh compatibility isnt too much of an issue really, I simply want/wanted the system expanded and refined so that it's better at what it's trying to be. So yeah hopefully it does still get expanded at some point, but I was hoping that they'd follow AoSs lead and include it in the codex going forward.

On 8/19/2026 at 2:56 PM, Lord Marshal said:

Overview of the 'codex anatomy'. Looks like they've seemingly listened to complaints of the lore sections steadily getting thinner:

 

 

40k_lookatcodex-aug20-spread-pxoj8oov7y.

 

Well, that dashes my hopes of Crucible of Champions being ported to the individual codecies. Oh well, now to start huffing hopium about CoC 2 in two years.

12 minutes ago, SalamandersBro said:

Have war buggies been updated since 3rd edition?

It's now the catch all term for the speed freaks models released in 8th(?) with a generic profile, so yes by proxy.

 

It is however 2 models for 130 that each have 6 shot anti-infantry 4+ dev wound weapons (that turn into torrent in melee) and prevent a unit firing overwatch for a phase.

10 minutes ago, Mogger351 said:

It's now the catch all term for the speed freaks models released in 8th(?) with a generic profile, so yes by proxy.

 

It is however 2 models for 130 that each have 6 shot anti-infantry 4+ dev wound weapons (that turn into torrent in melee) and prevent a unit firing overwatch for a phase.

Yes and no...

 

Strictly speaking the "warbuggies" entry covers just kustom boosts blastas and boomdakka snazzwagons. 

 

The shokkjump dragsta and megatrakk scrapjet are gone. However, they could stand in/ will have legends rules.

 

The rukkatrukk squigbuggy has it's own datasheet so totally separate from the other 4.

5 minutes ago, 01RTB01 said:

Yes and no...

 

Strictly speaking the "warbuggies" entry covers just kustom boosts blastas and boomdakka snazzwagons. 

 

The shokkjump dragsta and megatrakk scrapjet are gone. However, they could stand in/ will have legends rules.

 

The rukkatrukk squigbuggy has it's own datasheet so totally separate from the other 4.

This is right, thank you for the additional context.

From the Goonhammer review, an explanation about the Psychic stuff:

 

"Our first big curveball surprise in this book - Psychic Levels are back. Like, honest to goodness Psychic levels. Every Grey Knights, Thousand Sons and Aeldari player just sat bolt upright and started rubbing their hands together with glee.

 

Every Psyker now has a psyker level of one or more, and access to a pool of powers that have a psychic level as well. Each Battle Round, a Psyker can activate powers with a total psychic level that does not exceed their psyker level, selecting from the pool they have access to.

 

Orks are not especially psychically gifted, and all the PSYKER datasheets in this book are L1, with two L1 powers on their sheets to use. However, the flexibility of 1DP detachments interacts with this nicely, and one of the Detachments in this book provides extra powers that any of your Psykers can use, plus an Enhancement that lets you push one of your Weirdboys to L2.

 

While it’s not technically part of this rule, this book also shows how psychic rolls are going to work in this edition (at least for Orks, and it lines up with the new Exodite Character, so we assume for everyone). When you go to activate a power, you roll a d6, and on a 1 the unit becomes Battle-shocked. The power still works if you roll the 1, but in order to activate any powers, you must not be Battle-shocked. This provides some foes with a way to shut down your psykers, and means that a L2 psyker who fails their first roll won’t get to activate further power (though the Enhancement for a L2 Weirdboy also provides re-rolls, so you’ll have to be pretty unlucky).

 

This is pretty exciting stuff for what it means for the rest of the edition, and hits a nice medium between the slightly dull one power per unit model of 10th and the excessive broadness of 9th and earlier disciplines. Top stuff."

 

Nice to see that this is back, albeit in a simplified way. But tying it to battle shock is a good move, avoids the issue of only other psykers being able to de-power psykers. Hopefully more psychic focused armies would get some meatier rules with this.

 

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