I got my new rule book and the equivalent of the new codex ( Xenos 2) and have poured over them.
I probably missed something somewhere but from what I see for transports is you can only disembark before the transport moves. ( Page 183 right column of the hard back, or page 9 of the download) This means that gone are the days of ramshackling across no mans land and assaulting turn 2. (and the exploding trucks of turn 3) So I am going to have to rethink tactiks for my speed freaks.
Also gone is my "death star" unit of war boss with headwhoppa, pain boy, and ten 'ard boys in a trukk. The slimy gits at GW took away both the headwhoppa and the 'ard boys

(they must have heard that this was a pretty successful unit down at their dungeon, and they can't have that...).
Also gone is that battle wagons are no longer able to be chosen as dedicated transports, and there is absolutely no mention of looted wagons or my skullhamma. (and to note that the death roller has been absolutely nerfed by the same whiney gits in the dungeon at GW).
I noticed that there is no real reason for worrying about LD checks. Unless there is something in someone else's armory that can cause you to take LD checks, the new ork mob rule makes it unlikely you will be running away, and the moral check now applies whether you win or lose a combat, kinda like the old fearless rule.
Good thing is that the new force org charts have some new options to add in more of what you need. You take a battalion detachment to get the three command points and then take outrider detachments to get all your fast attack needs met.
So, since we can still ride and shoot because we are open topped, I will take the battalion detachment with Boss and pain boy, and three units of boys with shootas to go around doing drive by's. Take a unit of burna boys, a unit of tank bustas, and a unit of 5 nobs and three BWs.
Then take outrider detachments to get all my death coptas and buggies stuck in.

For the HQs of the three outrider detachments I will take meks (one for each BW) to restore wounds to them. Since we don't have to worry about immobilized or weapon destroyed results anymore. (or maybe big meks with KFFs) This gives me six command points, which should be enough for about any ability I might want to buy.
Funny thing is; they have turned my speed freaks into a shooty army.

Now to try to add up points for the army was confusing (pretty bad for an orkcountant you know)
and the power "points" system is also a bit tricky as you have to add more points for more models. For example the power rating points for a boys unit almost doubles when you add in just two boys for a full trukk load. So, I will eventually get them added up both ways, but we will just have to wait on that one (till I finalize my list, I am still looking at getting Badrukk and unit of flash gits stuck in there somewhere).
I also like that there is a flyer detachment, so I can take all three of my planes. The bad thing is that there is no more ongoing reserve, if you fly off the board you are a casualty.

As for tactiks; I am going to have to work that out. I am still reeling from the not being able to disembark at the end of the transports move, so if you smell something burning it is just my brain working overtime.

Post Merge: June 21, 2017, 10:13:24 PM
In the future, please use the modify button. Double posting is against the forum rules, and for that reason, the system merged your posts.
Weeelllll then, we have some news for all you speed freaks a bit good and a bit bad. Let me demonstrate. First off, here is my list I used in my last game against umies and won with. The first points listed are from last codex and the second points listed are from Xenos 2 (don't worry mods, just totals, no breakdowns)
WARBOSS: heavy Armor, Boss Pole, TL shoota, Cybork, Headwhoppa =97/68
(note: wargear modified to kustom shoota and big choppa as the other gear not available)
FAST:
1: 4 Deffcoptas, Twin Link big shootas,. = 120/276
2: 5 Deffcoptas, Twin Link Rockits,. = 150/415
3: 5 Deffcoptas, Twin Link Rockits,. = 150/415
TROOPS
1: 12 BOYS; Slugga and Choppa, NOB, boss pole, Power Claw. = 112/108
DT: TRUKK; Wrecking ball, ram = 45/79; Total = 157/187
(note: boss poles and rams no longer available)
2: 12 BOYS; Slugga and Choppa, NOB, boss pole, Power Claw. = 112/108
DT: TRUKK; Wrecking ball, ram = 45/79; Total = 157/187
3: 12 BOYS; Slugga and Choppa, NOB, boss pole, Power Claw. = 112/108
DT: TRUKK; Wrecking ball, ram = 45/79; Total = 157/187
4: 12 BOYS; Slugga and Choppa, NOB, boss pole, Power Claw. = 112/108
DT: TRUKK; Wrecking ball, ram = 45/79; Total = 157/187
5: 12 BOYS; Shootas, Big Shoota, NOB, boss pole, Big Choppa. = 108/98
DT: TRUKK; Wrecking ball, ram, = 45/79;; Total = 153/177
6: 10 ARD BOYS; Slugga and Pain Boy =150/100 (note: ard boys no longer available)
DT: TRUKK; Wrecking ball, ram.= 45/79 Total=195/179
TOTAL = 1493/2278 with a power rating of 136
As you can see the cost of ork vehicles has more than doubled. I do not know if the other races have this problem or not as I do not have their codexie (or codexes, or codices???) to compare with.
The points of my little list have basically doubled, notice that the cost of the boys went down about the same as the former cost of a boss pole that is no longer an option.
If the games are going to be point based, I see myself as being out numbered and out gunned.
IF the games are by power level then I see the orks as being viable and competitive.
If the games are just bring what you want and try to out cheese the other guy/gal then I see the games as being very long and somewhat souring.
We will have to wait and see how GW is going to run tourneys (if any) and how LGSs are going to handle the new army building.
ON a different note; I think the only disembarking before the transport moves rule can be negated as you can disembark three inches from the front of the vehicle, then move, then advance(if within range of the boss, if not then no advance) and then have the truck assault to take the overwatch, and then have the boys assault.
