Yes Ork boyz mobz are stuck at I 2 and Nobz are stuck at I 3.
Well, let's not fool ourselves... Nobz in general strike on I 1 anyway
But the fact that I might even lose Boyz in an assault against IG or Tau even... both armies which clearly are not that assaulty, alongside the fact that they went from 3 to 2 just for the sake of nerfing other armies who have FC... I'm hoping they'll release FAQ 1.1 soon stating Boyz are I 3 (or get an additional rule saying the are I 3 on the charge; or even add it as a bonus the turn you waagh.).
We'll see.
My Necrons are very excited, Catacomb Command Barges are absolutely bent.
Red like roses, fills my dreams and brings me to the place where you rest...
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.
Its been FAQ'd Darklink
Wow, that kinda sucks.
Red like roses, fills my dreams and brings me to the place where you rest...
You apparently never played during the green-codex days when Orks charged at 2x initiative value, boyz swung simultaneously to marines, and Nobs and Warbosses actually had to consider turning off their PK to swing with their Choppa at initiative values of unholy levels of awesome.
When the new codex hit, the Orks took a big hit in the initiative department due to only having a +1 without any (much needed) boost to bring them up to Initiative 3 base. It meant as a whole, they became an 'almost always strikes last' army, and had all the zeal and love for a good combat charge as a sleeping kitten. Personally, the removal of +1 initiative to Furious Charge means nothing. We still swing last against every army except the ones we don't need help against. And Orks are still an attrition army as far as combat is concerned, though the removal of No Retreat does wonders for them now. If that +1 initiative actually meant anything against the likes of the 3 worst combat armies in the game... then my only question is why aren't you running shootas?
Going along with the Chaos Marines...... Our Daemon Princes are not Flying Monstrous Creatures when given wings, whereas the Daemon Princes in the Daemon Codex are( as are all the winged MC), and the winged ones in Tyranids all are....
Our Winged Monstrous Creature evidently is malnourished or something being the ONLY winged monstrous creature to not fly. We get him to be "Jump Monstrous Creature"...
Also, when you look at the other Psyker stuff, most Psykers with a set number of powers get to generate the same as what they have, which is the same for most of our Psykers... Except Ahriman. He knows 5 powers, which he can trade for 3 from the book. For comparison, Eldrad can get 4, as can 1 or 2 others.
And last, considering the big push with Allies for this edition, and Chaos Marines and Daemons being Battle Brothers and all, I was really hoping that they'd make it so Chaos Daemons could use CSM Icons.