Here is my review Codex Orks and some suggestions to adjust the unit. In most of these the same core issue of durability and morale will crop up. These suggestions are designed to minimalistic as to stick to the current meat of the codex but with it being functional. Avoiding formation suggestions for the most part as it just gets silly (I posted a klan based Orkurion before). Let me know what you think about these and if anything stands out as being problematic or if I overlooked something.
Core Army Rules Changes
Mob Rule: This is punishing and while it keeps the Orks in the fight it feels like the massive amounts of leadership 7 in the Ork army means this ends up punishing the Orks a lot.
(Suggestion) Make it so the 1-3 results deal
D6 hits at S4
AP- to non characters, 4-5 is an automatic pass, and 6 gives fearless until the Ork player's next turn.
Units:
HQs
Warboss: Great unit but lacks good Feel No Pain and/or Invulnerable saves. There is little reason to take a Warboss without mega armor or a bike.
(Suggestion) An upgrade for T6 for non bike Warbosses would be amazing call it "Meaner and Greener"
Weirdboy: Lots of fun but hard to fit into an army list due to the general lack of
HQ slots. Low leadership, armor save, and no other defense isn’t great. Powers are great except eadbanger is absolutely terrible and probably the worst power in the entirety of
40k’s psychic powers.
(Suggestion) Need a Weirdboy formation, a 5+ invulnerable save would be great for a bit of defense.
Mek: Cheap and good for taking challenges to keep a Nob or Warboss safe.
Big Mek: Good all around but Shock Attack Guns are hard to fit into an army as they tend to act more like artillery than an
HQ that marches around with the boyz.
(Suggestion) Formations are a good way to fit more of them into an army or allowing you to take 1 per Mek Gun unit without taking up an
HQ slot.
Painboy: Best
HQ in the Ork codex besides a Warboss. Wish it was possible to fit more of them into the Ork army. Really needs 4+ armor and higher leadership as all Nob sized models need.
(Suggestion) Make them just a character, 4+ armor, can take one per unit of Nobz or Flash Gitz without using an
HQ slot. Any Painboyz that are taken this way (slotless) must join a unit of Nobz or Flash Gitz.
Grotsnik: Points cost is too high.
(Suggestion) 125 is a good place for him.
Kaptin Badrukk: Points cost is too high, should give a benefit of some sort to a unit of Flash Gitz when joined with them.
(Suggestion) Doesn't take up an
HQ slot when taken with Flash Gitz, allows the unit of Gitz to reroll their
AP roll. 100 points.
Zagstruk: Not bad but
HQ slots are a premium in the Ork army. Stomboyz are lacking in general.
(Suggestion) 90 points. Has Move Through Cover, Da Vulcha's Klaws count as a
PK for close combat in addition to his improved
HoW. Leadership 9. (I removed the not taking up a slot if stormboyz are taken because I'm seeing Zagstruk as more of a boss
HQ instead of just an elite character like Snikrot or Badrukk.
Troops
Boyz: Too weak and die too easily. S3 makes it hard to do much, they die by the bucket load to any decent shooting and 4+ armor upgrade is too expensive. Footslogging is too slow and exposed to shooting, trukks are too fragile which kills half the squad when it inevitably explodes, and battlewagons are hard to field and take up a lot of points. Morale is a huge issue for boyz. The Power Klaw Nob does most of the work but are really bad in challenges as they tend to die before they get to swing.
(Suggestion) Burnas would be a weapon upgrade for the unit at 10
ppm. The Nob in the unit should be leadership 8 and 4+ armor. Eavy armor should be 3ppm. Shootas go back to free swap with slugga.
Gretchin: They do their job well as cheap objective campers and road bumps for the enemy.
(Suggestion) Gain the stealth special rule.
Elites
Burna Boyz: A bit too much in terms of points, just as vulnerable to shooting and morale issues as all other Orks.
(Suggestion) 14ppm
Tankbustas: Best unit in the Ork codex. Still suffer from the general leadership and durability issue for Orks.
(Suggestion) Tankhammers are free swaps
Nobz: Meganobz do everything Nobz do but better. Big Choppas aren’t really all that great (lose an attack for more wounding, the AP5 is generally worthless). A Power Klaw on a Nob costs more than a Meganob who has better armor and a
PK. Bikes would be good but they cost so many points. Lack of good armor, invulnerable saves, and lack of Feel No Pain hurts them. Leadership is still an issue. Wulfen make Nobz look like a giant joke by comparison.
(Suggestion) Give them Gretchen that can be used to look out sir wounds (the Nob grabs a grot to take the hit for him). Nobz not on bikes can take the "Meaner and Greener" upgrade for +1 T at 10ppm. 4+ armor is stock, leadership 8. Big Choppas have rending. 16ppm base. Warbike upgrade is 17ppm. Each Nob can choose to take one shield grot for 3ppm. The Nob can attempt use the shield grot to absorb a wound before saves are made. On a 4+ the shield grot absorbs the wound, on a 1-3 the shield grot fails. The shield grot is removed when used regardless if it absorbed a wound or not. Shield grots are represented by a token but are not models for gameplay purpose (same as grot oilers and ammo runts).
Meganobz: The better Nob. Leadership is an issue as well as lack of toughness, invulnerable saves, and Feel No Pain but the 2+ armor and multiple wounds is quite good for the points cost. Bully Boyz formation makes Meganobz great.
(Suggestion) leadership 8, Meaner and Greener upgrade for 15ppm
Kommandos: Too expensive in points and don’t do enough. Not being able to assault from outflank for a unit that is basically slugga boyz with camo cloaks makes them have to sit through some shooting before they can do anything. The burna upgrade for them is WAY too expensive. Flamers for space marines is 5 points, kommandos upgrade to having a burna for 15.
(Suggestion) Assault from outflanking would really fit Kommandos, Burnas down to 10ppm.
Snikrot: He is ok but Kommandos aren’t very good in general.
(Suggestion) Exchange shred for rending.
Fast Attack
Trukk: Fast and Open Topped are great but it almost always explodes which murders the models inside with +6 armor and terrible leadership.
(Suggestion) Penetrating hits become glances on a 4+
Stomboyz: Most Jump Pack infantry suffer from the same problems but stormboyz have it worse with only 6+ armor saves. They suffer from dying like boyz but at a higher points cost. The morale and durability issues apply here again. Their
2D6 run is great but again 6+ armor and mob rule means they can lose a lot of models trying to go fast.
(Suggestion) Give them the old exhaust cloud rule for a permanent 5+ cover save.
Deffkoptas: Great as individual units. The same morale issues make them not so great in squads.
(Suggestion) New kit, one can be upgraded to a Nob.
Dakkajet: Was great in the old codex but the 7th edition one made them weaker.
(Suggestion) Supa Shoota has shred and pinning.
Burna-Bommer: Not that good honestly. Just lacks firepower and basically does what dakkajets do (kill infantry) but the dakkajet is more reliable.
(Suggestion) Skorcha missiles are 5 points. Burna Bomb creates a large blast size fire storm that uses the vortex rules except it only deals S4 AP5 hits ignoring cover and isn't impassible terrain.
Blitza-Bommer: Decently good.
(Suggestion) 120 points.
Warbikers: Great units, leadership is a problem, bikers as troops would make them fantastic.
(Suggestion) Warboss on bike makes them Troops.
Warbuggies: Never seen one in a game or in a store but they seem decent.
(Suggestion) New plastic Kit. (people with experience using Warbuggies/Wartraks please give feedback on them. Not sure how they do).
Heavy Support
Mek Gunz: Some are great, some are bad, kit is way too expensive in money.
(Suggestion) Can take a Mek for 15 points.
Kannon: Quite good. Cheap and does the job
Lobba: Same
Zzap Gun: Its mainly an anti vehicle weapon but the random Strength roll after you pick a target means it could potentially be unable to glance the enemy vehicle if it gets a low roll. It adds another layer or point of failure to its operation.
(Suggestion) Roll for Strength then pick a target.
Bubblechukka: This thing is terrible. Better
AP with worse strength means you can barely wound things with good armor while the high strength stuff is only good against hordes of infantry. Not a fun form of random rolls.
(Suggestion) D6 strength, ignores armor.
Kustom mega-kannon: Basically a
Str 8 plasma cannon. It’s fine as it is
Smasha Gun: Another random gun for trying to take out vehicles. Random strength rolls are bad when you are trying to punch holes in vehicles as it can roll low and all shots are worthless. Again it is random for the sake of random but not much upside but plenty of downside. Compare to a lascannon and there is little benefit to the random roll.
(Suggestion) Roll for Strength then pick the target.
Traktor Kannon: Really good against flyers but there aren’t as many flyers in use these days.
Battlewagon: Blitz Brigade is great, the deff rolla is absolutely terrible as it only works on Death or Glory which auto kills the enemy when they fail it while the rolla does nothing when they don’t do a D or G. The killkannon is fairly decent but lacks a bit of strength and range.
(Suggestion) 100 points. Deffrolla does D3
Str 9 AP2 hits when ramming. Killkannon goes to Strength 8
Deff Dread: Suffers from the walker rules being terrible (walkers move like infantry, lack any armor saves, the vehicle damage table makes them ineffective, explosion result instantly destroys them, grav weapons turn them into lawn ornaments). Being heavy support and only 1 per slot makes it hard to field a lot of them for a walker army.
(Suggestion) Give Deff Dreads Ere We Go! Fix the walker rules in the
BRB. Until the walker rules get fixed let the Deff Dread use a turbo charged run that is 6+
D6 movement. Immobilized results become stunned. Squadron of 3. 5++ invuln
Killa Kans: Walker rules are bad, AV11 with no saves is fragile, cowardly grot is a terrible rule added for no reason, their melee weapon was weakened, and the only really worth while weapon is the Grotzooka. Everything else is better taken on things like buggies, deffkoptas, trukks, battlewagons, etc.
(Suggestion) 40ppm, 5+ invulnerable save, remove cowardly grot rule. make the Killa Klaw
Str 8. Grotzooka goes up to 24" and cost 10 points to take instead of its stock big shoota. All other weapons are free swaps.
Gorkanaut: Way too expensive for something that will die to a single melta gun or immobilized by a grav gun. Walker rules continue to be bad, its shooting is poor due to BS2. Its melee good but it will never get into close combat against anything that can kill vehicles at range.
(Suggestion) Make it a super heavy walker but without Stomp. 5++ invuln
Morkanaut: Same as Gorkanaut but worse at shooting and melee for the ability to have a Kustom Force Field (not worth it).
(Suggestion) SHW without stomp. 5++ invuln. Morkanaut
KFF is 12" range.
Lootas: Good all around but same morale and durability issues.
(Suggestion) Would see more use as Elites instead of Heavy Support.
Flash Gitz: Huge improvement over the old version. Would be great but 6+ armor and morale issues hold them back. They can’t upgrade one model to a painboy anymore which isn’t ideal.
(Suggestion) Would be nice if the Gitfinda worked if relentless so they can fire at BS3 from inside a transport. Move to the Elite slot would help as they are basically Nobz with fancy guns. 4+ armor stock, leadership 8.
Looted Wagon: Put it in the Ork codex.
LoW
Ghazghkull: Way too expensive for what he does, he is great when he can WAAAGH every turn to always have his 2++ save.
(Suggestion) 4++ save, Orks within 12" get +1 to the mob rule table.
Stompa: It is too expensive when compared to things like an Imperial Knight and Wraithknight. Fine otherwise as its Super Heavy rules lets all its random assortment of guns shoot at different targets.
(Suggestion) 600 points. 5++ invuln save.
Wargear Changes
Big Choppas: Just too weak and don’t pack enough killing potential.
(Suggestion) Rending
Stikk Bomb Chukkas: These things are completely useless as all Orks have Stikk Bombs.
(Suggestion) A weapon that launches D3 stikk bombs up to 12". It can be fired at a separate target from the rest of the vehicle shooting and does not count against your number of weapons fired (basically power of the machine spirit).
Big Shoota: Really underwhelming all things considered.
(Suggestion) Pinning.
Kustom Mega-Weapons: With BS2 and only 1 shot its unlikely they will do anything and for every 2 hits statistically you will gets hot once which is almost always going to kill the Ork with his 6+ armor save. Overpriced by a lot and lack enough dakka.
(Suggestion) Blast: Assault 2, Gets Hot. 10ppm. Pistol is 5ppm.
Cybork: 6+ Feel No Pain that doesn’t even stack with the Painboy benefit is terrible compared to having 5+ invulnerable from before.
(Suggestion) +1 to
FNP.
Kustom Force Field: Being an invulnerable save is great but being per model instead of unit isn’t.
(Suggestion) Invuln save applies to the entire unit.
Red Paint Job: Too limited in its use for the price.
(Suggestion) The old version of adding 1” to movement with no penalty was a lot better and very useful.
Da Lucky Stikk: Too
OP (Suggestion) May make 3 rerolls in total per turn for any of the following: To hit, to Wound, and Saving Throws. Gives a 4+ invulnerable save.
New Entries
Meaner and Greener: Warboss, Nobz, and Meganobz can take this. +1 toughness, cannot be taken with a bike. 10ppm for Nobz, 15 for Meganobz, 20 for Warboss.
Lucky Gubbin: 5+ invulnerable save. becomes a 4+ invulnerable save while in range of a Kustom Force Shield. Availiable to Warboss, Big Mek, Nobz, Flash Gitz.
Edit: Added the Orkcurion Concept. This is what I think would make for a very strong but hopefully fair Ork army. Again feedback is greatly appreciated.
------------------------------------Orkcurion-----------------------------------------
-Orkcurion Detachment: (Call if the Ork WAAAGH! Detachment if your a stick in the mud who doesn't like silly names

).
Requires
1-2 Command
1-3 Core
1-9 Auxiliary
Command Benefits
"Getting Stuck In": All charges during a WAAAGH! including when charging multiple units gain the benefit from Furious Charge and any Extra Attacks that would be gained if only charging one unit.
"Klan Tactics": Pick one of the following
Goffs - Rage and Crusader. Warlord gains Hatred
Evil Suns - Can turbo boost/flat out and then make a shooting attack as snap shots. Passangers inside a transport that has gone flat out can still make snap shots. Warlord gains Fleet and Move Through Cover.
Bad Moons - Any unit may choose to gain +1
BS when firing assault weapons during the shooting phase. Units that do so cannot charge that turn. The Warlord's Weapons are Master Crafted
Deathskulls - 6+ invulnerable save and reroll 1s for invulnerable saves. Warlord gains Preferred Enemy
Snakebites - +1 to
FNP saves. Does not stack with Cybork. Warlord gains It Will Not Die.
Blood Axes - Outflank. Warlord may roll for an additional command, tactical, or strategic trait.
Command
Core
Auxiliary