Now I know a lot of you are lamenting and thinking of some dreary 6th ed rule facts that've seemingly broken our greenskin horde, but I prefer to see the good side of things, so here's my thoughts on 6th ed for orks and I invite anyone with a constructive and bright opinion to join me. I for one approve greatly of 6th edition, but im here to talk about orks:
Bad parts:
1) I like change, this new edition is like a cool breeze on a hot summer day.
2) Transports got out of hand in 5th ed, I love to see them put in their place again, a support role (where transports belong in the real world!).
3) Vehicle damage struck me as dumb, either you scratched the paint or blew a fuel tank, hull points fixed that.
Now on to ork facts:
1) Our star player, Thraka, has been reduced from major army buffer to mere
CC monster, I'd still take him for the sheer 2+ thrill, but hes no longer a must in my hordes.
2) Our boys get pushed around with the new wound allocation, though I prefer it over the old system, the mechanics of it make for some really wonky games for ork horde players:
-A, the fact that we must no hide our nobs means that we must walk a tightrope with nob placement, too far in the back would deny them their attacks, too close to the front makes them vulnerable to incoming shots.
-B, A mob will make little or no progress on the enemy firing line if they get focused on, the only way to remedy this is to bunch your boys close together, which makes them susceptible to blasts.
3) Nob squad leaders get CRUSHED by the new challenge rules, I have yet to think of a challenge where a
PK nob would not loose out somehow:
-A: Boy mob VS Terminators, Sergeant challenges Nob, Sergeant hits at I 4 and stands a reasonable chance of killing the nob (not to mention if it is an Assault terminator sergeant with
TH-
SS), even if the Nob would come out on top, he is denied from applying his 4 attacks to the terminator unit as a whole, and can at best only kill one model.
-B: Boy mob VS
IG blob, Sergeant challenges nob, Nob most likely wipes floor with the Sergeant ut is again denied his 4 attacks against the
IG blob as a whole and only gets to kill one model.
-C: Boy mob VS Daemon prince, Prince challenges nob, nob has choise: Die to daemon prince or loose attacks?
You get the picture.
4) Grot screen and
KFF got marginally less useful.
5) Snikrot doesnt work anymore.
6) Weirdboys are the only non-sq
HQ Psykers in the Game who don't get powers from the big book.
7) Burnas are
AP 3 in melee now.
8) Nob
FNP dropped to 5+.
9) Stormboys must now make a fairly difficult choise when to use their jumppacks.
10) Some would argue that other bikes getting 5+ makes ork bikes less special.
11) Furious charge lost +1 I, a loss I hardly felt, though someone out there with
IG or Tau arch nemeses might feel otherwise.
Now for the good changes:
1) 2+ Saves are now where its at, and Slow&Purposeful seems not to be a big deal any more, heralding the return of meganobs and Megabosses back to the play field.
2) Since characters are marginally better now, Warbosses and Big Meks may just be worth their points in combat/shooting now.
3) Waaagh is still useful (even though Thrakas buff is not as good as before).
4) Fearless saves are history, making boys that much more hardy in melee now.
5) Burna boys are near unassailable bar 3+ saves now.
6) Shoota boys are even better.
7) Lootas make excellent
AA, not to mention the benefits from snap fire and overwatch.
8) Trucks are comparably hardy for their pts and
AV.
9) Stormboys and bikes get a new kind of impact hits, unfortunately at
str 3.
10) all our vehicles now get to fire their weapons wildly, the big-shoota battlewagon is back.
11) Deff dreads wont get immobilised on round 1 as often and Kans aren't as vulnerable to immobilised results any more.
12) Ork flyers are great fun and useful now that they dont get shot down so easy.
13) Allies brings lots of conversion opportunities, including grot crewed russ squads and railgun killa-kans.
14) With 2+ armour back in fashion normal Meks might become more popular.
15) Flashgitz ignore cover, and they can fire overwatch, thats kinda cool, they must'ave thought of 6th ed when they invented this unit!!
All in all, I feel like our codex got hit rather badly, though I did expect i'
dd have to change my lists somewhat, i'm going to look forward to my next game with 6th edition.
What orks need at this point:
1) A way to protect their nob squad leaders, perhaps access to cybork bodies (along with all their other wargear options).
2) A way to make a horde connect with the enemy, wound allocation (Ive decided to call it "Pushback") wreaks havoc with our ability to make it into melee because it is in the nature of our army to loose models by bucketloads, in this edition lost models = lost distance to melee, and ork hordes loose a LOT of models each round.
3) A reason to take slugga-boys over shoota boyz.
4) New buggy/Kopta models.
Keep in mind guys that rumours abound that we've got another "Januwaaaghry" coming, so dont go assembling too many models before then.
Sure i've left lots of things unsaid, but that where you guys come in