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My Opinions on the Ork Relics #2: WAAAGH! Ghazkull  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Ragin' Ork Dreadnought




Having picked up a copy of WAAAGH! Ghazkull, it's that time of the afternoon, folks! The time where I review relics based off of initial impressions, without playtesting.

Da Choppa of da Ragnarork: We start off in the Codex's list with a nifty little gem. It looks like a Big Choppa at first, nothing too impressive... And then you start to rake in the kills. Every assault phase in which the bearer caused a wound, you get +1 Strength and -1 AP. (To a maximum of S+6 AP1.) But, here's the beauty: You don't have to cause the wounds with the Choppa. So, for 20 points more than a boss with just a Power Klaw, you can get a few kills at I1 and then swap weapons so you're hitting at full strength AND speed. (S10 AP1 I4.) My recommendation would be to stick it on a Biker Boss, so that you can get stuck in as quickly as possible. On a footslogger who won't be assaulting until turn 3 or 4, you won't be getting much use out of it.
Verdict: 4 WAAAGH!s out of 5.

Da Big Bosspole: Next, we get the other twenty point relic in the book, giving you Fearless. For 20 points, it might be worth it in a big squad, or a really valuable squad of Nobs or something. If you end up taking the Green Tide formation, it's a must have. (You know, Fearless for 300 Ork Boys...) There's really not a lot to see here, though. Throw it in a big or important squad.
Verdict: 3 WAAAGH!s out of 5.

Da Supa-Cybork: Aaaand here's where I end up disappointed. For 50 points, you get 5+ Feel No Pain (Which your boss might already have from a Warlord Trait, OR from a Painboy,) Relentless (Which he'll almost definitely have from Mega Armor or a Warbike,) and Eternal Warrior. Yes, Eternal Warrior is not bad... But I'm forced to compare it to a Space Marine Chapter Relic of similar value: The Shield Eternal. For the same cost as Da Supa-Cybork, you get Eternal Warrior, a 3+ Invuln, and Admantium Will special rule. No, I'm not saying that all relics should be equal, nor that Da Supa-Cybork should give us an Invuln. But what I am saying is that we're spending as many points for a far weaker buff, and for a model that's going to be far weaker to start with. 50 Points is almost as much as an extra Warboss. Eternal Warrior is fine, but when it's on a model with T6 it's not going to be coming up particularly often. Maybe if it gave +1 Wound instead of Relentless it would be worth it. Could it be useful? Yes, I suppose. Is it a very good buff to have on a model? Yeah, sure. Is it worth the ridiculous amount of points you're spending on it? No way. Just buy Ghazkull if you really want a big, tough Warboss.
Verdict: 1.5 WAAAGH!s out of 5.

Da Killa Klaw: Here's another beauty of the relics section. For 15 points more than a Power Klaw, you get to trade all your attacks for one with the Instant Death special rule. If you end up going MC hunting, this could be a great weapon to have around. It is somewhere between the beheading axe and a normal power klaw: You get the damage output of the claw, but the potential MC killing of the axe. Will it be useable every game? Not even likely. But, if you play against a whole lot of MCs, it could be nice to have.
Verdict: 3 WAAAGH!s out of 5.

Mega Force Field: I want to like this one. I really do. But, for 75 points, you're paying a pretty hefty price tag for a piece of gear that goes onto a 2 wound T4 model that wasn't cheap to begin with. It's only 25 points more than a normal Kustom Force Field, though, so it's arguably a worthwhile upgrade if you have the extra points lying around. It's expensive, but nice to have.
Verdict: 3.5 WAAAGH!s out of 5.

Lastly, the Kill-Dakka: We're ending on a mixed note, here. It could be a nice weapon to have around... But for 30 points, it's not reliable enough. Depending on what you roll, you could be spending thirty points for a Heavy Flamer, or an Assault Cannon without rending. It's almost always going to be semi-useable since it's an assault weapon, but I just can't see its damage output ever outweighing the cost when mounted on BS2 Orks. Plus, what if you buy if for your mid-range support Mek and get the flamer? Or for your Warboss, and you get the Heavy version? It's just not reliable enough to be worth the cost.
Verdict: 2 WAAAGH!s out of 5.


Overall: We've got some neat toys, here. But, unlike in the original Ork Codex where the question was not should I, but which ones... I'm having trouble justifying taking any of these relics without a specific cause too. They're all expensive, and while situationally they could be useful, I'm not impressed. In the Ork Codex, if you've got an HQ with access to a relic, you should be taking another relic until they've all been bought. Here... You might take one or another, once in a while. Ironically, the relics that you want to buy the most can only be taken once per model, but the relics you care about the least end up being unlimited.
   
Made in ru
!!Goffik Rocker!!






I don't understand why have you ranked Choppa of Ragnarok so high.

Your warboss is gona die without invul and just 3 wounds vs any major mellee beatstick anywayz. And now you even need to spend time inflicting wounds (and you might want to chop some vehicles first, so no wounds there). But for what? To get an ini 4 ap1 powerklaw by turn 4-5? Cool! You still can't reliably kill anything with low ini and 3++ in one go and still die before striking to any ini 5+ beatstick. And they're all either ini1 3++, or ini 5+. The only exception is a necron lord with a scithe. But he should be drowned in boyz - not warbosses. And he's getting to your face before you got a chance to upgrade da choppa.
Thus, i find it useless - take a trusty klaw instead: 0/5

ID choppa is much more interesting though still a victim of: "Why should i take it over PK?.."

This message was edited 4 times. Last update was at 2014/07/10 08:01:42


 
   
Made in us
Regular Dakkanaut




Da Supa-Cybork is more of a gift to modelers then anything.

I mean...now your super cool green-stuffed cybork warboss can now have da kit you modeled on em.

This message was edited 1 time. Last update was at 2014/07/11 02:02:05


 
   
Made in us
Longtime Dakkanaut




The MFF is the really git in the supplement. A Big Mech in a BW rocking a 4++ is no joke. Great house for some Flash Gits or Tankbustas or Lootas to hang out in.
   
Made in ru
!!Goffik Rocker!!






The problem is that it functions exactly like DA one that costs 30 pts. And it's not ignored by flamers and our new mob rule wounds. DA field is also on a 3+ model wtih a force weapon. That's the only problem i see. We pay a 250% price for the thing that's almost the same but a bit worse. I don't mind the field to cost 40-50 pts. DA are not the top-buffed army, you know. But neither are we. As for now, it costs more than stuff it's supposed to save. Why not just take more stuff instead?

Probably, it's supposed to work as a shock factor. You pay ~ 170 pts for a mek + painboss that go in a 30-strong slugga boyz squad and give it a 4++/5+++ level of durability Which is something. But...i'd rather take another painboss and more sluggaboyz in a second mob. 6' bauble is quite hard to use with all that blasts, flamer drops and fast flankers.

Maybe it's supposed to be on a Megamek with meganobz to make them 2+/4++ like pallies. But this is too expensive once again. For the same price you can take 4 more meganobz!

This message was edited 14 times. Last update was at 2014/07/11 06:13:11


 
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
The problem is that it functions exactly like DA one that costs 30 pts. And it's not ignored by flamers and our new mob rule wounds. DA field is also on a 3+ model wtih a force weapon. That's the only problem i see. We pay a 250% price for the thing that's almost the same but a bit worse. I don't mind the field to cost 40-50 pts. DA are not the top-buffed army, you know. But neither are we. As for now, it costs more than stuff it's supposed to save. Why not just take more stuff instead?


But DA can't get a BW and put Flash Gits or Lootas or something like that in it. DA are also generally buffing units that have a 3+ AS, where as Orks are buffing units with a 6+ AS. it's a pretty massive difference.

Compare relics across codex like that doesn't really work. They are buffing entirely different units.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

The 4++ KFF is designed to make the Stompa extremely hard to kill. Everyone knows how much Imperial Knights suck to take down. Well now add on an extra 6 Hull Points and give "ANY" facing a 4++ save and then repair any hull points that do manage to get stripped off and there you have it a nice Brutal Death Star to devastate the Ooniverse.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It might also be worthwhile on ork death-star units, like the Council of Waaagh! or Nob bikers. Otherwise, I wouldn't buy a mek just to get it.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

As much as I love the ax for its fluff, it's definatly not something I will end up taking often. Either of the two axes really. Even the Headwompa's potential for ID isn't really worth it compared to the tried and true PK.. S10 will ID most things anyway, and I don't need to roll a 6 to do it. Usually just a 2 or 3. And with the Waaaagh ax, you spend too much time whacking things in hopes to build up the S and AP, building up to same levels as the Klaw, except the Klaw didn't need to be built up at all...

And I have a feeling your ax will bounce off most things armor most times anyway, meaning your chances of actually getting the buff is minimal. It also only gets a single buff per round of combat, not per model killed...meaning...more swings needed to get it going...when the Klaw just...so much better. Even keeping the initiative doesn't mean much when the ax just can't get the job done as well, and things will often STILL be swinging before you.

My rule of thumb with Orks so far: If I'm going to swing last, they better hope they kill me.
   
 
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