Ragin' Ork Dreadnought
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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.
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Slaanesh Chosen Marine Riding a Fiend
Maine
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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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