Okay that was a little clickbaity but hear me out.
*Disclaimer* I am not the world's best player. It is completely possible that I have overlooked something, am wrong about something or that the people who read this will have differing opinions to me. I did not come here to ruffle any feathers, just to bring a differing opinion. Also......this is likely to get long......so grab your Mountain Dew and buckle in
TLDR AT THE END
Preamble
Okay so for this just forget that the book is fething $90 (Australian) and is likely to be rolled in to 8th ed if it ever drops and forget that it seems to be missing a prominent flyer, or that the dogfighting phase might seem long to some people (although personally....I think it's cool and my local store will be doing the flyer campaign) this is simply about, primarily, the impact this has had on orks and why the dakkajet (the new ork flyer) is amazing.
So I'm going to do this in three parts....let's go.
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A New Way to Play
That's not clickbait...I swear.
Outflanking buggies, kommandos/red skull commandos, blitz brigade (I think), storm boyz etc, probably far more, they all form an interesting concept of orks descending upon the enemy from reserve, overwhelming with numbers from the board edges and is something almost EVERY other army can do. It's feel orky and we haven't been able to do it, why? Because a dice roll can feth us. Other armies can manipulate that dice, improve the roll or just straight out bring things out instantly and we have not had a way to do that (outside of some allies thing that I haven't read).
Three words: Air Superiority Detatchment
2 flyers (that's 1 wing in the books terms) with the option to take 2 more wings and put simply......as long as you have fliers and your opponent doesn't (in reserves that is)and after the dogfighting phase, you get a +2 to
ALL your reserve rolls, as well as causing a -2
negative to your opponents rolls, meaning a 'deep strike' list without air, and baring other forms of reserve manipulation that is SO EFFECTIVE, will be inferior to ones with 2 fliers a lot of the time.
This makes ork 'deep strike' lists viable for the first time due to the vastly improved ability to reliably bring our troops in. Turn two, 1+ rolls for everything in your army that's in reserves, then on the same turn do the flyers last. Boom, every unit on the board in your enemies grill. Then hug cover, block line of sight, do what you have to and waaagh next turn. (Don't forget to go to ground if you have ghaz, his waaagh makes you fearless and that makes you ignore all penalties from going to ground the turn before, improved cover saves
ftw)
Is it what everyone is looking for? no. Will everyone play it? no. What it does is bring some diversity to a VERY stale codex, maybe....just maybe....there is an alternative to spamming truck boys and mek guns.
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The Blastajet
Okay, this one will be controversial I feel, be gentle with me.
It's amazing. Pure gold amazing. Let's crunch some numbers and do some maths and compare it to the unit that does it's job, the mek gun unit.
Blastajet (base) - 140
Upgrade
kmk to tellyporta mega blaster (here on referred to as tmb) - 5
kff - 25
Gitbusta (optional) -20
Total - 190
So here we have the mandatory Blastajet build. It swaps the 24"
kmk for the 18" tmb (which keeps the strength and
ap, loses 6" and loses gets hot), a 6" forcefield granting a 5+ invuln to all hits and (if you want for 20 pts) a way to fight back kinda nicely in the dogfighting phase (Does interceptor grant skyfire or am I losing my mind? if not I'll remove that note and this becomes better).
If you run a wing of these, and you will when you read section 3, the second build is cheaper, not having to take the
kff.
Now the equivalent mek gun squad is like this.
kmk (closest equivalent gun, maybe add a few points yourself for losing get hot and makes the weapon ASSAULT!) - 30
6x ammo runt (to give the weapon twin link) - 18
Smasha gun (base on the dakkajet) - 30
big mek in mega armour (best way to get the mek guns to move) - 75
Kff on big mek - 50
Total - 203
So right now....we're slightly better off points wise getting the jet.
However consider the following just normal flyer advantages;
+Huge movement so no hiding from your guns
+Snapfiring all but skyfire shots agaist it
-Can be destroyed in one shot unlike
kmk
+no grot moral issue
+less reliance on jink than other flyers
-While in zoom has standard flyer limited mobility
Add or remove points as you please for that but that makes the flier even better in my opinion.
Hold on to your teeth though it gets ever so slightly better. Those 5 piddly points we spent to change our main gun? We lost 6" range (who cares we move where we please), we lose gets hot (cool) and get the tellyported rule (double cool) but it makes the gun ASSAULT instead of heavy. Yes.....oh yes.....the Blastajet is a WAAAGH plane. Meaning on any turn you waaagh any assault weapon may fire gets one more shot than normal, meaning increase our points comparison by 30 in favour of the jet and bring the dakka dakka dakka.
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And now for something completely different
All the rules and formations......wait for it.....
Work in our favour
Let's begin. To start with yeah you could use one jet, it's kind of a sexy piece of kit and if you even have 1 you get a +1 to your reserve rolls and a -1 to enemy reserve rolls as long as you're the only one with flyer reserves that turn, as opposed to the 2+ for having a Air Superiority Detachment. Once you read this though, the unit will read to you as
Unit size: 2+
So, you're going to take an Air Superiority Detachment which gives you the reserve tomfoolery, the ability to bring all flyer wings in with a single reserve roll (if flyer spam is your thing) and all your flyers get objective secured (kinda cool I guess). Then, and oh yes it get's sexier, you're going to fly them in a formation. Assuming you want to have maximum sexiness for minimum cost you're going to run 2 of these bad boys which lets you fly only 1 formation. Vigilance Attack Pattern, which is just keep one flyer slightly ahead, 2-6" ahead of your second flyer. This not only keeps your
kff in range of your other flyer, it gives whichever ship is in front (you can swap them) +1
BS against ground targets. Oh and +1 to jink saves for both flyers but we don't really care about that.
Here's where it gets super smexy. When you make a wing you get to upgrade one flyer to the wing leader for no cost, and you get to roll a dice. As I'm talking about blastajet's for now, they have their own wing leader table. So get this.
On a 1 or 2 - all your weapons get an extra 6". If you get this I'm so sorry
On a 3 or 4 - add 1 strength to all of your weapons. Not bad for messing up vehicles more or hitting
MC's.
On a 5 or 6 - You do a dance and call a waaagh in the name or Gork and Mork. You have just permanently increased the shots on all your weapons by 1.
Let's talk about this last one. You now have 2 shots on your twin linked,
str 8,
ap 2, blast weapon with the tellyported rule. Have 2 shots on your random strength smasha gun, potential
str 10,
ap 1 (kinda cool) and if you want now 4 shots on a supa shoota. Then put a waaagh on top of that and you are shooting your tmb 3 times in a turn, or gork forbid, 3 times every turn if running the ghazcurion.
So to summarise the bonuses;
+2 to your reserve rolls, -2 to your enemies (if you have air reserves and your opponent does not)
All flyers in at once
Objec secure on all flyers
+1
BS to lead flyer
+1 jink save to all flyers
Potential +1 shot with all weapons
Just so everyone knows, the bonuses get better the more flyers you use. How does a 3+ invuln on 4 Dakkajets all game sound? Yeah I know,
This is only an example with the blastajet in mind, there's probably worse and better combos, but this is about how this all helps orks
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Summary
So this book not only gives us a fun new round which shouldn't take more than a few minutes after you've done it a few times, a great new way for orks to reliably play like the rest of the armies out there, a great new flyer who is more points effective than the same use mek gun squad and whose effectiveness gets better if you start taking wings and have a little luck, and just some amazing ways to increase our flyers strengths.
Yeah there are a few negatives, and if there is interest in my writing I can present the flipside of all of this, such as dakkajets taking a hit against ground targets and bombers not really changing a whole lot.
Or if wanted I can explain why the Dakkajet is a huge anti air beast now as well, allowing you to gain control of the skies.
Or you could all tell me to crawl back in to my hole.
I just wanted to share this with everyone, wanted to see what you all thought, I'm excited for some discussion.
Cheers and thankyou all for reading.
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TLDR
Orks gained a way to control reserves and opened up a whole new way to play.
The blastajet is amazing, and is more points effective than the same use mek gun unit
The blastajet (and lots of other flyers), get 100x more amazing if you take 2+ of them in a formation/wing