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2018/11/16 11:47:44
Subject: So what's your thoughts on the new Ork Codex ?
Daedalus81 wrote: Orks have yet to win, because its been out for a week. We will see what happens at LVO.
I don't agree with grandiose statements, but this codex WILL change up lists.
Possibly. Possibly not. Even of Orks perform well at LVO it won't prove that the codex is 'OP'. Could be any number of reasons (like Ork players have had to eke put any advantage without a dex for the last 18 months, making us more competitive players by virtue of having no choice).
Either way I'm struggling to see why this is a bad thing? Surely codex releases absolutely should shake up the meta? Aren't we bored of the Ynarri/Knight+IG+SM lists winning each and every event.
Those claiming 'Orks won before they had their dex though' are being completely disingenuous. I'd love to know how many events Orks have won since IG was released or since IK were released. *Gets real close to xeno, uncomfortably close* *whispers* Vanilla Marines have won more events.
E - As much as I love these anecdotal stories about how the best player in store x was beaten to a pulp by Orks its probably best you wait until we have data from events to back up these honkers statements. Unless your friend happens to be Nick Nanavati or another proven excellent player (in which case name them).
Why are you so negative ? You orc players should be happy that you get codex, yes boyz get more expensive, but now they can do more things.
I really believe orcs can do good job with the codex.
l
2018/11/16 12:15:19
Subject: So what's your thoughts on the new Ork Codex ?
Saying that index orks were good and outperformed some codex armies is like saying that ultramarines are OP because "Guilliman's castle" and "5 Stormravens" lists won a lot of competitive events.
In fact I think SM are still very solid BA even top tiers, no doubt about that.
I'd rate the codex something about 7/10. I'm quite disappointed with several things to be honest but thankfully now orks play 8th edition and we have variety, which is IMHO the most important thing.
This message was edited 1 time. Last update was at 2018/11/16 12:17:12
2018/11/16 12:43:45
Subject: Re:So what's your thoughts on the new Ork Codex ?
Loved this battle report here. Joke is the index options are actually pretty good with all the new traits. Shame a lot of events don't allow them anymore. XD
If any question you're asking has to do with "did GW plan the competitive meta to fall out the way it did" the answer is pretty much always "no, no they did not."
Don't fool yourself that GW suddenly cares at all about competitive gaming. They want to put in the very bare minimum effort required to make the most vehement screeching from the competitive scene go away, so they've hired one or two people to periodically poke the top tier meta with a small stick once in a while.
It's the tried and true e-sports video game balance strategy, and it's working exactly as intended for them.
I can agree with your first statement. The rest is just pure baseless conjecture.
It's not baseless. I've spoken to a few employees of older Gw and read some articles from higher ups (so might have changed now as it was 5 years go). It seems like most the rule writers despised the tournament scene but the marketing department love it and pushed for it.
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
2018/11/16 13:13:12
Subject: Re:So what's your thoughts on the new Ork Codex ?
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
From what I hear they believed tournament players ruined the game. 40k was meant to be a fun narrative game /hobby like DnD and ended up being a competitive matched play system that required huge balance and constant attention from people who were trained and had experience with fun narrative books for years.
Sam Pearson was the lead writer on our codex though and he's pretty young so they probably fired all those guys I heard from.
This message was edited 4 times. Last update was at 2018/11/16 13:31:29
2018/11/16 16:40:11
Subject: Re:So what's your thoughts on the new Ork Codex ?
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
From what I hear they believed tournament players ruined the game. 40k was meant to be a fun narrative game /hobby like DnD and ended up being a competitive matched play system that required huge balance and constant attention from people who were trained and had experience with fun narrative books for years.
Sam Pearson was the lead writer on our codex though and he's pretty young so they probably fired all those guys I heard from.
Well I mean they’re kinda right about tourney players. If they had their way each codex would only contain around 3 units total and every match would be a mirror match.
This message was edited 1 time. Last update was at 2018/11/16 16:40:27
2018/11/16 17:06:45
Subject: So what's your thoughts on the new Ork Codex ?
ork codex 8/10 pretty good. there were some winners and some losers in there but overall its a very stong book that as a single army puts orks in the upper mid tier... but lacking soup I am guessing in tournament play they are middle of the pack army. they will get some wins but not make the top tables. IE expect to see them in top 16 lists but not to break into top 4 very often.
10000 points 7000 6000 5000 5000 2000
2018/11/16 17:21:31
Subject: So what's your thoughts on the new Ork Codex ?
vindicare0412 wrote: Ork Codex without index options 7.5/10. With index options 9/10.
The codex can be competitive on its own, but I feel the additions of biker bosses and normal big meks ect. really adds a lot with the points you save.
Haha, yeah, the index options are super strong and being abused by a lot of people. Kind of funny. XD The ability to shove damage 3 weapons on absolutely everything and then reroll it when ever you want...
2018/11/16 19:29:58
Subject: Re:So what's your thoughts on the new Ork Codex ?
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
From what I hear they believed tournament players ruined the game. 40k was meant to be a fun narrative game /hobby like DnD and ended up being a competitive matched play system that required huge balance and constant attention from people who were trained and had experience with fun narrative books for years.
Sam Pearson was the lead writer on our codex though and he's pretty young so they probably fired all those guys I heard from.
Well I mean they’re kinda right about tourney players. If they had their way each codex would only contain around 3 units total and every match would be a mirror match.
How does that track at all? Demonstrably poor balance hurts everyone, whether competitive or not. I've played in major tournaments for a few different games in the past, and I'd love to be able to take all sorts of stuff to tactically challenging games, not be limited to a few overbalanced units. More viable units/chapter tactics/etc. means more strategies being available and more tactical choices being made during a game, which is what competitive people actually want.
The stompa's a great example. The idea is amazing and I'm part way through building a custom one, myself, but there's no way I can bring one to a game and not be at a serious disadvantage. Wouldn't it be nice to be able to choose from almost everything in a book and have a good game?
A designer's job is to produce the best game they can. They got a lot of the fun/cool aspects right, but there are some serious failures on the balance front with this book that we can't discount. Having cool ideas is great, but on a professional product you have to do the less flashy parts, too. It's not a hobby, it's a job.
Overall, I'd give this book a 7/10. Solid stuff with a few different approaches that seem workable, but some rough corners that should have been sanded off before release.
2018/11/16 19:37:42
Subject: Re:So what's your thoughts on the new Ork Codex ?
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
From what I hear they believed tournament players ruined the game. 40k was meant to be a fun narrative game /hobby like DnD and ended up being a competitive matched play system that required huge balance and constant attention from people who were trained and had experience with fun narrative books for years.
Sam Pearson was the lead writer on our codex though and he's pretty young so they probably fired all those guys I heard from.
Well I mean they’re kinda right about tourney players. If they had their way each codex would only contain around 3 units total and every match would be a mirror match.
How does that track at all? Demonstrably poor balance hurts everyone, whether competitive or not. I've played in major tournaments for a few different games in the past, and I'd love to be able to take all sorts of stuff to tactically challenging games, not be limited to a few overbalanced units. More viable units/chapter tactics/etc. means more strategies being available and more tactical choices being made during a game, which is what competitive people actually want.
The stompa's a great example. The idea is amazing and I'm part way through building a custom one, myself, but there's no way I can bring one to a game and not be at a serious disadvantage. Wouldn't it be nice to be able to choose from almost everything in a book and have a good game?
A designer's job is to produce the best game they can. They got a lot of the fun/cool aspects right, but there are some serious failures on the balance front with this book that we can't discount. Having cool ideas is great, but on a professional product you have to do the less flashy parts, too. It's not a hobby, it's a job.
Overall, I'd give this book a 7/10. Solid stuff with a few different approaches that seem workable, but some rough corners that should have been sanded off before release.
I think there is an argument either way. Some games I've seen only survive because of the competitive scene. Other games I've seen ruined by it.
2018/11/16 19:44:03
Subject: Re:So what's your thoughts on the new Ork Codex ?
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
From what I hear they believed tournament players ruined the game. 40k was meant to be a fun narrative game /hobby like DnD and ended up being a competitive matched play system that required huge balance and constant attention from people who were trained and had experience with fun narrative books for years.
Sam Pearson was the lead writer on our codex though and he's pretty young so they probably fired all those guys I heard from.
Well I mean they’re kinda right about tourney players. If they had their way each codex would only contain around 3 units total and every match would be a mirror match.
Some of the GW people at NOVA had interesting things to say about tournaments. I wouldn't assume cultural changes have occurred as a result of turnover, there's still some hostility to way tourneys shape the game.
techsoldaten wrote: Some of the GW people at NOVA had interesting things to say about tournaments. I wouldn't assume cultural changes have occurred as a result of turnover, there's still some hostility to way tourneys shape the game.
It's a tactical RPG, balance is not a primary concern.
"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative."
2018/11/16 20:05:46
Subject: So what's your thoughts on the new Ork Codex ?
You also could go the Snakebites route and use their Strategem. Your whole army getting +1 to wound a Knight, especially when Tankbustaz reroll to hit them, is pretty insane.
This message was edited 1 time. Last update was at 2018/11/17 11:36:09
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2018/11/16 20:13:22
Subject: Re:So what's your thoughts on the new Ork Codex ?
My friend the Ork player found his biggest complaint was some options missing due to the GW stance on "no model, no rules".
First time I ever saw him field a Wierdboy recently, "Da Jump" became an evil laugh favorite.
(Nevermind Telyportas)
He made good use of the Warbosses with the guys in the front (not teleported) for advance/shoot/assault fun.
I think it was the "Goffs" which gave a S5 melee stat which tends to be death for marines.
Still seeing the "Tankbustas" in some beefy soft/open top vehicle is a favorite.
He seemed particularly pleased with the "on a 6" extra hit rolls, it does not have a huge impact on increased hits but definitely better than on 6's only.
It seems that Goffs/Evil Sunz is the combo of choice in his eyes.
The form of "stealing initiative" is deadly at the right time to be able to go first in melee.
The enormous blobs teleporting in, declaring assault, usually getting in and then doing the "pile-in" move into other units is just brutal.
I play Black Templar so it is a bit hard to come up with a good reply to that.
Well, it has been the most fun I have seen him have in a while so I think the Ork Codex is a hit... for Ork players.
A revolution is an idea which has found its bayonets.
Napoleon Bonaparte
2018/11/16 20:59:05
Subject: Re:So what's your thoughts on the new Ork Codex ?
Would make sense for the rules writers to dislike the group of people who regularly highlight how incompetent the rules writers are.
From what I hear they believed tournament players ruined the game. 40k was meant to be a fun narrative game /hobby like DnD and ended up being a competitive matched play system that required huge balance and constant attention from people who were trained and had experience with fun narrative books for years.
Sam Pearson was the lead writer on our codex though and he's pretty young so they probably fired all those guys I heard from.
Well I mean they’re kinda right about tourney players. If they had their way each codex would only contain around 3 units total and every match would be a mirror match.
Some of the GW people at NOVA had interesting things to say about tournaments. I wouldn't assume cultural changes have occurred as a result of turnover, there's still some hostility to way tourneys shape the game.
I must admit... I hate it when a new rule comes out because a few people were at tournaments were abusing a data sheet. You've basically punished 90% of players for 10% being dicks.
2018/11/16 21:34:40
Subject: So what's your thoughts on the new Ork Codex ?
Ya’ll are crazy...deffskull brigades are beyond good and are perfect tournament lists (TAC by design with lots of RNG mitigation) as well as being hilarious fun and thematic. Baring Lootas being the single worst unit for deffskullz to take
This message was edited 1 time. Last update was at 2018/11/16 21:35:16
2018/11/16 21:49:51
Subject: So what's your thoughts on the new Ork Codex ?
Lootas are kind of weird pricing wise.
I mean, they also take spanna boyz, which are the exact same thing as what burnas can take, but they are double the price because of the loota's base points cost.
WtfGW?
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2018/11/16 22:26:53
Subject: So what's your thoughts on the new Ork Codex ?
CthuluIsSpy wrote: Lootas are kind of weird pricing wise. I mean, they also take spanna boyz, which are the exact same thing as what burnas can take, but they are double the price because of the loota's base points cost.
WtfGW?
They did not care enough to add a basic cost for the spanna in a different line. They cared enough to re-work the limitation on the number of spannas, now 1 every 5 and killing certain configurations for the Burnas. because of the Post-Chapterouse Stress Disorder (it matches more what found in the box, assuming the spanna needs a specific spanna head, albeit is particularly idiotic).
This message was edited 1 time. Last update was at 2018/11/16 22:27:36
Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis!
2018/11/16 22:41:30
Subject: So what's your thoughts on the new Ork Codex ?
If the CA rumours are to be true the marines twin linked weapons are going down in price even more... while we still pay double for ours despite being BS 5+
2018/11/17 10:14:49
Subject: So what's your thoughts on the new Ork Codex ?
CthuluIsSpy wrote: Lootas are kind of weird pricing wise.
I mean, they also take spanna boyz, which are the exact same thing as what burnas can take, but they are double the price because of the loota's base points cost.
WtfGW?
They did not care enough to add a basic cost for the spanna in a different line.
They cared enough to re-work the limitation on the number of spannas, now 1 every 5 and killing certain configurations for the Burnas. because of the Post-Chapterouse Stress Disorder (it matches more what found in the box, assuming the spanna needs a specific spanna head, albeit is particularly idiotic).
This is 100% legal-team-choice as you can make only one spanna per box.
2018/11/17 11:16:44
Subject: So what's your thoughts on the new Ork Codex ?
As someone with absolutely zero interest in the competitive scene, "shaking up the meta", tiers etc, I'm pretty chuffed with the Codex now I've had a bit of time to mull it over. Seems like the adjustments that have been made mean it's possible to take pretty much any options you like, without feeling like you've mugged yourself off by not just taking more boyz.
I'm a little bit disappointed with the way the Clan Kultures have been handled – making them directly analogous to Chapter Tactics doesn't really make sense from a background point-of-view, but I can see why it was done in the interests of simplicity. And I'm a little bit disappointed with the removal of some of the units/options which are missing models. But then there's always the Index I guess.
2018/11/17 11:25:52
Subject: So what's your thoughts on the new Ork Codex ?
Aaranis wrote: Hi all, I know the codex was out recently and may not have endured a lot of playtesting since then, but I was wondering however what were the thoughts of Ork players about the codex ?
I'm asking because in my FLGS our top player (98% winrate something like that) is starting an Ork army and pushing a few other people to do the same by showing them broken combos or spammable stuff that is very strong from his point of view.
The units I'm hearing about are spam of T8 vehicles (Battlewagon ? I don't know the names), Gretchin shield spam with unbreakable and 5++ (how ?) or just good ol' Green Tide with benefits.
I'm fearing another shift in my store's meta because of this, are my concerns legitimate ? I know we'll have to see tournament results to truly see what the codex is worth, but if you played a few games, would you care telling us how it went, and against what kind of lists ?
Thanks a lot.
Well greentide is dead. Boyz are reduced to deep strike charges and limit what to do. Grots gets auto pass for d3. T combat that cause 4 casualties per unit. Those d3 dead per unit mounts up. No worthwhile 5++ for them. Too many kff needed to cover, more grots is better. Also won't kill anything.
T8 vehicles presumably he drools over bonebreaka and/or gorkanaut. Either way screens work. Overall screens will neuter deep striking orks fairly well.
Greentide isn't dead. I watched it smash the crap out of our most competitive player this past weekend. His knights went undefeated for nearly 4 months until now.
Yeah - it's pretty nutts that orks went from worst army vs knights to a hard counter....just like that.
how many boyz did he bring and under what kulture? Would be interesting to note. Greentide for me means just mass Ork boyz, warboss and mek or weirdboy. Anything fancier starts to become more a mechanised or elite ork list.
All you need is Tank bustas and skar boys really. Both drop knights without much effort. OFC Tank bustas are easy to kill - but if they strike first it's GG.
Xenomancers wrote: That's really not it. Typically when you make an army best at everything in the game. It counters the meta.
It's just power creep. Power creep does exist in video games like LOL too. It's why they only have 20-30 viable picks out of almost 200 champions in LOL. That is not the model GW should take like this. 40k is a game where every model should be viable. Cause the customer paid for the model.
85/141 champions in league of legends were played at this year's world championship. Kind of like how in 40k, the number of factions that appear in tournament play is a whole lot higher than people who like to complain about how unviable their army is tend to like to claim.
Nah - that is a totally misleading statistic. If it wasn't for bans the it would be the same 20-30 champions being played at the top. Really the top 10 of those 30 are so unbelieably OP they are play ban or lose. I really don't want 40k to take this route.
Plus - in 40k we don't have bans. It would be great if I could just ban out Smash guns and boys when playing orks or ban ynnari before playing eldar - but we can't do that.
Yeah, you only need - let's see - 47 tankbustas, so I suppose you could do it with one max-sized squad shooting twice with the bad moonz stratagem and then another max-sized squad shooting once. You probably want to deep strike both squads, so that's 4CP, and 2cp for the shoot twice strat. So, just as long as you spend 6CP and commit 510 points on a unit that is the following turn a total of 30 T4 6+ bodies sitting on the field, you can one-round a knight.
Well, as long as they don't use their 3++ strat to deny the kill, but I've never heard of people running knights doing that!
And if you want to do it with skarboyz, you only need 44 of them fighting twice to take one down - well, you can spend 2cp to make two units skarboyz, 1cp to combine a squad of 30 with a squad of 10, 3CP to fight twice, and with just a little bit of luck, blammo, that's one dead knight for only 280 points and 6CP! As long as you make the charge and don't lose any boyz to overwatch, or lose first turn and your opponent realizes where you're going with those 40 skarboyz and decides to take them out, or screen.
Those knights lists are screwed now boy howdy!
You also could go the Snakebites route and use their Strategem. Your whole army getting +1 to wound a Knight, especially when Tankbustaz reroll to hit them, is pretty insane.
For the love of whatever-deity-or-deities-you-prefer, people, will you spoiler those giant quote blocks - especially when you're just tagging one line on the end?
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote: This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote: You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something...
2018/11/17 11:36:57
Subject: Re:So what's your thoughts on the new Ork Codex ?
If we can spoiler up large quote pyramids it's better.
Ta.
The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
2018/11/17 13:57:15
Subject: So what's your thoughts on the new Ork Codex ?
I've no idea about the power side of things anymore. But, from a model and lack-of-rules perspective, I have to say, I'm massively disappointed.
Orphans (not necessarily orphaned this codex, but orphaned recently enough):
Mega-armour boss
KFF Mek
Warboss on Bike
Nob w/ Banner and Powerklaw (The most recent model I'm aware of even has a powerklaw)
Nob w/ banner on Bike
Pain Boy on Bike
Wartrakks
Buggies
Skorchas
Kannons
Lobbas
ZZap Guns
Wazdakka - mentioned, but no rules.
Trukks w/ Rokkits.
FFS, I've got a 2000 point army of models that aren't even given an entry in this codex. Easily.
No Looted vehicle rules (again)
Burnas are only half as effective as every other flamer in the game (still)
The new models are great a stand-alone kits, but come on, we're ork players here. The heads aren't even interchangeable with other kits, something that's been consistent for years. And no options. Every dragster gets the same stuff, every squigbuggy gets the same stuff. Totally non-orky.
And from a game-play perspective, I don't care how cool the gun your put on an ork buggy is, it's still one roll from dying and probably not hitting its target. Buggies worked because they were expendable, and priced appropriately. These new cars all seem overpriced for their durability.
Too much entry-bloat. Same as they did with the planes. You could have had one entry for ork planes, and detailed what options they can take, but instead, there's four different plane entries, each one superficially different. Now we get the same thing with the buggies. This is what orphaned all our existing models.
Imagine if they were all just called buggies, and you could pick your options - jump motor, rokkits, rivvet cannon, etc. And if the kits had been designed so you could swap the wheels, the motors, the crew, the weapon mounts. These kits are nice, but I feel like it's just a huge wasted opportunity.
Also characters meks with KMB, rokkit launcha or just slugga & choppa, painboy with killsaw, big mek on bike, all the options on kommandos but the nob's power klaw, and BWs with rokkits disappeared. Nobz and Flash Gitz can only take one Ammo Runt every five dudes now. Big Mek with SAG cannot have an Ammo Runt.
2018/11/17 17:30:17
Subject: So what's your thoughts on the new Ork Codex ?
It definitely feels like there was a codex-wide purging by the GW beancounters and legal team regarding the strict "no model, no rules policy" That's why I agree with a previous poster that if we include index options, the Ork codex feels like an 8.5/10. Going by pure codex, it feels like a 7/10, possibly 6.5/10. It's certainly better than before, but there's a lot less freedom, particularly HQ choices, outside of relics and traits. Also, pretty disappointed with how grots have been left behind as far as Kulturs go, I really feel none of them would have made them OTT, especially since people are already taking them now anyways. It would certainly make Kanz a better consideration than MANZ as it is.
2018/11/17 19:24:51
Subject: Re:So what's your thoughts on the new Ork Codex ?
I don't play orks but i am curious: Did they buff up Thrakka to the point he can fight guilleman evenly or not? I'd heard ork players wanting their own guilliman on the form of a buffed thrakka, I wondered if they got him.
"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." Jesse "the mind" Ventura.
2018/11/17 19:27:39
Subject: Re:So what's your thoughts on the new Ork Codex ?
Techpriestsupport wrote: I don't play orks but i am curious: Did they buff up Thrakka to the point he can fight guilleman evenly or not? I'd heard ork players wanting their own guilliman on the form of a buffed thrakka, I wondered if they got him.
No hes the exact same but about 20 points more expensive now.
Techpriestsupport wrote: I don't play orks but i am curious: Did they buff up Thrakka to the point he can fight guilleman evenly or not? I'd heard ork players wanting their own guilliman on the form of a buffed thrakka, I wondered if they got him.
No hes the exact same but about 20 points more expensive now.
You forgot he has the best WL trait in the Ork codex....+1 attack! Ol' Guilly's screwed in the knickers now! /s
Ghazzy hasn't changed at all except being slightly more pricey, but more importantly he's got the Goffs Kultur which can give him a few more shots in, and with support from Fists of Gork he can really lay down the smack on Guilly more than before. Even if Guilly manages to slice him up before he gets to kill him, the stratagem that allows him to fight one more time before dying is helpful.