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Made in us
Been Around the Block




Hey everybody, I got my hands on the Ork Codex and just wanted to throw in my two cents. The codex is sort of a mixed-bag. Some things got vastly better, some things didn’t change much, and some things just make me go “WTF?”. The Ork codex follows the format of the other recent releases, with the unit descriptions in the front, points costs in the back, and rules scattered all over the place. I personally hate this new format because it makes it extremely time consuming to ever look anything up, and doesn’t really make sense with most 40K armies. Overall they also tried to emphasize the unpredictable nature of Orks, and included in many interesting new weapons and upgrades, which is very cool.

As for the general army rules, Orks have lost Choppas, Mobbing Up, The Power Of The Waaagh, and pretty much all the Gretchin abilities (besides mine clearance, but who cares). Now the entire army has furious charge, checking Mob Size works by allowing you to substitute in your unit size for your LD instead of taking a sequential “check size” test, and the new Waaagh power allow your entire army to FOF for one turn (besides the first), and on a 1 a model takes a wound. I have to say I’m sad to see choppas go, because it made the Orks a really unique army, but having furious charge instead is definitely an improvement. I’m kind of disappointed in the way the Mob Size rule works now, because some units are extremely vulnerable to fleeing the first time they get shot at (Deffkoptas, Bikes, Elites, etc).

Now, as for the codex itself:

HQ Characters
As with the other new codexes characters are now either regular HQ choices or are taken as upgrades for some specific units.

First up is Ghazghkhull. Most of his stats are pretty much the same, except that he now has a big shoota instead and lower LD. He lost most of his special abilities for his admantium skull, but instead now has +2A on a charge and is immune to instant death. A fair trade off in my opinion. His real power lies in the fact that he has a unique WAAAGH power that is really nasty. It replaces the armies usual WAAAGH, but give everyone an automatic 6” FOF, makes them fearless, and tons Ghaz’s save to invulnerable. He’s an expensive character, but I can definitely see him being useful in larger games.

Nazdreg is gone, but has been replaced by a Flash Git upgrade character. Personally I don’t really see the point of this guy. He’s pretty expensive, has a decent save, and a nasty gun, but with BS2 he won’t be hitting anything with it. He seems more “fun” than useful.

Boss Zagstruk on the other hand is frickin’ awesome! He only costs a few more points than before, but now makes his Storm Boy unit deep strike and allows them to assault when they do. Not only this, but Zagstruk counts as having a power fist that strikes at I order on the charge! Zagstruk has also gained the IG “summary execution” rule, which is strange but cool. Really nasty stuff.

Mad Doc Grotsnik is now a ton more points and isn’t much different from the previous codex, except for the fact that Doc’s Tools now give the entire unit FNP. He’s a pretty decent character for the cost and will definitely help orks stay alive in future games.

Boss Snikrot is OK. He does have an awesome ability which allows for his unit of Commandoes to come in from reserves off of any table edge, but unfortunately Commandoes aren’t that great so it’s kind of a waste. Other than that he now rerolls his to hit attacks and gives -1 LD in CC to the enemy. I personally don’t think I’ll ever take him since there are far better options.

Wazzdakka Gutzmek lost almost all of his special abilities, and instead is allowed to shoot after turbo boosting. He now has a S8 gun, which is cool, but give that he’s only BS2 it probably won’t make much of a difference. He’s also a ton more points, which is a shame.

Now, the new character, Old Zogwort is a really fun addition. He’s the warphead character, the new Ork psycher, and has all their abilities. In addition gets D6 attacks in CC that wound on 2+, but you don’t really want him in CC in the first place (6+ save). His real fun comes from the fact that he can now turn enemy characters into squigs! All you have to do is take a psychic test and roll higher than the opponent, and a character in 18” is now a squig controlled by the enemy. Really funny stuff.

HQ
I have to say I’m impressed with the new HQ selection.

You no longer have to take a Warboss in your army, but if you do a squad of Noz or Meganobz can be taken as troops. The Warboss stats are also much better (T5) and he has plenty of nice upgrades. It should be noted that no one in the army besides mega armored guys and the flash git character can have an armor save better than 4+, which is kind of weak for an HQ. Expect to see this guy in Mega Armor most of the time. He can also take a warbike, which is nice for recreating the Kult Of Speed armies, but unfortunately it doesn’t make bikes troops if you do. I guess you can always take trukk boyz though.

Next is the Big Mek. This guy also has a ton of ways of kitting him out and making a pretty effective model. Overall though I’d have to say the Shokk Attack Gun really stands out as an awesome choice. It’s a really nasty Ordinance weapon, that has all kinds of funny abilities if you roll doubles for the strength. Some are really awesome (2 6’s and everyone under the template is REMOVED FROM PLAY) and some are pretty horrible (he disappears, or he shoots himself into CC instead, LOL). The Shokk gun is a really fun addition to the orks and is pretty useful in most games, especially since he can't be picked out with shooting.

The last HQ choice is a Weirdboy/Warphead. This guy is pretty dirt cheap for his abilities, but isn’t really made to survive in CC. He gets a random psychic power each turn (warphead upgrades let you reroll this), but pretty much all of them are useful. The only one that is bad is a 1, in which case he gets hit with a pretty nasty blast marker. Other than that the psychic powers are two pretty nasty auto-hit shooting attacks, giving his unit +A, making the unit be removed and deep striked on the same turn, and the awesome one, which gives your army another WAAAGH. I should mention that his psychic tests ARE affected by Mob Size, so if you put him in a big unit expect your tests to pretty much always pass. All in all a really fun addition to the army.

It should also be noted that Painboyz are now upgrades for a few specific units in the army, and now give their unit FNP and the option for cybork bodies, which is much better in my opinion.

Elites
I’d have to say I was pretty disappointed by the selection for the Elite choices. Most of them are either overpriced or underpowered.

First off, Nobz and Mega Nobz are now their own squads. They have some pretty impressive stats, and Nobz have a wide array of good upgrades, but in the end both of these units will cost too much and probably never see CC. One of the main problems is that Nobz are now all LD7, and these units are fairly small, so if you shoot at them and kill anyone, they’ll probably run. Nobz can be given a bosspole (as can unit champion Nobz), which allow you to reroll the LD test and put a wound on a model in the unit, but for guys that cost upwards of 40 points each this is pretty crappy. You do have the option of taking a Painboy and giving the unit FNP and cybork bodies, but once again this would cost a ton and probably won’t be worth it in the end. I would have just like to have seen them make Nobz fearless or something, but oh well.

Next are two of the worst units in the entire Ork Codex, Burna Boyz and Tank Busta Boyz. Both units all come equipped standard with their respective weapons (burnas and rokkit launchers), but cost almost 3 times what a regular Ork Boy does. Not only this, but many of their rules are pretty crappy. Burnas are now flamers and power weapons in CC as before, but lost their 2D6 AP against vehicles, which really reduces their effectiveness. Burna boyz can also be given a Mek upgrade, but there isn’t much point to this. Tank Busta Boyz now can be given Squigbombs, which are OK, and 2 models can replace their rokkit launchers with Tank Hammers, making them S10 in CC. What really makes Tank Busta Boyz pure garbage is one of the worst written rules in the history of 40K, Glory Hogs. It states that if a vehicle is in LOS of the Tank Busta Boyz, they must attempt to shoot and assault the vehicle, regardless of range! This means that if there was a single lone sentinel 60” away, the tank busta boys must try to shoot it, be out of range, and then just repeat this over and over. What a truly stupid rule.

On the other hand Lootas are actually an interesting Elite choice. They come with D3 shot autocannons, which is pretty nice and can be given several Meks which can be upgraded with rokkit launchers, big shootas, and kustom mega blastas. I really like the feel and look of these guys, carrying cobbled together pieces of garbage from other armies and shooting the crap out of stuff, and they add an nice long range firepower option to the Ork army. Unfortunately they only have BS2, so they may not hit much, but what can you do. I’m kind of surprised these guys weren’t just given 4+ armor saves and put in heavy section instead of Falsh Gitz (see the heavy section).

The final Elite choice is commandoes, which haven’t really changed at all. I didn’t ever see anyone take them before, and I doubt I’ll see anyone take them now, especially given the other options you have for mobility (namely Storm Boyz).

Troops
Now, the troop section is extremely sparse, and really has one clear and distinct choice, Ork Boyz.
Ork Boyz are now SO much better it’s not even funny. They're much cheaper and with their WAAAGH FOF and furious charge are going to be pretty nasty to go up against. They no longer have the option for burnas, which is a shame, but now have several other useful upgrades. They can be given Stikk Bombz for only a point, can trade out their CC weapons for shootas, which are now shorter range assault weapons, and can be given a trukk upgrade if the unit is 12 models or under. Expect to see MASSIVE AMOUNTS of Boyz on the table in the future!

The Trukks have also gotten much better than the previous “entanglement-wagons”. They carry more guys, have more useful upgrades, and best of all if you get a vehicle destroyed result the worst thing that can happen is the trukk careens off and you take S3 hits and a pinning test, but are otherwise fine. I kind of wish they would have gotten rid of the whole emergency disembarking thing all together, but it’s nice to see they did something to prevent your trukk boyz from being sitting ducks all the time. Trukks also have a ton of new interesting upgrades which are more expensive than before, but are definitely more useful.

The final (second) troop choice are Gretchin mobz. I can’t express how disappointed I am with these guys. They used to be one of the best units in the Ork codex, not only in gameplay, but in adding to the feel of the army. Now, they’ve lost all their Grot abilities besides mine clearance (who cares) and must take a Herder for every 10 Gretchin, which can only be upgraded with a squighound that eats gretchin to get them back in line and an upgraded grot prodder that is pretty useless. Losing the ability to buy rokkit launchers is a huge blow, and I can’t imagine why you’d EVER take Gretchin now, especially since Ork Boyz are only double the cost and vastly better in every way. Even stranger is that Gretchin are BS3, which doesn’t make much sense and would have bee much more useful with Lootas or something. Very sad.

Fast Attack
Really, the Fast Attack section is extremely uneven. Storm Boyz are such a clear and vastly better choice than everything, I don’t know why you’d take anything else.

Storm Boyz are now so awesome it’s amazing. They’re much cheaper than before, didn’t really lose anything, and best of all get to FOF without actually having to do it in the shooting phase. Instead they now simply add D6” to their jump pack movement, and if you get a 1 a guy dies. These guys are now so fast, and with furious charge, so deadly it’s not even funny. Expect to see tons of these as well in future games!

Warbuggies/Wartrakks haven’t really changed much from the last codex, which is a shame. They can’t take Mega Blasters any more, but can be upgraded to Wartrakks to reroll dangerous terrain tests. Overall these weren’t worth it before and aren’t worth it now.

Warbikes are now cheaper, have their armor save and dust cloud save improved to 4+ and have 2 CCW, but lost their psycho blastas (now just have 18” TL big shootas) and the dust cloud no longer applies to models behind them, which doesn’t really make sense. They are one of the better fast attack choices, but given their small squad size, low LD, and high cost aren’t really much competition compared to Storm Boyz.

The final fast attack choice is Deffkoptaz. I’m happy to see these models added to the Ork army from the Kult Of Speed list, because they also really add to the ramshackle feel of the Orks, but they’re not very useful units. Basically they’re 2 wound, hit and run, scouting jetbikes with TL big shootas that can only come max units of 5, which mean they’ll run like hell all the time. They can be upgraded to have power fists and one-shot bombs, but given how expensive they already are they should probably just be avoided unless you take them as a “fun unit”.

Heavy Support
I was prettysurprised by the heavy support section as well. Some things are pretty good, and other things really should have been improved upon.

First, Battlewagons are now MUCH more useful than before. They’re front armor 14, can be turned into closed-topped vehicles, and have a huge variety of upgrades. They can be given a ordinance gun, but it reduces the transport capacity to 12, a big gun, and up to 4 heavy weapons. This thing has all sorts of possibilities for customizing models. The Death Roller option is also really nice (D6 S10 hits when you tank shock, and double that if they death or glory you'). Battlewagons are definitely a viable option now, they would have been better if they had side armor 13 instead of 12, but they’re pretty cheap for what they do.

Dreadnoughts aren’t really much better than before. Some weapons are cheaper, others are more expensive, and they now have the option to have 2 extra CC weapons (giving them 6 attacks on a charge!). Unfortunately, just as they were before, they’re foot slogging dreadnoughts with armor 12, so they probably won’t see CC against most armies.

Killa Kans are also cheaper as a base cost, but most of their weapons are now more expensive. They have the option for a Grotzooka, which isn’t that great. Really they’re not a whole lot better than before, so if you liked them in the old codex you'll like them now.

Big Gunz on the other hand have gotten MUCH worse. Kannons are pretty much the same except the blast is now S4, Lobbas are exactly the same, and Zzap guns have much nastier stats (longer ranger), and if you roll over 10 on the 2D6 a grot is killed but the shot still is used at S10, and they inflict automatic shaken results. The problem, however is, that Zzap guns now have to roll to hit! I was totally shocked when I saw this, especially since they’re already random S guns manned by Gretchin. Most of the Big Gunz have also gotten cheaper (besides Zzap guns), and you now have the option to buy ammo runts for them, but the Mek option is gone. Even stranger is that the Herder in charge of the Gretchin can’t buy a squighound. Although Big Gunz are cheap, they’re either so random or have such bad stats they’re probably not worth taking.

Flash Gitz have been added to the heavy section as well, but I can’t really understand why. They come with 24” S5 APD6 Assault 1 guns (AP rolled before picking a target), which can be made Assault 2, S6, or -1AP for 5 points. They also come with Gitfinders, which are the same as targeters, and have the option for ammo runts and Painboyz. Unfortunately Flash Gitz are extremely expensive for what they do, even more expensive with upgrades, only come in squads of 10 max, only have BS2, and guns that are unpredictable and really pretty useless. I can’t imagine what they were thinking putting these guys as heavy choices, they clearly should be about 10-15 points cheaper and swap places with Lootas (which should also have better armor saves). Definitely a unit I’ll avoid in the future.

The final heavy support choice is a Looted Wagon, which is sort of a lame-ass replacement for looted tanks. Standard it is dirt cheap and is a pretty much an open-topped looted rhino and still has the “don’t press that” rule, but you now have to drive forward as much as possible, which kind of sucks. It can be given a battle cannon, but keep in mind it only has the armor of a rhino, so won’t be around very long if you do. There are also a slew of other upgrades it can take, but to be honest you’ll probably just want to keep it cheap and hope to get a turn or two of shooting with the battle cannon. It is a pretty cheap option, and probably will be taken in most games, but given its bad armor really is a huge step down from a looted tank.

All in all I’m happy to see that Orks have been redone and are now a viable army, but as with the other new codexes, it strikes me that there are those units that are just obvious choices to take, and then there are those units that don’t really have much of a point. I do have to say that the Ork codex is a HUGE improvement over the pile of crap Chaos Marines book, but if you want to play them competitively you’ll really be limited in your options. Also, they won't really give much of a challenge to the current overpowered armies Tyranids, Eldar, and Tau. Expect to see MASSIVE amounts of Ork Boyz, Storm Boyz, Shokk Attack Guns, and cheap-o looted wagons with battle cannons in the near future ;-)

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Geeze... talk about stealing someone else's thunder...

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in fi
Jervis Johnson






Once you start seeing 20-45 Lootas and 40-60 Stormboyz in every single Ork army the new book will start looking less and less like a success. More powerful, but just like Eldar and Tyranids, so unflexible that it can't avoid falling into the pigeon hole of doom. Be quick and maybe you can name the new Ork pattern. How do you deal with Storm Orks?
   
Made in us
Scarred Ultramarine Tyrannic War Veteran






Maple Valley, Washington, Holy Terra

Posted By H.B.M.C. on 10/31/2007 4:55 PM
Geeze... talk about stealing someone else's thunder...

BYE
  He didn't steal jack.  His review was barely readable.  The True Believers will wait for the Real Thing.  After your Chaos Codex review, you can bet I'm a True Believer!

"Calgar hates Tyranids."

Your #1 Fan  
   
Made in us
Been Around the Block




I wasn't trying to Review every single aspect of the ork codex, just give my opinions on a few things. Feel free to read the book yourself and disagree, but I doubt you will on most points.
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

Yeah, every time GW releases a codex it gets more and more shameless about nerfing the stuff thats good and jacking up the crappy stuff from before.

No one had any shoota boyz, storm boyz, or battle wagons before and now they are going to be everywhere.  Still, I like the overall change and feel that the change to 30 strong mobs of boyz that can cross the table quickly behind a wall of Stormboyz that can fly forward will be very orky and will really do wonders for shaking up the game.  I feel like there are enough choices with appeal (shokk attack gun, painboyz, weirdboyz, and a battlewagon full of nobz) that an ork player can design a competitive list that isn't totally spam, like Eldar or Nids.  Granted over time some builds will come to the fore as the meanest overall, but that doesn't mean that every single player will be using them.

Dakkaites are tourney players, and on the bright side at least the orks will be a spoiler army that can make all those zilla nid players rethink things a bit.  If players can't build their armies around how many plasma guns can be stuffed into it, then that opens the door for armies like IG, Dark Eldar, and Necrons.  Some armies, like drop pod marines, would be really hard pressed to do much of anything against orks unless they were kitted out specially for them, which waters down the list.  I hope that this leads to some changes in the overall metagame.

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
Made in fi
Jervis Johnson






When you name a real counter to 60 Stormboyz moving 13"-18" in the first turn and assaulting 20"-30" in the second turn (they move 33"-48" in TWO turns) I'll admit that I really like the new Orks.
   
Made in us
Raging Ravener



Flint, MI

Posted By Samwise158 on 10/31/2007 5:50 PM
Yeah, every time GW releases a codex it gets more and more shameless about nerfing the stuff thats good and jacking up the crappy stuff from before.

No one had any shoota boyz, storm boyz, or battle wagons before and now they are going to be everywhere.  Still, I like the overall change and feel that the change to 30 strong mobs of boyz that can cross the table quickly behind a wall of Stormboyz that can fly forward will be very orky and will really do wonders for shaking up the game.  I feel like there are enough choices with appeal (shokk attack gun, painboyz, weirdboyz, and a battlewagon full of nobz) that an ork player can design a competitive list that isn't totally spam, like Eldar or Nids.  Granted over time some builds will come to the fore as the meanest overall, but that doesn't mean that every single player will be using them.

Dakkaites are tourney players, and on the bright side at least the orks will be a spoiler army that can make all those zilla nid players rethink things a bit.  If players can't build their armies around how many plasma guns can be stuffed into it, then that opens the door for armies like IG, Dark Eldar, and Necrons.  Some armies, like drop pod marines, would be really hard pressed to do much of anything against orks unless they were kitted out specially for them, which waters down the list.  I hope that this leads to some changes in the overall metagame.

They should rename the shokk attak gun to carnifex killa, or synapse smasha

I am a nid player, and I approve of this new ork book.

Stalking the void since 1987. 
   
Made in us
Longtime Dakkanaut





Posted By Therion on 10/31/2007 5:55 PM
When you name a real counter to 60 Stormboyz moving 13"-18" in the first turn and assaulting 20"-30" in the second turn (they move 33"-48" in TWO turns) I'll admit that I really like the new Orks.


Sure...Follow the rules   Stormboys can't waagh...
   
Made in us
Regular Dakkanaut




flamers? lash? templates? your own counterassault?

Went digging through my old posts, and guess what? I've been hating on mat ward since before it was cool

http://www.dakkadakka.com/dakkaforum/posts/list/244212.page 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Posted By Therion on 10/31/2007 5:55 PM
When you name a real counter to 60 Stormboyz moving 13"-18" in the first turn and assaulting 20"-30" in the second turn (they move 33"-48" in TWO turns) I'll admit that I really like the new Orks.



Again: Only infantry benefit from the extra movement provided by the Waaagh!

Several units (Stormboyz, Slavers in Grot units and DeffKoptas for example) are all listed as having the Waaagh! special rule even though they do not actually gain any benefit from it.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Longtime Dakkanaut





Stormboyz aren't even listed as having it.
   
Made in us
Krazed Killa Kan






South NJ/Philly

They can't Waagh, but they're still going to be charging on turn 2, at a minimum hitting the 44" mark with the lowest rolls for both turns movement.

Great new conversion is going to be all those slugga boyz people used to run with makeshift jump packs on em! I'm thinking one unit with Assault Marine Packs, the other maybe with Warp Spider jump generators?

   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Posted By skyth on 10/31/2007 6:22 PM
Stormboyz aren't even listed as having it.



Interesting. Stormboyz & Deffkoptas are listed as having the Waaagh in their fluff/special rule page but not in their army list entry.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in fi
Jervis Johnson






They can't Waagh, but they're still going to be charging on turn 2, at a minimum hitting the 44" mark with the lowest rolls for both turns movement.

I'd really like to know how you came up with that number. Since they apparently can't Waaagh, the minimum reach would be 12+1" on the first turn, 12+1" on the second turn, plus a six inch assault, making a grand total of 32 inches, not 44". So, over two turns the Stormboyz can assault a unit that is 32"-42" away. It's still fast enough to make them a no-brainer but them being unable to Waaagh makes some sense atleast.
   
Made in us
Krazed Killa Kan






South NJ/Philly

Posted By Therion on 10/31/2007 6:37 PM
They can't Waagh, but they're still going to be charging on turn 2, at a minimum hitting the 44" mark with the lowest rolls for both turns movement.

I'd really like to know how you came up with that number. Since they apparently can't Waaagh, the minimum reach would be 12+1" on the first turn, 12+1" on the second turn, plus a six inch assault, making a grand total of 32 inches, not 44". So, over two turns the Stormboyz can assault a unit that is 32"-42" away. It's still fast enough to make them a no-brainer but them being unable to Waaagh makes some sense atleast.


44" Mark on the table, assuming they started on the 12" line, their minimum moves put them there.

It won't always be at that line, but basically on turn 2, with 3 mobz of 20, you should be able to charge nearly any unit on the board, except for some cases of really bad rolling.  I don't see enemy units doing nothing but sit within the 6" mark of their table edge.
   
Made in us
Abhorrent Grotesque Aberration





remember, it is also a work in progress we have. It's not the final product. We can't be certain anything will be that way in finality.

Though, the way GW product usually goes, it will make it through the proof process.

I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time, like tears in rain. Time to die. 
   
Made in us
Been Around the Block




Are we sure it's a work in progress? The Chaos Marines and Eldar codexes were leaked under similar circumstances and both books were identical to the leaked versions. I highly doubt anything will be changed at this point in the book, although I'd love to see Lootas and Flash Gits switched around (and their armor saves swapped).
   
Made in us
Been Around the Block




I do like the possible changes to the meta game. No real big deal for my Chaos army because I rely on no plasma's at all and pack 39 bolters into 1750. But the effect on my army has little to do with the conversation in general.

It's just nice to see things get shaken up a bit. People being forced to tailor their lists against greenskins and MEQ's is awesome.
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

Posted By Pariah Press on 10/31/2007 5:42 PM
Posted By H.B.M.C. on 10/31/2007 4:55 PM
Geeze... talk about stealing someone else's thunder...

BYE
  He didn't steal jack.  His review was barely readable.  The True Believers will wait for the Real Thing.  After your Chaos Codex review, you can bet I'm a True Believer!


Exactly, as soon as he said that boss snikrot is only "O.K." I was tempted to stop reading it.

...yea sure, an 18" charge from any board edge with 15 slugga/choppa/stikkbomb boys that dont worry too much about terrain is only O.K.

By the way, you forgot to mention that Shoota Nobs CANNOT get powerklaws. 

Sounds to me that someone needs to play more games.

Bring on the reveiw H.B.M.C.  We're still waiting for one.


I have never failed to seize on 4+ in my life!

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COMMORRAGH 
   
Made in us
Been Around the Block




First off, where does it say shoota nobs can't have power klaws? The codex is badly written and vague in this regard, but there is no rule that says they can't have them, and I'd fight with anyone that thinks it makes sense that they can't. It's just another example of GW's crappy writing making more problems.

Second, Snikrott is just OK. Sure, you get to come in on any board edge, but you already have to have a Commando unit, which aren't that great (3 points more for an Ork boy that has MTC only, and they lose their infiltrate with Snikrott's reserve ability). Snikrott himself is sort of worthless, he's just a guy with a few attacks that reroll to hit. He doesn't have a power claw, so he can't pick off vehicles, and 2 rokkit launchers is hardly a guaranteed kill against most vehicles, especially with Orks BS. Not only this, but once they show up (which is random and could be so late in the game it doesn't matter) they're just another foot slogging unit of guys, where, on the other hand Storm Boyz can pretty much guarantee to get in CC by turn 2, can take a power klaw, and once they get done with their CC they're still highly mobile.

I've played tons of games with every army out there, and plan on using the new Orks this weekend. If you don't like my review or my opinions on things fine, but you can make a valid point without having to make comments that have nothing to do with my post.

   
Made in ca
Been Around the Block





There were some minor differences from the eldar pdf to the released product.
   
Made in us
!!Goffik Rocker!!





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Posted By Therion on 10/31/2007 5:55 PM
When you name a real counter to 60 Stormboyz moving 13"-18" in the first turn and assaulting 20"-30" in the second turn (they move 33"-48" in TWO turns) I'll admit that I really like the new Orks.



Well considering if they take 2 squads of 30 with 2 nobz with heavy armor and power clawz thats a lot of points exactly there should be alot of ways.  Your not going to do it with a lasplas marine or dakkafex army but those are very specialised armies that are only so popular because of the tourny metagame.  [For the same amount of] points you can field a hell of a lot of anti troop.  Some leman Russ' backed up by chimera fire would kill both squads quite quickly.  Scatter lasers would mow them down in droves.  Regular fire warriors with their pew pew little lasers would kill these easilly.  All of those units that are bad at killing MeQ's but are great at killing hordes all of a sudden would have a use if that army became prevalent.

You can get 8 predators with an autocannon and 2 side sponson heavy bolters for he same price as the stormboyz.  Really, it shouldn't be that hard to kill some orcs.  You just won't do it with cookie cutter anti MeQ.

 

Edit:  Please do not post points totals for the leaked Ork army list. --yakface

 


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Do you remember that time that thing happened?
This is a bad thread and you should all feel bad 
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

The problem with taking anti-meq from a tournament army is that a solid core of gamers are simply going to bring Meqs regardless. If orks actually become dominant enough, and common enough to affect the metagame, then marines are going to end up the big winners, because armies will shift away from simply killing marines.

What seems more likely is that a few old skool Ork players, plus a handful of new converts, will make Orks the new Dark Eldar: the really good army that nobody is prepared for, but has enough natural foils to prevent it from winning a five round tourney.
   
Made in ca
Dakka Veteran




 

Stop posting points values relating to the leaked Ork PDF. You have been warned.

 

--yakface

 

 

   
Made in fi
Calculating Commissar







Okay, so let me get this straight, there are already multiple parts of the Codex that would require FAQ/clarification (if GW were inclined to do them)? I suppose you could make a case for them wanting to stop you taking Power Klaws in Shoota Mobs, but a unit being forced to fire upon a target that's out of range? Of course, the way the shooting rules are laid out, you don't measure range until you choose a target, but you shouldn't be able to neutralize an expensive antitank unit merely by parking your Rhino 2" out of their range.

This does not impress me much, not when they could have easily laid out the rule as "If there are enemy vehicles within X" and within LOS in the beginning of the shooting phase, the mob is forced to fire upon the closest such vehicle". It'd still mean the choice would be made for you, but at least it'd be a tradeoff, not a sacrifice.

The supply does not get to make the demands. 
   
Made in us
Been Around the Block




Yeah, there are definitely some pretty vague rules the way the Ork codex is now. I can only hope that GW uses people's reactions to this book to correct the final product, but I doubt it. The Tank Busta Boyz Glory Hog rule was extremely badly written and is open to all sorts of abuse and makes them very unusable as they are now.
   
Made in fi
Calculating Commissar







Which is a shame because there's nothing Orkier than swinging a hammer made of a rocket.

The supply does not get to make the demands. 
   
Made in us
Been Around the Block




Posted By Agamemnon2 on 10/31/2007 11:39 PM
Which is a shame because there's nothing Orkier than swinging a hammer made of a rocket.


My thoughts exactly! Or for using a Squig loaded up with explosives to chase after tanks ;-)
   
Made in us
Regular Dakkanaut




Wait, stormboyz are good? since when?
The more you take the more they die. I fail to see how Stormboyz beat out ork biker units any day of the week. Even Deffkoptas are better at first turn charging and killing than stormboyz are.

though I will say for certain that 45 lootas is a scary, scary sight. i dont care if they hit on 5's. an average of 90 shots a turn says somethings gonna get through. and flash gits are fantastic as well. A pure dakka ork army can be run.


   
 
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