Friday, July 4, 2014

Orks!!!

So I picked up the new Ork codex last week, and I love it. Orks are one of my favorite armies; for both the fluff and the actual models. I've always wanted to play Orks but due to all the fun conversions and bits out there I could never decide what I wanted to play or if I should have a theme.

So lets start with a little about the fluff. Orks are the dominate species in the universe, the only reason why they haven't taken the galaxy by force is because they love to fight too much. Orks are linked together by a psychic force called the Waaagh! It works like this: as one Ork becomes amped up for a fight he feeds into all other near by Orks, and then they feed into all other near by Orks, and so on. When a dominate Ork Warboss calls a Waaagh all near by Orks flock to him and are revved up into a murderous frenzy; this makes the Orks a terrifying force of destruction..... unfortunately if there are no enemies near by they quickly turn on each craving a fight. No one knows where the Orks come from, they have simple been there the whole time; popular theory (according to the Codex) is Orks are actual a sentient fungal life forms of a grander race call Orkid. This race includes (in order of class) Orks, Gretchin or Grots, Snotlings, Squigs (the oddest of all Orkid life as they come in multiple types for different purposes such as oil, food, wigs, and music.... seriously they can be born for use as bag pipes), and finally Orkid fungus (which makes Ork beer and food). Also there is a rare form of Squig that grows to the size of titans, called a Squigoth.
Orks are even born with advance knowledge such as medical and mechanical, allowing them to build just about anything from cars, guns, and giant walkers of destruction. And finally, the most important thing to know about the greenskins, is might makes right. The bigger they are the more power they have. Boyz are the smallest Ork, Nobs are the full size Orks, and finally Warboss are the biggest. Currently the biggest there for most powerful Ork is Ghazghkull Thraka, some where between 15 and 19 feet tall.


So now on to the rules; a lot has changed in this Codex in regards to the rules. First big change you have to know is rule "Waaagh!". Where once you just called it after the first turn, now only a Warboss can call it. At the start of the player turn 2 (for you have to get your Orks revved up to conquer) you may now use your Warboss to call on the Waagh! Once called all friendly units with special rule "Ere We Go!" may charge in the Assault phase even if they made a Run move that turn. Now on to special rule 'Ere We Go!; this one is simple: If every model in the unit has this special rule the unit can reroll a single dice when determining its charge range. See simple. Everything has this rule other then Gretchin (real Gretchin would avoid a fight if they had to). Next on the Special Rules is Mob Rule. This has changed a lot. Where once you use the unit size to determine leadership when making checks it now works like this: If the unit with this rule fails a moral or pinning check you roll on the Mob Rule chart. On a 1 nothing happens, 2-3 characters in the unit suffer D6 St 4 AP- hits (no characters then no effect), and finally 4-6 if the unit has 10 or more models unit suffers D6 St 4 AP- hits (fewer then 10 models no effect).
Now this Codex also has its own Force Org Chart; up to 3 HQ's and up to 9 troop choices (minimum of 3 troops). If you use this FOC then you get two more rules. First is Boss of Da Waagh! Primary detachment Warlord may re-roll on the Warlord Chart. Second is Greenskin Horde (this is big). Every unit with 10 or more models in primary detachment gain Hammer of Wrath.... Mobz of Boys and Nobz now hitting upon unit contact.... Wow! Love these rules.

Some more changes in this Codex come with Mek Boyz and Pain Boyz. Where once they were only unit upgrades now they're HQ choices; but Meks dont take up a slot. Instead for every HQ you take you get to add a Mek, so 3 HQs gets you 3 Meks. My only complaint is Painboyz take a HQ slot, would have preferred this be like the Necron Ruler Court, but this isnt bad. Another change to HQs is Ghazghkull, he isnt one any more, he's a Lord of War. At 225 points (for just him) that means you can have him and 3 HQ choices (plus 3 Meks).

New to the Codex are units like Gorkanaut/Morkanaut (basically mini Stompas); the Morkanaut can take a Kustom Force Field. Neither have anymore upgrades. Also a lot of new Mek guns (7 different types) have been added. There was rumors early on about a squad of Super Orks, Orks the size of Warbosses. This rumor was fun to think about but as I said earlier Might makes Right, anything bigger then a Warboss gives the Warboss orders, so the rumor was a obvious lie. All across the board things got cheaper (excluding Battle Wagons, which went from 90 points to 110 points). Nobz jumped as well, love that. And Storm Boyz no longer have unstable Rokkit packs, where they use to explode now they do not.

Now while I love this book it has one sore spot with me. I always tried to figure out what kind of Ork army I wanted I knew one thing, I wanted Zogwort. The most powerful Ork Weirdboy capable of turning anyone into a Squig. Fricking Awesome! But guess what? This Codex introduced a new rule to how Codexs will be written "No model No Rules". And Zogwort didnt make the cut. Now the Codex has a lack of big pysker power (they may still have up to 3 Weirdboyz if you choose but none can go up to Lvl 3 only Lv 2), it feels like it's lacking but that might just be me. Anyone else feel that? Now after discussing with friends who think Zog should stay we've come up with our own "supplement" of sorts to allow. Now this new Codex mandate kinda scares me. I'm currently building a Dark Eldar army and around half the book doesnt have models, including one of my favorite HQs Duke Sliscus. As a present I was given a great conversion of Sliscus that I cant wait to use, and if he gets dropped I will be mad (he is a real army builder, great rules, not too powerful. He deserves to be played).


Now if you're interested in building a Ork army check out sites like Kromlech and Maxmini. Amazing Ork bits. From Cybork body parts, WWII German Orks, Squigs, and some amazing Mega Nobz. If you're looking for a epic Warboss model, check out Raging Heroes; they only have two Ork models (40K Warboss and Fantasy Warboss) but they are great. If I'm missing any game company that make amazing Ork models please comment, I would love to see them
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1 comment:

  1. I loved the new ork army.

    Sadly i found the codex abit bland. The new layout style just sucked some of the character out of the army.

    The new gorkanaut model i dislike. Alot.

    The flash gotz on the other hand are stellar.

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