Bit of a delayed, but here is the third part of my review to the ork codex. I'm looking at the Magic (The Pskyer rules are basically fantasy magic), traits and relics in the ork codex. I also will be looking at the car crash that is - Waaagh! Ghazghkull supplement.
First of all let’s look at the Power of the Waaagh! – First of all – the weridboy can be a level 2 and gains a bonus warp charge if there are 10 orks wthin 12”. Annoyingly, if the weridboy cannot be hiding in a trukk and gain gain a charge. If you do gain a charge then you have to pass 1 psychic test or you take a S2 hit… OMG I need a 6 to wound myself... It’s basically it’s a free warp charge…
The Primaris is a 24” str 6 Ap3 Blast… Blast compensates for the rubbish BS – a solid power and only 1 warp charge too.
Important thing as well is to remember all wizards get the spell Force… The wizard and his unit get instant death rule… Imagine that with 30 boys all with 4 attacks each…
First spell is ‘eadbanger – focused witchfire and the model must take a Toughness test or take a wound with no armour/cover save. 1 warp charge. Not a great power as it can only do 1 wound and the enemy can still take invun saves.
2nd spell is Warpath – a blessing – 1 warp charge. Gives himself and his unit +1 attack… It’s unreliable as you have to cast the spell, not have it dispelled and have the weridboy in the right place. Usually an ork player will plan to throw a metric shit ton of attacks anyway – but 5 per slugga boy on the charge or 5 Powerklaws from meganobz is quite amusing! Very situational spell and therefore not that useful
3rd spell is Da Jump – Warp charge 1 – The caster and his unit instantly deep strike… Not sure about this one. From experience – deep striking 20+ models requires a lot of space and luck. Very fun to do! Unfortunately you can’t put a weridboyz in battlewagons/stompa/gorkanaut and then deep strike the vehicle as well! Very situational but cool spell!
4th spell is Killbolt – the spells get good now! 2 Warp charge – 18” Beam attack Str 10 Ap 2 attack! Harder to cast but very nice to have in the back pocket to spank that pesky tank coming near my weridboy.
5th spell is Power vomit… 2 warp charge… the Name is beautiful. Str 7 Ap 2 Template weapon. Template again compensates for crap BS. Imagine vomiting terminators off the table :D Seriously strong power.
6th Spell is Da Krunch. Warp charge 2 – Effectiveness depends on enemy. Large blast, 2D6 Str and Ap4 so its likely to get a good number of hits. If you get a 11 or 12 for strength, you get to do the spell again for free… and again if you get 11 or 12… and again if you get 11 or 12 and so on. Not that great really – could do nigh on unlimited damage – but realistically it will do bugger all. I’ll rather be sick (see power vomit!)
So in summary – Orks have normal powers now – not broken old rules. I can’t see half the spells being useful. I imagine when I play around with this, I will be rolling for my cards praying I get vomit/killbolt and if not swapping for the primaris and using force. Shame old Zogworts curse doesn’t exist in some way still.
Gifts of Gork and Mork – Relic stuff
Da finkin’ kap - So the first one is 10 points – Allows the wearer ( if the warlord) to get a free 2nd warlord trait from the strategic table. Decent and very cheap for what it could get you. Since you can only have one relic per character there might be better things for the warlord to take.
Blitzbike – 35 points – so 10pts more than a normal bike upgrade – Allows the model to turbo-boost 18” rather than 12” (maybe useful for last turn sprints to get an objective?) and also upgrades the dakkagun on the bike to Str 6 Ap 3 Assault 3… A Space marine killer! Very nice – I feel this will be a regular upgrade for me!
Da Lucky Stikk – 25 points. Apparently it’s the stick Makari used to carry for ghazghkull! +1 WS but doesn’t stack with a Nobz Waaagh! banner… Still WS6 on a warboss is usually good enough. It also allows the user to re-roll as many dice rolls to hit, wound and armour saves as I want. It does have a downside – if 3 of the re-rolls fail in one turn – I die with no save of any form, ever ever ever. I’m thinking using it on a mega-armoured boss – who only fails armour on a 1 or with his klaw only fails to wound on a 1!
Headwoppa’s Killchoppa - a 20 point big choppa. +2S, AP5 and two handed. It’s main perk is it gives rending and instant death on rolls of 6 to wound. Most warbosses have 5 attacks so the odds are 8% (assuming I hit on a 4+). Also means I actually have a chance to go first in combat. My foe will have to have an invun save to live – so a real challenge winner and hero killer. The only problem is it’s a one trick skill. If there are no 6’s to wound then the attacks bounce off power armour. Undecided about this – but I do like the idea of Warboss Killchoppa-ing Calgar or Skarbrand!
Da Fixer Upper 15 point– Can be given to Big mek and it basically repairs a vehicle on a 3+ rather than 5+. Depends on strategy but upping your odds to repair is very good!
Da Dead Shiney Shoota – 5 points. This costs 2 points more than a shoota, and the same as a twin linked shoota cost wise… In short this should appear on any list where you have 5 points spare. It’s even got a funny ork rule! So its 18” Str 4 AP 6 Assault 6 Twin linked gun… After re-rolls any 1’s to hit and you “accidentally” shoot one of your own units. Love it!
5 of the 6 are useful – and with the re-roll if you use the Bound army rules means a double 6 is unlikely.
1 – Prophet of the waaagh! – When the warboss does his waaagh! orks get Fearless rule (Imagine you have green tide formation and get a waaagh! every turn a fearless, usain bolt army of orks!)
2 – Bellowing Tyrant – Allows a free re-roll of morale/pinning if within 12” of warlord. Means you get another chance to pass your crap test and makes your ladz even more reliable.
3 – Like a Thunderbolt – All units within 12” of warlord get to re-roll dice to run and to charge similar to fleet.
4 – Brutal but kunnin’ – Re-roll a single to hit/wound roll for your warboss.
5 – Kunnin’ but brutal – Re-roll a single failed armour save or invun save.
6 – Might makes right - +1 strength… I’m strength 5… and my warboss has a klaw… So in combat im already 10… Stupid trait.
Waaagh! Ghazghkull Supplement:
The Ork codex was great – unfortunately this supplement is woeful. It just seems rubbish and half baked. The Ork book seemed to be a well thought out, allowing most ork players to play how they want to (you can still go ork shooty, ork fast, ork horde or ork elite which to my mind were the 4 main ways of playing.) It was a clever non overpowered update we sorely needed. The supplement is confusing, no focus and doesn’t have a theme or plan. Some parts of the rules are damn awesome, but others mean I won’t ever be using it seriously.
The supplement adds 2 new rules, some new data slates and a new FOC. The missions at the back do look fun and I will look to play them. Also the fluff is a great read so its ok as I am a huge ork fan. I can't recommend as a gaming aid in all seriousness.
The data slates are nice but the main problem is that it doesn't really tell you how to play them in bound armies or along side the ork army book. For example bullyboys is a formation I like the look off. 3 units of 5+ meganobz. 600 points + extras. They all gain Fearless, cause fear and +1 WS. But can I take them as part of a bound Ork codex army? I assume not as the bullyboyz are part of this supplement and therefore will make my army unbound.
So the new stuff - here are the new rules and FOC:
Biggest and Da Best
You have to accept and issued challenges… Great people can now abuse this rule against me instead of me abusing the rule to force Chaos to get into fights they don’t want. There is a slight bonus in that if the warlord wins a challenge this way he can then re-roll to wound all combat attacks for rest of the game.
With the re-roll thing it does give you a reason for doing it rather than because you have to, so this rule is fine-ish. Its not broken or offensive anyway.
Da boss is watching
You get a +2 modifier to mob rule rolls. So on a 1 you get Breaking heads – Fail the morale/pinning test unless you have a character who does D3+3 Str 4 Ap – Hits. This then restores control - if no characters you fail. On a 2+ you get squabble – your unit takes D3+3 Str 4 Ap- hits and regain control - under 10 orks? - you fail.
I can’t figure out the reason behind this rule. It increases the average number of hits you take.
It's good for your 30 man squad boyz squad – they cannot flee anymore! But your small units (So your important elites) have a very high chance of failing Leadership and being pinned/fleeing. I guess you could go unbound or ally Ghazghkull with orks to make your big 30 man blocks of troops immune to fleeing like the old rules and also if you read on, these 30 man blobs might get to deepstrike!
It does mean that my uber tough meganob unit, (who fluff wise are ghazghkulls BFF’s) are now highly prone to flee. Sure put them in units of 10 and add characters but this will attract every bullet on the battlefield. This means the unit will drop below 10 models and will take 25% causality’s. Then a leadership 7 check, followed by this mob rule table that is very hard to stay and fight if you have under 10 models.
Finally - a New FOC chart – Great Waaagh! Minimum 1 HQ, 2 Troops and 1 Elite. Allows up to 2 HQ, 8 Troops, 5 Elites, 3 Fast 3 Heavy, fortification and a Lord of War. So the main perks are the standard re-roll warlord trait but you also get the ability to have your orks deep strike! Each unit gains deep strike on a 6, troop choices get the rule on a 5+.
I’m afraid their fun but not thought out and useful. Most of them you can buy as a form of upgrade.
1 – Supa Shootist – Warlord gets BS 3… Good for a Mek with shock attack gun – but you can buy him a gitfinda for 5 points. Sure you could get lucky and go for this trait for BS4 – but then your warlord would be a big mek and you can’t take a warboss – and means you can’t use a waaagh!???
2 – Warboss and his unit gains crusader rule – most war bosses have mega armour – meaning no sweeping advance or runs anyway. If your boss is footsloging or biking, the ork army has plenty of stuff to help them move faster now. If you win a combat and they fail leadership, help on a sweeping advance is awesome – but I’ll rather have something to help with the fight.
3 – Madboy – Warlord gains Rage – This is more like it! More attacks!! Good!
4 – Kunnin’ Plan – warlord and his unit get outflank rule – Can be fun – especially when a battlewagon of 9 meganobz turns up turn 2!
5 – Kallin’ in a favour – the warlord can make any one of his items master crafted. Decent enough say on a Powerklaw as you will likely get another kill out of it.
6 – Dead ‘ard – good name and gives 5+ FNP. You almost always will insist of giving your warboss a painboy in his unit for 5+ FNP or a cybork body for 6+ FNP – either way the guaranteed purchased method works better as you can plan around it.
Orkimedes Kustom Gubbinz – new relics!
Big Bosspole – 20pts – makes boss and his unit Fearless – Very nice item!
Da Supa Cybork – 50 points – read previous blog and the warboss part. I wanted it and I’m happy! Gives the user a 5+ FNP, eternal warrior and relentless rules!
Choppa of da Ragnarork – 20 points – it’s a big choppa again. This time it gains + 1 Strength and -1 Ap per assault where someone dies to the weapon. So it can be Ap 1 and Strength +6. Requires sensible fighting – you need to start on something weak and then as the battle goes on, the wielder become a monster. The main problem is that you need 3 assaults before the weapon is Ap3 where he officially turns evil. Probably good on a bike where you can target at will your enemies.
Da Killa Klaw 40 points - A Power klaw that can, if you wish, swap all attacks for a single Ap2 instant death attack. Most Strength 10 ork klaw attacks are instant death against everything bar big monsters – so goes into a situational battle – maybe good against demons/nids.
Mega Force Field – 75 points. Old school! A 4++ invun save rather than 5++ for the current one. Only 25 more points than the 4++ save.
Kill-Dakka – 30 points – A random gun – you roll at the start. Could be a Deffgun, could be a heavy flamer, could be a big shoota, could be a random strength, Ap2 gun, could be a blast template or could be a bubblechucka! This is seriously overpriced… I mean orks don’t hit with guns… Most of the upgrades you can already buy for like 5-10 points (Flamer/rokkit/megablasta). It would be awesome if you got a 6 when you see what gun it is, a small portable bubblechucka gun. It’s just a total gamble and you might end up paying 30 points for a heavy flamer…
My main problem however is there is no guide or explaination to how the relics work – I am having to assume I cannot use this unless I say the model is from the Waaagh! Ghazghkull Supplement and therefore I have to play with the stupid rules I’ve talked about. If I could use (namely da supa cybork) relic in an Ork codex army I would be the happiest ork ever!
My advice – Don’t buy Ghazghkulls book unless you want a nice fluff book with lots of pictures and formations you can and probably will want to use in fun unbound/apoc games. It has given me the tools to correctly price my personal name character as well which i'm working on.
Basically the supplement confirms what I’ve been saying for years Ghazghkull is a zoggin’ git and weedy. Zog dat Ghazghkull! Long Live Doktor Ferotous Bluddietoof!