(For the offending BOLS article - http://www.belloflostsouls.net/2014/06/ork-codex-initial-impressions.html)
Click Read more to ... urm read more!
Most stuff is cheaper or has new stuff. A few things have been tweeked or nerfed, but the improvement is insane. They have used the old book that was well designed but brought it up to date and given us tools to deal with stuff we used to struggle with!
First of all, the book has been designed very, very well. I’ve always been annoyed that the ordering meant you had to check one page for the units special rules - then another for the wargear they have. Now each unit/character has 1 page, that has all the special rules, unit stats, war gear options, points cost that are all on one page. It is followed by a nice clear appendix with all the weapon stats and summary table. It’s nice and easy to find and use.
The Major new change is Mob Rule. Mobs over 11 were fearless and basically you relied on either accepting your rubbish leadership or having a million lads.
Now you have to do Morale and Pinning checks – if you fail you roll a D6. On a 1 – you basically suffer as normal unless you’re in combat. If you’re in combat you automatically pass as orks like fighting. 2-3 if you have a character you suffer D6 Str 4 Hits… bear in mind that 50% of these hits shouldn’t wound (in theory!) and then ignore the result. On 4-6, as long as you have over 10 models you take the same D6 Str 4 Hits then ignore. Bosspole allows you to re-roll this table.
This to a means boyz are better than before. Got 30 Boyz in your mob? You need to get double 1 with your re-roll to actually get pinned/flee. It also gives you the tactical option to use other tools like go to ground. Got 10 Nobz on foot? Well they still have a good chance of not fleeing as long as you have a bosspole. Finally if you are in combat and your bosspole is still alive? 75% chance of not running regardless of the beating you have had whereas before you got beat in combat you turned and fled.
There are a few weaknesses in that a unit of 30 boyz were totally immune – now there is a small chance they can get pinned/flee/sweeping advanced, but the upside is your smaller units who couldn’t really use mob rule before now can and gain.
A free rule for pretty much every unit with this can re-roll one dice then determining charge range… Free half fleet for every unit of orks? For free? This is insane - The Orks average charge range has been improved... Just wait until you read about formations and Waaagh!
Waaagh! has changed to be the 5th edition Waaagh! (I think) – i.e. you can move, then run in shooting phase and still charge in the assault phase. The main weakness now however is it is activated by the Warboss who is your Warlord. So if you wait for turn 4 - and warboss dies in turn 3... No Waaagh! for you... This kinda sucks a bit - however I used Waaagh! as a tool to ensure my lads made it into important combats - with Ere we go to act in this role - I can now tactically use Waaagh! to give me a extra range to my orky fist!
Ork Horde Detachment
There are two new ork only formations in the book. First one is called Ork Horde Detachment - A Unique FOC. The Horde Detachment, like the standard bound FOC, you get objective secure troops, and can re-roll the warlord trait. However you get a large FOC chart (3 HQ, 9 Troops, 3 Elite, 3 Fast, 3 Heavy, 1 Lord of War and 1 Fortification) meaning you can fit more lads in. The main reason is for the rule - Greenskin Hordes – a chance of getting a free Hammer of Wrath attack if you charge of 10”. Bear in mind you can use Ere we go to re-roll a dice – so if you position the lads 3” away – then roll a 4 and a 4 – re-roll a dice for the hell of it and get a chance of adding some free attacks!
You get a really good free rule and all you need to do gain this rule is take a minimum of 1 HQ and 3 Troops. So at least 1 extra troop choice – if you really hate troop choices and that 3rd Troop choice you just don’t want - just take 10 Grots for 35 points!
Now the other formation - Ork Warband – which is similar to the APOC green tide formation but is actually useful! Basically take a Warboss (Durr) a Mek (a new 15 point dirt cheap model that doesn’t take a FOC slot), a unit of Nobs/Meganobz, 6 unit of Boyz, a unit of Grots.
Gets the bonus’ mentioned above – however you get a new super rule – Stampede – You get to use the Waaagh! rule each and every turn from the second turn!
Let’s consider the synergy of this: This in theory can allow a really kunnin’ speed freak ork like myself put lots of boyz in a trukk, move it 6”, disembark 6”, Run 6” and then charge 12” and use Ere We Go to re-roll the charge range if needed! So a possible 30” charge! Then consider that’s 11 Str 3 and 1 Str 4 I10 hammer of wrath attacks followed by 44 Str 4 Attacks at I2 and then 4 Str 9 Ap 2 Attacks from the Nobz power klaw – not enough – charge another trukk at them.
After the boyz have finished with them, the next turn they can do the same but a 24” charge!
So that's it for now - If this post goes down well I’ll start work on a review of the balance of the army and the new units.