It's quite long since every new unit is done here probably do one more post about upgrades equipment then my conclusion of the whole thing.
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Big Melee monster - same as before. Takes a few punches and then donkey kong punches you back! Previous the Waaagh! was an ork army rule – now it is a Warboss rule – kill the boss – no Waaagh! So targeting a Warboss can be very useful. They are a bit vunerable on foot. With T5, they can instant death by a monster - but most other warlords will struggle. T6 on a bike helps alot with this.
I feel they are weaker than before as they still have only 3 wounds - regardless of armour, most people plan to have ap 2 so most HQ's have access to decent invun saves. We used to have cybork bodies for 5++ but this is now 5 points cheaper but only a 6+ FnP. I'm a bit sad because my warboss usually will run around hand in hand with a painpoy to get 5+ FnP.
I’m a bit sad as personally I wanted Warbosses to have either access to decent invun save (4+) or an item to give them eternal warrior so they can take a beating from Str 10 stuff. I also wanted to have an extra wound – (I would have happily paid more points – however new ork supplement appears to have an item for eternal warrior.)
Cheaper than before and non stupid powers. Can go to level 2. He also gains extra charge points the more units with 10+ orks nearby. Powers are all decent. Basic is a Str 6 Ap3 Blast. One is to allow you to deep strike the weridboy and his unit. One power adds attacks to the unit (More meganob klaw attacks :D) All the other stuff is High Strength AP stuff so all usable - most stuff is blast or template to compensate for the crapness of Ork BS2.
Very interesting option. A non FOC slot model, 1 wound, dirt cheap and lots of wargear items to choose. He has to attach himself to a unit at the start of the battle. I’m considering using him like a second nob to attach to boyz to give me effectively a second power klaw in the unit. He can fix stuff – on a 5+ now – however he can no longer harm the vehicle your trying to fix anymore!
More or less untouched. However the Kustom Force Field is now a 5++ invun save against shooting so ha ha silly ignore cover rules that pissed me off before. The Mek can repair stuff – also can take megarmour and a KFF at the same time. Expect him to do the same as before.
Basically it’s a Nob who gives units Feel No Pain. Can be put on a bike or in any unit – can move units so when ones nearly dead he can jump ship! It’s now an independent character so you can use look out sir – very happy with this dude - hence i'm buying 2 very soon! (Dont like the new plastic model tho!)
Mad Dok Grotsnik
Never used before but seems ok. Gives his unit fearless and is a painboy. Has 4+ armour unlike painboys and 3 wounds and more attacks. He is very expensive at 160 points.
Never used before - seems decent but before you could only take him with flash gits - but flash gitz are now good! Now you can field him as a HQ. Has a Str 7 Ap2 Assault 3 gun - but the same price as 5 flash gitz...
Very cheap - 65 pts - and would be brutal leading a 30 strong unit of stormboys. Zagstruk cant charge the turn he arrives from deep strike anymore - but with the rokkit packs extra movement rule, you dont really need to deep strike! He does get an Str 8 Ap2 hammer of wrath attack which seems very good could instant death a Chapter Master before the stoopid beakie could even punch!
Lots of people moaning – lots of people wanted points reduction, I wanted FnP or something.
They are more or less the same as before. Same points, stats,and now shootas cost 1 point more. However let’s consider this fairly – they have assault grenades for free now so can attack at I2 when charging into rubble. They get ere we go rule (which is insane!) Ork Boyz are amazing for 6 points and ork players are lucky they didn't ruin them!
Same but 5 points cheaper! Same function as before - Man the Quad gun grot!
1 point more expensive – Can have their own trukks (like most the army now.) I'm thinking a trukk with 12 boys is quite cheap and can be filthy way of getting them templates into play real fast! They also have access to Meks(the HQ choice one) as upgrades like before - so good passengers for mork/gorkanaut as they can repair from inside, then jump out and burn horde units wanting to bog the naut down.
2 points cheaper and much, much, much better! Glory hogs rule is only a good thing now. If this unit gets first blood on a vehicle they get a bonus victory point! This is awesome and means I will now hunt down first blood actively – and these guys are designed to pop light vehicles. Str 8 Ap3 Rokkits, Melta Bombs with tankhunter rules. Even the bomb squigs are better - they hit on a 2+ and cant hurt your own vehicles!!! Serious buff for these guys and I am likely going to want even more of these guys now! No vehicles to kill? AP 3 rokkits so instant death to Beakies!
2 points cheaper 18 down from 20. Main change is you cannot make them troops anymore. Objective secure nobs were insane. This is true of Nobz in all forms. They are still scoring however. There max limit was 10 so mob rule is a buff to these chaps, ere we go is amazing. They have access to all the same old toys except a painboy - which is HQ option now. There is a Nob Boss character so this unit can issue/accept challenges now.
They in theory are just as stabby and stompy as before - buffed and cheaper but Im still sad they cannot be upgraded to a troop choice anymore.
Still amazing. Same points as before – 45 per nob. Toughness 5 badass with armour, cover save if you jink and if you give them a painboy HQ on a bike Fnp 5+. Still expensive as hell - take all 10 and your taking 400-500 points but its seriously insane for damage!
The same as before but again the bonus of mob rule, ere e go and they can have bosspoles. You can put a painboy in the unit now as well so technically they are improved!
Another seriously improved unit. 5 points cheaper?! Gained Stealth rule?! Snikrot can be added (in addition to a Nob with a power klaw!) Snikrot gives them shrouded to give them more survivable - arrive, move into cover and then you get a 3-4+ cover!Normall they outflank but Snikrot has the same "can arrive any table edge" also they have no FOC if Snikrot is chosen meaning you can take another unit of nobz/tankbustas/burnas. You can add meks/independant characters to this mob so you can make this kommando unit seriously bad ass. They will cause a headache when they arrive.
5 pts cheaper. It is now a Fast choice but near on every unit can take one as a DT so a bit odd. I suppose you can put your grots in a trukk now?! They are cheaper than before and can choose the shoota or a rokkit for free. No more fun ramshackle anymore. Used to be funny and also meant trukks blew up Str 3 which meant the passengers were more likely to live. Now they blow up at Str 4 wounds on passengers. They do however they have a new rule on a 6, pen rolls are demoted to glancing hits. New upgrades are quite good too. First unit to actually get nerfed - but hell - the unit was broken before!
3-5 points cheaper – cant remember. Can take up to 30 of them now! I can see these guys being evil now. 12” movement, using special rule to run 12” (but whole unit have to take dangerous terrain test – but heck – that’s why you take 30 of them!) and then if you have called your Waaagh! charge up to 12”. Who cares if you have used your jetpacks to move – you can regain your hammer of wrath with greenskin hordes if your lucky! 36” charging nutters.
Depending on upgrades – cheaper. I usually used rokkits so 5 points cheaper now. Still access to power klaws. They used to have outflank and arrive to power klaw/shoot and harass. They get scout so you can use them for a similar role and you can get a 4+ jink and the fact that the weapons are TL means snap doesnt matter too much. Undecided on this unit - i think I will opt for buggies.
They have been nerfed - in theory. Normally you take with 3 super shootas and pump out 9 Str 6 AP 4 shots. They cost more points more depending on upgrades. Waaagh! plane rule meant that you could fire your guns twice on the waaagh! They used to pump out 18 Str 6 Ap 4 shots at BS3 on the waaagh! Now on the Waaagh! they just…(just!) do 12 Str 6 Ap 4 Shots. Now the reason i say this is nerfed - is that they arrive turn 2 at the earilest and if your going for ork warband formation you get a waaagh! every turn - so every turn you get the 12 shots. The planes can actually gain more shots over the game with the new rule if you use combinations.
Cheaper – I was never a fan – They do drops ignore cover bombs but only AP4 so usually not a big deal. They also gain (slightly less than the dakkajet from the waaagh! plane rule.
Slightly more points – but their bombs are better – Str 7 Ap 2 Armourbane and a chance to do amusing things like crash into your targets! Very flavourful unit and i will be willing to give this a try now. They also gain (slightly less than the dakkajet from the waaagh! plane rule.
7 points cheaper – and about time! Unit size increased to 15. Gives you a 4+ armour save but exhaust cloud rule of always getting a 4+ cover save has gone. They get jink which is increased to 3+ if you turbo boost. Snap shooting isn’t much of a punishment for orks so points decrease seems about spot on. Still have their Assault 3 TL Str 5 guns so can be shooty or fast.
5 points cheaper and can go in squads of 5. Can give trakks to re-roll immobilising results on dangerous terrain. They also get a free upgrade to TL rokkits. still have to pay a bit for a skorcha. Can be useful for whatever you want. They get outflank and they are fast can go where there needed when they do arrive. Hello exposed hidden tanks/troops!
One of the new units – replace big Gunz but are totally diferent. They are fired by Grots fire them so BS3! but the flip side is Leadership 5. Might consider attaching a Mek for the Ld 7. The unit is really Really Cheap – 39 points per gun fully upgraded. They are either blast (so missing isnt that bad) and can take ammo grots to re-roll a miss. They fulfil one of 4 roles –
Bubblechucker is basically fun silliness – Large blast Ap D6 and Str D6 – you roll once – so you get a 2 – Ap 2 and Str 2 – blast so if the Ap is good, the Str sucks so quite balanced - i imagine its very fun!
Traktor is 1 shot anti air – which now means the ork army has something with skyfire at last! It either makes grounding tests very hard or makes flyers locked velocity so very decent anti air.
Smasha – single shot anti big stuff – Str 4+D6 and Ap 1 – so I see it as a vehicle killer.
Kustom Mega kannon – small blast Str 8 Ap 2 nastyness. Good all rounder.
20pt cost increase – A mixed bag for me – I can’t use them very well so I don’t really care – can take a killkannon (Str 7 Ap3 large blast -Space marine bane!) for a much cheaper amount. So Gun wagons are cheaper. They are open topped so quite easy for a lascannon to pop in one shot. I prefer looted wagons for shooty as you can spam more of them or Trukks for transport.
-10-30pts cheaper depending on items. With grot riggers they gain it will not die. Very decent buff.
10 points more+ Now can come in groups of 6. The only walker that has to do a weird morale check if 25% die. They don’t flee – but cower and can only snap shot. I love the models and love that its killy grots - but for me you can pick 6 Killer Kans or a Gorkanaut with full upgrades!
New unit – Fulfil something I feel the army missed – something big and scary that everyone can’t ignore (unless you have good overwatch shots it seems!) 5 Hull points and 13/13/12 armour – Can have it will not die and transport units. Gork is slightly more Brutal (has rampage so usually gets +d3 attacks) and Mork is slightly more kunning (can have a force field.) They have a ton of guns. They both have 2 rokkits and 2 TL big shootas. Then Gork has a 3D6 Str 5 Ap 5 gun and a skorcha. Mork has a Kustom mega kannon (see mek guns) and a kustom mega blasta.
The 48" Str 7 D3 Heavy gun orks. Everyone seems to love them apart from me. They can take meks in the same way they use to be able. The unit are 1 point cheaper and can have its own trukk.
Totally revamped. Now good! They actually have a function - excessively and brutal light arms fire. 3 shots each. Str 5 Ap D6 and now have access to wagons/trukks the same way nobz do. They are about 20 points cheaper. 5 of them can pump out 15 Str 5 AP1 shots. If they are stationary they hit on 4+. The D6 might seem dumb - but in pure theory 50% of the time they go through power armour. 33% of the time they go thro terminator armour. They are so random, a sane player will keep high armour infantry away from these or risk getting brutally murdered. Even if the AP sucks, theres so many shots they usually do some damage!
White dwarf dataslate – a lot cheaper. No FOC slot as well. Might be FAQ'ed to be a heavy choice - and if they are made to be heavy they become pointless. They are basically a Rhino 11/11/10. They are Very cheap at 37 points but the upgrades are cheaper than before. Want a non open topped poor mans Leman Russ with a 24" Str 7 Ordnance AP3 gun that also functions as a 12 model transport?? 82 points. Don't Press dat rule - which meant on a 1 each turn you it moves straight forward and you lose all control has changed. You can do movement as normal - so you can embark, disembark as normal - then in the shooting phase you roll a dice - on a 1 you have to move flat out - but you can just move this flat out however you like to avoid having your wagon run into the worse position ever!
Lords of War
Not sure what he is doing here. Same as before. His waaagh is same but allows meganobs to run and charge despite slow and purposeful. If you were playing to lose friends you would take a stompa every time as far as I can see. I can only assume that GW want each leader of the faction to be a lord of war (eg Calgar, the named greater Demons, cthan etc) but there is nothing to make him worthy of a Lord of War!
Same as Apoc – seems stupidly unfair for a normal 40k game. Its nice to have the rules tho!