Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Tuesday, July 18, 2023

Warhammer 40,000 - Orks Index

I'm still feeling under the weather.

But who carez, 'cuz itz time to WAAAGH!!!

Orks are another case of no news is good news.  The Ork army rules are okay, essentially being a slightly nerfed version of Goffs from last edition.  The +1 to Strength doesn't mean a lot in this new world of buffed Toughness, but it still helps.  In the mean time, Advance and Charge and an army wide 5+ Invuln are fantastic.  And SUSTAINED HITS 1 is a fantastic buff as well.  Unfortunately 10th doesn't seem to be as friendly to melee as 9th was.  It may not seem like it, but the pace of the game has slowed down, and any army that needs to slog across the board to do damage is going to get shot.

But enuff yammerin' on.  Letz see whad da best army haz ta show!


STRATAGEMS

Careen! - 1CP

You're not gonna get to use this a lot.  But when you get to, you'll love it.

Orks Is Never Beaten - 2CP

It's a 2CP Fight on Death!  Awesome!

Unbridled Carnage - 1CP

Crits on 5s!  Your whole army has SUSTAINED HITS 1, so this will always be useful.

'Ard As Nails - 1CP

-1 to Wound may not be the most exciting rule, but you might need it to get your Boyz where you want them.  And considering Orks are already T5, this will make them pretty hard to kill.

Mob Rule - 1CP

Hmm, I'm not sure I like this.  While it's thematic, using a Strat to use a Strat doesn't seem very good to me.

'Ere We Go - 1CP

+2 to Advance and Charge is fantastic.  If you've got a unit you absolutely need to get stuck in, you can use this when you Call the Waaagh! to practically guarantee it.

Definitely some good strats here!  Mob Rule is pretty much a miss, but you've otherwise got two strats to get your Boyz to the fight, then two to make 'em punch harder.  And Careen is just some fun you might get to have now and then.


ENHANCEMENTS

Follow Me Ladz - 25 pts

We've seen GW is prizing movement in this edition.  This doesn't seem too bad to me though, as long as you have it on a big enough brick.

Kunnin' But Brutal - 15 pts

As a melee army, you want to make sure you get the engagements that benefit you.  Fall Back and Charge helps with that.  The fact you also get Fall Back and Shoot helps your Boyz get a little more dakka in too.

Headwoppa's Killchoppa - 20 pts

DEVASTATING WOUNDS is great!  If there happens to be any Character with Anti melee weapons, this is auto-include.

Supa-Cybork Body - 15 pts

You'll probably only want to use this on the biggest and baddest Characters you have, but it will make them really hard to kill.

These are all good, but none of them are really standout, save maybe the Killchoppa.  You'll more likely base the Enhancements you take based off the units you want, rather than looking to find a unit to take an Enhancement.


DATASHEETS

Battlewagon - 185 pts

Huh!  They changed Ramshackle to Armour of Contempt!  This is a tricky one, as there's a lot of different ways you can kit this out, and none of them jump out as the best one.  There's a lot of customization here.  It's also got a lot of Wounds for T10, so that's throwing off my math a bit.  It feels over-costed, but that might depend on what other options you have for getting a big unit of Boyz up the board.

Beast Snagga Boyz - 105 pts for 10 models (10.5 pts per model)

I don't think I like these.  As I mentioned in the Faction Focus, they really need a Wound re-roll if they're going to try and go after Monsters and Vehicles.  Because of that, I think they're pricey for what they do.

Beastboss - 80 pts

Oh!  Here's a potential recipient for that Killchoppa, though he already gets DEV WOUNDS on the Charge, so maybe Kunnin' But Brutal might be better.  I don't like his buff for Beast Snaggas though.

Beastboss on Squigosaur - 165 pts

This actually has better synergy, but I still think he's overpriced.  He's going to be out in the open, and though that FNP will help, he's going to get blasted off the board.  He needs to be cheaper.

Big Mek in Mega Armour - 100 pts

This is fantastic, though!  Give him the shoota and Kustom Force Field and he's gonna make your units of Meganobz incredibly tough!  If Meganobz are good you're taking him.

Big Mek with Kustom Force Field - 65 pts

Here's another one that will greatly increase the durability of your Boyz.  He's got a lot of options for joining units too, so there's bound to be something you'll want some extra durability on.

Big Mek with Shock Attack Gun - 75 pts

That gun is just so swingy!  This model should honestly be the same cost as the one with the Kustom Force Field, and possibly cheaper.

Big'ed Bossbunka - 135 pts

Nah.  At least they set this one up with Firing Deck instead of doing the silly thing they did with the Aegis Defense Line.

Blitza-Bommer - 115 pts

While this is the most affordable aircraft we've seen, there's a reason for it.  There's a decent chance this thing won't do anything in any given game.

Boomdakka Snazzwagon - 90 pts

This isn't bad, and Ork vehicles are always fun.  I like the debuff Aura it has.

Boss Snikrot - 105 pts

He's not bad, but your unit is likely going to have Cover most of the time anyway.  His ability to teleport his unit is really good though.

Boss Zagstruk - 100 pts

It's too bad Zagstruk can't take Follow Me Ladz, as that would result in some very reliable charges out of Deep Strike.  Still he'll definitely help his unit get stuck in.

Boyz - 85 pts for 10 models (8.5 pts per model)

I like that they can have two Leaders in a squad of 20, but they still feel pricey to me.  If you take them, you'll want to get them stuck in as soon as possible.

Burna Boyz - 65 pts for 5 models (13 pts per model)

I don't think that's bad for a good Overwatch target.  They might also help you take objectives, though its a little annoying the Spanner doesn't get to benefit from its rule.

Burna-Bommer - 125 pts

For only 10 pts more than the Blitza, I think this is a much better Aircraft.  Stripping Cover is a useful ability, and there's enough shots here it might actually do some damage.  I'm still not sold on Aircraft though.

Dakkajet - 135 pts

Why is this more expensive?  The Bommer is probably going to do more damage!

Deff Dread - 150 pts

Wow!  I think these came off worse than my Carnifexes.  Not very good at all.

Deffkilla Wartrike - 90 pts

I like this one!  If bikes are good, this is going to be good!  That cutta is going to miss so much though . . .

Deffkoptas - 115 pts for 3 models (~38.33 pts per model)

These are swingy, but I like them.  I feel like this is more of an appropriate model for Orks though.  Yes it's swingy, but it's also really well costed for its statline.

Flash Gitz - 95 pts for 5 models (~19 pts per model)

Man, I was really ready to like these.  We haven't really seen HEAVY yet on an Ork weapon, and the fact they can put out a lot of shots hitting on 4s is good.  But that cost though . . .

Ghazgukull Thraka - 235 pts

This feels really expensive for Thraka considering his new statline.  You're really paying a premium for his Leader ability, though his bonuses are very good.  Still, Makari makes him very tough to kill once you've chewed through his unit.

Gorkanaut - 295 pts

Wow!  I think that's actually a really good cost for the Gorkanaut.  These actually might get to see play again.

Gretchin - 45 pts for 11 models (~4.09 pts per model)

Grotz are actually really good!  Not only are they extremely cheap and expendable screens, but they're potentially getting you some CP too!  Just don't let it get to their heads, or we might have an uprising on our hands!

Hunta Rig - 180 pts

I really like this one!  I just wish Beast Snaggas themselves were better.

Kaptin Badrukk - 95 pts

While Flash Gitz are overpriced, I like Badrukk.  He actually makes Flash Gitz hit pretty hard, especially in combat when calling the Waaagh!  Just like with Death Guard's -1 Toughness, +1 Strength doesn't mean a lot with the new Toughness profiles.  But +1 Strength and -1 Toughness?  That'll do it!

Kill Rig - 220 pts

That's actually a really good range on the Wurrtower.  Still, even with another buff to get your Orks hitting harder, I'm not sure it's worth the extra 40 pts.

Killa Kans - 150 pts for 3 models (50 pts per model)

This might be my favorite unit so far!  I think 50 pts for 5 T6 Wounds and a bunch of attacks on 4s is pretty good.  Also, I think Shooty Power Trip is both powerful and hilarious!

Kommandos - 135 pts for 10 models (13.5 pts per model)

This unit looks like its a lot of fun!  It's got quite a few nice toys to play with, and starting with both Infiltration and Stealth is nice.  I still feel it's a bit expensive.  You should not be paying the same price for good melee as you do for good shooting.

Kustom Boosta-Blasta - 85 pts

I'm really liking a lot of the Ork vehicles.  I kinda wish we still had access to the Speed Waaagh!  It wouldn't surprise me if we see a similar rule when the new Codex comes out.

Lootas - 55 pts for 5 models (11 pts per model)

Yeah, Ork Infantry is still feeling overpriced to me.  I hope we see a relative reduction in cost for it.

Mad Dok Grotsnik - 75 pts

I'd say this is okay for some decent melee, a 5+ FNP, and Fall Back and Charge.  I just wish there better units for Grotsnik to be in.  Well, I guess we still have Nobz to look at.

Meganobz - 2 models for 65 pts (32.5 pts per model)

Okay, these are priced really weird.  I don't know if this has happened before, and I just didn't see it because I didn't have point, or I did have points and missed it.  The price I've written is the best one for the unit.  Again, I feel like these are overpriced.  But they're probably going to hit really hard when you Call the Waaagh!

Megatrakk Scrapjet - 90 pts

Again, I like Ork vehicles.  Also, although this unit is pretty melee focused, I actually like the rokkit kannon.

Mek - 45 pts

I like Ork vehicles, so I like the idea of having a Mek or two to keep the operating a little bit longer.  How he's going to keep up, I have no idea.  But a good number of vehicles are transports, so that'll help.

Mek Gunz - 45 pts per model

Huh, the Grotz are now just tokens to represent the wounds on these.  This is another heavy weapon team that will have trouble repositioning if you need to.  It's got descent range, but unfortunately doesn't have any access to INDIRECT.

Morkanaut - 350 pts

Apparently they decided the Morkanaut had enough fire power it required a points bump do to indirect, but the Gorkanaut didn't.  I still like it.

Mozrog Skragbad - 195 pts

Mozrog might just be tough enough to get to where you want him so he get some work done.  He'll also probably get to do a surprising amount of damage to his chosen targets.  He's still very targetable, though.

Nob on Smasha Squig - 75 pts

Here's another one that's going to depend on how good its unit is.  Mounted is not a good keyword to have.  But this is still a tough and hard hitting leader for its cost.

Nob with Waaagh! Banner - 70 pts

This Leader has some nice abilities.  Unfortunately, we already know Boyz aren't very good.  So if Nobz aren't good, it's not gonna be worth taking.

Nobz - 115 pts for 5 models (23 pts per model)

Nope!  Orks just aren't doing well for Infantry, unfortunately.

Painboss - 70 pts

I'm still not sure about Beast Snaggas, but this might help keep your big Warbosses alive.

Painboy - 80 pts

This Painboy however, feels over-costed, especially when you consider what units it can join.

Rukkatrukk Squigbuggy - 110 pts

Indirect can be very good.  While this unit's Indirect isn't very strong, it does get a ton of shots.  It also has some very nice mobility to get into position and keep it ahead of any trouble.  I'd say it's fine.

Shokkjump Dragsta - 85 pts

Again, I really like Ork vehicles.  While this model has less shooting than the other vehicles do, it has some relatively reliable shots it can put out, potentially sniping away characters.  It's also insanely mobile.

Squighog Boyz - 110 pts for 3 models (~36.67 pts per model)

This isn't bad, though it still sucks that it's Mounted.  I also wish it hit harder.

Stompa - 800 pts

This can definitely put out a ton of Dakka, but it just feel over-costed to me.  Even with the benefits of towering, I think there's a reason GW didn't increase the points on it along with the other towering units.

Stormboyz - 65 pts for 5 models (13 pts per model)

They're good!  Finally we get some Boyz I think are actually priced appropriately.  I definitely think that those combat profiles with that level of mobility is worth 13 pts per model, and probably not a point more.

Tankbustas - 135 pts for 5 models (27 pts per model)

Is . . . is that a joke?  Seriously, in what world are these things worth more than 20 pts?  And that would still be overprice!

Trukk  - 50 pts

By contrast, I'd spend this all day long!  Even if I'm just getting my Grotz into position and then sending this off to be disruptive, I'd totally buy 3 of these.

Warbikers - 3 models for 75 pts (25 pts per model)

While the fact they're mounted is a bit of a liability, I still really like these.  Speed Waaagh! can't come soon enough!

Warboss - 70 pts

I'd say this was really good, if only he had something good to lead.

Warboss in Mega Armour - 95 pts

If you want a boss, I'd call on this one and some Meganobz, though I still think that's a bit of a pricey package.

Wazbom Blastajet - 175 pts

Even if Aircraft were better, I still think this would be overpriced.  The fact it can still get the 4+ Invuln is nice, though.

Weirdboy - 55 pts

Orks have only had a few precision attacks, so this strangely makes the Weirdboy the best tool for removing pesky Characters.  Unfortunately, you'll need to put him in a big unit of Boyz to get the most out of his ability.  At least the unit will get a potential teleport, and you can put a second leader in there to help get more value out of it.

Wurrboy - 60 pts

I don't like this as much.  Eyez of Mork might spike to do some decent damage, but Roar of Mork is going to be much more situational.

Zadgrod Wortsnagga - 80 pts

Grots are really good, and Zodgrod will let you get a little more out of them.  I feel like he might be a little overpriced, but that's still a heavy overhaul to a unit of Gretchin.

Mekboy Workshop - 80 pts

While I like Ork vehicles, I still think this is too much to pay for a unit that does nothing but heal them a little whenever they're nearby.

Grot Tanks - 155 pts for 4 models (38.75 pts per model)

Grots are good!  Vehicles are good!  Are Grot Vehicles good?  You betcha!

Grot Mega-Tank - 110 pts

Second verse, same as the first!

Squiggoth - 150 pts

I think this is pretty good too.  Not sure what I'd put on it.  Maybe a small unit of Flash Gitz with Badruk?

Gargantuan Squiggoth - 440 pts

Same here, though I'm even less sure what I'd put in this one.

Kill Tank - 305 pts

That's a lot of T12 Wounds with a lot of dakka!  Additionally, I think that Orks have a bit of a problem with Vehicles from the looks of things.  That big gun might help, thought it's still not the most reliable.

Mega Dread - 225 pts

And I think we have our first Forge World miss.  I just don't think you're going to get your points back from this.

Meka-Dread - 230 pts

Interesting!  While it's got a little less dakka, it heals the vehicles around it.  As a big model, it'll have a somewhat decent radius to choose from.  I just don't think it'll live long enough to do much.

Big Trakk - 75 pts

And we're back in action!  It's too bad it doesn't have a better melee attack.  Still, this is pretty good.

Warboss on Warbike - 85 pts

If you have one of these or have converted it, this is probably the best Warboss Orks have right now.  Although it doesn't currently say it can actually lead bikes . . . or anything else . . .

Nobz on Warbikes - 125 pts for 3 models (~41.67 pts per model)

Like the basic Warbikes, these are great save for being a Mounted unit.  It's also interesting to see enhanced Consolidate again!


FINAL THOUGHTS

I can see why Orks are landing closer to the middle of the pack.  Though they have good rules and Characters the units you most want to use them on are all overpriced.  And considering how hostile this game can be to low save Infantry, that is definitely not good.  But they still have some great pieces, with their vehicles in particularly being pretty strong.  They've also got some of the best Forge World datasheets I've seen so far.  If like playing a Speed Freeks style army, I think you can have a lot of fun and success here.  If you like your big bricks of Boyz, I think you'll be more disappointed.

Friday, June 2, 2023

Faction Focus: Titans


Faction Focus: Titans

So I've already got two predictions, one positive one negative.

The first thing I want to point out is the title of this article is "Faction Focus: Titans," not, "Warhammer 40,000 Faction Focus: Titans."  It's posted under #NEW40K and they promised news about Titans for 40K, but I don't think that's all we're getting.  

So my positive prediction: there will be teasers for Titanicus and possibly even talk about their plans, if any exist, for Apocalypse in 10th Edition.  I'm even pretty sure that is Titanicus artwork.

My negative prediction: Titans will be getting the Forge World and Heresy treatment.

In short, though I'm betting we'll see some rules below, Titans will probably not be allowed at Competitive events.  I'm betting that will include things like certain Xenos models too.  From my faction, I'm guessing they're not planning on balancing Harridans and Hierophants for the game.  We might still get Hierodules, though.  But then, they already took away a bunch of our Forge World units!

Let's see if they prove me wrong.


ADEPTUS TITANICUS

So right off the bat we're getting Imperial Armour Indexes for each faction, with a separate one for Titans themselves.  And so far it sounds like they're treating these Indexes the same way as any other.  So that's good.

The rules for including one are simple.  If you're Imperium or Chaos, you can include 1 Adeptus Titanicus model.  Whether they'll be anywhere near affordable enough to include is another story.


THE WARLORD TITAN

And we're just going straight to the top for this article!  The Warlord comes packing with a new Toughness stat of 16 and 100 Wounds.  This is still 20 Wounds less than its 9th Edition counterpart.  Its Warp Shields have been simplified to a flat 5+ Invuln against all ranged attacks, so you can't break them anymore.  This massive war machine is also OC 30, meaning you'll need practically an army to steal an objective from it.  Strangely, it's got a 6+ Ld.  If anything was going to have a Primarch's 5+, or even Greyfax's 4+, you'd think it'd be a titan.

And it's bristling with guns, including the now Strength 32 Belicosa which will allow it to even wound other Warlords on 2s.  Strangely, it's not -6 AP like the previous big guns we've seen, meaning you can still get a save if you can find cover somehow.  But lets face it, you're shooting this thing at something that can't qualify for cover.  It's also gone up to damage 18!  I'm not going to go through all the other weapon changes individually, though some are nearly untouched.  The highlights are the Ardex-defensors losing their bonus in Overwatch, a pretty big nerf to the Sunfury, the Arioch getting a sweep, and the macro gatling blaster getting shots for days.

Titans in 9th Edition came with a CP tax in edition to their massive points bill.  This has returned in 10th as a tax on all Stratagems used on them.  Any Stratagem you use on a Warlord will cost you a massive four times the CP.  I think this is also a way to balance the Titan's ability to be included in any Imperium or Chaos faction.  Considering they probably haven't even written all the Stratagems that 10th Edition will eventually have, this is potential future proofing against problems.

The Warlord also gets the Screamer-killer ability we've seen a few times now, allowing it to for a Battle-shock test on a unit.  Though if any unit would get to inflict Battle-shock on multiple units, you'd think it would be a Warlord.


THE PHANTOM TITAN

We also get a little Aeldari number in the form of the Phantom Titan.  They went with T14 and 55 wounds with an OC of 20.  However its shielding still keeps its 4+.  I'm again not going to go over all of its weapons, but there are substantial nerfs here, even past what 10th Edition has been doing.  

However, unlike its Imperial counterpart, this one gains all the faction rules, including Strands of Fate.  We get a rule missing from the Warlord Titan here, the ability to move over models and terrain.  I'm guessing that must be part of the Warlord's Super-heavy Walker rule.  This one also gets a CP tax, but at three times the cost instead of four.  One massive thing to note here is that it gets a rule called Flawless Poise that allows it to Fall Back and shoot and charge.  Many of us were expecting some of the keyword rules would already allow models like Knights to do this.  But it looks like you have to be a Titan to see this kind of rule by default.  It does make me wonder if the Warlord will get that with it's Super-heavy Walker, or if it can be pinned in combat.  If it does, than that means the Phantom doesn't get a rule of its own.


THE HIEROPHANT BIO-TITAN

Yes!  We get to see the stats on the Hierophant too!  The bio-titan comes in at T14, 30 wounds, and a 5+ Invuln.  It's also Ld 8+ like most non-synapse units.  The bio-plasma torrent is actually pretty buffed by 10th Edition standards, gaining another D6 shots.  But the dire bio-cannon is honestly straight up nerfed.  This model used to be a descent Titan hunter, but those days appear to be over.  In exchange, they've boosted its melee, making it vicious against against both other Titans and ground troops.

Rules-wise, the Hierophant gets a +1 to hit against Battle-shocked units, emphasizing the Tyranid's new roll as intergalactic horrors, and gets the same rule the Phantom got for moving over models.  It doesn't get the ability to Fall Back and shoot though.  It's also still acts as a Transport, though we don't know which and how many models it can carry.  But the best part is there's no CP tax!


GARGANTUAN SQUIGGOTH

Oi!  Iz time da boyz show dem how itz done!

The Squiggoth gets similar stats to the Hierophant, though it's got slightly lower toughness and better leadership.  It's weapons have standard 10th Edition conversions to them, though the huge tusks have taken a slight nerf in exchange for a new sweep attack.

It comes with Firing Deck 20 to allow embarked Boyz to dakka away.  They also can fire perfectly fine while tied up in melee thanks to Walking Bastion.  This model also manages to escape a CP tax.  A simple unit for a more barbaric age.


T'AU MANTA

The reveals keep coming, making this our most packed Faction Focus yet!  We get the full card for the Manta, including what it can carry.  And that "what" is basically an entire Tau battle force.

The Manta hasn't lost any wounds, but is still nerfed by going down to a 5+ Invuln.  It's guns are mostly untouched, save a buff to the heavy rail cannon and burst cannon.  It gains the Fire Support rule in the form of Aggressive Deployment, allowing disembarking units to get rerolls to Wound against struck targets.  And considering what this thing can carry, that target probably will be a crater.  It also gets the CP tax we saw on the Phantom.


FINAL THOUGHTS

And with that, we've covered most of the factions that can bring these massive models!  Both of my predictions were wrong, though there was a foot note about Titanicus at the bottom.  This article was entirely focused on models you will be able to bring to a 40K game, with no exceptions stated for competitive play.

Obviously we don't know what they'll cost yet.  Save for painting competitions, you weren't taking a Warlord, Phantom, or Manta to a tournament since they're too expensive for a Strike Force game.  But you could bring Squiggoths and Hierophants.  I'm pretty sure under new army construction rules you can take just a single titan as your army if it's 2000 points or less, so if they dip that low it's technically legal.  My guess is they probably won't see the board in most lists, but its nice the option is staying there.  

Wednesday, May 24, 2023

Faction Focus: ORKS!!!



I'm having a bit of an awful day, so this is a good time to learn about the most fun faction in 40K.  I love Orks.  If Tyranids didn't exist, I'd be an Ork player.  Orks have had their ups and downs over the years.  But one thing that hasn't changed is that they've always been fun to play and Ork players have nearly universally been the best players to play with.

Let's see what GW has in store or them!


WAAAGH!

I feel you're short a few exclamation points there GW.

So WAAAGH! returns as a once per battle ability where you call it on the turn you're going to make your big play and charge forward with everything you've got.  There's no separate WAAAGH! types this time, it's just an army-wide Advance and Charge, +1 to Strength, and 5+ Invuln.

Like Shadow in the Warp, when you declare this is going to be the skill test for the army.  You get one round to do as much damage as possible, so you need to make it count.  Call it too early and you won't inflict enough damage to matter.  Call it too late, and you won't have enough boyz to make a difference.

GW makes a big deal of calling out this as a "start of the battle round" ability.  This definitely helps a lot, as you can shrug off blows your opponent deals and counter charge in your turn.


GET STUCK IN

Well that's nice and simple.  Just SUSTAINED HITS 1 for every Ork in your army.  Not gonna complain about that.


BEAST SNAGGA BOYZ

Man, we need more love for the classic Ork Boy from GW.  Still, lets see what last editions new Ork menace brings. 

The Beast Snaggaz come with a 6+ FNP and re-roll Hits against Monsters and Vehicles.  I feel like maybe they should have gotten re-roll Wounds or LETHAL HITS.  The highest Strength on their profile is 7, 8 with the WAAAGH!  Hopefully there are more rules to get their Strength and AP up.  Cause their weapons and profile make them seem more like an ant-infantry unit.


GHAZGHKULL THRAKA

Next we get the big man, er Ork, himself!  Can I just first note that Makari is T6.  I know this is a rules thing more than any statement on the vitality of Ghazghkull's favorite, lucky git.  But I just find it funny.  At T6, Ghaz is tougher than the average Ork but not by much.  I'm a little surprised at this.

Ghaz isn't getting and Army Commander ability, despite his role in the lore.  Instead he grants a unit he's leading a flat +1 to Hit and Wound.  This will be much appreciated with the higher toughness threats out there.  This combined with Makari's banner granting LETHAL HITS is going to make an Ork WAAAGH! hit hard.

Ghaz doesn't need a shtupid humie "Pick an ability" rule.  He's just going to make the army better by being there, like a propper boss.

Also, I find it hilarious Makari's famous luck now applies to his stabba, granting him DEVASTATING WOUNDS.


DEFFKANNON AND MEGA-CHOPPA

We're not seeing a lot of special rules on the weapons themselves here.  Apparently the kunnin' brutality and brutal kunnin' of Orks means they just get a lot of attacks with big guns.  Works for me.


SQUIG LAUNCHAS

Oh but here's a fun reveal.  Squig Launchas are an INDIRECT FIRE weapon that also IGNORES COVER.  That means one of the disadvantages to using INDIRECT FIRE is automatically negated as the squigs scramble, bounce, and tumble into their targets.  Note, you'll be hitting on 6s normally, so you better hope you can get those boyz a bonus.


ORKS IS NEVER BEATEN

And Orks get fight on death!  It's 2 CP, but that's always a brutal way to turn back an enemy offensive.  Your opponent gets the 1st turn, it's Battle Round 2, and they're in position to launch their offensive.  You call the WAAAGH! so you can get the Invuln and can counter charge on your turn.  Then you spend 2 CP in the fight phase on the biggest scrap to punish their puny army for daring to steal your bluster.


'ERE WE GO

And we get a second one too!  That's a decent amount of reveals for this Faction Focus.  This one is another simple but powerful ability.  Just a flat +2 to Advance and Charge, perfect for when you call the WAAAGH! as this potentially gets you an extra 4" to your threat range.


FINAL THOUGHTS

We get a final reveal in the fact that Ork Boyz will also get AP -1 on their Choppas, which will help with enemy armour.  They also say they've taken a fresh look at the Painboy, but don't reveal anything.

On the whole, Orks seem to have been granted simple but powerful rules.  You'll still have your skill check for knowing when it's best to call the WAAAGH!  But if you're the kind of player that just wants to push models and roll buckets of dice, it looks like Orks should easily scratch that itch.

My only concern is that we haven't seen a lot of high Strength weaponry.  Ghaz is bringing his S14 claw, and the Stompa has it's big weapons.  But that's Ghaz and the Stompa.  I hope that there'll be enough combined bonuses on the army so that it doesn't bounce off enemy armour.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...