Monday 26 November 2018

Quick Hits - November 2018 Orks

Our latest quick hit is Codex Orks.


Special Rules

Dakka! Dakka! Dakka!
Sixes always hit and also trigger extra shots for shooting attacks? For an army that can muster a large amount of firepower, in an edition where every gun can potentially hurt every unit, this is immensely powerful.

'Ere We Go!
Re-rolling either/both dice for Charging gets Orks in combat a lot easier.

Mob Rule
By keeping your Infantry together, you can make them immune to Morale unless they take a horrific amount of casualties.

HQ

Ghazghkull Thraka
The Twin Big Shoota is ok. The Kustom Klaw is pretty good. But you are taking him for the Great Waaagh! Allowing your Orks to charge even if they advanced and giving them an extra Attack will drown a lot of enemies in green bodies and leave them not much left to strike back with.

Warboss
Waaagh! is good and Breakin' Heads is ok. This is a solid HQ choice, especially if you aren't Goff.

Big Mek with Shokk Attack Gun
The weapon is very unreliable, but great when it works. Being a Mek, he can also repair Vehicles which is something to keep an eye out for.
Big Mek in Mega Armour
Your only on-foot source of Kustom Force Field now, as the other choice is relegated to the Index. The Tellyport Blasta isn't worth taking, so the Force Field is the way to go.

Weirdboy
Having the potential to get +3 to Psychic Tests means most powers you cast will succeed and puts the enhanced Smite well within reach. Totally worth the increased chance of Perils of the Warp.

Boss Snikrot
Gives your Blood Axe Kommandos re-roll 1s in the Fight phase. I'm not that impressed with him though.

Boss Zagstruk
A decent assault character who can do an impression of a Smash Captain.

Deffkilla Wartrike
A Warboss for Evil Sunz, it's surprisingly powerful once it gets close.

Kaptin Badrukk
A surprisingly decent Shooting character who buffs your Flash Gitz, the Gunz for Hire rules makes him easy to slot into any army.

 Troops

Boyz
Green Tide encourages large units of Boyz, giving them 3 attacks each. The special weapon choices are ok, but I'd want to either make these Choppa Boyz for combat or Shoota Boyz for shooting and use the weight of dice to my advantage.

Gretchin
They get +1 to hit if the unit is large enough, but they can't use your Clan Kultur or most Stratagems. Still, they are meant to be cheap chaff and that's the job they do.

Elites

Mad Dok Grotsnik
He's a Painboy with marginally better stats and a Slugga, but he has a must charge clause. I'm not impressed.

Painboy
A feel no pain bubble and the ability to restore wounds makes Painboys really good.

Mek
A source of Vehicle repair at a very cheap cost.

Runtherd
Helps keep Gretchin from fleeing to Morale and gives them re-roll 1s in the Fight phase. Good if you are taking a decent sized mob of Gretchin or two.

Burna Boyz
Up to 15 guys, all armed with Flamers? Sign me up. There is also some mileage to upgrading one to a Spanner, for that extra Vehicle healing.

Tankbustas
Re-rolling hits against Vehicles and all having Rokkit Launchas is amazing. The Squig Bombs are just icing on the cake.

Nobz
I think I would rather spend these points on more regular Boyz.

Nob with Waaagh! Banner
+1 to hit in the Fight phase for nearby Orks makes this an amazing, yet underrated character.

Meganobz
A very killy unit, but even a 2+ armour save is surprisingly fragile in this edition of Save modifiers.

Nobz on Warbikes
Much like their on-foot counterparts, I'd rather spend the points on more regular Bikers.

Kommandos
These guys are ok for Deep Striking. Make them Blood Axe 'Ard Boyz for a 3+ save against shooting from over 18" away.

Fast Attack

Warbikers
Fast Orks, especially combined with a Deffkilla Wartrike to let them advance and still charge.

Kustom Boosta-Blastas
A decent mobile gun wagon, with amazing protection against being charged.

Shokkjump Dragstas
Amazing gun and decent melee, my favourite thing is the Shokk Tunnel isn't optional. If you Advance and roll a 4+, you have to Deep Strike in which is hilarious.

Boomdakka Snazzwagons
A decent amount of shooting, but unimpressive compared to the other new vehicles.

Megatrakk Scrapjets
Weirdly slow for a fighter jet on wheels. It's made for hunting other vehicles, especially if you take 2-3 of them.

Rukkatrukk Squigbuggies
A very versatile anti-infantry mobile gun wagon.

Stormboyz
They can Deep Strike, Advance 6" and be taken in mobs of 30. These guys are really good.

Deffkoptas
These guys are ok, I think they are best equipped with Kopta Rokkits.

Heavy Support

Mek Gunz
The Bubblechukka is trash. The Traktor Kannon is a little overhyped, but not by much. An auto hitting Krak Missile for such a low cost is impressive, but the platform itself is fragile.

Battlewagon
Surprisingly this and the other two variants only have a 4+ save. I think this isn't worth upgrading and would rather keep it as a large troop transport.

Gunwagon
Shooting twice with a Killkannon is really good, especially with Mobile Fortress.

Bonebreaka
Looking for melee, it's surprisingly deadly if it can get the Charge in early.

Killa Kans
Taking a bunch of these with Grotzookas and Buzz Saws could be fun, but they are weirdly susceptible to Morale if your opponent can kill two or three in a turn.

Deff Dreads
Suffer from the "Dreadnought Weakness" where they are targeted by all the anti-Vehicle weapons, but don't have enough Wounds to survive the attention.

Morkanaut
The Kustom Force Field one with anti-Vehicle weapons, they are hardier than other Vehicles, but can't quite go toe-to-toe with a Knight.

Gorkanaut
The anti-Infantry 'Naut. I feel the Kustom Force Field makes the Morkanaut a better choice.

Lootas
Deffguns are still a real good choice for a ranged unit for Orks. They can get a lot of shots, which makes Dakka! Dakka! Dakka! really good for them.

Flash Gitz
BS 4+ and Snazzguns, plus the chance that the unit may fire twice a turn makes these look amazing.

Dedicated Transports

Trukk
A cheap transport, with the potential to reduce damage dealt to it to 1.

Flyer

Dakkajet
Four Supa-shootas that get +1 to hit if they all shoot the same unit is really good. A great flyer for thinning out infantry.

Burna-Bommer
Skorcha missles are worth taking and the Burna Bombs is pretty good.

Blitza-Bommer
The shooting isnt as good as the other Flyers, but the Bomb is more powerful against Vehicles.