I wanted to chat a bit about the positive changes in the Ork codex in regards to my army, how I play my Orks. There’s some negatives in the codex to be sure but there’s a fair amount of good stuff as well. I’ve spent some time lamenting a few of those negative things so it’s time to move forward and figure out what I’m doing.
I’m not going to run through the entire codex and review everything, just the particular units and items that impact me and how I play my Orks.
I love that you can now take Meks on their own as an HQ choice. Also, you can take one for each HQ choice that is not a Mek and it doesn’t use up an HQ slot. They are a meager 15pts and get you access to the Mek Weapons. In the Speed Freek style list I play this is big. I can now attach them to various squads to keep vehicles running.
These guys dropped 2pts per-model, which isn’t bad. The bigger thing is the Glory Hogs rule went from a detriment to the unit to a bonus. Now in a mission that uses First Blood if the Tankbustas accomplish it and it’s a vehicle then it’s worth twice as much. They can now also take a Trukk as a dedicated transport.
The downside is that tankhammers went from a free upgrade to being 15pts. Also, the Nob’s power klaw is not discounted. It used to be 15pts and now it’s the standard 25pts.
Overall they went up in cost, assuming you’re taking tankhammers and a Nob with a power klaw – and why wouldn’t you? However, with the ability to take a Trukk for a ride and not being hindered by Glory Hogs they are well worth the points.
Kommandos & Snikrot
These guys stayed the same cost but gained Stealth. I’ve always loved Kommandos and gaining Stealth is nice. Plus, if you take Snikrot (whom I love), you replace Stealth with Shrouded on the turn you arrive from reserves. Snikrot himself went down 25pts, which is huge. He still lets you outflank from any edge you choose so I’ll be using these guys for sure.
Trukks have moved into the Fast Attack slot, as well as remaining a dedicated transport choice for many units, which is interesting and I like it. Also, not exclusive to Trukks but boarding planks give you an extra 2″ on the charge. The boarding plank went up in cost, so I don’t see using it on Trukks so much, but it’s a great little boon.
Stormboyz saw a 3pt reduction per-model and can now get up to 30 strong in a unit. They have the option to run 2D6″ now, though the movement is treated as if it were Dangerous Terrain. The big thing here is that a Warboss’s Waaagh! lets you charge after you run. Now you can move your Stormboyz 12″, run 2D6″ and then charge if you declare your Waaagh! That’s a lot of ground covered fast.
One of the big winners I feel in the new Ork codex. Each model is now 5pts less base and can take a twin-linked rokkit launcha or kustom mega-blasta for free. The previous codex had rokkits run you 10pts and the KMB 5pts, so huge points savings here. Going with twin-linked rokkits saves you 15ps a model over the old codex.
Another big points savings. Warbikers went down 7pts a model. The Exhaust Cloud rule is gone and replaced with +1 to your jink if you Turbo-boosted. I can live with that, though I did like the old rule.
Just like the Deffkoptas, this unit got significantly cheaper and better. Each model is 5pts less than before stock. You can take the twin-linked rokkit for free now instead of paying 5pts for it. The unit can now go up to five from three and gained the Outflank special rule. Now I can put down super cheap large units of AV10 vehicles that can outflank and fire rokkits on side and rear armor; love it.
Not a huge change but it did get a little cheaper. It’s 5pts more stock but can swap in rokkit launchas for free now, which puts you at a 15pts savings. Actually, all the weapon options either got cheaper or remained the same except for Grot Riggers, which went up 5pts but went from fixing an immobilized result to giving you It Will Not Die, so I’m fine with that.
I rarely used the Deff Dread before, and it sucks that it can’t be moved to Troops any longer, but with it being cheaper I’ll likely be working one or two into my lists now.
Those are the big positive impacts on my particular army and it’s a lot of them. All around a lot of savings on units I routinely use and some nice bonuses as well with unit sizes and special rules. These are the units I will be focusing on as I rebuild my army up for 7th edition.
What are your big takeaways with the new Ork codex?