My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.
As is the case with every new codex, bloggers frantically put up reviews and insights instantaneously.
Instant analysis is often shortsighted and based on antiquated meta, but that isn't necessarily a reason to avoid reviews. Let us see if Blood of Kittens's conclusions about a codex are the same as the rest of the punditry.
If you see similar analysis on other sites understand Blood of Kittens is writing independently of what you might have read. Always remember, what might seem good now isn't always good six months from now.
With all that preamble out-of-the-way, let us get started.
The Ork codex is the first codex of 7th edition and beyond talking about how things have changed for Orks, it is important to note the stylistic and practical changes the codex contains. The biggest change and one we are seeing become fully realized is the use of "Datasheets". Instead of having players flip between two entries you can now easily find all the rules and point values in one place, costing only a bit of fluff removal in the process. In addition, you will find Lords of War included, as well as Formations. Going forward I can only assume Games Workshop will double down on this new format.
That comes to the second most important thing about Orks: Formations. Beyond the codex, we are really seeing White Dwarf, digital, and supplement Formations becoming integral to army construction. Some even say Orks are not functional unless you include a Formation, while this summation isn't true, it does seem like Orks play better when using Formations or multiple Detachments. This is important when delving deeper into the Ork codex, making further articles pay special attention to the bonuses Formations have on certain units.
The Ork codex has GW continuing to mine the past, with special emphasis on things like Mork and Gork and making rules for famous terms like 'Ere We Go! The pattern of just adding a big unit (Gorkanaught) and redoing some old ones (Mega Nobz) also continues and if you look on the surface not much changed for the majority of the units in the codex; a few points here, a slight rules change there. This makes army wide rules really stick out, regardless of how big the effects they might have. This makes the nerfs to Cyborg Body and the Deff Roller stick out as well.
As always the devil is in the details; things like Warbosses only being able to call Waaagh!, Boarding Planks adding charge distance, or Painboyz being Independent Characters changes Ork dynamics in unforeseen ways. Since players are now just starting to really learn 7th edition, we could be in for a longer than usual experimental phase when it comes to Orks.
As of now, here is a list of things to consider when designing a Ork army.
- Mob Rule overall isn't that scary, but for smaller units it is a problem.
- Green Tide is back.
- HQ units really determine what units to take next.
- Ard' Boyz are a thing now.
- Wierd Boyz make turn one charges possible.
- No Assault Invulnerable saves to be found.
- Kustom Force Field is better and worse.
- Killer Kans & Battlewagons got a lot worse.
- Lootaz to Heavy Support isn't problematic.
- Most units having access to Trukks is a big deal.
- Mek Guns are the new hotness.
- Layering Power Claws is now possible.
As always the devil is in the details; things like Warbosses only being able to call Waaagh!, Boarding Planks adding charge distance, or Painboyz being Independent Characters changes Ork dynamics in unforeseen ways.
As usual, GW has done a good job of making units most Ork players already have worse and giving incentives to buy larger units of certain models. You will be hard-pressed to make a winning small Ork force, even if a low model count Ork list is out there it require you buying some of the new kits to work.
To see what I mean, here is a sample of the current winners and losers from the Ork Codex.
Loser Killer Kanz
50 points each
Over-Priced
Kan Claw Nerf
Cowardly Grot Rule!
Fragile
Loser Boss Zagstruk
65 points
Da Vulcha's Klaws Nerf
No longer Upgrade character
Swoop Attack Gone
Violent Temper Gone
As most of you know, this is only the beginning, just like the Chaos Space Marines and Daemons codex, Blood of Kittens is covering every unit and every formation! Next up a more in-depth look at the Ork codex, where Blood of Kittens will breakdown every unit into competitive tiers.
For tactical articles feel free to email me to continue the discussion or if you discovery inaccurate interpretations of the rules please let me know...nicely.
Warning
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules-- edits will be made accordingly.
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules– edits will be made accordingly. Also check out other articles in this series…
- Chaos Space Marine Tactica Link Page
- Chaos Daemons Tactica Link Page
- Ork First Impressions
- Breaking Down the Ork Codex
- Warboss Review
- Weirdboy Review
- Mek Review
- Big Mek Review
- Painboy Review
- Mad Doc Grotsnik Review
- Kaptain Badrukk Review
- Boss Zagstruk Review
- Boyz Review
- Gretchin Review
- Burna Boyz Review
- Tankbustas Review
- Nobz Review
- Meganobz Review
- Kommandos Review
- Trukk Review
- Stormboyz Review
- Deffkopta Review
- Ork Flyer Review
- Warbikers Review
- Warbuggies Review
- Mek Gunz Review
- Battlewagon Review
- Deff Dread Review
- Killa Kans Review
- Gorkanaut & Morkanaut Review
- Lootas Review
- Flash Gitz Review
- Ghazghkull Thraka Review
- Stompa Review
- Final Ork Codex Breakdown