The Orks are here... and there's going to be lots more of them!

That's what I've gathered from reading Kirby's Summary, as well as a few other things about how Orks are now better, worse and more or less staying the same.

Killsaws
Basically a Power Klaw upgrade to give Orks the equivalent of Chainfists. Let's be honest, Orks have needed this for a long time.

New Waaagh!
Allows running and charging in the same turn.

New Mob Rules
Unit takes random hits to represent in fighting.
Great for us, because it helps to reduce their numbers.

Points Reductions
Most units have seen a drop in points, which was expected considering how Imperial Guard and Tau Empire armies have increased in size lately. Many of the Ork units really did need a price drop, although some units like the Dakka Jet are still expensive for what they are.

Deff of the Deff Rolla
Deff Rollas on Battle Wagons have been toned down to D3 S10 AP4 hits.

Lootas moved to Heavy Support
I feel this is a serious blow to the 'shooty' potential of the Ork army. There are now so many units fighting for the 3 Heavy Support slots, I doubt Ork players will be taking 3 big mobz of Lootas anymore. Although there is always the option to go Unbound.

Tank Butaz Shoot Whatever They Want
I expect Tank Bustaz to be amazing now that they can shoot at whatever they want with all their Rokkits, when before they had to shoot at the nearest vehicle they could see - even if it was out of range!. With mobs of 15 Orks all firing S8 AP3 Rokkits, they're going to easily take out some light vehicles, monstrous creatures or a few Space Marines.

Psychic Powers
It's nice to see a return of classic Orky powers like Da Krunch! The best powers are shooting attacks, which are likely to miss, while others just seem fun and characterful. But nothing to really write home about.

Additional Maelstrom Missions
Some of these, like "Three units must turbo boost, move flat out, ram or run 6" or more" seem very easy for Orks to achieve. But these seem more like good fun rather than game winners.

CONLUSION

So what does a new Ork Codex mean for Space Wolf players?

Not a lot really, except that we'll be seeing more models in your average Ork army. So it will probably require more firepower before you can sensibly engage in close combat. Because Orks are all about numbers and momentum. And if you can't hold back the green tide and keep their numbers down, then you're in trouble.

Anti-Ork Tactics are going to remain much the same as they've always been. That's to whittle down their numbers with firepower before they hit your lines. And you can play safe in the knowledge that the Orks will be coming to you!

Will Battle Wagon armies make a comeback? We'll just have to wait and see.

But I do feel that we've gotten to the stage with Warhammer 40K where every race has it's distinctive traits that never change anymore.

In one way that's a good thing that we have such a strongly established system. The only thing that then concerns us is balance regarding the points costs, purpose and performance or individual units. Tau Riptides spring to mind.

So we'll just have to wait and see who the best Ork units will be in due course.