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

Friday, June 7, 2024

40K Friday - Ork Horde Gathering

 


Not much playing around here lately but plenty of building. Even before the release of the Ork codex for 10th I was feeling like I needed to spruce up my horde. For one, I felt like it was finally time to upgrade the green tide to 32mm bases on the boyz so that's a project that really got rolling in May. Some of the units were in a playable-but-never-really-finished-to-my-regular-standards state so there is painting going on as well.

And yes ... my Goff army core is 120 2nd edition Goff boyz. What plays into the "faceless horde" more than 100+ identical miniatures? Each 20-man mob has a slightly different paint job and markings to make unit identification possible and then the nob for each squad is an old metal nob because they just fit together. 

Building this out for 10th I am also making sure I have 3 warbosses and 3 weirdboyz - all old metal units also - because that seems to ba the way to run a green tide army right now. Most of this I've had for years anyway so some of it is just reorganizing and touching up paint jobs. For example some of these were organized in 30-ork mobs for earlier editions and need to be touched up to make some new 20-ork groups. 

Rebasing also means trying to ensure that what I do now matches up with the basing I did back in the 90's. This actually hasn't been terrible as I used a lot of "Woodland Scenics" train flock back then and they are still around as are many of those same products. Adding a few modern touches like tufts here and there livens up the bases while being easily retrofittable to the stuff where the bases are already good.

Beyond this I am touching up my Battlewagons as that's how these will mostly be run and finally finishing up my Ghazghkul model so his current ridiculously huge version can lead the force while his old 2E models take over as Warbosses for individual mobs. Part of this will be building and painting the Meganobz that will serve as his bodyguard too. If I can maintain focus the old ork army will be looking pretty good.




Friday, August 13, 2021

40K Friday - 40K, Change, and The New Ork Codex

 


No I don't have a copy of it yet but there have been much sharing of the contents of the limited edition book that some people do have already. So we know how it's going to work.

Stepping back a bit there are 3 main ways an army changes in 40K

  • The biggest overall change comes from a new edition. This resets everything from movement to terrain to combat rules to army structure. From 3rd to 7th edition the basic setup was an HQ unit + two troops. 8th edition changed that up by introducing a variety of options for building your force and it also introduced Command Points as a currency to spend on everything from more exotic force structures prior to the game to unit upgrades outside the normal point cost to dice re-rolls during the game. 9th kept both of these concepts but changed up both how CP's are acquired and the exact elements of each of the force organization options. 
  • The other area that can change up an army is a new codex. This is the book that covers what your army is, what it can do, and how it does it. Unit capabilities, point costs, psychic powers, special rules for the force, special rules for smaller groups within that force - there are a lot of elements to an army and the codes pretty much defines all of them.
  • The final channels of change in 40K are the annual Chapter Approved book and the bi-annual FAQ updates and the post-release codex FAQ. 
    • Chapter Approved comes out once a year and lately has been updates to the matched play missions and the secondary objectives - these are both new to 9th edition.
    • GW adopted a new FAQ policy a few years ago where they put out updates in the spring and in the fall to adjust any out-of-balance units or rules and to adjust points costs. This works quite a bit better than the old "random" approach or the old "never" approach - neither of which was something you could count on.
    • They have also stated a policy of releasing an update about a month after a new codex comes out to address any big balance issues or errors in the book. This is a really nice approach that helps keep things clear with the newer releases. 

For Orks, while 9th edition has been out for over a year and people have mostly adjusted to that change we are now in the "new codex" phase and like most of the 9th edition books it is an extensive re-working of how the army works. Not so much in the units themselves - though there are a lot of new ones here - but in how the weapons work, how the leaders work, and how morale works in particular. I thought I would hit the highs and lows in general today:
  • Downside: You can only take 9 mek gunz in an army now instead of 18. I don't care personally as I have never run them but some people are understandably upset. 
  • Upside: Many guns are "Dakka" weapons now and get more shots than they had before. These tend to be the mainstay ork weapons like shootas and big shootas and the warbiker guns so it has a big impact across the army. This divides the gun into two ratings. At half maximum range or more the gun has the same number of shots as before.  At less than half the gun has 50% more shots. In general this is great as the closer you get (or they get) the meaner your shooting gets.  This is generally better than the old Dakka rule of an extra shot on a to-hit roll of 6 - it's more reliable at least and let's you plan around having that higher rate of fire.
  • Downside: Many ork guns that went to Dakka used to be Assault. This let you move with an extra d6" and still shoot with a -1. Dakka guns can no longer fire if you advance and in a melee-focused army that definitely slows you down. 
  • Upside: Orks are Toughness 5. That's a major change. It seems like it's been discounted in some quarters because this particular change came out first but it is definitely a big change. It is nothing but a positive and it demonstrates GW's willingness to "mess with the numbers" in this edition - finally! For most armies, most of the the shots you fire and the punches you throw are at Strength 4 or less. Putting all of those weapons at a 5+ to wound is a significant boost. There are a fair number of S5 attacks out there too, from heavy bolters to heavy flamers, and putting those to a 4+ to wound is also helpful. This is all good.

  • Downside: Ork morale has drastically changed. For most of the last 20 years Orks could ignore leadership in large mobs because the effective leadership number = the number of boyz in the mob. In a game where leadership capped at 10 and ork boy mobs capped at 30 - and were often fielded as 30 - morale was only an issue for small bands and even then mainly after significant casualties. 

    That is no longer the case. 

    The old "mob rule" rule is gone and now orks take morale checks just like everyone else. That means with a leadership of 7, killing as few as 5 boys puts your mob in danger on a 3+. If that check is failed then you will lose 1/6 of your boyz on average. That would take a 30-boy mob down to 20 in one turn from light casualties. The only benefit orks now have is that they can ignore the "below half strength" modifier on those checks if they are near another ork unit that  is not below half strength. Sure, that helps, but it is a dramatic change from how orks have handled morale for a long time. Also, this change somewhat offsets the T5 boost - You will take fewer casualties from say a volley of boltgun fire, but you have a much higher chance of failing a morale test if you do take any casualties. 

    Now there is the generic once a game "autopass morale for 2 CP" stratagem that everyone has and there is an ork-specific strat that allows passing morale for some mortal wound damage on the unit as the leaders knock out the cowards and it can be used multiple times but it i still taking boyz off of the board so it may not always be a great choice.

    This morale change is 100% negative and is already forcing players to look at different approaches. I'm seeing a lot more MSU lists with ten-boy squads instead of massed 30 boy squads. I think there is still a place for big squads - strats hit a little harder, Da Jump is a bigger deal on bigger mobs as is Warpath ... but I think it will be interesting to look at popular ork lists in six months or a year and see how they compare to end-of-8th-edition-codex lists.

For me I'll have to learn to live with these changes over the rest of the year. My normal ork force is a bunch of goff boyz on foot or in battlewagons with deff dread and 'naut support so there are definite impacts here. I have no big take on the beast snagga boyz yet ... I'll probably try using my skarboyz as beast boyz at first. Part of the fun of a new codex and new edition, right?

Monday, March 11, 2019

BatRep of the Week: Orks vs. Orks

Steve the Mountain and a battle of Orks against Orks! It's a lot of fun.


Monday, October 29, 2018

BatRep of the Week: New Orks vs. Khorne Daemons

Something new here at the Tower. I watch a fair number of battle reports for the games I like so I thought I would start sharing them here on the blog.

First up: the boys from Scotland rolled out one of the first reports using the new Ork codex and it's a lot of fun -and- it's not ridiculously long. Stompa incoming!

Friday, May 19, 2017

40k Friday - Orks 8th Edition Prep




With 8th edition about a month away and the radical changes it seems to be bringing I am scrambling to get some of the armies updated/expanded/finished. I'm making this post to mark where the army is right now and what I am thinking as I work on it - partly to force myself to think through it as I put it down and partly as a historical document so a year from now I can come back and either  rejoice in my amazing foresight or wonder what the hell I was thinking.

Today - Orks!

Now I haven't played my orks in quite a while and there are a few reasons for that. I dove into the Eldar, Chaos, and Blood Angels for the past couple of years, Apprentice Red plays orks quite a bit so I try not to step on his toes, and frankly, that last codex (2014) just didn't seem to really fit how orks have played for most of the history of the game. The rules seemed like a bad fit and ork lists full of boyz became about as common as chaos marine lists full of Chaos Space Marines. Plus it was just less fun to play with changes to mob rule and deffrollas and how instead of breaking the "must have bikes" and "must have lootas" meta that had been around for years the last codex amped it up and added "must have tankbustas" to the list. There was a brief period where the very orky green tide formation was a hit but that disappeared too.

With a new edition and a complete reboot coming though, that should change! So what do I need to do? Let me run down what I already have and then talk about what I want to add or modify for 8th edition.



The core of my force is 100 Goff Slugga Boyz in 5 units of 20 orks each plus a nob for each one of those mobs. Typically these are mounted in Battlewagons. These are led by a mob of 10 Nobz and a Warboss in another Battlewagon or a Trukk depending on points and force org slots. This is the heart of the army.

Backing this up is a unit of 3 lobbas, a mob of 20-something grots, a mob of 20 Kommandos (who often end up playing as Shoota Boyz), a unit of 3 rokkit buggies, a unit of big shoota buggies, and various HQ units like painboyz and weridboyz and the like.

This is usually enough for most games. I like having a bunch of orks charging forward in armored vehicles then bailing out to assault the enemy. I can (and have) played it as a foot list too so there are some options even with just this chunk of the force.

When I first put these guys together years ago my concept was a Goff warband accompanied by some Evil Sunz / Kult of Speed types for the fun of it. The easiest way to tell which was which is the paint job - black stuff is Goff, red stuff is Kult of Speed. As I rework this for 8th I want to get back into a structure where this makes sense.

Goffs

  • 100 boyz (2E starter set goff boyz)
  • 10 nobz (2E metal skarboyz)
  • 10 meganobz (RT/2E orks in power armor)
  • 5 battlewagons (4 custom conversions + 1 different custom conversion)
  • 25 grots (2E starter set gretchin)
  • 2 trukks (old Gorka-Morka style trukks upgraded in various ways)
  • 20 shoota boyz (2E metal Blood Axe boys)
  • 3 wartrakks (that same plastic kit that's been around since Gorka-Morka but with custom crew)
  • 3 lobbas (2E Pulsa-Rokkits)
  • 20 kommandos (2E Blood Axe Kommandos)
  • 10 tankbustas (2E metal Snake Bite Boyz + 2E metal Death Skull Boyz)
  • 10 lootas (2E metal Goff boyz w/old metal Deffguns and RT/2E plastic plasma cannons) 
Kult of Speed
  • Battlewagon (old Armorcast Battlewagon)
  • 20 shoota boyz (2E metal Evil Sunz boyz)
  • 6 warbuggies (RT metal buggies)
  • 2 skorchas (RT metal skorchas)
  • Mek in mega armor (2E mega armor nob)
  • Mek with shokk attack gun (RT shokk attack gun)
  • Dakkajet (current kit)
  • Bommer (current kit)

The idea is that the red force is mostly lighter faster units that can be taken when I feel the need. Plus it lets me paint something besides black for a change. Collecting orks for as long as I have also means that I have a pretty big pile of un-allocated and un-painted stuff too. At least another 60+ of the old plastic grots, a bunch of metal grots, 20 more plastic RT orks, a mob of madboyz,  a squad of boarboyz, a half-converted trukk, another 20 goff boyz - just a lot of stuff in the ork box that says "hey do something interesting with me" whenever I look in there.  Top of the list is converting some old plastic terminators into mega-nobz.


The biggest "uncommitted" unit I have is a group of ten killa kans and a pair of deff dreads. None of them are the current kit of course. I have 3 built from scratch years ago and used in many battles since, 6 RT ork dreadnoughts, and one 2E ork dreadnought. The dreads are Org Atrocitors from Demonblade which at the time were really big and beefy but they look a little small next to the current monster that is the plastic ork dread. I'm thinking about putting Goff bosspoles on all of them and just making them part of that force. They're a mish-mash of paint jobs so it's not like they look like a unified unit anyway. I need to finish these guys up for 8th for sure.

Now you would think a big pile of goff orks plus a smaller extra force would be plenty but you might also note that a lot of that stuff is pretty old. I'm kind of missing the chance to play with the current ork range. I don't really want to mix styles too much so I am thinking about adding a third element here of all new stuff and painting it as Bad Moonz. It's not like I don't know yellow! I don't have a particular plan for this group other than picking an choosing the current stuff I like the best - a battlewagon, a dread, maybe some big gunz, all alongside some of the newer style boyz. Like my Iyanden Eldar this would be a fresh start/new style units only force - the older stuff can stay with the first two groups.



Future Plans

  • Stormboyz! The one ork infantry unit I really do not have and the one I really want to add on. "Jump pack orks" is a recipe for fun in games and I do need to add some soon.
  • I do like the current ork dread and I am hoping the new rules will make it worthy of its ferocious look. Need to get one.
  • One more jet painted up in Goff colors. Mine are not and that's why they're in with team red but I would like one for the boyz in black.
  • I should probably look at Ghazgkull at some point too - Goffs and all that.
  • Gorkanaut/Morkanaut! I thought the models were great and then I saw the rules and they were terrible. With the new edition hope is renewed and a big centerpiece model is definitely something I "need". In fact I may "need" 2 or 3 of them before I am done.
  • Stompa! If we're talking about big centerpiece models, well, this is the big one for the orks. It's definitely on the list.
I definitely feel like I have enough of the regular ork units  - I am really only looking for the big centerpiece type models at this point. I'd like to spend the rest of this year finishing up the two forces I have and save the Bad Moonz expansion for next year's ork project. Even that's true to the fluff, right? As the Waagh grows more and more clans and units join in!

One obvious thing that's missing here is bikes. Everybody takes bikes in their ork army, mainly because they're one of the few units that's actually been effective for the last few editions and codexes. I don't hate them or anything but I don't think every single ork army should be centered around them so I do my part to even that out. I may add some someday but they're not even on the list right now. 

Unlike my Marine and Eldar armies I'm not feeling the need to add a bunch of character types. There are not that many named ork special characters anyway and they don't have those unusual types like the Avatar or the Sanguinor either.



Looking at 8th

When the edition comes out there are some specific things I want to try. A whole bunch of boyz on foot - does it work? How about boyz in Battlewagons? Trukk mobz? How are the psykers? How about a kan wall type list? With Apprentice Red also playing orks we should have the opportunity to try out a multitude of possible combinations and I am really looking forward to it.