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40k 7th and Orks?


Blasto

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Hello Ordo!

 

Now that the dust has settled for both 7th edition of 40k and the new Ork Codex, how are they? I'm not looking for the doom and gloom outlook, nor the fanboy "Everything is Awesome!" review. I'll be honest, I have not bought the new rule set, nor the Ork book. GW is charging WAY to much for them and I don't feel like throwing money away (like I did with 8th edition of WHFB).

 

I figured people have now gotten in a few games, changed their army lists a bit to match the new format. As such, people will now be able to make a better review about the changes in both 7th and the Ork Codex.

 

So, before I spend 200$ on rule books, is the Ork book competitive and is 7th edition fun?

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Im enjoying the new book:)

 

I like the way that its no longer necessary to take the large blobs of boyz to be viable,the new mob rule really helped the smaller more elite unit builds like eavy truk boyz and Nob/Meganob truk Bombs...and Bikers are Awesome now!.

Theres good fun to play choices in all the slots not..even if the heavy slot is a bit overloaded with them,heh.

 

Also you can do the large Boyz still by using the Formations like Green tide,,yeah 100+ boys all in one unit!

 

Now they didn't get any game breaking models/units like a couple of recent Codex releases(Eldar and Tau come to mind) did but really I don't think GW will be doing that again with any new Releases..or at least I hope not.

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I don't know if the lack of game-breaking models is true.  

 

I have a hunch that in tournament settings with less restrictions on time that the green tide unit is going to be a big deal.  100 boyz is just 600 pts.  And then you tack on a warlord and up to 10 nobz with power klaws and that thing is just a great death star.  Now, throw in Grotsnik to give the whole thing FnP and Fearless!?!?!  And if the warboss is the warlord, he can call a waagh EVERY SINGLE TURN.  That unit is way faster than you think it is and hits like a cruise missile riding on a freight train.  

 

Time will tell, but that's a pretty sick unit.  

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7th is pretty decent as long as you limit detachments. Allowing two or more CADs gets pretty stupid pretty quick. A number of the Lords of War are also still pretty absurd, and I'm not convinced that some of the psychic powers aren't also problematic- but we'll see how that plays out.

 

Orks are in a bit of an odd position- bare-bones from the codex only, no formations I think they are a bit middling. Better than DA, certainly, and not without their strengths, but I don't think in that frame of reference they could really compete for top tournament slots. However, with access to the formations, it becomes a different story- bringing five Battlewagons and WS5 Fearless Meganobz is no joke. It remains to be seen just how good this makes them, but it's certainly a major leg up.

 

Honestly, I'm not as impressed by most people at the Green Tide. Yeah, you can pile a lot of models together and, like most deathstars, it will crush just about whatever it assaults. That is kinda what happens when you sink 700+pts into a single unit. And yeah, it's surprisingly fast thanks to Waaaaaghing every turn. But it still suffers from terrain (you don't have Move Through Cover, remember, so 2d6 in the movement phase and -2" to your charge) and has to pull casualties from the front just like anyone, so I would expect turn 3 to be your earliest assaults with it and a lot of armies are bringing the kind of firepower to kill Orks as an incidental thing these days. I wouldn't go so far as to say it's bad and with some strong Run + Charge rolls it could really do a number on people, but it's got some very distinct risks to it.

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