Book Review – Codex: Orks
It’s
been longer in coming that I originally intended, but today I have a review for
the new edition of Codex: Orks.
The
Orks have always held a special place in my heart. My group has always referred
to it as “The Green Fever,” that indescribable desire to be a part of the
antics when the Orks are around. I think this Codex has continued this
tradition, as the Orks maintained their zany nature in the midst of warfare.
The
fluff was interesting with this edition, as they went away from the established
story of Ghaz Thraka and the War for Armageddon to focus on a new Warboss. The
stories of Ghaz are still there, but they play a less prominent role as Boss
Grukk is given his turn in the spotlight.
I
think this was a good move on the part of Games Workshop, and I hope they
continue with this strategy in future releases. We can all point to that one
story with each faction that has become so regurgitated it is hard to read.
These stories, battles, and characters still need to feature in each edition,
so that new players can be kept up to speed on the major events. However, it is
nice to see new stories to keep the veterans interested in the story line.
I’m
also a big fan of the new rules for the Orks. Players have seemed very mixed on
this front, but I believe the Orks are still positioned well to be a
competitive threat. Tankbusta Boyz are the biggest winners in my mind. Their
reduced points cost, coupled with the change to Glory Hogs and the addition of
Tank Hunters, means that they will go a long way to removing any enemy’s
armored threats. Add in Melta Bombs for everyone in the squad, and even the
dreaded Super Heavies have reason to pause in their presence. I feel two squads
of these will be a standard for any Ork lists I may make.
I
also appreciate the thought that went into the new Mob Rule. There is still a
good incentive for the Ork player to bring big mobs of Boyz, and the infighting
matches their fluff much more closely than simply gaining Fearless ever did.
The Orks are supposed to be a rowdy crowd of fighters, and the new rules
reflect that very well without inflicting too much harm on the Ork army itself.
Gaining Fearless seemed to imply that they became a disciplined unit as long as
lots of them were around. The new rule shows that they have strength in
numbers, but their “fighting spirit” is not diminished in the slightest.
I’m
still out on the Big Mek Gunz. Part of me really likes them, especially the
Traktor Kannon. The weapon has the potential to give Orks an edge against enemy
Flyers that few forces can boast. Unfortunately, they will be required in large
quantities to do the damage required. I think it is easy to look at the
improved Ballistic Skill of the Gretchin and let your mind believe they are
more accurate than they really are. To get full use of them, I think it is
important to take as many Ammo Runts as you can stuff into the army.
The
new models are fantastic, although I wish they would update some of the oldest
Ork kits. In a very big way I’m a fan of what Games Workshop has done with the
Orks. If they had done Blood Angels instead of Space Wolves for the August
release, then I have no doubt I’d own a horde of the smelly aliens again. Who
knows? Maybe there are choppas and loads of dakka somewhere in my future…
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