Monday, July 14, 2014

Shameless Plug - Items for Sale on eBay including Limited Edition stuff

Sorry to interrupt the scheduled Ork codex review but I wanted to quickly give a shameless plug for some of the items I'm selling on eBay. I hope to get more up next weekend too but you can check out what I've got for sale here. Pretty much all the models are new and either just assembled or else on sprue. The books are in excellent condition for the most part. I'm selling the Eldar and Tyranid codices because I can't see me actually starting an army for either race.

Here's a full list of what I've got up for sale:

  • Codex Grey Knights (5th ed)
  • Codex Space Wolves (5th ed)
  • Codex Eldar (6th ed)
  • Codex Tyranids (6th ed)
  • 5th edition rulebook (small)
  • 6th edition rulebook (small)
  • Tau Crisis Suit
  • Tau XV8 Commander (finecast)
  • Tau Stealth Team (3)
  • Tau Kroot x12
  • Dark Eldar Succubus (finecast)
  • Dark Vengeance CSM Helbrute x2
  • Dark Vengeance CSM Cultists
  • Dark Vengeance CSM Chosen
  • Dark Vengeance CSM Chaos Lord (Kranon the Relentless)
There's also a couple of limited edition items that GW no longer make:
  • Dark Vengeance DA Interrogator Chaplain Seraphicus
  • Wall of Martyrs Imperial Defence Network (not strictly limited edition but you have to buy everything separate these days)
Anyway here's the link to it all.

I'm having a bit of a clearout to try and make both the space and the necessary funds for my Ork army that I'll be working on in the coming months. In general I want to try and trim some of the fat from all of my armies and sell some models that I can't see me ever using. Of course, I need to be careful with my Wolves and Dark Eldar as rule changes might make previously poor units more viable. Basically I want to make the mammoth painting task ahead of me seem more manageable by clearing out some models I don't need.

The Ork codex review will continue tomorrow. Sorry for the interruption!

Sunday, July 13, 2014

7th Edition 40K - New Ork Codex Review - Elites

The elites section still feels somewhat crowded even with Lootas no longer present. This is partly because Nobz will always be Elites now but what it means is that to be useful a unit has got to be better than another option for similar points. That's a bit of an obvious statement I suppose but it's they way people will make their decisions.

Burna Boyz
For some reason these guys have gone up by a point each and I think it's probably because they've been given stikk bombs. The Mek in the unit has effectively increased in cost by 5pts if you want his kustom mega-blasta. He can now take combi-weapons but not their regular equivalents. For example he used to be able to take a rokkit launcha but now can only take the combi equivalent. He's now got access to the Killsaw though and for 10pts less than normal. Killsaws are pretty good incidentally. Effectively a chainfist but they give orks a nice reliable way of dealing with vehicles, especially as more and more have rear armour of more than 10.

Anyway, burnas themselves are effectively the same as they always were. The 6th edition changes made them AP3 which somewhat limited their effectiveness. I struggle to find a use for the Burna Boyz I've got. They give you great anti-infantry firepower but you need a decent delivery vehicle for them. They've now got access to trukks mind you, so there's an option but it seems a waste to put them in a battlewagon which is too slow for them to be really effective anyway. Ultimately they're just ork boyz with power weapons a lot of the time. Devastating against the right opponent but with I2 as standard they're likely to have been whittled down somewhat before they get to strike.

Tankbustas
These guys have benefited from one of the "let's make Orks less random" changes that seem to have been the theme. They don't have to target the nearest vehicle like they used to. Instead their Glory Hogs rule now gives a bonus VP if they kill a vehicle for First Blood. They've also taken a decent 2pt price drop and have been given stikkbombs into the bargain. Like the burna boyz they've also got access to trukks which I think is a bonus. They've also been given the Tank Hunters USR which makes their rokkits more effective.

What I can't quite understand is what they've done to tank hammers. Previously they were a free upgrade that gave you an S10 melee weapon. Now they're simply S8 AP3 and are Unwieldy too. If that wasn't quite bad enough then GW also throw in a massive 15pt upgrade cost. Of course they've got Tank Hunters now but still it seems expensive and by making them Unwieldy they've limited the effectiveness of them against infantry. The question is, why would you bother when tankbusta bombs, which although only one attack, are now melta bombs and therefore S8 AP1 Armourbane and still can use Tank Hunters. Being AP1 they give you a chance of causing an explosion too. Unless I'm missing something, save yourselves the points!

Finally, bomb-squigs have remained S8 with an 18" range. Whilst they still hit on a 2+ they no longer blow up your own vehicles on a 1 (see what I mean? less random). They've stayed the same cost but I'm not sure if they're worth it. I used to give them to the guys with tankhammers to give them a ranged option but since there won't be hammers any more I might not bother. Still, 5 pts for a nearly guaranteed hit is worth sacrificing a BS2 rokkit shot if you're close enough.

I actually think Tankbustas are worth considering now. They struggled in the old book as your opponent could effectively control them but with the bonus VP they could be potential game winners. Think I'll dust off my (well Matt's) models and see if the theory holds out..

Nobz
Like the Tankbustas, Nobz are also 2 pts cheaper with free stikkbombs. Mind you, nob bikers are still the same cost (although with stikkbombs for what it matters). They also now include a Boss Nob making one of them a character. Should you decide you want some firepower you can give them a twin-linked shoota for a measly 3pts each but of course you lose an attack. Might be worth it on the power klaw/big choppa guys though since they lose one anyway. For just a couple of points more you could throw in some combi-rokkits but I wouldn't bother. The Waaagh! banner is 33% more expensive but gives the same bonus.

Otherwise things are pretty similar. You could still give them all 'eavy armour but for a slightly reduced cost. Save your money on a Bosspole though as I'm not sure they're worth it now. The big deal in my opinion is that you can't include a painboy without using an HQ slot. That makes them far less durable.

Nob bikers perhaps aren't as good as they were. I'll cover more when I talk about warbikers but they no longer get a permanent 4+ cover save but can Jink for it like anyone else on a bike I suppose. If they Turbo-Boost they get a +1 to their cover save but unless I'm missing something they still have to Jink for it?!?

Meganobz
Well the cynic in me says that since GW have re-sculpted these guys their rules will probably make them a must have. Let's see though. Once again one of them is a character just like the normal nobz and again they're getting stikkbombs. Strangely though their cost is the same which is odd when the basic nobz are cheaper. They're pretty much the same beast they always were apart from the minor detail that they can take the questionably useful bosspole.

Another new feature is the ability to take twin killsaws. I actually think this makes a lot of sense. Not only does it make them deadly against vehicles but also having two of them does, unless I'm mistaken, give you a bonus attack for two CC weapons. That means a whopping 5 S8 AP2 attacks on the charge, there's very little that could stand up to that.

The question is more about delivery. They almost have to take a transport and since they're expensive it seems daft to stick them in a flimsy trukk without some guarantee of going first. They're a bit different with Ghaz but I'll get to that. The addition of a battlewagon makes them particularly pricey but I'm still tempted to grab a couple of boxes of the new models. Damn you GW.

Kommandos & Snikrot
Still the same cost but get Stealth now which is a great little bonus. They were one of few units to already have stikkbombs though! Like everyone else they get cheaper rokkits now but it's a shame burnas stayed the same price. You can now take a Boss Nob whilst still taking Snikrot which is an unexpected bonus too. They really need Snikrot to be effective though. He now causes Fear but as we well know this is rarely effective.

The big guy is now significantly cheaper and his Ambush rule still allows you to move on from the opponent's table edge (as I read it anyway) and they get Shrouded on the turn they arrive. This to me makes them fairly viable if you can get them on in cover. Remember they're scoring now (like everything else) so bringing them on to clear an objective and subsequently claim it is powerful. Of course you can't assault from Reserves still but Shrouded should mean you can survive long enough if you plan your arrival position well.

Sadly word of his prowess must've been lost as his Killa Reputation no longer precedes him and his Mork's Teeth now have Shred (and AP5 for what it's worth) and therefore re-roll to wound instead of to hit. He can now be taken separately to Kommandos though and doesn't take up a slot if you've already got some Kommandos in your army. Can't see why you'd ever not put him with Kommandos though. Perhaps GW are moving away from upgrade chars in the traditional sense though?

Conclusion
It's worth noting before I forget that neither Nobz nor Meganobz prevent their battlewagon from taking a killkannon any more. Not a huge difference but worth mentioning all the same.

As I said at the start, there's some stiff competition in this section. The standouts for me are the Meganobz but both Tankbustas and Kommandos represent decent competition for the slots and at a far lower cost. Nobz are probably close behind them but the poor Burnas simply won't get a look in unless there's some gimmick I'm missing. They're great if you can guarantee to flame something or survive long enough to strike with the power weapon but I just don't think it'll happen. I just think they're too expensive for how situational they are.

Generally speaking though the inclusion of Trukks for more units makes it easier to run a mechanised Ork horde and it's something I'll be looking at doing myself when I start writing some lists. Giving everything stikkbombs is a nice touch but as I've mentioned, it barely makes a difference most of the time.

Onto the Fast Attack section next but before then, any thoughts? Anything you think I've missed?

Thursday, July 10, 2014

7th Edition 40K - New Ork Codex Review - Troops

Well this section shouldn't take me too long to write since there are only two options here. The previous codex had unlocks for several things to become troops from other FOC slots. Wazdakka could make Warbikers troops, a Big Mek made a  Deff Dread a troop option and a Warboss unlocked a unit of Nobz. All of these options have now vanished so there's just Boyz and Gretchin left. Whilst there are many people lamenting the loss of the unlockable troops I'm not sure it's as much of an issues as people believe. Looking at it from a 6th edition perspective it would be detrimental but with 7th edition all units count as scoring. The only time Troops matter is when they form part of a Combined Arms detachment as it gives Objective Secured. It remains to be seen how popular it will be but the Ork Horde detachment opens up 3 HQs slots and potentially gives Hammer of Wrath but doesn't give Objective Secured. That means it really doesn't matter where the units have come from.

This is something GW are obviously keen to encourage and the new wave of codices will be interesting in the different force organisation charts and formations they come with. Whilst we're on that subject I'll be reviewing Waaagh! Ghazghkull when I've had a chance to go through it. From what I've read it seems like it opens up the Ork codex dramatically but for now I'll focus on the rules in the codex itself.

Ork Boyz
The main changes to Ork Boyz came with the change to Mob Rule and the new 'Ere We Go! rules. They also benefit from the removal of Focus Fire as you can take better advantage of cover with bigger units. The Waaagh! rules now allow them to charge a considerable distance. This was the same in 5th edition but at the time there were plenty of other units that could do the same. Now the Orks are the only ones who can run and charge (at least as far as I can remember). The basic boy hasn't changed very much. He still costs the same but you now get stikkbombs thrown in. This isn't really a huge bonus given the low initiative of the Orks but it might make the difference when charging a unit with power fists/thunder hammers etc through terrain.

The slugga/choppa boy may be effectively the same but the shoota boy is now a point more expensive. This isn't a huge issue as I think you're probably better getting them into combat as quickly as possible. People will still run them though I'd expect. I'm still not totally decided on which is better. On the one hand the extra attack could make a huge difference and hits on a 4+ against most things. The shoota shots however could soften up a target before a charge. With the ability to re-roll one of the charge range dice there's less risk of killing too many and failing a charge but the issue is still there. Ultimately it'll come down to personal preference and I've got a stack of slugga/choppa boyz from Black Reach that kind of decide it for me!

Finally, it's worth noting that you can make all units into 'ard boyz now and give them 'eavy armour. Not sure I'd bother though for the cost. They end up more expensive than fire warriors in that case and will still die pretty easily. Not totally out of the question though as it would make them a lot more resilient to bolter fire etc.

Trukks
Figured I may as well cover these here as they'll most often be used for transporting boyz around. They're pretty similar but an absolute bargain with their points reduction. The rules for Ramshackle have changed though giving them the ability to convert a penetrating hit to a glance on a 6. This gives a small boost to survivability which is always nice. The old rules did more to protect the occupants though as they kept the hits from an explosion at S3 and hat the potential to send the trukk forward. Not to mention Kerrunch! used to have one of my favourite lines in a codex ever "the Ork passengers bail out of their vehicle before it falls apart with a noise like a Meganob falling down a spiral staircase".

Sadly for Trukk's Red Paint Job now only works when moving Flat Out but interesting the big shoota can be swapped for a rokkit for free. It's debatable which is better but I like the idea of a cheeky S8 shot from a trukk instant killing an enemy character or destroying an enemy vehicle. Trukks were never durable enough to both upgrading more than their paintjob but when it's free, why not? Throw a rokkit in the unit inside too (which are also cheaper) and you can generate quite a number of S8 shots across your army, if inaccurate ones.

Finally, interestingly boarding planks are now 10pts more expensive but give a 2" bonus to charge range. Not worth 50% increase to the cost of a trukk but still, interesting. Not sure why you'd take a stikkbomb chukka though, not that there was a reason before.

Gretchin
Grots were used for two things in the old codex, a meatshield for boyz to give a 5+ cover save or as late game objective grabber. A unit of gretchin is now slightly cheaper now but they're still going to be used for the same roles. Won't stop me taking them though as there's always that joy when a couple of terminators fall to a plucky grot unit. They're a compulsory requirement of the Ork Warband formation too so I expect we'll see at least the odd unit here and there. Since you'll likely be taking the other parts of the formation anyway, throwing in a unit of grotz for Waaagh! every turn seems a small price to pay!

Conclusion
The question is, how to run your ork boyz. Neither a 30-man blob nor a 12-man trukk unit can gain any benefit from their numbers as they did with the old mob rule so I actually think the trukk unit might just have the edge now. Blast up in your trukk turn one and then call a Waaagh! turn two to all but guarantee combat. The big squads were great when they were Fearless but I'd rather lose 9 boyz to a failed morale test for 25% casualties than I would 22 boyz! As ever it depends on your playstyle and how the rest of the army is constructed. It's harder to get trukks a save from a KFF now so the castling of the old codex isn't really effective. Still, 12 boyz in a trukk with a rokkit only costs just over a hundred points and is a mobile scoring unit (with Objective Secured in the right detachment). That's assuming you don't bother with a nob of course which makes more sense in the Ork Horde detachment where you could have 9 trukks full of Orks for around 900 pts and still give you the rest of your 1,850pts to spent on heavier stuff. Tempting.

Having said all that Open Topped still causes an S4 hit on the occupants for an explosion but also for the surrounding models. Several trukks going up in a small space could be devastating to the boyz inside and being able to flame the occupants of a trukk doesn't help. Mind you, vehicle explosions are a lot less likely now.

I think the order of the day with Troops is to keep costs to a minimum. Tempting to throw in the usual nob with a klaw but since he gives you no leadership bonus the points could perhaps be better spent elsewhere. Having said that he may benefit from the challenge changes as his excess attacks can be applied to the squad if he gets called out by a sergeant.

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