So I finally got my copy of Codex: Orks recently and while I was originally going to review it, there are so many reviews of it now I don't see the point of repeating what's been said. Instead, I'll point out a few things I like and dislike and see how we go from there.
Alright, lets get some of the bitching out of the way. While this version is better then what we got in the last one, there are a few flaws. The first was the lack of a Looted Wagon. Yes, I know they did put rules for it in White Dwarf, but that was only because of an outcry for it after it was removed in the new book. Also, despite improving many of the units (if only slightly) there still isn't any real reason to pick them unless you want a themed army. The lack of a Bionic Bounce (and thus, a 3+ Armour Save) for the Warboss, forcing most to either pick Mega-Armour or a Bike along with the ridiculous Games-Workshop policy of 'if we don't have a character model we now remove the character'. I also still don't know if the new Mob Rule is good or bad.
My biggest complaint with this book however is the focus on Ghazghkull becoming this warlord who must now conquer all the Orks to unite them for some great Waarrgh! and the almost complete lack of Nazdreg. So starters, I don't like this direction the Orks are taking with this whole 'united Waarrgh!' path, particually since I see atleast half the Ork players turning against Ghazghkull as a result of this Warlords path change (won't be too hard since he isn't that great as a God of War anyway). I'm just as annoyed with the tiny mentions of Nazdreg. While it does mention that it was he who forced his Meks into perfecting their more powerful teleporter tech, no where does it mention the awesomeness that was his involvement in the Medusa V campaign. To sum that one up, his space hulk crashed on Medusa V and his Weirdboys warned him the planet was doomed. He ordered his boys to go loot and dispite having various successes, the hulk had become infested with Chaos, Tyranids and Space Marines. In the final days, Nazdreg grabbed some boyz and shot to the nearest space port. Capturing an evacuation trasport, Nazdreg used the crew to dock the ship on one of the Imperiums more powerful class ships. On board was his teleporter and so proceeded to teleport all the Orks off the planet onto the ship. With a far superior ship now in his possession, Nazdreg left Medusa V to her fate. Who did that not make it in there?
Anyway, as was mentioned, many of the units have somewhat improved. Lootas are still very good, are now a Heavy Support (where they should have been in my opinion) and are cheaper. Boss Snikrot is now a seperate Elite choice instead of an upgrade and can be atteched to a unit of Kommandos to be the Red Skull Kommandos. Better still, Boss Snikrot does not replace the Nob, so your unit can now contain both. The Gifts of Gork and Mork are great, with the only downside being a character is just limited to one. You can purchase a Mek for each HQ you purchase, which is great for giving them a Boss Pole and sticking them in units which don't have that option. I also agree with the change that was made by making the Shoota upgrade for boyz actually cost, given how powerful they've been recently. Better still, the 'Ard Boy upgrade is available to any Boys unit instead of just a single Boys unit (and the Goff rejoyced).
As a Blood Axe, the changes in this new version are an improvement. I have started to add a few new models to my collection and might even be tempted to start actually playing them just for some fun. We'll just have to wait and see.
No comments:
Post a Comment