Saturday, June 28, 2014

What Has Changed: Orks Elites

It this latest edition of WHC, I will be going over the new Codex: Orks elite choices and discuss what has changed for them. As said before, this will be mainly for those who don't play Orks so they can see what has changed in the Ork army. So lets get to it.


The Old

Nobz
With a similar arsenal as the Warboss, the Nobz Mob is no laughing matter. They are good at both melee and ranged and having 2 wounds with the option to take a Painboy is just nasty. Costing a little over 3 times the cost of a regular boy, these guys can get pretty damn expensive but they are considered a must for a guard on your Warboss. Having the ability to be bikers makes this mob a mobile melee grinder that can reach your table edge by turn 2. And with the biker upgrade, they get the 5+ cover save granted by Exhaust Cloud. So whats not to like?


Meganobz
These bad boys are just a vicious band of metal monsters. Having the only 2+ save at base in the Codex, these guys can be pretty damn resilient. Armed with a Power Klaw, they are able to peel through pretty much anything you put in front of them. But the big problem is that they are Slow and Purposeful, so in order for them to get across the field fast you will need to put them in a transport which will most likely be priority target number one for your enemy.

Burna Boyz
Burnas are great all round for what they do. A little over twice the cost of a boy, they have Burnas on each of their models which can be used as a power weapon if it was not fired that turn. Up to three of them can be upgraded to a Mek which is just an okay model. I would bring one with the squad if they are being attached to an open topped transport.

Tankbustas
Great anti-tank unit. Glory Hogs can make them a bit hard to control for inexperienced players since you have to target the closest vehicle within LOS and range. Luckily if none are available you can shoot normally. Usually this squad will have a Tankhammer, which is a S10 weapon. The bomb squigs are fun to use as it is a 18" S8 auto hit when you initially roll a 2+, but if you roll a 1 the bomb squig will go after the closest friendly vehicle and that includes the transport you are in. The downside to using the bomb squig is that you have to give up your shooting to use it.

Lootas
An essential part of any ork army. Lootas bring to the table what all other ork infantry cant, long range dakka. Their Deffguns, being at S7, can hurt most vehicles and cover your advance. I personally don't attach a Mekboy since I usually attach a Big Mek to them with a SAG, but if I did not do that then I would bring one with a Kustom Mega Blasta since its a plasma gun. The downfall for Lootas is that when you shoot you first roll a D3. That is now how many shots each model has that turn, so you can either have 10 shots (10 man squad) or you can possibly even get 30 shots. So its just a hit or miss but its nothing to really worry about since they still shoot no matter what.

Kommando
Not the best unit. Basically a regular boy but has stikkbombs, Infiltrate, and Move Through Cover. If they were Shoota boyz they might be better, but having choppas and sluggas really hurt them since they cant assault out of reserves anymore. They do have access to Boss Snikrot which allows you to choose the table edge that the Kommandos come out of reserve from. Snikrot is a pretty good model, but being 80 points really hurts since that is more than a 10 man boyz squad. You just have to weigh the pros and cons with him.

The New

Nobz
Nobz are now 2 points cheaper and have stikkbombs in their gear. The stat like and mob size remains the same. Now this may seem that Nob Bikers are cheaper but this is not the case as the warbike upgrade costs 2 points more, so it still costs the same as before. They can no longer purchase cybork bodies, which is fine since cybork gives FNP now instead of a 5+ invulnerable save. Painboys are no longer an upgrade so you will have to attach him from your HQ selections.

Meganobz
Points, stats, and gear are the same as before. But now you have a Boss Nob which means you will have a Character in the squad. Unit size remains the same but the upgrades have changed a little. You can still swap out your TL Big Shoota for a kombi-rokkit or a kombi-skorcha, but now you can also replace your TL Big Shoota and PK for two Killsaws. Killsaws are the same as a PK but have Armourbane.

Burna Boyz
They now cost 16 points instead of 15 and have stikkbombs in their gear, but their stats remain the same. You can still have up to three Burna Boyz turned into Meks which is great for the drive-by Burna tactics. All upgrades remain the same.

Tankbustas
Now costing 13 points, they retain their stats from before and have stikkbombs added to their gear. Glory Hogs has changed as it is now based on First Blood. You will recieve double points for FB if the tankbustas kill an enemy vehicle for it. Pretty good and way better than the previous Glory Hogs. Bombs squigs are still in and no longer blow you up on a 1. Tankhammas are now 15 points from being free so there is that. To be honest that is fair as it is a heavy hitting weapon. Nobz is still in and can purchase the same upgrades as before.

Lootas
Lootas are no longer an Elite choice as they are now Heavy Support. While this is what they should have been before, Heavy Support is now a really tight fit as they are a whole lot of choices to choose from.

Kommandos
The new Kommandos are still the same points, stats, and gear wise. Stealth is written down in the Special Rules, but that was already Errata-ed in so it didnt change. All in all, nothing changed for these guys except for Boss Snikrot.

Boss Snikrot
He is now an actual Elite choice and only 60 points. With the 20 point reduction he is now worth taking into your army. Morks Teeth have the Shred Special Rule now, so it now re-roll To Wound instead of To-Hit. Ambush has changed slightly. If he is attached to a Kommandos unit that are in Reserves, he still gets to choose which table edge he enters from. He also give Shrouded from him and his Kommando unit he is attached to on the turn they deploy from until the start of their next turn. Killa Reputation is gone but he now has Boss of the Red Skull Kommandos which says he can only be attached to a Kommando squad. But if the Detachment has a Kommando squad then he doesnt take up a slot on the FOC.

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