Friday, June 27, 2014

What Has Changed: Orks Rules

In this new series we will be going over what has changed for new and old codices, tactics that will change in them with the new edition, and other various items. But for this post I will be talking about the newly released Codex: Orks and the rules within them to see what has changed from the previous edition. I will discuss the pros and cons of each change to help us better understand it, mainly for those who don't play Orks so they will know what we have and learn how to fight against us to give us a proper WAAAGH! So lets move on then.


The Old
Waaagh!:
Once per game, except for the first turn, we Orks are allowed a Waaagh. Declared in our shooting phase, all Ork infantry gained Fleet for the duration of the turn.

Mob Rule:
Any Ork mob that has a higher squad number of 10 gains Fearless. Also we may choose to use the number of boyz in the squad as our Leadership value.

Furious Charge:
Same rule as in the rulebook.

The New

Waaagh:
It is no longer Army Special Rules but it is now on the Warboss page. The new Waaagh! is great as it is like 4th Waaagh!. Once per game, at the start of your turn and after your first turn, you may declare Waaagh!  Every model that has 'Ere We Go! may now charge in the assault phase even if they Ran that turn.

'Ere we Go!:
When determining charge distance, you may reroll one die. I love it. This is far better than the old Waaagh in 6th. In my opinion this is way better than reroll the entire roll. That way if you roll a 6 and a 1 you can reroll just the 1 instead of both.

Mob Rule:
This has changed drastically. We now take morale tests above 10 models. But now we roll on a table to determine what happens if we fail on the test. On a roll of a 1, if the unit is locked in combat, it is treated as if it passed the morale test but if it isn't in combat, it fail the test. On a roll of 2 and 3, if the unit contains one or more Ork characters, it suffers a D6 S4 hit and it is treat as if it passed. If no characters are in it, then it fails the test. On a roll of 4-6, if the unit has more than 10 models then it suffer D6 S4 hits and passes the test. If it has less than 10 then it fails.
      So fearless is now out of Mob Rule which only hurts a bit since it is sort of replaced by the table. All in all I preferred to have Fearless but I can see why they changed it since high numbered mobs are really hard to take down because of it.

Furious charge is no longer an Army Special Rule but most Orks still have it so do not fret.


The Pros and the Cons

Pros:
Waaagh! is fantastic once again. The charge after run will help tremendously, and it is now at the start of your turn instead of the shooting phase.

'Ere We Go! is a great addition to the Orks. Combined with Waaagh!, I can see this being a great assault codex for us.

I'm going to put Mob Rule in Pros because I do like the new table. It does even it out for other players since a 30 mob was just vicious on the field.

Cons:
Fearless is gone.

The Mob Table can be really nasty for us if we roll really bad.


All in all, I am very pleased with our new Special Rules. They are balanced yet powerful and I cant wait to use them on the field. Let me know if you disagree with me on some parts as I may be wrong. I am always up for a good debate.

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