My thoughts on early Ork rumours

Over on Faeit 212 they have themselves some early Ork rumours you can read the whole thing here.

But loving my orks I thought I would throw in my 2pence worth about what each addition could mean to me. Please bear in mind I am treating these with a pinch of salt but the language used is as if the codex was already out πŸ™‚

Orks will stay the same with furious charge and mob rules but all orks (not grots or squigs).

This is as expected as they have become pretty core to the Ork rules.

Will get FnP 6+ as a race because they are basically tough and it takes a lot to kill and stop an ork.

This sounds awesome and goes some way of helping additionally with the rubbish saves (basically you get a re-roll on your armour πŸ˜‰ ), It is going to be interesting to see what effect this has on Pain Boyz will they grant a better FnP or something else?

Most weapons will stay the same except choppas are ap6 but gain ap5 on charge and big choppers will be +2s and ap4 and ap3 on charge.

I suppose this AP effect is down to losing strength bonus on Furious Charge. I am no glad that my Nob unit has a healthy mix of PKs and Big Choppas come to daddy ork.

Nobz stay the same but are getting more characterful upgrades available to them, new kinds or grot assistants such as suicide grots(act alot like bomb squigs but prone to blowing up in unit) and
ammo runts and attack squigs also more weapon options like Big shootas and such.

Always fun to have a touch of randon-ness in an Ork army hopefully they are useful.

New nob mega armour unit with teleporting abilities but its teleporting works differently from conventional deepstrike bit more random.
There is a special mek character that can bestow teleportation on D3 units.

Again if you could assault with those MegaNobz then awesome but my boys will stick to a battle wagon thank you very much.

Special bloodaxe character with rules that can bring back boyz units once they are destroyed, much like an imperial guard special character.

Interesting the unkillable orks. Hnady if you blob with a 30 man ork unit. Otherwise does nothing for me,

A large multi wound squigoth type creature, not FW, it is ever hungry and uses a hunger points system. if it doesn’t fulfill the hunger points in enemy’s it will rampage nearest unit friend or
foe in order to eat.

Was always going to be a big kit, sort of sad we it isnt the Stompa I can take a reduction in its apocalypse stats to field in everyday list. But I suppose a Squigoth is next best thing if a bit feral orky..

Two new ork psychic lists for weirdboys, Mork more offencive and Gork more strategic. Many powers in the lists get more powerful the more orks are around the weirboy, although the more powerful they are the more dangerous they are if they are miscast as they will often misdirect or hit the weirdboy and unit.

This again as expected linky up the powers a bit more with fantasy in a way. No surprsises, but think we will see more Weird boys about..

New ork only fortifications (including an ork rock) and an ork only warlord chart.

Again no surprises about the Warlord chart but an Ork Rok?? Those things are suppose to be huge mmmmh.

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