This is the one you’ve been waiting for. Orks is on the way!
These articles were originally published on the Warhammer-community page.
Next week, Codex: Orks lands on pre-order and gives greenskin players the book they’ve been dreaming about since… well, FOREVER.
Codex: Orks transforms your favourite army into a flexible, fast and brutal force that truly represents the weird and wonderful ways in which the Orks go to war. All the great stuff you know and love from this edition’s codexes so far – Stratagems, Warlord Traits, a Psychic discipline, and so on – is all here, plus all sorts of special Orky touches. Take Clan Kulturs – powerful faction-specific rules that allow you to represent the unique tactics (such as Orks have them) used by each of the great clans. Or just the army-wide special rules – as previewed previously, Orks now ALWAYS hit on a 6 – and they get to make another shot while they’re at it:
You’ll be able to grab Codex: Orks in print, digital and strictly limited collector’s edition on release – alongside a host of new models…
That’s right – Codex: Orks is launching alongside no fewer than FOUR new Ork Vehicles! Each of these is a radical reimagining of the classic Ork Warbuggy, representing different facets of Ork “Kultur” and giving you all manner of new tactical options when building your army. Need some fast-moving anti-armour capabilities? Grab yourself a Megatrakk Scrapjet! What about some extra dakka? Look no further than the Boomdakka Snazzwagon! Can’t choose? Bombard your enemies with a variety of exploding squigs fired from the Rukkatrukk Squigbuggy.
In fact, thanks to the Deffkilla Wartrike, you can field an army consisting of ONLY Ork vehicles – a convoy of destruction led by a mighty (and mobile) Speedboss.
Every mechanised Ork army will want a Mekboy Workshop. This new terrain piece allows Orks to enhance the abilities of their Meks and keep anything from Trukks to Deff Dreads in fighting shape:
If you’re looking to match your dice to your Ork army, you’re in luck, thanks to a fancy new set designed to fit the ramshackle aesthetic of the greenskins:
To tide you over while you wait for the pre-order, we’ll be previewing the new codex in detail all next week, with an in-depth look at the new rules, buggies and Clan Kulturs, starting tomorrow!
Sly Marbo Returns
That’s not all! If you missed Sly Marbo the last time around, next week, he’ll be available to pre-order once more. The so-called One-man Army is an ideal addition to any Catachan collection and comes packaged with his datasheet, meaning plugging him into your Imperium army is simple.
You’ll be able to pre-order Codex: Orks, the new models, and Sly Marbo on the 27th of October – let us know what you’re most excited about on the Warhammer 40,000 Facebook page! If you’re eager to get started right away, all the models in the Speed Freeks set have rules for Warhammer 40,000 – you can pre-order your copy right now.
Welcome to Clan Fokus – a new series on Warhammer Community where we’ll be taking a closer look at all the new Clan Kulturs in the new Codex: Orks. These powerful special rules let you tailor your play style and offer huge benefits to nearly every unit in your army. We’ll be previewing a new Clan Kultur every day this week, starting today with the Goffs…
Bigger, meaner and ’arder than any other Orks in the galaxy, the Goffs are violent, direct and constantly spoiling for a fight. Battling anything and everyone they encounter (including each other in the absence of suitably fighty opponents) the Goff’s are the Orkiest Orks that ever Orked. Though they are happy to pursue any means to victory – be it kunnin’, speedin’ or shootin’ – they love nothing more than krumpin’ the enemy “up-close an’ personal”. Being the most warlike of a warlike race, it is no surprise that the deadliest Ork of them all, Ghazghkull Thraka, is a Goff.
Goffs love fightin’. So much, in fact, that they’re always trying to outfight the other clans to show just how Orky they are. They’re pretty good at it too:
This simple but effective Clan Kultur makes your army that little bit better when it’s getting stuck in with brutal melee combat, and complements Dakka! Dakka! Dakka! superbly – whether you’re shootin’ or choppin’ up your enemies, you’ll be generating free attacks on hit rolls of 6.
Top Units
There are few units with the close-combat punch of a pack of killsaw-armed Meganobz, and they’d be a great choice for an army of Goffs even without the generous points reduction they’ve received. However, there’s one Stratagem that makes them invaluable – Tellyporta:
You can combine this Stratagem with any Orks unit you wish, as long it has a Power Rating of 20 or under, but that’s potentially a full unit of 10 Meganobz! With their ’Ere We Go ability enabling you to re-roll either one or both of the dice when making your charge roll, you stand a great chance of getting this deadly unit stuck in as soon as they arrive.
Boyz! Can an Ork army ever have enough of them? Goff Boyz (especially ones equipped with choppas for an extra attack) are some of the best close-combat units in the entirety of Codex: Orks, laying down a ferocious amount of attacks in melee. They also have access to a nifty Stratagem of their own representing the biggest and toughest Goffs Boyz, known as Skarboyz:
In game terms, the difference between Strength 4 and 5 is a huge. It will enable you mince Toughness 4 units and threaten tanks (even Imperial Knights!) with your sheer volume of attacks. To make the most of the Stratagem, be sure to take a full unit of 30 Boyz to upgrade in this manner. That way, Skarboyz you’ll be dishing out the better part of 100 Strength 5 attacks!
On a separate note, a number of you have been asking if there will be a set of Ork datacards available with the codex. We can happily confirm that there is indeed. We have proof and everything!
If you want to smash your enemies up in close combat, you really can’t go wrong with the Goffs. If you’re after something a bit more subtle (well, by Ork standards), stay tuned – we’ll be previewing the Snakebites and their mastery of “da old ways” tomorrow. If you’re looking to kickstart your Goff horde, the Start Collecting! Orks set will see you right. It’s got Boyz, Nobz and a Deff Dread – it couldn’t be any more suited to Goffs!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
Ooooh, getting so close! The wait is almost over and I think now you all are starting to see just how good Orks will be…
My enthusiasm for the Ork Codex has actually been overtaken. That Mek Workshop is the coolest thing I’ve seen out of GW since the Galvanic Servo-Haulers. They’ve been knocking it out of the park with Terrain for a while, and they just keep getting better!
It is pretty awesome, isn’t it?
The change to ‘ere we go that now allows you to reroll either one or both dice for charge distance is the hidden gem of this preview! It brings the odds of making a 9″ charge up from 47% to 57% (assuming you do the optimal thing and reroll both only if both come up 1, 2, or 3 and reroll the lower one if the other comes up 4 or higher).
Having skarboyz as a stratagem that you can decide to use at the beginning of the battle depending on your opponent rather than having to pay points makes it both flexible and potentially really scary. Imagine 120+ boyz running around hitting at S5 with exploding 6’s. That’s nuts. Not much is going to stand up to 30 boyz with 120 attacks at S5 hitting on 3’s with exploding 6’s, before any aura abilities are even applied. Even against a T8 vehicle with a 3+ that’s 10 to 11 (on average) unsaved wounds in a single round of combat, before buffs or power klaw. That’s absolutely insane for a ~200 point unit.
Yeah man, they hit like a truck! The other Kulture’s are awesome, too! Orks are going to kick serious ass.
Ugh. Forgive all the math. It’s just how my brain operates. I was excited and it got the better of me. I think it’s interesting but I’m probably the only one.
Anyway, I’m just blown away that this is a 1 CP stratagem you can take multiple times. If you think about what the points cost would be to put +1 S on boyz, and you can take it for a few CP instead, and you can decide after you make your list whether to do it or spend the CP on something else like ‘ard boyz… This is madness. Forget hitting like a truck; put a banner, a weirdboy, and Ghazghkull in there and these boyz will hit like the whole convoy. The hard part is going to be finding something tough enough to actually need a beating like these ladz will dish out. And if your opponent doesn’t have anything like that…just don’t use it and save the CP for something else.
Yeah, I noticed the change to Ere we Go too, a huge improvement! It’s nice that Orks get some reserves stratagems too, with the Teleporta.
Hoping that my Deffskulls make the Kulture cut and are equally awesome.
Going to go ahead and say that orks will be the most competitive army if their points are what we’re guessing…
I think they will be, but time will tell 🙂
And it looks the armored boyz are also back in the codex. The question is it will be a upgrade , new entry in the codex or again a stratagem to make the normal boyz itno ard boyz.
I won’t spill the beans as to how yet, but I will say you can get Boyz up to a 4+!
Oh man, there is so awesome already. This is freaking fantastic. Any chance we could delay the SoCal Open for a week? My boyz would, like, super appreciate it. But… they’ll be showing up either way. 😉