8/27/23 Orks

Another week has passed with excellent progress! Orks are getting very close to completion. I am working through HQ slots, and only have Advisors, Lords of War, and Fortifications left after that!

Going into some of the Ork abilities a bit further while you wait for the release should give you some ideas of the play styles to expect.

With the exception of HQ and Advisors, Ork Ld stats are pretty poor. Many units of Orks cast a 12″ True Aura where all friendly models count their Ld score as equal to the number or Ork keyword models in that unit! This means that many Ork armies are successfully ran with large blobs or Ork Infantry at its core, or utilize units of Transports to use the Fire Ports as a way of casting the True Aura!

Ork HQ do not have the highest Ld scores like many other armies. Instead, they have Breakin’ ‘Eads. This forces them to be their brutish nature without your control and discounts the ability cost. For the first time in each phase that a friendly unit within 6″ fails their Ld test, that unit suffer d3 Mortal Wounds and then automatically passes. If there is a unit of 30 Ork Boyz nearby granting a Ld 30 to everyone around, it will be incredibly difficult to shift them off their positions!

Ork stats as you may recall from a Weekly Post many moons ago mentioned reworking the Ork stat lines as well. They are in a position to feel like a horde, but still be brutal like they are intended in lore. Space Marines can still go toe to toe and feel like the super soldiers of legends that they are, and Orks can still clobber basic soldiers rather effectively like they should. After many, many playtests, we have them in an excellent spot!

If luck holds out, the end of this week will see a Final Draft Ork Codex on this website for everyone to enjoy and provide constructive feedback.

Best of wargaming you gitz!

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