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Posted 20 hours ago

Codex Orks (Warhammer 40,000)

£9.9£99Clearance
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Some of this feels like a little bit of a shame – the Ork stratagem sheet is a little sparse compared to some other factions (presumably intended to counterbalance getting multiple customisation options) and not all of these really needed to be culled. It isn’t cheap at 25pts, but because these weapons work from out of line of sight you can protect your investment, and that makes it worth testing. Being locked behind having to have your warlord from this clan is a real conundrum, but it’s so stonkingly powerful that people might try.

It also included some of the most interesting thematic rule-building GW has yet tried with its new Crusade campaign system, in the form of custom-concocted plagues for your Death Guard warband, each affecting nearby enemies in slightly different, yet equally revolting ways and developing in potency over successive games. The whole book is designed to provide much wider strategic variety among Adepta Sororitas armies, which has been found wanting in recent years. before the bearer consolidates pick an enemy unit within one inch on a 2+ it suffers D3 mortal wounds, very nice for finishing off those annoying models that refuse to die. That reduces the upside of taking a multi-Clan army, as unlocking additional strats was one of the reasons to do that.

The box of 29 minis contained a small forcefor each faction, and two brand new character miniatures to lead them: Castellan Crowe for the daemon-hunting Grey Knights, and the new Infernal Master character model for the Egyptian-loving warp wizards. It’s also worth noting that this is a place where the Buggies now coming in units actively helps you, as you can pull a full, high-value unit if needed. Reddit and its partners use cookies and similar technologies to provide you with a better experience. T5 and AP-1 on choppas across the board means your basic Boyz, plus everything that shares their profile, are properly scary again.

But what they lack in accuracy they’ve always made up for in rate of fire and raw enthusiasm – a tactical approach the Orks themselves have dubbed ‘dakka’. It’s 88 pages long, and features additional lore for theSons of Russ,a bestiary and unique ‘Sagas’ rulestoform custom, ever-changing Warlord Traits for your Space Wolves commanders. Yes, that’s 30 Strength-6 shots within 18” – considerably more than most Orks can be bothered to count. It does mean, however, that some units now can’t expect to operate while Advancing – these are no longer Assault weapons and the Dakka type doesn’t let you shoot after Advancing. Few of the normal warning signs of an approaching Hive Fleet were triggered in the run up to this codex release.Like the others, it’s full of army-specific datasheets, rules, and bespoke Crusade content for the Death Guard, the vile,disgustingly resilient sons of the dread Daemon Primarch Mortarion.

Kustom force fields have gotten a re-vamp in this book, generally becoming weaker – they’re now 6++, and a smaller radius, but with the tradeoff that they work in melee, and only need the Unit to be “within” rather than “wholly within”. It’s still only July, but I’ll be surprised if any challengers for Strat of the year appear after this. The best part is that by completing agendas you can gain more scrap so its not just about killing your opponents vehicles… although it is fun.which affects shooting and gives your Orks the ability to ignore the penalty for firing Assault weapons after advancing and boosts the AP of their Dakka weapons by one, an ability that lasts through the next turn.

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