Today I got a peak at the Imperial Armor Xenos, and naturally I spent that time looking over the Ork stuff. So NOTE that I didn't have hours to really delve deep into the datasheets, so this is just my first impressions. That said at this moment I won't say its essential like IA8 was in 5th, but it seems nice if you happen to want a lots of vehicles.
But I'll start first with what to me seems like the fairly large downside, and that is missing content. Gone are Mekboy Junkas one of my personal favorites, so too are Gun Trukkz, Grot Bomb Launchas, Battle Fortresses, Looted Wagons (which I had really hoped would be hiding here), ALL of the Ork Foregeworld Flyers, and the extremely odd removal of the Mega Dread.
Well let me rephrase that last one. Its more that they merged the Meka Dread with the Mega Dread. Its a Heavy slot like the Mega, but with most of the weapon options from the Meka. Except he lost the Mek Tools and does NOT have them replaced with the Mega's weapon systems. Furthermore he also lost Rokkit Racks, which while being an extremely rarely taken option, it was one of the cooler modeling options.
Sure I suppose you could say the Meka Dread and Mega Dread were close enough (especially when he LOST one of the main points which was his Mek Tool arms!), but I'd have rather had Mork/Gork-noughts combined into a single entry (which would allow me to take the Deathstorm Mega Shoota without the burny weapons I don't care for). Maybe it just stings so much for me because I was really planning on a two KillKannon Mega Dread, but hey if the rest of the Ork army works I don't really have a right to complain.
BUT enough with the negatives, here's what I think makes this book constructive for us in a cool countdown list...
5. Grot Tankz
If you don't know what a Grot Tank is, think a Warbuggy that's been turned into a Grot sized tank by Grot Mekz emulating the Big Meks. These guys have Grot BS (because they're grot piloted duh!), and that ultra rare Ork Invul Save coupled with an unreliable movement speed, but with each clocking in at the pricetag of 10 grots (before giving them gunz!), they are a bargain. What's more is that the optional pintle Shootas come at the same price as a Shoota on a Boy, which makes them a Must Equip in my book.
Add to that a great selection of weapons, the fact that Kommanda's are a free upgrade who continue to take a second weapon, and the Grot BS I find them quite worthwhile. I'm really torn between KMBs and Rokkitz with these guyz.
But what's the hitch? Do you sense a hitch, I kinda see a hitch. They have to squad, which doesn't come as much of a surprise but it is worth noting that because of that aspect they have a potential to lose a Morale Test and break, unlike solo vehicles who basically ignore that Morale stat.
4. Squiggoths
Replacing the cheap as chips Big Squiggoth is now just the simple Squiggoth. Sure its a lot more expensive then it once was, but its a friggin Dinosaur that can transport a small shooty squad in style with them shooting all the way. Add to that the option for a Big Gun and he's a heavy duty mobile attack platform that can Stampede the enemy.
Seriously he's got a Stampede special rule that 5/6 times will cause some extra damage when assaulting. Oh and did I mention he's got more Wounds than a Battlewagon? He's worth giving a look at, especially for Footslogger lists that need something big to soak firepower and you don't want to shell out the Lord of War detachment for a Stompa.
Oh and while its a little more pricy than my own hopes, it still is cheaper than a nought!
3. Warkoptas (Chinorkz)
Despite retaining the Chinork nickname that I'd like to see chucked by the wayside, its very worthwhile. Sure its transitioned back into a Skimmer instead of the full blown Flyer it temporarily became when Forgeworld released the Flyer FAQ with Death from the Skies, but its easily one of my favorite Ork vehicles.
She gets the 8th Ed DeepStrike, option for Big Bombz, has an amazing move stat, and unlike the other Ork Transport doesn't have a damage table so it keeps trukking until the end at the same pace. Like pretty much all vehicles in this edition, it costs a chunk more than I want, and even more when grabbing the option for two Rattler Kannons, but she seems rather solid as a Deepstriking Pk delivery service. Playtesting is surely needed for this one, but on paper she seems sturdy enough.
2. Grot Mega Tanks
I loved the Grot Mega Tank the moment I saw its experimental rules a couple months after I got IA 8, and I seem to only continue loving this beastie. It has the strengths of the Grot Tanks, but the size of a Battlewagon. As much as I want to go Grotzooka crazy on this bad boy (seriously she can take a max of 7 Grotzookas!) I'm thinking she's better off with Big Shootas and Twin Big Shootas. Why? As always I'm a point minded penny pincher, but pumping out 21 Shots a turn just makes me salivate (especially with the range and Grot BS)!
And to make that even better should the crew Mutiny each shot gets a bonus on their To Hit rolls. Yes there is a slight downside to the Mutiny (you have to treat all weapons like you did last edition for purposes of targeting), and the chance that every weapon ends up jammed, but the Risk/Reward is so worth it in my eyes. Its also just about cheap enough to justify taking two, but remember the Ork adage that has come around again: Boyz before toyz.
1. Big Trakks
If you read the amazing IA 8, then you know and love the Big Trakk. I'm not going to bury the lead, I feel they went from support to centerpiece, and depending on what options you go for, it can clock in under a naked Battlewagon in points, while being just shy of a Battlewagon's Wounds. Its also highly mobile (Warbuggy speed!), and if your going the Dakka Dakka route can take 4 Big Shootas, and 2 Grot Sponsons. The wording felt a little odd in the Options section, but it seems that alternatively you could have 2 Big Shootas and a Big Gun (Kannon, Lobba, Zzap) or an even heavier Big Gun like Big Zzap, Kill Kannon, Big Lobba, Flakkagunz, or Supa Skorcha.
The Big Trakk also sees the return of Grot Riggers (YAY!), but do note that even though they're listed under Abilities, you gotta pay points for them and they are NOT an optional (which for me is fine, but I almost missed seeing that. Now I'm not normally a fan of Flame weapons, but the Supa Skorcha in this edition really has my interest, and this guy as far as I can tell is the only one that can take it. With Rokkit Range, the standard Flamer to hit ability, the fact your almost guaranteed more shots then the Killkannon, and the same point cost as the rack of rokkitz there's no doubt as to why I'm intrigued by it.
Long story short (too late), I think the Big Trakk is going to be a hard anchor for me in future games, with its amazing speed, Wounds (and minor Wound recovery), plethora of weapon options, and reasonable point cost. In fact I think it just might be the most competitive vehicle the Orkz have. Now the horrifying question I don't have the answer to; what's the rules on using Forgeworld this edition?
Peace
~OD