Review Rollout: Codex Orks (9th Edition)

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WAAAAAAAAGH! Warboss Brett reviews the recently released Codex Orks for Warhammer 40k 9th Edition. Join us as he discusses the revamped rules, from Stratagems to Warlord Traits and Custom Jobs to Custom Mobs. Get stuck in ladz!
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Welcome to Anvil of War Gaming, where we help forge the table top gaming community. One video at a time!
Anvil of War combines Adam's 15+ years experience in the table top gaming with the fresh perspective of Ken's new found passion for the hobby.
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Пікірлер: 11

  • @B__C__
    @B__C__2 жыл бұрын

    Ack! My gun wagon doesn't explode on a 4+ for a 6" radius of d6 mortal wounds anymore. Oh, the Orkanity!

  • @jwheatca
    @jwheatca2 жыл бұрын

    Awesome review!!! Can’t wait to get my boyz together!!!!

  • @thekr0nck353
    @thekr0nck3532 жыл бұрын

    Ty for the review, still building and painting my Boyz but can't wait to try them out!

  • @whotookmydice
    @whotookmydice2 жыл бұрын

    Nice review! Great looking codex, lots of cool stuff!

  • @hellsong23
    @hellsong232 жыл бұрын

    So,am I right in saying, 'Brutal but Kunnin'' effectively lets you reroll a second time without actually counting as a reroll? I.e - swing, miss, re-roll, miss, then get an extra attack? Cool, if so!

  • @marcoscastellanos4114
    @marcoscastellanos41142 жыл бұрын

    Waaaaagh!!!!

  • @Nobleheart111
    @Nobleheart1112 жыл бұрын

    So, theoretically you could get a Warboss with powerklaw and shoota, Weirdboy, 2 units of 10 Gretchin, Nob with Big Choppa and 17 orks, 2 units of 3 meganobz with 2 killsaws, a Morkanaut, Gorkanaut, and a Stompa for 2,000 Points. Then put the Orks, Warboss and Weirdboy into the Stompa, the Meganobz into the Morkanaut and Gorkanaut, Strategic Reserves all 3 Superheavies and only have 100 points worth of 20 Gretchin on the table on Turn 1? Does that work?

  • @AnvilofWarGaming

    @AnvilofWarGaming

    2 жыл бұрын

    Nobelheart, the missions do have limitations on reserves. I believe it limits that 50% of your forces total points needs to start on the table. I will confirm when near my rulebook! - Adam.

  • @martinwisniewski246
    @martinwisniewski2462 жыл бұрын

    Great review.... Does this mean you ready to take on the DG again? :)

  • @BaWitda
    @BaWitda2 жыл бұрын

    I don't think there are any points where Ghaz gets any real benefit from the strength bonus, barring an enemy with a strength penalty effect. You're above the toughness of pretty much any model in the game even at the lowest bracket, and it's going from even to odd numbers. Going from 10 to 11 strength on an attack won't change the wound roll on anything T9 or below (which is pretty much everything). Not that I'm complaining, mind. Ghaz is already a (literal) combat monster, and there are plenty of other units that are going to love that bonus. I think Death Skulls are still going to be the most common "add-on" detachment, because there aren't many armies that can't benefit from a unit of obsec kommandos or stormboyz. Some notes on Blood Axes: Their kultur didn't change, but I think fall-back-and-charge is more valuable in 9th than it was in 8th. Also, you don't need the super heavy detachment to outflank the stompa. The Stompa doesn't get the kultur, but it still gets a keyword. The keyword is not a detachment ability. Detachment abilities are what you get for giving all units in a detachment the same keyword. I don't entirely agree with your argument on stratagems. I think our stratagem list is a lot weaker than some of the other recent codices, like AdMech or the upcoming Thousand Sons. That said, orks are better at a baseline. So I wouldn't say that it's the way the game is going as a whole, just how orks are going. On the other hand, it means that adding multiple detachments is much less painful for orks, because we don't need to save as many CP for stratagems. Not to say that our stratagems are /bad/. Just that they're not going to drive our armies quite as much as some other factions. I think there's still a place for 30-boy blobs. There are still buffs like Warpath that will absolutely shred on a 30-boy blob if you can get them into melee (and the new Get Stuck In Ladz will help with that). I feel it's less that they're discouraging you from taking large units, and just made it so that it's not the obvious best way to run orks. Small correction: Warboss on Warbike has both the Warboss and Speedboss keywords, which, rules as written, lets him call either waaagh. This is obviously unintended and I expect this will get changed quickly once IA gets updated.

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