Episode 81: Orks Part 1
In this episode, we talk about Orks! Like most of our army reviews, this is a big topic, so we have broken this into two parts. In this first part, we talk about the story and background of Orks, each of the Ork clans, and our favorite units in the new codex. We also talk about our preparations to go to the Las Vegas Open 2019.
A brief history of Orks
“The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the humans, on the road to ruin in their turn? And why? Because we sought answers to questions that an Ork wouldn’t even bother to ask! We see a culture that is strong and despise it as crude.”
-Uthan the Perverse, Aeldari Philosopher
Overview of Orks
Ork infantry don’t move that fast, but they have ‘Ere We Go to re-roll charges and a Warboss gives them Waaagh to advance and charge.
Orks have poor shooting, but they make up for that in volume of attacks with assault weapons and the Dakka Dakka Dakka special rule and the stratagem.
Orks don’t have great leadership but they can mitigate that with the Mob rule and Breakin Heads.
They have low saves and die pretty easily, but they make up for that in volume of models and have some tricks: the KFF, Painboy, and Grot Shields.
What they do best, and what the lore supports, is to have a volume of everything; lots of models and lots of dice, and to get into assault.
Gretchin do not benefit and Flash Gits only benefit from Freebooterz
- Bad Moons
- Evil Suns
- Blood Axes
Our Favorite Units
Rather than go through each unit in the codex, we thought it would be better to go through each Force Organization slot and talk about the most powerful units and some of the underrated or potential units that you may have overlooked.
- Big Mek with KFF
- Mek Guns
Las Vegas Open
Our lists and progress toward attending the Las Vegas Open
Patreon Page: The Battlehosts