Killing greater demons is not a hard ask for the boyz. You can own the board and when you lose units on the eventual counter charges you have more coming. With a few exceptions Ork players should feel confident as long as they can weather the storm of shooting that some lists can bring.Ĭhaos Demons: The flamer nerf turns a matchup in which Orks could already be confident into one which I consider downright favorable. They can deny primary scoring, score secondaries, and even earn additional CP while you’re at it. They’re going to have a lot of trade pieces that are a bit more deadly into much of the meta. Orks are good or at least even into a lot of what’s out there. So if you can’t hide and didn’t reserve units you might have a bad time against armies which can shoot you off the table before you get rolling. The easiest way to defeat an Ork player is by killing them early in their deployment zone. And outside of World Eaters, the meta is likely to become one heck of a lot more shooty. They will play well into most of the meta and won’t have a lot out there that is a paper to their firm rock. Moving into Arks, Orks should be firmly in the A tier of armies, and in a relative balance with other A tier armies. It’s now cheaper to bring two warbosses in a list (1 CP instead of 2 via adding a Patrol Detachment) and having two in a list via the Heroic Support Stratagem will be standard.Ĭredit: Robert “TheChirurgeon” Jones The Matchups The Arks detachment is going to free up list building, but it will also make things complicated with Specialist Mobs like Trukk boyz and Orrible Gitz (you can only take one per list). Overall this will make taking a more passive-scoring, defensive game plan a bit less good. Green Tide is also significantly easier, with the table quarter exclusion zone only being 3”. The Secondary Objectivesįor some inexplicable reason they buffed Get the Good Bitz, though they completely removed The Biggest and the Best. Orks received a few scattered but welcome point drops, most notably some major discounts on equipment for basic Nobz and 5pts off Flash Gitz and Killa Kanz, which makes the former possibly playable and the latter very cheap. Second to the above world shift are the changes to Orks themselves. Thankfully, with free Strategic Reserves, the boyz can choose to do a little more hiding than they could before. So while we can celebrate a little we must be cautious. The resurgence of marines and the amount of dakka they bring to the table is going to be an issue for the boyz. ![]() ![]() And Orks benefit from the majority of the Core Secondary objective changes as they do have the option to score those with relative ease. On top of that there were large nerfs to many units that play well into Orks – I’m looking at you, Flamers of Tzeentch. ![]() Flyers, which can be the bane of some Orks lists, are virtually extinct in most lists. The loss of Armor of Contempt makes the ever-trusty choppa a bit more deadly, particularly against those pesky power-armored targets. In Arks, It really isn’t much about what changed in Orkz it’s more about what changed everywhere else.
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