Ork Stormboyz – A Review

warhammer-40000-logoIt’s no secret that I’ve riding the green tide. It’s equally common knowledge that I’ve managed to cobble together 1,000 points already. None of it’s painted yet but that’s fine as the deal between myself, Mat & Lee is that we can’t progress past 1,000 points until it’s all painted. There’s an advantage to that though as it gives me time to get use to the army before it gets too big.

And one of my favourite parts of my budding Waaagh is the Stormboyz. What’s kinda fun for me, being part of the Old Guard, is I’ve had the luxury of watching these models change over the years and each time I thought ‘those are really cool’. They’ve just got better and better. And less fascist as well which is a good thing.

99120103020_StormboyzNEW01The thing that impresses me the most is the versatility of the kit. There are options enough that you can build 10 Stormboyz that all look different. Individuality in a horde army is rare so the luxury of coming up with different combinations is a bit of a treat. From the 10 I built my favourite is the Stormboy clutching stikbombz in both hands and one between his teeth. He looks completely mental.

I think what’s cool about the models is while the background points towards Stormboyz being disciplined and well-drilled, it’s still by Ork standards so they still have that shit kicker look that makes the Orks, as an army, look so cool. Instead of like the aforementioned fascists in grey jump suits ala the 2nd edition version. And they’re still Orks so they’re still giddy at the thought of unbridled death and destruction from above. And all that comes through on the models very well. Equally the rokkit packs are crude but have an elegant simplicity that – like the Dakkajet – points towards a barely understood higher knowledge of aerodynamics and the principles of sustained flight. The 3rd edition models had nothing more than an Acme rocket strapped to their back which would have achieved nothing more than firing its wearer high into the air only to plunge to their doom shortly after. Which, whilst funny, isn’t very believable even by 40k’s over stretched concept of the possible.

It also goes together very well. The legs and torso are attached so they’re far stronger than the older models, witch just the chest to attach. There’s also plenty of heads to choose from so you can mix and match between typical Ork heads of the zanier options like the ones shown above. Where possible opt for the zany ones. They’re just better. The only considerations when building the Stormboyz are:

Position the model towards the back of the base. Because the model is leaning forwards to simulate takeoff they’re very front heavy. Whilst this isn’t such a big problem as the old metal/plastic kits of yore they’ll still fall over and it’ll still be annoying.

The other is check all the rokkit pack parts fit together before you glue them. Whilst the vast majority are interchangeable, one or two aren’t and if it’s the last model you build in the squad you’ll be kicking yourself. Plus one or two of the nose cones will get in the way of one or two of the heads so glue that on last where possible.

Now there’s a few naysayers surrounding the use of Stormboyz primarily around their woeful armour save with no option to upgrade it. But I say this is a good thing because it encourages you to use them the way they were intended which is either with maximum aggression so you close the gap between your line and the enemy’s as quickly as possible, or you hold them back to act as a rapid response unit. Coupled with the fact that they’re relatively cheap compared to other jump infantry and they’re actually a pretty useful squad to have in the army.

Their high toughness will keep the Stormboyz safe from squishy targets like Imperial Guard when they make it in to contact, so the Ork’s low initiative isn’t so much of a problem. Against Space Marines it’s an entirely different matter but the sheer weight of attacks – and the aforementioned low-cost – will mean win or lose the Orks will always come out on top. In the game I played against Guard they made absolute mincemeat of everything they came into contact with and the addition of a Nob is brutal.

Of course that’s an ideal scenario. They were able to close rapidly and managed to avoid shooting or made it into cover when they couldn’t. The bottom line is they are very very vulnerable so there will be some games where they’ll be cut to ribbons before they do anything. How you use them so incredibly important. It’s kinda sucky from an investment point of view as a unit of 10 is the best part of £30.

If you can find ways to mitigate that all but pointless armour save then you have a very hard-hitting unit for naff all points. Time you attacks so they make contact with other elements of the army and Stormboyz have the potential to run roughshod thanks to the speed they have over their ground pounding counterparts. More so if you take a couple of units of 10.

Personally, I love the Stormboyz. The models are awesome and the best fun to build, just like the rest of the Ork models I’ve come across thus far. The level of customisation is pretty good and they just look the best when they’re built and all grouped together. They’re chunky though so be prepared for them to occupy a lot of space on the board – a bit of an issue for a horde army – and a lot of space in your figure case. But the bottom line is they’re great fun to use on the board.

Ork Stormboyz are available from Firestorm Games priced £13.95.

A Ghostly Apparition

 

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Guess who’s started a new army for 40k? It’s not my fault.  Honestly, blame Mat and Phil, they’re the ones who got me feeling all jealous and left out and stuff.  Once Phil followed Mat down the Xenos path it was only a matter of time before I caved and followed suit, which I duly did once I finally settled on an army to collect. In our gaming group Marine players feature heavily, 4 out of 7 to be exact, so when Mat decided to actually get a 40k army to play with (after selling his Tau) he figured collecting another Xenos force would be a good idea to help break up the monopoly – such a good idea in fact, that Phil and then I decided we would start new armies also of the non-good guy persuasion to add a bit of variety and eliminate those sometimes drab Blue on Blue games. Phil has now succumbed to the Green Menace to go alongside his near 10,000 points of Ultramarines, whereas I needed something to offer an alternative to the 3000+ point Marines, Guard and Grey Knights armies I already have – but I wasn’t sure what…

The new army feeling was building as I started to consider all the various races, but I found my choice somewhat more limited than I expected.  There are some I just won’t entertain – like Chaos for example. I know the whole Xenos army idea is supposed to move me out of my comfort zone but Marines with spikes stuck on them has never, ever, worked for me. Daemons lacked the things I like most in 40k – guns and vehicles, which also largely eliminates Tyranids for the same reasons.  Orks didn’t appeal to me and although Necrons may have, both were already taken.  The Tau were still good guys really and I’d already had an army of them in the past before selling them on, so I passed on taking them a second time.  The Dark Eldar were a strong option as there were a number of units/models I really liked but in the end not enough to build an army around, so that left just one non Imperial army to choose from – the Eldar. I’ve thought about collecting an Eldar army in the past, a few times in fact, as they suit my style of play and have some fantastic models, but their unit focus and squishiness always did enough to put me off.  However, the Iyanden Codex has offered me a way around this: a Ghost Warrior army! The new army feeling was well and truly buzzing now.

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An all Wraith Ghost Warrior army – 2000 points in 27 models!

‘Wraith’ type units really do have some cool looking models and nothing’s better than an army that can smash faces and look good whilst doing it. To go with that, one thing a Ghost Warrior army can never be accused of being is squishy, seeing as your standard Wraithguard troops have an impressive Toughness of 6! Add in your Wraithlords and Wraithknights with their Toughness 8 and things are looking pretty solid. However, with the sheer abundance of high strength and low AP weaponry floating around nowadays, Toughness 6 is not what it used to be and a 3+ Armour Save only takes you so far.  It was clear this army was not going to be a simple point and kill type outfit despite the tasty stat lines. Support would be essential but with the point costs being so very high it would be a hard balance to strike. Wraithguard are a costly 32 points each for something that’s still only 1 wound – plus another 10 if you want to give it a D-Scythe, meaning the army is going to be tiny. Like crazy tiny.  Like less than 20 models in a 1k army tiny. This is great news on the painting front as even I could get a whole army finished with that few models to paint in it, but it does concern me on the tactical side of things.  Phil recently stuffed almost 70 Orks into a 1k list and against a few handfuls of Wraithguard packing single shot (albeit mega powerful) guns with only a 12” range, getting overwhelmed is not only a possibility, it’s almost a certainty. They are going to need some serious rapid-firing back up, which is achievable, but breaks away a little from the pure Wraith army ideal.

The reasoning behind fielding a Wraith army in the first place is lack of manpower, so using vehicles which are piloted by just one or two Eldar to act as force multipliers makes perfect sense and opens up the tactical potential of the army – whilst still retaining its character. Including Wave Serpents is unavoidable as they’re the only transports Wraithguard can take and Warwalkers suit the aesthetic of the army as well providing the extra firepower so sorely needed – but with the Heavy Support section already looking crowded with the Wraithlords and Wraithknights taking up the slots there’s a strong possibility I’ll have to go unbound to make it work.  It’s disappointing they didn’t do a bit more for the Iyanden Codex, and something as simple as bumping Wraithlords into Elites would have made a true Wraith army more achievable with a choice in each force organisation slot (If you include Forgeworlds Wraithseer HQ – want!) – Marines get to do it with Dread’s so why not Eldar?  I’ll steer clear of everything else in the codex aside from the compulsory Seers – but there are a few things from Forgeworld which are really catching my eye. Wasps and Hornets look like they can provide all the extra firepower I need and both come under Fast Attack which would solve the overcrowded Heavy Support problem – letting me stay bound and qualifying for the all-important ‘Objective Secured’ rule.  The trade of a 5+ invulnerable for jump packs makes the Wasps even more fragile than the Warwalkers, but it’ll be fun bouncing them around the table shooting shit up while they last – especially if there’s a Wraithknight or two doing the same. I’m still worried about get swamped by horde armies, as is always the case with small elite armies, but it’ll be interesting getting the balance of the army right between guns and bodies.

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Wasp Assault Walker from Forgeworld

Painting wise, I’m undecided about whether to do the army in the yellow and blue of Iyanden as a few other colour schemes have also caught my eye. I was initially quite taken with the grey and orange of Yme Loc and as they have a rep for building titans, I thought this could translate onto my Adeptus Titanicus Eldar force.  But I have since realised the colours look far better on vehicles than they do on infantry, so I’m unsure how it will look on the abundance of long limbed walking units in the army. I could always do my own thing but that might slow things down and I’m promising to get the first 1000 points painted before I go any further.  Aaaahhh decisions. We moan, we wrangle, but we love ‘em really, it’s all part of that new army feeling.  Expect to hear of mighty Wraith constructs stomping on stuff real soon.

-Lee

Ork Bommer – A Review

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The Codex was largely responsible for me finally starting an Ork army but as I’ve always said time and again, you have to love the models you’re collecting or the project will simply never get finished. This is true or all armies in every game ever written. And it was true all those years ago when the Ork Bommer made its first appearance in Epic 40,000 16(ish) years ago. It was those models, along with the Thunderhawk gunship that sold me on that game. I loved the design, the haphazard nature of the construction and the ludicrously big bombs under the wings.

So when the Ork Bommer kit was released for Warhammer 40,000 I was delighted for Ork players the world over because they would know the same joy I did. Little did I realise that I would be in possession of one a year or two later.

When I decided to collect a Freebooter army I made the decision along with it that they needed to be the flashiest, wealthiest, gitiest Orks around and that meant more toys than anyone else and that means jets. It’s entirely possible I’m collecting a near useless army but it’ll look cool as it gets torn to pieces.

But on to the Bommer, or specifically the Dakkajet. I opted for the fighter over the bommer options because I like the idea of the Orks being flyboyz rather than psychopaths. They want to dominate the air and sow fear on the ground rather than fling themselves at it with far more ordnance than is sensible. It fits with my army theme that the pilots are Aces by Ork standards – aloof and skilled rather than kill junkies.OrkBommerNEW01

The kit is awesome. Providing you follow the instructions it goes together very easily. If you don’t then it’s a sodding pain as it goes together much like an Airfix kit so the fuselage is in two halves. This means if you don’t stick things in the right order you’ll be prising things apart. And much like an Airfix kit (other scale models are available) the fuselage will need to be to make sure all the joins take. Some parts a little thin so a prone to warping. It’s not a criticism as it’s a common enough problem with thin plastic, it’s just a word of warning when building the thing. Take the extra couple of minutes and make sure the joins have all taken.

Other than that it’s a pretty straight forward build with enough bits and bobs on the sprues that allow you to make some pretty distinctive planes should you choose to have more than one. Which of course you would. There’s a little bit of flexibility in the weapon load outs so you can move things around a bit but truth be told, without some snipping and clipping one Dakkajet will look much like any other which is kind of a shame, but something has to give considering the variety within the kit as a whole. And there’s nothing stopping you mixing it up with the parts available for a bit of variety. It’s more that the guns will be pretty much in the same place whether you like it or not.

What’s really awesome about the Bommer kit is that it speaks volumes about the Orks. Or specifically the knowledge hard-coded into the minds of Meks and the pilots. Its design is a lot like the MiG 19 with the intake in the nose and the swept back wings. It’s aerodynamic and features all the various bits and bobs a plane needs to fly. Granted the sophistication stops there as the intakes have spiky bits on them and the landing gear consists of a ski and a hook to bury in the ground. But hey, if it works… But it’s more like the Meks get bored or make do rather than don’t care about what they’re doing.

Basically it just builds and looks awesome.

In game terms there’s always going to be a divide when it comes to flyers. There are many who feel the rules are either vague or overpowered. Others – mainly the people who own flyers – like them just fine. Whilst I do think flyers can potentially dominate a game I have given the rules enough consideration because I never thought I’d take flyers so until I give the Dakkajet a shakedown I’m reserving judgement.

But there’s no getting round the fact that the between the special rules, armament and upgrades the Dakkajet – all the variants in fact – is a bit of a monster. You don’t get loads for you basic 110 points but the 3 upgrades – bringing to a still fair reasonable 150 points – gives you a base Ballistic Skill 3, an extra set of twin-linked super-shootas (making it 6, strength 6, AP 4 shots, re-rolling misses) and an extra roll to movement. Add in the Strafing Run special rule and you have a fast-moving Space Marine firing an assault cannon, minus the rending. That’s not bad. And if a Waaagh gets called that 6 shots goes up to 8 just to add insult to injury.

But for all that they’re still only armour 10 all round and Strength 6 isn’t going to do much against the majority of vehicles. That all changes with the other flyer variants equipped, as they are, with very large bombs. The Blitz Bommer is arguable better value being armed with two boom bombs. Whilst Strength 7 isn’t going to be blowing holes in Land Raiders, the AP 2 (and the large blast) will help to blow holes in terminators.

Although the fact that the pilot could be enjoying the diving part of his attack run so much that he’ll forget to do everything else (including pull up) is slightly off-putting. 135 points basic is a lot for what potentially could be a one use weapon. It’s very Orky and everything but I like my army to krump things rather than krump themselves.

The Burna Bommer is, of course, the middle ground for points but as you only get two missiles you’ll be buying another 4 jacking the price up massively. And they’re essentially heavy flamers you have to scatter. And as both bommer variants lose the strafing run rule their shooting will be far less effective as well. And overall the Dakkajet comes in about 10 points cheaper. And you’re probably better off taking a unit of burna boyz in a trukk for the good it’ll do you.

The point is this – the Dakkajet is weirdly the safe bet because it fires the most shots, for the least points and risk, with the greatest accuracy. Whilst it lacks the pyrotechnics of the other two it also doesn’t have the unpredictability of crashing into the ground or the bombs missing the targets altogether which would be the real kicker. It’s a great interference unit and will draw focus. If it eventually gets shot down it represents a fairly low outlay and will in most cases make its points back. Although if you’re using them right, the other two planes will as well.

Which ever your preference, it Ork flyers are unsubtle, relatively cheap, terrors of the sky and earth. And they look bloody cool whilst they do it. The kit is excellent fun and not overly complicated so it can be built within a couple of hours. Even if you don’t field it, it’s a kit worth owning just to wave it around and make ‘neow’ and ‘dakka dakka dakka’ noises.

The Ork Bommer is available from Firestorm Games priced £24.75 (and worth every zogging toof!)

 

WAAC Hits the Presses

Wargamers All Against Cancer hit the Sheffield Live website today interviewing our very own Dave Wilkinson – aka @Docbungle. Aside from wargamers actually getting some good PR for a change (despite the journalist getting the name of the event consistently wrong) it’s so good to see everyone involved getting some well deserved recognition for their efforts, and the charity drive getting even more exposure.

I’m incredibly proud of Dave for how hard he’s worked and for how he’s tackled a very difficult and sad time. I can’t say I would act with half the strength, dignity and determination that he has and I’m lucky to call him a friend. I’m only sorry I couldn’t have been more involved – personal circumstances being what they were – but I hope, should the event repeat itself, I can help in the future.

Anyway, take a look at the video and if you’re feeling generous then bip over to Dave’s JustGiving page and donate some money. When the video was shot the total was over £3k, it’s now over £5k. Which really goes to show what a strong community we are.

 

Mark of War Live on Kickstarter

mow logoYou may have noticed the other a day a little post go up on this site by a chap going by the moniker of Gav Thorpe, talking about a project he’s involved with called Mark of War.

Well it’s live on Kickstarter and in need of your support. For the uninitiated it’s – in a nutshell – a tabletop wargame on your PC, Mac or mobile device. ‘What’s the point?’ I hear you ask. And you’d be forgiven for doing so because it is literally a tabletop wargame on your laptop, right down to the dudes being mounted on bases.

This may seem a bit odd but it actually has the stench of genius about it. Allow me to explain:

I’m blessed with 6 good friends, all of whom live locally to me, all of whom play the same games as me and are all, more or less, constantly up for getting together for a game. However wives, girlfriends, children, jobs, chores, the space-time continuum, amongst others, all transpire to see to it we all get together once a month if we’re lucky. Once a month for us to run three boards and have a chuckle. But at least we manage it. And we tend to see each other in smaller numbers more often than that for hobby nights if not games nights.

Now, thanks to Twitter and this site, I have friends a little further afield. Some as far as Canada and even Australia or even the Norther Wastes of Nottingham! Playing against those fine fellows gets trickier. Oceans have to be navigated, huge sums of money paid out on flights and hotels and that’s just to get me over there, we haven’t even factored in the exorbitant and nail-biting experience of checking an army of scale miniatures into the hold of a plane.

Mark of War allows tabletop wargamers the fun and frolics of playing a tabletop wargame anywhere in the world against anyone in the world. It’s not trying to replace the traditional wargaming experience but enhance it. It allows gamers to share an online wargaming experience which will only enhance their offline one as gamers will play more games. They’ll hone their tactics and, thanks to some very clever jiggery pokery, they’ll be able to customise their Mark of War armies which will only inspire gamers with physical projects.

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In the same way that films, books and TV shows inspire us, so too with Mark of War. It’ll give us ideas for our physical armies as well as adding to our experience as generals. And without the time and effort

But that’s not where it stops. The reason for Gav Thorpe once again gracing this site with his awesome presence is because he’s the man behind the world in which Mark of War is set. This means a rich and vibrant backdrop upon which virtual face will be kicked. It means immerse game play and a war that you actually care about winning. It’s the whole wargaming experience. They’re even using dice for crying out loud.

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Now there will be some who won’t be convinced. Who see this step in video gaming to be the final nail in the coffin of wargaming but that’s just not true. It’s the natural and obvious evolution from things like Vassal which I, personally, can’t stand. If I’m going to play a wargame over my computer I want it to look as rich and as lush as any gaming board I may build.

And whilst the screens are very much WIP, Mark of War is shaping up quite nicely. Whilst I did raise an eyebrow at red Orcs and yet more elves, I can’t fault the styling or the originality of the world that Gav has dreamt up.

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Coupled with the desire of Warpforged Games to keep the experience as authentic as possible it really could be something of a paradigm shift away from games like Warhammer Online, World of Warcraft and Vassal who attempt to recreate the magic of the wargaming board and the fluff but never quite managing either.

Mark of War will not only allow you fantasy fisty cuffs but army building and customisation as well. I’m not sure how that’s going to work – whether or not the models will be built in a modular way to allow for ‘swapping out’ limbs etc. It’s the only area that I can see Mark of War falling short of the real deal. But an elegant army editor should allow for some pretty awesome colour schemes rather than the crude tool featured in Dawn of War all those years ago.

Either way, this is a Kickstarter to watch – and to back if you have the coin. Gav Thorpe isn’t one to lend his efforts or support lightly and that’s good enough for me.

Ork Trukk Boyz – A Review

warhammer-40000-logoI’ve been immersed in the Warhammer 40,000 Universe for a long time. First Space Crusade, then Epic, then Warhammer 40,000 itself. And although I’ve always been a staunch and loyal defender of the Imperium my eye has always wandered towards the Orks, the way teenager’s strays towards the part of the news stand that has all the boobies in it. Even when the Orks were square jawed green apes who couldn’t figure out how a trigger worked, I was oddly fascinated.

Never enough to collect them though. I didn’t own any Orks until Gorkamorka made its brief appearance and I bought what is, to this day, one of my favourite models ever – a metal Ork Nob.

img07180nmI did enjoy this brief foray into Orkishness and if I had more people to play than my brother, I probably would have properly got into Gorkamorka and eventually got an Ork army. But it wasn’t to be.

And so time wore on and with each iteration of 40k, so too were the Orks tweaked and improved. And whilst it’s the current Codex Orks that has swayed into collecting them (1,000 points and counting), it’s the models from 1998 that really began to fire my imagination.

And so I find myself in possession of some along with the Ork Trukk, the kit that hailed a huge design shift for Orks, away from the truly woeful Trukks and general square, blocky and characterless constructs of old.

It was the release of the Trukk that almost swayed me last time. Especially when Neil got one for his – then – fledging Ork army. Compared to the its older brother it was a real coup. Aside from being bigger, it actually felt like an Ork vehicle.

TrukkNEW01The Trukk is a superb kit. It’s a huge amount of fun to build – for the most part. And manages to feel Orky without being comical or like it’d never actually work in the ‘real world’. I love the fact that engine has a fan and belts (albeit they’ll be a sod to paint). There are drive shafts and a transfer box and everything which is way cool. And the dirty exhausts are probably my favourite but of the who engine. Can’t tell you why, they just look perfect on the model.

In some ways it reminds me of the Airfix kits I used to build before I plunged into fantasy and sci-fi realms and was never seen again. Just the way the kit builds up and gradually takes shape over time. My only gripe with the Trukk is that the cab is too small to fit the Orks in easily. It’s a huge pain to fit the driver in, even though it’s a nice touch that you can decide to make the Trukk a left or right hand drive. But I had to cut bits down and leave the awesome gear stick out to fit everything in. Now I’m a pretty bright guy, but even I couldn’t figure out how to make it all fit in with out brute force and prying pegs into position. And the gunner sits higher than the weapons mount that you’re supposed to glue him to. Which is pretty damn annoying. It forces you to have the gunner at a daft angle much like the image above.

Aside from that, the kit goes together beautifully and, excluding clipping and cleaning, went together in a bout half an hour. And I was actually a little bummed when I finished it because it was so much fun. It’s kinda nice to be starting a new army – especially one that needs as many models as Orks – and to enjoy building the basic transport as much as I did.

In game terms it’s just awesome. For 30 points you get a hefty weapon included with the option of upgrading to an even heftier weapon – a rokkit launcher – for free. And being open-topped, the Trukk makes for a very cheap Ork delivery system. With the speed vehicles can now move at it makes up for just being able to cram 12 Boyz in. And now that insufferable damage table has been removed I can take them guilt free. The new rule of being able to roll to offset penetrating damage is pretty handy and whilst does nothing to keep the vehicle alive for longer, it does prevent it from being immobilized or destroyed. Because those are the only two results that matter to an Ork player.

OrkBoyz10NEW01As I say, I’ve always liked the Ork Boyz models. And considering their age they look pretty sweet. And whilst the poses are a little stale compared to the newer models, considering you need bloody tonnes of them that’s not the end of the world. And the better news is that they go together quick. Forty-five minutes from clipping to built isn’t to be sniffed at. Again because you need tonnes of them that’s a huge labour savour.

The nice thing is that the decisions are limited to: Shoota Boyz or Slugga. Big Shoota or Rokkit Launcher. Power Klaw or Big Choppa. And that’s pretty much it. Poses are all but irrelevant as they’ll be one of two hundred on the Boyz by the time your army reaches the manly heights of 3,000 points. Space Marines it’s all about cool poses and injecting subtle but important nuisances of personality into the build. With Orks it’s all about conveying the level of krump someone will experience when the horde makes contact.

And they just go together so easily. Very little cleaning or trimming. You’ve got enough variety of heads and torsos that you can build 10 without them look too samey, but on the board they all look the same anyway, so don’t sweat. it.

Sixty points earn you a butt tonne of rampaging unpleasantness. As a life long Space Marine player I’ve always been pretty dismissive of Ork Boyz. Mainly because I know my army well and always try to be disciplined with fire patterns so when Orks do make contact they’ve been so badly whittled down that a Tactical Squad can break the back of the assault and send them packing. However, having played a game with the Orks – quite rare for me in early unit reviews – I can say that if you use Ork Boyz wisely, much like the Tactical Marine, you’ll never need go any place else for your stable source of misery.

The armour upgrade is pretty much essential which does make them a lot more expensive but the trade-off is survival. Marines will have to pour twice as many shots into the Orks to kill the same number they would normally and that just isn’t enough if the whole army is kitted out that way. It guarantees a healthy percentage of your Orks will make it into combat and krump things. And when you consider the Marines will be outnumbered 4:1 that’s pretty grim. There’s a case for just doubling up on the number of boyz you’ve got but that isn’t tenable in larger games and there’s also a financial element that can’t be ignored. The Boyz are a lot more expensive now than they were on release. Twice as expensive to be exact.

Whilst I was originally distracted by the oh-so-awesome Flash Gitz, Dakka Jet (review coming very soon) and the Gorka/Morkanaut in the Codex, I’ve found myself really surprised at the fighting effectiveness of these incredibly cheap basic troops. Four attacks each for Slugga Boyz is not to be sniffed at, for 6 points. Should a mob of 20 make contact that’s fist fulls of dice, which, let’s be honest, is one of the biggest appeals about fielding horde armies in the first place.

Whilst I accept they were only squishy Guard in the game I played, a unit of 10 Shoota boyz (so 1 less attack remember) tore a squad to pieces with attacks to spare. The squad then got hammered by shooting from a unit of Stormtroopers, a command HQ, and a Guard squad until only the Nob remained. Who then went about tearing apart the Guard squad on his own. Using an army gives you whole new respect for their potential as a fighting force over just playing against them. And whilst Orks and Ork Boyz have clear weaknesses – shonky BS and Initiative to name just two – it’s made up for in other ways. The cheapness and brute force being the obvious ones. Plus it’s quite liberating taking an army where you can be a bit more cavalier with casualties, but I found it made me play more aggressively which was to my benefit.

As a jumping off point into the weird and whacky world of Orks, the Trukk Boyz box is pretty much a must buy if for no other reason than you save a fiver. It gives the army some badly needed manoeuvrability either for the Boyz or another element of the force, and gives you the beginnings of that all important – and very potent – fighting core to your army. And whilst the two kits that make up the box aren’t the newest models in the range they are still as wonderfully Orky as anything else and no one should feel bad that the Ork Boyz weren’t updated in the latest round of releases.

The Trukk Boyz box is available from Firestorm Games priced £31.50
Ork Boyz are available from Firestorm Games priced £16.20 and the Trukk £20.25

Mark of War – Creating a Fantasy World

mow logoHopefully, if you’ve been following me on any form of social media you will have noticed that I’ve been blathering about a new project called Mark of War. At the basic level, it’s a tabletop miniatures game that you play on your PC or Mac or (if the funding goes well) your iThingy.

Look at this picture, it really saves me several thousand words.

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If you aren’t aware of it, please go and look at the website now, or look at Phil’s first thoughts here,  and mark the 25th of August on your calendar as the day the Kickstarter launches.

>Patient whistling, those still around cast the occasional glance at each other, silence gets a bit more awkward, a couple of people leave…<

Great, you’re back!

On the website is a whole section dedicated to the armies you’ll be able to field. The major ones have been announced by now, and I’m taking this opportunity to talk a little bit more about the world in general, to piece it all together for you and give an insight of how we’ve been going about this.

Armies_Kingdom-1009x1024A few months back the lovely people at Warpforged Games asked me if I would do some work with them on the background and world of Mark of War. They had come up with a basic premise, they knew which races they wanted to develop armies for and some of the image concepts were underway. From my point of view, pretty much ideal – not a total blank page but plenty of room to get adventurous! The underlying history of Mark of War is essentially the story of Lucifer’s fall smushed together with Revelations. Angels and demons and the apocalypse, oh my.

Anyway, regular readers of my work will know that I’m not renowned for moral absolutism, and my experience with Warhammer has taught me that everyone has a perspective, even if you’re a blood-crazed worshipper of dark and forbidden gods. Good and evil, man, are just, like, your viewpoint, m’kay? The Lucifer character morphed from being the Corruptor to being dubbed the Liberator by his followers. Get where this is going?

So, the Creator, um, creates everything with the help of divine servants. There’s a rebellion over how humans should learn about the greater secrets of the universe and the Liberator and friends are turned into demons, while the obedient divine servants become angels. The Liberator and other demons hate the Creator for this, and turn a whole load of humans into orcs, creating a vast horde with which they will wipe out the Creator’s works.

mow orc modelAt the same time, the Liberator has been whispering all kinds of juicy secrets to the humans, enticing them away from the rigid laws of the Creator, leading to the rise of the Ascended.

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Faced with this assault, the Creator realises that the humans cannot survive on their own. The Creator sends the angels down from the heavens to lay their touch upon a bunch of humans, thus bringing into the world the elves, who can aid the loyal humans against the oncoming legions of the Liberator.

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There is a big war and pretty much the Creator’s armies lose. City after city falls to the orcs and Ascended until only one remains – Westfort.

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At the very brink of victory, the individualism and selfishness brought about by the Liberator’s interference comes full circle and most of the Ascended leave the battle to follow their own desires, abandoning the orcs in the biggest assault in creation. Even so, the orcs are on the verge of winning, and in a desperate last act the Creator breaks the world, opening up the Rift. This consumes the demons, the Liberator, the Creator, kills most of the orcs and unleashes all sorts of monsters, as well as irrevocably flooding the world with Essence (magic but with a cooler, more relevant name). Westfort just about survives to become the capital of the Kingdom, and after a hundred years have passed, the stage is set for these factions to battle for domination once more.

Banner_OrcsThe idea of Essence, the energy used by the creator at the birth of the world, has gained some traction, and I think will make for an interesting magic system when we’ve had a bit more time to work on it. Similarly, the Rift is a literal bottomless pit of fun monsters and horrible things yet to be revealed.

My point is, there is a nice metaphysical, almost theological underpinning to the world right from the outset. It feels… big. One might even hazard epic. A battleground not just between armies but between ideas. We’re working hard to make sure that each of the factions has some real motivation and depth, which players will be able to latch onto when they are fighting their battles, and delve into and argue about discuss when they’re not.

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So, please come along to the forums and talk about what you would like to see, in the game and in the background. We’ve only just begun creating this world and I’m really excited by the possibilities. If you are too, please back the Kickstarter so that Mark of War can become a reality,

Thanks, see you on the battlefield!