Hello and welcome to my first 10th edition Codex review! And what a great one to start my foray into writing 10th edition codex reviews than the Orks! WAAAGH!!!

This book is up for preorder today, along with a brand new Battleforce, dice and cards. Why not save money Vs RRP (and help us out massively!) by preordering through one of our Element Games affiliate links?

In this review we will be checking out the three core sections of the book, those being the Detachments, Datasheets and Crusade rules.

Our thanks to Games Workshop for sending us a copy to review for you all. We were also kindly sent the new Adeptus Custodes Codex too, which Jay has reviewed for us at this link!

Without further ado, LETS GET KRUMPIN’!

Welcome to the Tribe | The Opening Pages of the Book

As always, the presentation of these books is absolutely spot on.

The Codex opens with a lot of colourful imagery, both photographic and general artwork of the Orks. These are folded in between lots of lore and stories that do an excellent job of not only filling you in on what the Orks are all about, but also what they are up too right now in the current timeline.

Regardless if you’ve played Orks for years, or if this is the first time you’ve submitted to the might of Gork and Mork, the detail and level of background on the faction in this book will satisfy all.

Army Rule

Probably the smallest section in this review, a quick look at the general Army Rule.

Annnnd it’s identical to the Index Cards. Zero changes here. Advance and Charge, +1 Strength and Attacks in combat and a 5+ invulnerable save when you call a WAAAGH at the start of one of the battle rounds (still lasts a full battle round). Perfect for the Orks, happy to see it staying.

You folks want to hear about new rules, so let’s check out the detachments on offer, so let us kick off with the detachment from the Index Cards.

Detachments

War Horde

In the second…or joint first place…for the smallest section of this review is a look at the War Horde detachment because yet again…no changes!

Sustained Hit (1) in combat? Still here. Headwoppa’s Killchoppa and the other Enhancements? All here. Careen!, Orks is Never Beaten, ‘Ere We Go and ‘Ard as Nails…all the fun stuff we’ve seen in the Index.

War Horde is still great, and when looking at the other detachments this one has the most flexibility, as the strats can be used across a number of different units. The others are far more rigid and focus on a particular aspect of Ork kulture.

Da Big Hunt

Alright! First of the brand new detachments, and it’ll come as no surpraise as it’s focused on the Beast Snagga boyz, the hot new Kulture for the Orks.

The model range is fantastic, and some of the range, mainly the Squighog Boyz, have become mainstay in competitive Ork lists. So what does a detachment focused on them look like?

First of all, the general rule is called Da Hunt is On. The general idea is you pick an enemy Monster, Vehicle or Warlord at the start of your Command Phase. That model becomes your Prey until the end of your Command Phase. Should your Beast Snagga units charge your Prey, then you get to re-roll your charge. Should you make it in to combat, then you can improve your Rend by 1 against your Prey.

The rule is…good. I do like it, you are going to cause chaos against those tougher units. It isn’t my favourite detachment rule, but it perfectly suits the Beast Snaggas. I like the Prey mechanic, but maybe it needs another bullet point, as well as the re roll charge and extra AP.

Moving on to the Enhancements, and we have some great ‘relics’:

  • Glory Hog – Slap this on a Beastboss on Squigosaur and the bearer’s unit gets a 9″ Scout move.
  • Proper Killy – Nice and straight forward, +1 Damage on your melee attacks.
  • Surly as a Squiggoth – Not only is a fantastic name for an enhancement, but is also very good. In short it gives your unit -1 to Wound, so long as the Strength of the weapon attacking the unit is greater than the Toughness of the bearer’s unit.
  • Skrag Every Stash! – Basically grants sticky objective to the bearer’s unit. This is good, but other armies/detachments have units or strats which can grant this, whereas this is just for one unit.

All 6 stratagems can only be used on Beast Snaggas. They are all very flavourful and can see use. Stalkin’ Taktiks grants a unit the Benefit of Cover, and, should said unit be Infantry, then you’ll gain Stealth too. Drag it Down is a cool one, because it plays on the detachment rule. It gives a unit Sustained Hits (1) and gives you Critical Hits on 5+s if you are targeting your Prey.

Instinctive Hunters is one of my favourites from the batch. It allows you, at the end of the opponent’s Fight phase you can remove a Beast Snagga unit from your army and place them into Strategic Reserves. I love rules like this, it grants your army so much more maneuverability, which is super key in 10th Edition (and it’s the reason I’m slowly building a Raven Guard army of Marines).

Kult of Speed

Before the Beast Snaggas the Ork range was expanded with a whole bunch of shiny new gubbinz and vehicles, the Speed Freeks.

I really really like the Ork vehicles, so I was looking forward to seeing what this detachment would provide.

Adrenaline Junkies is the name of the detachment rule and grants all of your Speed Freeks units the ability to shoot in a turn in which they Advanced or Fell Back. It’s cool, and ensures your cool guns on your vehicles get plenty of usage, but as cool as some of those ranged weapons I would have liked to have seen something more akin to a combat boost. Ork shooting is fun, if unreliable. Maybe the addition of being able to charge back in after falling back and shooting, that would have been the icing on the cake for me.

We move on to the Enhancements:

  • Wazblasta – Only available for the Wartrike, this weapon grants you an additional 6″ move after shooting, so long as you aren’t in Engagement Range. This is very cool, until I saw that you cannot then charge. Orks want to charge! I mean, I can still see the advantages of a free move, but it’s just a shame you cannot then charge.
  • Fasta Than Yooz – Again, an absolutely awesome name for an enhancement and it’s ability is pretty nifty too. You can give it to any Ork Infantry model (aside from Named Characters of course, as per the normal rules) and it allows the bearer’s unit to charge after disembarking from a Transport that has moved. Very cool, and allows the unit to really get up the board pronto.
  • Squig-hide Tyres – Another one that can only be taken by the Wartrike. This upgrade allows the model’s unit to Consolidate 6″ rather than the normal 3″, preparing you for the next charge or potentially allowing you to sneak on to an objective.
  • Speed Makes Right – This can be given to a Ork model. In the Command Phase, if the bearer (or in fact the Transport that the model is embarked on) is within 9″ of an enemy unit you can gain a CP on a 3+ roll. I mean, it’s always nice to have some additional CP regen, but I’d have prefered something more benefiting a vehicle.

Now their are some very cool strats on offer, so let’s take a look at some of them. A quick note that every single one of these needs the Speed Freeks keyword, or in some cases the Trukk keyword, so nothing for any models on foot.

Speediest Freeks is a great start to proceedings, and can be used on a Trukk or any of the Speed Freeks models. Until the end of the phase (and this strat can be used in the shooting or fight phase) the selected unit/model gets a 5+ invulnerable save. If the vehicle you have chosen has a Toughness lower than 8 then that invulnerable save is upgraded to a 4+.

We’ve got a couple of strats next to discuss which both do similar things, and importantly it is noted on each of these two strats that they cannot be used together in the same phase. Dakkastorm grants Sustained Hits (1) on ranged attacks (Sustained (2) if the enemy unit is within 9″) whilst Blitza Fire grants a unit/model Lethal Hits whilst shooting (scoring those Critical Hits on 5s should the enemy unit be within 9″).

Full Throttle! is suitably Orky. It’s usable in your Charge phase and grants the selected unit +1 to Wound until the end of the turn. Simple, yet brilliant. Gork (and probably Mork) approves.

Their is fun to be had with an army full of crazy Ork vehicles, and their is a lot of fun to be had with this detachment. However…in my personal opinion it doesn’t help you enough if you want to run a full vehicle list.

Dread Mob

We now move on to what I would alternatively call the Mek detachment and you know what, jumping straight in here and saying this is my favourite detachment in the book.

Try Dat Button! is both fluffy and also a strong detachment rule. You can use it on every one of your Mek, Ork Walker or Grots Vehicle when they shoot or fight. When you select one of the aforementioned keyworded units you can roll a D6 and then consult a small table. On a 1-2 your pick gains Sustained Hits (1), a roll of 3-4 gains you Lethal Hits whilst a 5-6 grants that model/unit an improved AP of 2 (on a Critical Wounding roll.). Regardless of which ability you get it will last until the end of the phase.

If you’d rather pick one of those abilities instead of rolling for one…well, you most certainly can. HOWEVER, your picked unit gains the Hazardous keyword for the phase, so you’ll be taking a Hazard test at the end of the phase, but note you’ll fail said test on a 1 or a 2, not just a 1. Who doesn’t love a mid-game gamble huh?!

BUT WAIT, theirs more! Gretchin units gain the Battleline keyword too in this detachment.

The weakest part of the detachment is the choice of Enhancements. I mean, I’m not saying they are bad, but I expected more fun stuff. They also gain only be given to a Mek.

  • Smoky Gubbinz – Grants the Mek and his unit Stealth. -1 to hit your big unit of Orks is fun.
  • Supa-Glowy Fing – Funny name, and a fairly cool ability. It’s a bit wordy, but in short it allows you to potentially deal out D3 mortal wounds, cause a Battleshock test or make an enemy unit -1 to Hit until the start of your next Command Phase.
  • Press It Fasta! – This allows you to roll on the Button chart for the bearers unit twice, allowing you to use two abilities instead of 1. However, if you roll the same ability twice on the table, you still only get one.
  • Gitfinder Gogglez – Ranged weapons in the bearers unit ignores cover. Simple? Yes. Boring and probably something I’ll never take? Yup.. But it is only 10pts!

It’s OK that the Enhancements aren’t outstanding, because the stratagems are Fun (with a capital F). I hope you like Deff Dreads, Killa Kans and Stompas, because all bar one of these strats are only available to those units. The odd one out being Conniving Runts, which targets a Gretchin unit in your opponents Movement phase. If said Gretchin unit is within 9″ of an enemy unit then you roll a D6. On a 4+ said enemy unit suffers D3+1 mortal wounds and allows your Gretchin unit a normal move.

Klankin’ Klaws, Dakka Dakka Dakka and Bigger Shells for Bigger Gitz all have standard strat abilities, however you can ‘push’ them for an extra bonus ability, but at a cost:

StratagemEffectPushed EffectDownside to Pushing
Klankin’ Klaws+2 Strength on the equipped melee weapons+1 Damage to melee attacksGain Hazardous ability
Bigger Shells for Bigger Gitz+1 to Wound Monsters or Vehicles with ranged attacks+1 Damage on ranged attacksGain Hazardous ability
Dakka! Dakka! Dakka!Re-roll Hit Rolls of 1 for shooting attacksRe-roll all Hit rollsGain Hazardous ability

Did I mention the Stompa earlier? Yup, it has the Ork Walker keyword, and you can use this strat on it. Re-roll all Hits during shooting with the Stompa is…well…frightening. Add to this the fact you are pressing the button and giving it either Lethal, Sustained or extra AP on Critical Wound rolls, and you can now see why they are releasing a Battleforce with a Stompa in it.

I love Dreads, I love the Stompa, I love the Mek models. Yeah, this is going to be my go-to detachment I think!

Green Tide

Do you like running lots and lots of Boyz?

Do you want to flood the board with lots of angry Orks?

Then perhaps…this is the detachment for you.

Mob Mentality is the name of the general detachment rule and affects Boyz (your standard Ork Boyz that is, so no Beastsnaggas or any other Ork unit). Your Boyz units have a 5+ invulnerable save and if the unit has 10 or more models in it you get to re-roll saving throws of 1 in combat. Pretty good. Keeps your Boyz on the battlefield for longer. Again, perhaps its just me, but I’d have preferred something more aggressive, maybe re rolls for attacks rather than saves.

All of the available Enhancements are reserved for Ork Infantry characters, as you would imagine. Some great choices here:

  • Ferocious Show Off – Each time the bearer fights, you get +1 to your Strength. If the bearers unit contains 10 or more models, then it is +3 instead. Now that is some hitting power.
  • Brutal But Kunnin’ – Roll a D6 in your Command Phase, adding 2 to the result if the bearers unit has 10 or more models in it. On a 5+ you gain a CP. The bearer can be in a transport and still gets to use this ability. Again, it’s always good to have some CP regen.
  • Bloodthirsty Belligerence – While the bearer of this enhancement is leading a unit, the unit gets re-roll Advance rolls. Pretty cool. If the unit has 10 or more models in it, you get re-roll Charges too. Very good during a WAAGGHH.
  • Raucous Warcaller – Basically no matter the size of the unit that the bearer is leading you count the unit as having 10 or more models for the purposes of both the detachment rule (so the unit will always be rerolling 1s on saves in combat until the unit is wiped) and for strats which require the unit to be 10 or more models. Not the greatest of enhancements, but handy for sure.

Again, there are some great stratagems on offer, but the downside is every single one of them can only be used by Boyz.

Competitive Streak is so so Orky. It grants the selected unit reroll 1s to Wound in combat, however, if the unit is 10 or more models strong then you get to reroll all Wounds. Very powerful stuff. Braggin’ Rights is simply the Enhancement Raucous Warcaller in a strat form.

Tide of Muscle is fantastic at getting you those later game charges. You select a unit in the Charge phase and get to add the battle round number to your Charge roll. This could potentially be crucial for some turn 5 charges, imagine +5 to your charge! The final one I had to mention was Come On Ladz! as for the cost of a single CP you can return D3 + 2 Boyz back to your unit (but sadly not Characters, as that would be silly).

There is some fun stuff in this detachment, but the major downside is you have lots of cool Ork units in the book, and this more than any of the other detachments is forcing you to go really Boyz heavy, and you’ve got no tips and tricks for any of your other units.

Bully Boyz

The final detachment in the book is probably my second…or third favourite (cannot decide if I prefer this one, or the War Horde original detachment as my second and third choices). This one gives you a little more flexibility, as it encourages you to take Warbosses, Nobz and Meganobz.

How would you fancy being able to call a second WAAAGH mid-game? Well the detachment rule, Da Boss is Watchin’ does just that.

Sort of.

It grants you the benefits of a second WAAAGH, but the only models it affects are the aforementioned Warbosses, Nobz and Meganobz. Still so so good though. The only stipulation is that you have to have a Warboss on the board (or at least in a Transport on the board) to activate.

Let’s check out the Enhancements…

  • Tellyporta – This can only be taken on a Warboss in Mega Armour. It grants the bearers unit the Deep Strike ability. What could be cooler than a Warboss in Mega Armour and his big unit of Meganobz beaming in to battle? (although I’d like to imagine them crashing down on piece of a space rock).
  • Big Gob – This can be taken by a Infantry Warboss. You pick an enemy unit within Engagement Range and force that unit to take a battleshock test, subtracting 1 from the result. Probably a good ‘tactical’ choice (if such a think exists for an Ork).
  • Da Biggest Boss – +2 Wounds on the bearer. Simples.
  • ‘Eadstompa – Each time the bearer makes an attack against a unit that is below Starting Strength you can reroll Wound rolls of 1. If the unit you are attacking is below half-strength then you get full rerolls to Wound instead.

Right, stratagem time.

Armed to Da Teef can be used on a Nobz or Meganobz unit and grants reroll Hits of 1, however, if the Waaagh is in effect (either the full one or the detachment one) you get full rerolls to hit. Nice!

Too Arrogant to Die grants a fight on death basically. You need to roll a 5+ when your model dies (and it cannot have already fought or shot) in order to fight back before being removed. You do however get to add 2 to the roll if you are under the effects of the Waaagh.

Orks are like Ogors right? Crushing Impact can be used on a unit of Nobz or Meganobz after they have completely a charge. You roll a D6 for each of your models from the unit that are within Engagement range of the enemy and on a 5+ (4+ if under the effects of a Waaagh) then you deal a mortal wound (to a max of 6 mortal wounds).

I really like Nobz and Meganobz, and will probably always take a unit of each in my armies, so this is a strong shout. It has a great combination of Enhancements and strats, and having the ability to call a mini-Waaagh is huge IMHO.

Datasheets

We move on to the Datasheets, and we’ve had a few minor changes here and there, which I’m going to try and pick up shortly. Unfortunately we have seen a number of classic models disappear since the Index. Let us check who is in, and who is out.

In

Big Mek – The simply outstanding new model looks amazing, and is the only new entry in the Codex.

Out

Mekboy Workshop, Boss Zagstruk and Kaptin Badrukk haven’t unfortunately made it in to the new Codex. The most painful loss of the two will be the Kaptin, as in the Index he was a must-take if you were taking Flash Gitz due to his re-rolls. Imagine the plastic model GW could make for him nowadays… I sincerely hope he returns one day!

The Nob on Smasha Squig has lost his datasheet entry, and is now auto-included in the the Squighog Boyz entry.

Ch-Ch-Changes

I’ve spotted a few minor changes during my time with the Codex. Now, I’ve probably missed some subtle (and probably less subtle) changes, but here are the major ones I’ve found:

  • Ghazghkull – The big man himself, The Beast of Armaggedon, has had a little glow up (but not the additional Toughness that I know a lot of you have been crying out for sadly). Firstly, Gork’s Klaw now has a sweep attack, granting 12 attacks, Strength 8, -2 AP and 2 damage. Yes!! He still of course has his strike attack, dealing 4 damage, at -3AP, Strength 14 with 6 attacks. The rule Prophet of Da Great Waaagh still gives you +1 to Hit and Wound, but now in addition, if under the effects of the Waaagh you score Crits on a 5+ instead of 6s (amazing if you are running the War Horde detachment with Sustained Hits).
  • Ork Boyz – Just the one change, here it’s a really good one. They have gained ‘sticky’ objectives instead of the Breakin’ Heads rule which helped you to pass Battleshock. I much prefer sticky objectives though, especally with Orks. I mean…what kind of Ork is going to stand around all day looking after an objective when their is krumpin’ to do!
  • Stormboyz – Can Advance/Fall Back and still Charge. Another of my favourite Ork units, and this datasheet change only encourages me more to pick up a couple of boxes of them.
  • Meganobz – They have lost the ability to do Devasting Wounds ability, however they have now got a Feel No Pain 4+ (but only during a Waaagh).
  • Squighog Boyz – Two noticeable changes here. Firstly, as mentioned earlier, the Nob on Smasha Squig is now automatically part of this unit. Secondly, you can now lead these with a Beastboss on Squigosaur, which to be honest felt like an oversight from the Index, so glad to see this is now fixed. Mozrog is also able to lead these.
  • Beastboss on Squigosaur – Speaking of…he’s had a fair few changes from what I can see. Aside from now being able to lead Squighog Boyz he also now has the Warboss keyword. He can no longer reroll charges, and instead has an inbuilt +1 to charge. You can also now target him with the generic Heroic Intervention strat for 0 CP, which is very tasty.
  • Deff Dread – His Klaws are now Strength 12, where as previously they were Strength 10.
  • Boss Snikrot – Now has Lone Operative (if you decide to leave the Kommandos at home). He also now has the Grenades keyword, yay!
  • Battlewagon – Few notable changes on the old Battlebus. Firstly it’s Firing Deck has been reduced to 11. It’s weapons have gone through some changes to, with the Killkannon going from D6+3 shots to D6+1 shots. The Zzap Gun though now is D6+6 Strength and doing flat 5 damage with Anti-Vehicle 4+ (but still only 1 shot).
  • Killa Kans – The Grotzooka is now Strength 6, -1 AP and ignores cover (still has Blast).
  • Speed Freeks Keyword – All of the fast vehicles, including the planes (but ignoring Trukks and Battlewagons) now gain back the Speed Freeks keyword.

Combat Patrol

I’m going to briefly touch upon the Combat Patrol section of the book here.

We of course, have a new Ork Combat Patrol (which is also up for preorder right now), and you’ll find all the rules for said models in this section. Also included in this section is a handy guide to painting them, and background for your Beastsnaggas.

I’m a big big fan of this section, as it gives new Ork players a great place to start. It makes me very hopeful for Vanguard, which I expect will be the Warhammer Age of Sigmar equivalent.

Crusade

Finally we have the Crusade section of the book, and it is AWESOME.

I was really worried when 10th was announced that Crusade would be a thing of the past, or at least not supported or pushed in the same manner it was in 9th. Thankfully, I needed not to worry, as each Codex still has a series of Crusade rules, and they are broader than ever, with cool unique mechanics.

The mechanic for the Orks is super fluffy. You gain Stompin’ Points throughout your Crusade, as your little band of Orks grows into a massive Waaagh! You start your force with a WaaaghBoss, nominated by yourself, and so your army begins.

As you hit different Stompin’ Point milestones you unlock further rules. Their are 5 Stages in total, starting as a Gathering Waaagh and finishing on a All-Conquering Waaagh. This does a great job of representing a growing band of Orks.

Speaking of doing a great job of representing Orks, we next have Orky Runctions. These are in effect Battle Scars and come in two flavours, Minor Runctions and Major Runctions. Once you hit Stage 2 you have to roll a dice at the end of your battles. To do so, you take a Leadership test on your WaaaghBoss. If it fails you either roll/choose a minor runction or deduct 10 Stompin’ Points. If you fail a Leadership test and get Doubles (so double 1, etc) then you suffer either a Major Runction, or deduct 15 Stompin’ Points.

Some of these Runctions are down right brilliant. Here are a couple of examples:

  • Unruly Mobs – Minor Runction – You choose two Ork Infantry units with the lowest XP. You roll a D6 for both, until one rolls higher than the other. The winning unit of the roll off gains 2XP, whilst the losing unit takes an Out of Action test. This represents two of your weaker units fighting it out between themselves.
  • Reckless Meks – Minor Runction – You select one of your Ork vehicles, that vehicle is then treated as if it failed a Out of Action check. You then choose one of your Meks…and he gains 2XP!
  • Last Boss Standin’ – Major Runction – Pick two of your characters. They then roll off, like the Unruly Mobs minor runction, only you can add two to the result if one of them is your Warboss. The winner of the roll off gains 3XP, whilst the losing character gains D3 battle scars. I could imagine myself house ruling this so if the Orks loose a game they have to play this runction to see if the Warboss is the right Ork to continue leading the Waaagh!!
  • Lost in Da Warp – Major Runction. Reduce your Requistion points to zero. If already at zero you lose 10 Stompin’ Points instead.

I’m not going to spoil the rest, but needless to say you then have a whole heap of Relics, Requisitions, Battle Traits and Kustom Jobs that all feel oh so fluffy and fun and just encapsulates the Orks perfectly.

Summary

Ork fans will have a blast with this new Codex, for sure.

Nothing major has changed really, compared to the Index Datacards, which is great, because personally I don’t think there was a lot wrong with the Ork Index.

Instead GW have expanded out the options available, with 6 very different detachments that hone in on a particular Ork kulture. If I was to be critical, I would say this can sometimes be honed in a little too much, giving you lots of fun strats and relics for a potentially small part of your army, whilst the other units completely miss-out. The Green Tide in particular could have done with at least one strat which helped a unit other than Boyz.

War Horde however continues to be the most ‘balanced’ of the detachments, helping almost every unit in your force in some shape or form.

What changes have been made to the Datasheets are for the most part positive. Whilst not changing, the Stompa is likely to see some gametime (even if only on the tables I am playing on…) thanks to the Dread Mob detachment which dials the Stompa up to 11.

The Crusade rules are fantastic, and the Combat Patrol section is the best way to get in to the army, and I would recommend anyone new to the Orks to pick up the new Combat Patrol and use the rules within here with other players willing to have games of Combat Patrol.

I cannot wait to expand out my Ork army and try out some of these detachments (starting with Dread Mob…of course). The Orks are here to have fun and of course…krump some ‘eads!

Altogether now.

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!!!!!!

Our thanks again to Games Workshop for sending us a copy to review. Remember to check out our Element Games affiliate links, perhaps to preorder this Codex…or the shiny new Combat Patrol… saving you some money VS RRP and help us out massively!


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