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Da Art of Waaagh! 2022 Part I: Orks in the Nachmund GT Era

May 6th, 2022



It's been over four months since Da Ironbullz have had a good scrap (i.e., since I've last played a game of 40k), which means it's high time to review where Codex: Orks stands in the 40k universe about ~halfway through 2022.

This will be part one of a four-part series where I share some thoughts and comments on the state of Codex: Orks in 40k. I hope to evaluate all of the (many!) changes to the 40k landscape since Codex: Orks dropped just before our October 2021 friendly tournament.

The four installments to Da Art of Waaagh! 2022 will be organized as follows:

  1. Orks in the Nachmund GT Era
  2. Chapter Approved 2022, Balance Dataslates, and their implications within Codex: Orks
  3. Changes to the 40k-wide metagame and their impact on Codex: Orks
  4. Synthesis, summary, and example army lists

Introduction

Before diving into Part I, I want to share some brief context to explain the purpose of these posts:

I do not intend for this to be an authoritative, expert review of Codex: Orks and how to lead your Waaagh! to the top tables at a super-major GT. I am not a hyer-competitive player. I'm not even a good player by most standards! However, I do love writing army lists, theoryhammer, and try to keep my fingers on the pulse of the international 40k competitive gaming scene by following groups like Tabletop Titans, Auspex Tactics, and The Art of War 40k.

In these posts, I will try to summarize all of the changes to the Ork faction since their codex debut and will attempt to weigh up the pros and cons from the perspective of a casual, middle-of-the-road 40k player. In general, these views and opinions will be based on a holistic, take-all-comers approach to gaming rather than tailoring an Ork list to topple the factions at the top of the metagame at the moment.

Put simply, these four posts aim to answer the question: if I were to rack up a 2,000 point game against a completely random casual opponent tomorrow, how would I be viewing Codex: Orks differently now than when it first dropped last year?


Part I: Orks in the Nachmund GT Era

The Nachmund GT pack dropped in early 2022, injecting a slew of new dynamics into 40k.

I am a big fan of the Nachmund GT pack, as it made each mission more distict than previous GT packs by giving mission-specific primary objectives and special rules.

I've summarized the changes from the Nachmund GT pack into four topics:

  1. Restrictions on mixing subfactions
  2. New mission layouts
  3. Mission-specific primary objectives & special rules
  4. Revised secondary objectives

1. Restrictions on mixing subfactions

The Nachmund GT pack states:

All of the units in a player's army that have selectable Faction keywords -- that is Faction keywords presented in angular brackets that a player selects when they add those units to their army -- must all have the same selectable keywords.

For Orks, this refers to the <CLAN> keyword, meaning you can no longer field multiple detachments that benefit from different Clan Kulturs (e.g., no more pairing a Goffs Patrol with an Evil Sunz Outrider detachment in the same list).

My impression is that this didn't move the needle much at the highest levels of competitive play since the three most viable top-tier Ork lists were all mono-Clan builds: Freebootaz Speedwaaagh, pure Goffs melee, and the Speed Freeks Speed Mob Army of Renown (which effectively doesn't benefit from the <CLAN> tag).

On the other hand, this limitation seems like a big loss for most other casual Ork lists, as well as the universe of possible combos Ork players could explore in two-detachment configurations with mixed Clans. The six Orky Clan Kulturs are all remarkably different in their benefits, many of which complemented each other. For example, Deffskullz granting ObSec to all infantry paired great with nearly any other Clan, especially those Clans that eschewed Boyz and Grots in favor of specialist units or vehicles.

To me, this new restriction seems to hurt Clans proportionally to their synergy when "soup"-ing with other Clans in the same army list. Phrased another way, I think the Clans that benefit (comparatively) the most from this new restriction are the Clans whose Kulturs are well-rounded instead of being hyper-specialized, apply to many or most units in the book, and provide a general starting point for winning games. To summarize:

The Winners

In my estimation, three Clans haven't suffered as much as other four Clans from to the restriction on <CLAN> keywords, largely due to their Clan Kultur and other benefits being self-sufficient for building take-all-comers lists and winning games:

The Mixed Bags

Another two of the seven Clans seem like they should fare about the same as they did before the <CLAN>-tag restriction, albeit with slightly less flexibility due to being railroaded into a single strategy of melee (Goffs) or speed/vehicle spam (Evil Sunz):

The Losers

The final two Clans clearly suffer quite a lot from being unable to soup with detachments from other Clans, as what these two Clans offer in terms of upside is restricted to too few units to outweigh the massive opportunity cost of passing up the other five Clans with greater flexibility:


2. New mission layouts

The Nachmund GT pack presented a total of 18 new missions with new objective layouts and deployment zones.

The number of objectives per mission and objective scoring dynamics (i.e., the Take & Hold objective) are critical features of each mission, as they influence your overall strategy and your selection of secondaries.

To get a better sense of the variety of missions in Nachmund, I tallied missions based on the number of total objectives and the number of objectives required to score 4/8/12 primary victory points (VPs) from Take & Hold:

Incursion (<1k points)

# Objectives Hold 1/2/More Hold 2/3/More TOTAL
4404
5404
6011
TOTAL819

Strike Force (1-2k points)

# Objectives Hold 1/2/More Hold 2/3/More TOTAL
4000
5606
6123
TOTAL729

From these tables, we can quickly see that 14/18 of the Nachmund missions have just 4 or 5 objectives, and 15/18 missions score Take & Hold based on 1/2/more objectives. This is a slight shift from previous 40k mission packs, which had comparatively more missions with 6 objectives and a fair number of Take & Hold objectives scoring on 2/3/more.

A few comments on how these distributions influence Ork list building:


3. Mission-specific primary objectives & special rules

Two more exciting aspects of the Nachmund GT pack are the introduction of mission-specific primary objectives and special rules.

Each Nachmund mission awards primary VPs from Take & Hold as well as a mission-specific objective. The sum of VPs from Take & Hold and the mission-specific objective is your overall total of primary VPs, which is still capped at 45.

From the perspective of VP math alone, you technically don't have to attempt these mission-specific objectives at all. You could hold more objectives than your opponent in turns 2-5, scoring 12 primary VPs each turn for a total of 48, which is more than the maximum of 45. Of course, this outcome is ludicrous outside of the most unbalanced matchups or landslide games. For the average player like me (and certainly for any well-matched game between two players at similar skill levels), it isn't remotely realistic to expect to score 12 VPs on Take & Hold every turn.

Given this, it seems wise to take these new mission-specific objectives into account when building your list. To get a sense of patterns in these mission-specific objectives, I've gone through and categorized them for all 18 Incursion and Strike Force missions:

Mission-Specific Primary Objectives

Objective Mechanic # Incursion Missions # Strike Force Missions Total
Control no-man's-land objective246
Perform action on specific objective325
Kill enemy off of an objective224
Control objective in opponent's deployment zone224
(Objective gives some kind of bonus to ObSec units)314
Defend home objective123
Control one new objective per turn112
Kill points112
Kill enemy warlord101
Warlord must hold specific objective101
(Objective gives some kind of bonus to Fast Attack Units)101
Perform action in enemy deployment zone011

One clear theme jumps out when scanning the top few rows of this table: Nachmund places a huge emphasis on being able to target a specific objective and take it in a single turn. While the specified priority objective in question varies between missions, it's typically an objective that won't be a layup to control and will often be in your opponent's table half.

Let's break this down a little further. There are two aspects to many of the most common mission-specific objectives:

  1. Getting to a prespecified objective without dying, and
  2. Seizing that objective once you get there.

In abstract, there are three ways you can reach an objective in no-man's-land or in your opponent's territory. You can:

  1. use speed to jump out behind cover and reach the objective in a single turn,
  2. bring units directly onto that objective via deep strike-like abilities, or
  3. be durable enough to take two turns to move onto the objective while shrugging off return fire and counter-assaults along the way.

Orks have a deep bag of tricks and dataslates, but are much better positioned to go the speed or mobility routes than the durability route. This is actually good news in Nachmund because almost all Nachmund mission-specific objectives score every turn, so taking two turns to move a large, durable unit to claim an objective wastes a turn of potential VP scoring.

In terms of fast objective contenders: Stormboyz, Bikers, Squighogg Boyz, Deffkoptas, and some of the buggies are natural fits for this role given their speed combined with their moderate melee potential. Stormboyz and Deffkoptas stand out due to their ability to jump over terrain with FLY and their option to deep strike as needed based on the mission and the rest of your list. None of these units pack a massive punch in melee, but all are servicable enough to clear out light or medium infantry tagging an objective. Squighogg Boyz are one of the slowest options for this role but will be able to deal with the widest variety of enemy units in melee once on the objective.

Transports are also worth considering here, and especially Trukks loaded up with a unit of Boyz, Nobz, or Meganobz with the Trukk Boyz specialist mob upgrade, which has a theoretical maximum movement of 15" (or 16" with Squig-hide Tyres for 15 points) for the embarked unit that would still be eligible to charge any enemy units on the objective. Big Trakks, Battlewagons with Deff Rollas, and Kill Rigs are also good shock transports as the vehicles have a decent chance of clearing small enemy units tagging objectives all on their own in melee, allowing their (ideally ObSec) passengers to stay safe for a turn before disembarking onto the objective on the subsequent turn.

There are two stratagems worth tossing into the conversation of the ways Orks can assault objectives in 9th edition:

  1. Ramming Speed costs 2CP to grant a vehicle unit a 3D6" charge and a good chance (D6 of 2+) to deal D3 mortals upon impact. While the name of the stratagem might indicate that it's meant for buggies, Trukks, or Battlewagons, it's worth noting that both Killa Kanz and Deff Dreads are technically eligible for this strat and are phenomenal choices for clearing and holding an important objective, although staging them to make a 10.5" charge will be a little trickier than for the faster buggies and Trukks. As an added bonus, Deff Dreads can also re-roll the 3D6" charge thanks to 'Ere We Go.
  2. Tellyporta also costs 2CP to deep strike a unit up to 20 power level, and this explicitly includes transports with units embarked. The most intuitive use of this strat would be to deep strike a big mob of Meganobz (which remain <20 power for a max unit of 10), but the combination of Tellyporta and Ramming Speed is a CP-expensive ploy but does open up possibilities of deep striking a Battlewagon full of angry Orks 9" away from a key objective and having an odds-on chance of making the charge. Three Deff Dreads or six Killa Kanz also fall below the power level limit for this stratagem, although the unit deployment rules for Deff Dread mobs does mean you would need to roll separate charges for each of the three Dreads. Even the mighty Gorkanaut (power level 19; how convenient!) loaded up with three Meganobz or a Warboss and five Nobz could take advantage of the Tellyporta + Ramming Speed combo, although that kind of investment enters the territory of being a lynchpin tactic you build an entire list around... still, worth considering!

If you're taking a Weirdboy, Da Jump can fill the same role as Tellyporta to move any CORE unit, albeit with the risk of failing a >9" charge once they are in position. Both approaches also run the risk of being screened out by your opponent, so it's probably not wise to bank on these as your primary method for assaulting and claiming midboard objectives.

Beyond the heavy emphasis on lists built to tackle midboard objectives, the mission-specific objectives in Nachmund also raise a few other minor considerations for the Orks:

Separately from the mission-specific primary objectives, most missions also feature a mission-specific special rule. These rules range in effect from trivial (your Warlord gains ObSec) to minor-but-meaningful (objectives disappear over the course of the game). In the same fashion as for mission-specific objectives, I've categorized these mission-specific special rules for all 18 Incursion and Strike Force missions in the Nachmund GT pack, which are summarized below:

Mission-Specific Rules

Rule or Mechanic # Incursion Missions # Strike Force Missions Total
Sticky objectives (ObSec only)224
CP ransom for holding a specific objective123
CP bonus for holding a specific objective112
No infiltrators112
No pre-game scout moves112
CP ransom for warlord staying alive112
Progressively disappearing objectives101
Warlord gains ObSec101
Limitations on reinforcements101
No early-game CP and bonus on late-game CP101
No pre-game redeployment011
Move or reposition objectives pre-game011

There are a few takeaways from these mission-specific special rules for Orks, namely:

4. Revised secondary objectives

Finally, the Nachmund GT pack revised a handful of the faction-agnostic secondary objective options. None of these changes were major, but appear to be attempts to tone down the stronger secondaries and make some of the more obscure options a little more attractive.

I didn't exhaustively compare each secondary to its previous version, but have tried to pick up on the most obvious changes. Below, I've highlighted some of the most important ones for Ork players to keep in mind while building their lists for Nachmund GT missions:

Conclusions

To recap some of the most prominent themes:

  1. The death of mutli-Clan soup lists really hurt the hyper-specialized Clans other than Freebooterz. Conversely, Deffskullz and Blood Axes are looking quite strong in Nachmund as their Clan packages both provide strong starting points for playing Nachmund missions and winning games without the support of other Clans.
  2. Nachmund missions place a huge emphasis on the ability to take and hold midboard objectives. Being able to hold objectives outside of your deployment zone is now more important in Nachmund than ever before in 9th edition. Ork lists need to include at least several units or packages that can quickly get to a specific midboard objective, clear it of enemies, and hold it as long as possible. There are a plethora of viable tools in Codex: Orks for accomplishing this task, but it's probably best to field a variety of options so you don't get burned by any specific matchups or Nachmund mission-specific special rules.
  3. Speed on the table (and not off-table shenanigans with Strategic Reserves) is vital for competing in many Nachmund missions. This makes transports and fast, hard-hitting units more attractive in Nachmund than in earlier GT packs, but also reflects a slight nerf for avoidance/shooting-style lists that weren't as strong when playing towards the primary objectives. Your lists need to be able to bully midboard objectives in melee, period. If you can't do that, you simply aren't going to win close games.
  4. Nachmund introduces a series of very slight disadvantages for heavy MSU builds, which give up more kill points, risk failing several popular secondaries, and aren't as able to bully midboard objectives. I'm honestly not sure how great the combined disadvantage of these tweaks are in terms of constructing Ork army lists, but I do think Nachmund pushes more for a balance of large and small units better than other 9th edition mission packs.
  5. Many aspects of Nachmund missions reward lists with solid representation of ObSec units. Unfortunately for Orks, Boyz and Grotz are slow, not overly durable, and overcosted for their offensive output. To me, this is a massive vote in favor of Deffskullz, who can eschew Boyz entirely in favor of either faster (Stormboyz/Kommandoz), more threatening (Nobz), or more durable (Meganobz) ObSec alternatives.
  6. Changes to several secondaries merit increasing the unit size for most utility units (especially Kommandoz and Stormboyz, who should start at six models minimum in my opinion).

In the next installment of this four-part series, we'll take a look at the impact of Chapter Approved and the Balance Dataslates on the internal balance of Codex: Orks. See you then!