Video summary
How Good Is the New Orks Codex?
Main summary
Key takeaways
Story / Setting
- The video doesn’t focus on a traditional narrative “story.” It’s primarily an analysis of the updated Orcs codex (and related balance discussions) and what it means for how Orc armies play in games and tournaments.
Gameplay Highlights & What Changed (Orcs Codex)
List-building / points system
- The updated Orcs app/codex supports building point lists directly in the app (instead of spreadsheets).
- The speaker emphasizes that many units cost more than before, shifting Orc list power away from earlier “melee swarm/traditional” approaches.
Overall power balance: “guns too good”
- A recurring theme is that Orc guns outperform melee in:
- efficiency
- range
- cost-effectiveness
- The argument is that players will often prefer gun platforms like Tankbustas / Flash Gitz and other heavy shooting options over heavy investment in melee characters/units.
Units and detachments discussed (key examples)
Gazgull Thraka / Gaz
- Described as a “normal but overrated” datasheet overall.
- Claimed losses/limits:
- No longer has certain “critical” lethality access (criticized as lacking strong sustained/lethal access compared to player expectations).
- Hit/wound support changes may reduce melee damage without prior aura/attachment options.
- Improvements/notes:
- Mentions an improved melee profile via “adamantium headbutt” (7 attacks, S14, AP -3, D4) and that the flamethrower remains “normal.”
- Vulnerability/defensive changes:
- The speaker says Gaz is less resilient than before, specifically noting the loss of “feel no pain” style survivability that was previously huge.
- Practical drawback:
- If enemies can tie him up using survivable melee, he lacks meaningful rules to disengage effectively.
Melee infantry support / character requirement
- The speaker repeatedly frames melee performance as dependent on giving units the right warboss/leader support.
- However, new conditions mean you can’t always replicate old melee buffs (e.g., consistent “+1 to hit” style support).
Melee still viable—but constrained
- The speaker acknowledges traditional melee Orc play can still do well in tournaments.
- But they argue it’s inferior to gun-based lists because:
- guns are cheaper and more efficient
- melee often requires leaders, increasing cost and reducing unit count
“Warm-up” / aura mechanics (mechs)
- Some Orc mech-based consistency depends on being “warmed up” via warboss mechanics.
- Key constraints:
- The warboss provides only one warm-up per turn.
- The mech must be targeted by the warboss.
- Some other factions/interactions can’t do this as easily (example mentioned: certain speed-freak style options).
- Implication: mech damage reliability depends heavily on positioning and command options.
Strategies / Key Tips Mentioned
1) Tournament planning approach (Challenger Cup)
- The speaker is preparing for a Challenger Cup and is deciding:
- the exact points combination for three squads
- what core units to build around with the new codex economy/limitations
2) Practical list direction: diversify guns > melee bloat
- Suggested priorities:
- Take one SAG mech
- Then one Tank-bust unit
- Plus one Flash Gitz unit
- Only consider a second Tank-bust later if points allow
- Rationale: taking “too much” of a single expensive melee-support or heavy category can cause the list to run out of points.
3) Where anti-tank / monster value comes from
- Tankbust-style platforms are described as highly efficient anti-monster/vehicle shooting.
- Gun units are said to perform strongly at distance, often forcing melee armies to “answer” at range instead of winning on approach.
4) “Wasted points” concept
- The speaker argues the codex economy is harsh enough that:
- you often can’t afford “cool” but suboptimal units
- especially when guns already dominate
- Example framing: transport-heavy or niche options like Gunwagon are hard to fit.
5) Transport / synergy thinking (but limited by points)
- The speaker likes ideas such as:
- Battlewagon + Flash Gitz + jumping out for cover/aim synergy
- loading fire-support units into transports so they can disembark at the right time
- But points limit transport spamming.
Specific Unit Balance Opinions
Gunwagon vs other options (gun truck skepticism)
- The speaker is not convinced Gunwagon is worth it compared to alternatives:
- they say it does less damage than a Battlewagon + “wrecka”-type approach with key gun combos
- Example calculation mentioned:
- Gunwagon cost ~150
- plus ~10 points for “zap cannon”
- discussion leads to ~640 for four transports (as described)
- Conclusion: it’s hard to afford in the speaker’s intended builds; it’s “not as good” as the best options.
Tankbuster / SAG platform cost pressure
- Stacking many expensive units (example given: 3 SAG mechs + 3 Tankbustas + multiple transports) is described as quickly unaffordable or inefficient.
Kill Rig / SAG mech / Tankbuster comparisons
- A general viewpoint: heavy options can be “balanced” if they are:
- costed correctly
- durable enough to threaten targets
- fragile enough to be punished
- Balance suggestion:
- Dock/dread-related platform costs should be higher
- ideally separated rather than bundled, so top units don’t become undercosted.
Nerfs / Meta Notes
- A “quick nerf” is mentioned to a plane unit (Wasp bomber), essentially removing it from relevance in effectiveness.
- Planes/bombers are described as situational:
- in an overall expensive-codex environment, expensive air units can be hard to remove quickly
- The meta impact is described as awkward:
- bombers might have been great before codex changes due to survivability.
List of Key Takeaways (condensed)
- Guns are currently the dominant Orc efficiency path; melee is too expensive.
- Melee needs leader support, and codex changes make that harder to apply efficiently.
- Gaz is not “bad,” but is considered overrated due to cost vs output and reduced resilience access.
- Mech consistency depends on “warm-up” and warboss targeting rules; positioning matters.
- Gunwagon is hard to justify under points pressure; Battlewagon-style gun platforms are preferred.
- Early tournament builds should prioritize:
- 1x SAG mech + 1x Tank-bust + Flash Gitz
- then add more only if points fit.
Gamers / Sources Featured
Gamers / hosts / speakers
- Michael (main speaker/host)
- Jack (mentioned in superchat context)
- Ryan G693 (superchat)
- Richard (someone who posted a battle report)
- John (someone who won at WTC; may release another video)
- “Shallaxy” (mentioned in chat)
- A Knife (superchat)
- Zagr (mentioned; “rest in peace” comment)
- WarCraft lore references: Arthas / Illidan / Mal’ganis / Muradin (not Warhammer gamers)
Sources / platforms
- Art of War / Art of War YouTube channel (and warroom.vhx.tv)
- Warhammer Community
- r/Warhammer (referenced for community point-cost complaints)
- Reddit FAQ (mentioned via screenshot)
- Warhammer Community article (preview context referenced)