Codex Orks 10th Edition - Full Rules Review
ฝัง
- เผยแพร่เมื่อ 30 ก.ค. 2024
- Let's talk dread mobs, green tides and kults of speed with an overview of the Orks codex for Warhammer 40K 10th Edition...
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0:00 Intro
0:58 Contents
2:58 Waaagh!
4:24 The Detachments
6:13 Da Big Hunt
8:29 Da Big Hunt - Stratagems
12:33 Da Big Hunt - Enhancements
15:06 Dread Mob
18:22 Dread Mob - Stratagems
23:02 Dread Mob Enhancements
25:32 Green Tide
27:49 Green Tide - Stratagems
32:21 Green Tide - Enhancements
34:57 Kult of Speed
37:55 Kult of Speed - Stratagems
42:38 Kult of Speed - Enhancements
46:14 Bully Boyz
47:59 Bully Boyz - Stratagems
52:33 Bully Boyz - Enhancements
54:32 War Horde
55:22 War Horde - Stratagems
59:43 War Horde - Enhancements
1:02:26 Detachments Thoughts
1:03:19 Datasheets Removed
1:05:09 Points Section
1:06:50 Ork Datasheet Themes
1:08:40 New Big Mek
1:12:27 Battle Line Boyz
1:14:34 Infantry Units
1:22:38 Mounted Units + Deffkoptas
1:25:55 Vehicle Units
1:41:03 Flyers and Fortifications
1:43:46 Characters - Bosses
1:49:10 Characters - Meks, Psykers + Painboyz
1:56:41 Character - Epic Heroes
2:02:02 Overall Thoughts?
2:04:30 Outro - เกม
The Custodes codex being met with bitter grief over what was lost while the Ork codex is being met with belligerent joy over how fun it sounds is actually a very thematically appropriate choice for Games Workshop.
Just glad I’m a Greenskin player and not a fan of those Golden Boys
Stealing this.
Waggh just wants to krump, more krumpin types means more krumpin joy.
@@NPS63 With you on that.
As a collector of both I’m sad for the stodes but I love alll the ork stuff waaaaaaaaaghhhhhh
Hello and welcome back to ORKSPEKS tactics
I rewound it just to hear if he said orkspex! 😂 love it
Yes.
WAAAGH! YA GIT!
Taktix*
Everyone else "Please no codex, please leave our index alone, stop nerfing our fun stuff" Orkz Players "WAAAAAGH!!! 'ERE WE GO"
Index or not, good or bad rules either way I am glad to be an Ork fan.
As an old orc player I can sadly just say that is because orcs are probably the lowest aspiration group of all 40k players, at least the majority of them. You can give them the crappiest rules but they will still think its fun.
To some degree that was always kinda refreshing to be part of a group that is not primarily focused on being competitive and so on BUT on the other side it sometimes just felt like being in a madhouse when orc players cheered about "fun rules" that in fact were crap rules. 😆
@@richardpagel6959 So it is better we bitch and complain like Custodes players?
@@viewtifuljoe4412 Don't know about Custodes stuff. I mean real criticism should be fine at least but as written I don't know what happened there.
@@richardpagel6959you sound like a blood axe, and I'm reporting you to the Boss!
ERE WE GO ERE WE GO ERE WE GO (Perfect timing as I'm about to eat)
ERE WE GO ERE WE GO ERE WE GO
It's peak comedy that a codex this fun looking comes out at the same time as the custodes. Did somebody at GW get spanked too often by them after the dataslate?
Its to make up somewhat for the 8.5 edition codex we got last time.
The books went to print before 10th was released.
BUNCH A SHINY NONCES
Its like the custodian Land Raider for all of 9th
kept getting nerfed even after it was too expensive and had bad rules
The running joke was that 1 rules guy got clobbered by a land raider and never forgave it
Im just glad the Orks detachments look FUN to play. The overall “vision” for 10th Ed armies seems to be lacking in why some armies are entertaining to people in the first place
The dread Mob looks really strong, but it also looks FUN. you actually have to risk it for the super dangerous damage with all that hazardous, And I love it, because I love the inherent randomness of orks.
That’s my takeaway too. The rules are all thematic and support the units that they want to support in meaningful ways. No more rules like 9th Evil Sunz where you’d get rules that support assault weapons while all your buggies have dakka weapons.
40k, there are still people who play that game? All was fine till 5th edition (before the outcoming of some special broken codizies like imperial guard). Editions 6 and 7 have been terrible, editions 8 and 9 the start of becoming a kiddy game, edition 10 is a kiddy game.
@@richardpagel6959why yes, almost twice as many people play 40k now than did in ye olden days
@@kylearchbold5189 yeah unlike WHF with 8th edition, which lost half its player base, most 40k players kept on playing the game. Even thou it becames more and more worse and customers more and more treated like cash cows.
'Ere we go 'ere we go 'ere we go
'Ere we go 'ere we go 'ere we go
DAKKA all the way
@@Vibester0206OH WHAT FUN IT IS TO *WAAAAAGH* WITH BEAKIE GITZ TO SLAY
ERE WE GO ERE WE GO ERE WE GO
Heheheh
The most annoying part about auspex films is that every five minutes either my kids or wife knocks on the door yelling “are you still sitting on the toilet?”
This is why you shouldn't have kids or a wife.
I've been trying to watch this for two days
As an Ork enjoyer, all I can say that this has been a long time coming! 'Ere we go ladz!
Stompa rerolling all hits, and with +1 to hit with a Mek, with devastating wounds or lethal hits on all of its guns is hilarious, though I suppose you have to take 8 hazardous tests that hurt on 2s as well… still uncertain if it’s worth the 845 points but it’s a funny combo
Hazardous only hurts if you fail the roll. You only fail the roll when you stop believing. I see this as an absolute win.
In the many dozens games I have played now and hundreds of Hazardous rolls it has only mattered ONCE in all of the games, so I really don't give flying Squig about Hazardous. Honestly if the Gun explodes it just adds to the fun! I'm going to hit all the buttons!!!
Do it, run the funny. That’s why I run a Fellblade, a Falchion, a Cerastus Knight Lancer and other small insignificant vehicles in my 2k list despite two of the big boys not being matched play legal anymore
Smash alllll the buttons if a grot get fried who cares
@@DegenerateWeeb69the fellblade always had my love, how have you enjoyed it this time?
Those 25 Meganobs I have now have a purpose.
lol Mine always did. Absolute favorite model of Orks.
Is it possible to run that many? I think you have to cap out at 18.
My dude, you are sitting on a gold mine! It costs $70 for 3 meganobz now, absolutely atrocious pricing! So you could sell a few and buy a whole other ork army if you wanted.
@@thesavmaster I have the original metal ones. 😁
@@seanm7349 You could also kill someone if you throw one at them. Uh, not saying you should . . . just an option 😆
Ork boys now have stick objectives!?! FINALLY. One of my armies finally has it.. tired of everyone elses armies (who I play against) having stick objectives, but I have not a one. That alone makes me happy
Honestly this is spooky as a non-Ork player. They've already had such exceptionally scoring, tossing in sticky obj is gonna be nuts!
DeathSkulls had this 9th edition ^_^
@@viewtifuljoe4412 Yeah, I played between them and Blood Axes during 9th.
Sad there is no Dakka Detachment, but Kult of Speed,Dread Mob and Da Big Hunt look really fun
Seems like 10th is trending friendlier to xenos, Crons, Tau, and Orks all looking pretty good so far. Here's hoping Drukhari and Votann get some of that same love down the line.
Granted, they didn't have to screw Dark Angels, Custodes, and Admech as bad as they have
The dread detachment is pretty much the dakka one. Most shooting units can get a buff and shooting buggies get a buff in the Kult of Speed.
@@bensemusx the annoying part is that no detachment helps all of them, you get a buff to shooting walkers(and units led by meks) or shooting buggy's, but using both to make a gun line will likely not go very well. The basic detachment helping all melee made people hope for a detachment that gave something like +1 to hit on ranged attacks and then some good strategems/enhancements for guns.
@@jacksonhoiland2664 i just hope flash gitz are still alright
@@jakeosiris3971 their cool, but with the deletion of badrukk they need a boost. Hopefully they increase the points and give them the boost by default, or give them something else like a flat +1 to hit in addition to heavy.
So GW remembered that players want to have fun? Or is this an accident? (GG, ork players, I'm happy for you.)
Maybe they just added tons of "fun rules" while the codex is totally low tier and thus people will lose all the time and will not have fun!?! I mean we all know that GW always manages to ruin things somehow.
Orks are feasting in 10th!
feasting on felt. This codex is horrible.
@@chuckchalmers4960 Why?
@@viewtifuljoe4412 bad/useless detachment rules.
@@chuckchalmers4960 Compared to other stuff this looks fun. Granted 10th blows ass as a whole.
@@viewtifuljoe4412 You have some low standards. Its a toxic mentality like that that is killing 40k.
The era of mozrog is over, the era of ghaz now begins.
Thanks for all your videos this week!
Absolutely nice! Looks like my Dread Mob is rolling again!
So it may be worded so this doesn't work but at 1:31:30 for raucous war caller I can see it being used to allow smaller units or even a solo character to have the wound reroll ability. I'm imagining a warboss in mega armor or a bigmek in mega armor with a few meganobz. Rerolling saves of 1 is pretty wild if you save on a 2+. You end up with a 97% chance to save against AP 0 and 78% against AP1. If it does work like that unit of meganobz in cover is approaching ctan levels of bulk
The new Ork rules look fantastic! I have to say, I enjoy the flavor of a lot of what the Tyranid codex has going on as well, though it leaves a number of things to be desired. It’s an interesting edition - I’m honestly glad nothing is too cracked at the moment. At the moment…
RIP my lovely Flash Gitz. It was a nice one. Back in the Box until we meet again!
Have faith to Mork u git! He and the rest of the lost heroes return to us! Just like the Chaos Lord with jumpack and the Juggerlord of Khorne!
still run badrukk in casual matchplay games . so its all good :)
10th Edition is officially green. I think I'm going to start off with a dread mob, but all these detachments sound fun to play.
WHOEVER MADE THE DREAD MOB DETACHMENT AND KEPT THE STOMPA AND REGULAR MEKS RULES THE SAME I COULD KISS YOU RIGHT NOW THIS IS SO ZOGGIN GOOD
Lots of units that need decent points drops to compensate their weaker status, but this codex looks amazing fun
Beast Snagga’s are pretty cool!! That’s where I’m focusing on building an Orc Army.
What's your army gonna look like you think?
@@mrlazarus6778 Lots of Melee rushing, get in there fast and hit hard.. a good aggressive list.
for that Warcaller enhancement for Green Tide, an interesting thing you can do is put it on one of the mega-armor characters, so now the squad of meganobs get to re-roll saves of 1. That seems pretty awesome if you stacked it with a big mek in mega armor with a KFF.
I don't think that would help the unit of Meganobs, while they would count as having 10+ models the detachment rule and strats are still limited to BOYZ units, which Meganobs aren't
@@shavaas The Reroll saves part isn't locked to "Boyz" units!
Exactly @@MrDefender1234
@@MrDefender1234 Ah, you are quite right. I missed that specifically the re-roll saves of 1 is all ORK units and not just BOYZ. That would make for a very annoying Meganob unit to remove, especially with them having 4+ FnP during Waaagh! now.
Excited for my first sons Orks!
The Battlewagon Transport capacity has (until now) referred to Ghaz as a unit, rather than by keywords, so Ghaz & Makari only take 18 together. We'll have to see how the new datasheet is set out, of course.
Edit: Also if you can't use Blitza Fire in combination with Dakkastorm, I wonder if they've changed the Dakkajets ability to have another name? Else that combination may not work.
I'm beyond excited to try out Dread Mob. Mechanized Ork stuff had been lacking all of 9th edition and now we have some incredibly fun looking rules? GET STUCK IN GITZZZZ
I'm so happy the dread mob looks both fun and useful! I started a dread mob back in late 7th and now i'm hella hyped to play it again! :D
I'm glad folks are hyped for this. I just can't get past feeling so let down there's neither a Dakka/Bad Moons list NOR a Blood Axe/Kunnin' Gitz detachment at all. That's both my army ideas in the bin from the get go :(
I honestly think we are going to see some serious play with the bully boyz detachment. There is so much power in the datasheets alone and turning it up to waaagh with every strat only being 1 cp, and some strats are downright dirty. One combo that will feel particuarly good is getting a 6" consolidate into multiple enemies forcing them on their turn to either let you hit them first (possibly with full re-rolls) or lose half their unit to a desperate escape. Two turns of waaagh on other units with warbosses in them keeps their lethal potency for two turns. I also play DG and a single unit of 3 deathshroud terminators rapid ingressing has won me games, having assess to that in orks feels incredible, the amount of havoc a unit of maganobz can wreck will be phenomenal. I am REALLY looking forward to seeing this detachment crush some gitz.
Thanks a lot for this fast and detailed review. Much appreciated!
I think I will dig my old Gorka Morka boys out of storage now :-)
Are grot tanks and grot megatanks in this codex? i didnt see you mention them in the vehicles section of the video, can't wait to try out Bully Boyz with my green horde!
they really do hate flash gitz, mek gunz and tank bustas. plus keeping internal datasheet balance shit.
The Bigger Gunz for Bigger Gitz stratagem is wholly locked to targeting Monsters or Vehicles. The stratagem effect says that an attack that targets a Monster or Vehicle gets +1 to wound and if you chose to push it that same attack also gets +1 Damage and your unit's ranged weapons are hazardous. GW's usually clunky writing makes it difficult to read but there is a "that attack" written in the second part of the stratagem effect that points to the secondary effect of pushing it being linked to the first when targeting a Monster or Vehicle.
Trucks and battlewagons are left out of Kult of Speed. Bummer!
‘Ere We Go, ‘ere we go, ‘ere we go!
1:44:47 Sounds like you forgot that leaders gain all the datasheet abilities of whatever bodyguard unit they're leading. Warboss in Mega Armour will still get the 4+ Feel No Pain during Waaagh if he's leading Meganobz, since their abilities says "models in this unit gain a 4+ Feel No Pain". It doesn't just apply to the meganobz in the unit. So even better than you were suggesting!
"Raucous warcaller" from the green tide Detachment can be put on a big mek in mega armor, giving Meganobs the reroll 1's to saving throws!!
Holy shiiiiit
"Welcome back to orkspex tactics" very nice
Finally pulled the trigger and bought a model I've wanted for years, Ghazghkull Thraka 😎
Da Boss of Bosses! Waaagh!!
One of the best models of any range.
I have this vision of Ghaz wearing the Stompa like a suit of armor until it gets destroyed around him like some kind of anime robot with armored weapon modules.
Or riding the battlewagon around like a go-kart.
Great detachments. Unbelievable that kommandos and tank bustas are still lovked
Fun thought I had for a warboss with Raucous Warcaller in Da Green Tide. You can put him in a squad of nobz or meganobz and they'll count as 10 or more still for the reroll strat.
Im very tempted to start knights but ork list, Stompa moranaught and gorkanaught
So for press it fasta, can you just pick the second result aswell?
Sounds very strong for near guaranteed optimal shooting effects.😊
First question, could a stompa now be and option. Second question, could two stompas be an option....
If you truly believe, yes. Pushing and full sending the choices make the stompa hellacious and if he manages to explode from hazardous rolls... laugh
Given the composition of my orks (lots of meganobs and vehicles) I will stick to the default detachment. It's just simple and great. Krumpin' Time is good, but I am sad it's a toughness buff, nothing Krumpin' about that.
But you can't Krump if you're dead.
The Squighog Boys always had the 5+ FNP. It was only the Beast Snagga Infantry that had the 6+ FNP.
Ran a Dread Mob list last night, it is very fun and w/ a Stompa is just brutal.
Ah righ' propah revuw
my first mek was kitbashed out of an ork spanner, an ork boy, meganobz and the grot lookout off a mekgun. good times.
Might actually grab me some orc minis for my next army, they look fun
"Bigger Shells for Bigger Gitz" does *NOT* give +1 damage to attacks made against non-vehicle/monster targets, the wording is quite clear, saying "that attack", referring to "an attack made against a vehicle or monster".
If you try to interpret it as giving +1 damage for all attacks in general regardless of target you've either not read the text properly or you're arguing in bad faith.
Thankyou for all the great work you do! Have just ordered 2x MANZ using your element games link thanks to this :)
Someone correct me if I'm wrong but I belive the second half of the green tide detachment rule doesn't mention that the reroll saves of 1 applies to only boyz units. It's just any unit with 10 or more models. So with the enhancement to always counts as having 10 or more models on a warboss in a mega nobz unit will give them a 2+ armor save with reroll 1s. Not that that would necessarily be all that good. I also think that some of the stratagems are worded that way as well but I may be misremembering the exact wording of them.
The ork book gives me a little bit of hope that the Sisters book will have good and fun detachment options.
Lots of fun flavor, I'm happy for Ork players )
1:52:38 The +2" to charge stratagem is War Horde only, so can't combine with the Green Tide charge stratagem unfortunately
Exactly what you said about 120 grots and some big stomps to support them?? Exactly what i was already planning to do before the codex!! Getting support for my terrible annoying max grot hoard yuck list is AMAZING....
The new mek isn't amazing, but will i be running him with a unit of Nobz with Cybork parts? You better beleive it.
Freebooterz and Kaptin Badrukk (the lore/looks) got me into collecting 40k for the first time a little while back and I hadn't quite finished their army. I'm more than a bit sad now to see him go and flash gitz to just be meh now. Considering Kaptin Badrukk just appeared in a few recent novels I'm shocked he's removed.
No shooting detachment for infantry (basically anything not vehicles) seems odd. Nothing is stopping me from running my Freebooterz Flash Gitz/Artillery/Beast Snagga mercenaries now but it still feels like I lost something sad from the army.
On the part about the Dread mob stratagem Klankin Klaws, he said you can 'push it' to get +1 damage, but that doesn't work, right? The Bigger Shells stratagem says When: Shooting Phase. Lasts until the end of the phase. Doesn't last long enough to make it into the fight phase.
Do I have that correct or am I missing something?
He also mentioned 'pushing it' to certain stratagems, so is there also like a secondary effect going on that I don't know about?
The Detachment ability can be "Pushed" so you can Choose what ability to get instead of Rolling but you get Hazardous on all your Weapons.
@@MrDefender1234 right I get that, I meant specifically he said whenever using the klankin klaws stratagem you can push it to get +1 Damage. Where is that coming from???
As someone with 120 2nd Ed grits and a 3D printer, a mechanized Ork detachment is tempting
I kinda expected that ghaz transportrules were for his sheet instead of his model so makari would be included in his restriction instead of +1 so mimimal size bodyguard would would with this
Can someone enlighten me what a Detachment would fit well to a Blood Axe list with Snikrot and Kommandos in it to have it sneaky?
This codex sounds hella fun to play. Why does GW make the Custodes codex so dull, so it seems...
I have a question about bigger shels for beiiger gitz. If I choose to push it, does it increase damage for every shot or just for the shots aimed at monsters and vehicles?
Zodgrod, Gretchin, Grot Tanks and Killa Kans w/ as many rokkit launchas sounds pretty good right now 🔘👈
Does anyone know *exactly* how many slots Ghaz and Makari take up in a Battlewagon now? Now sure how it's written in the new rules.
PHEWWW, Big Mek plus 5/6 meganobz will be Incredibly tanky during waaagh, 2+, 4++, into a 4+FNP and then reviving one is nutty. Shame there is no teleporting them but that is a brick.
Return of the stompa has made my day
Da Biggest Boss in Ere!
I do wonder if it's Ghaz the Unit (so Ghaz + Makari) that takes up 18 wagon spaces, not Ghaz the model.
Flashgits got done dirty
When can we buy the codex or pre order it?
Christmas came early. I love you 😚
Is the no data sheet for Ufthak Blackhawk? Strange to see a great character in da big dakka, and a cool model, not get a sheet. I’m new to orks and thought about preordering one.
I can't wait to krump someone in so many flavors.
I wanted a dakka based detachment and I'm gonna miss badrukk, but I'm still excited. Especially for the walker detachment. What I really want is to be able to play the 2 extremes with my army. A mostly shooty, sneaky, board controlling group of green orky space marines, and then have a list for running in and breaking skulls with no concern for strategy. And then flipping a coin to decide which I play that day (in traditional ork fashion). I think that is still going to be doable with the speedfreaks or walkers detachments at least for casual games.
I've wanted to play a green tide army, but it's not interesting enough for me to paint another 100 boyz.
Should have included flash gitz in the bully boy rules. Like most of it is more melee focusued so it wouldn't be strong exactly, but it would be something,
Would you kindly do a video of their Crusade stuff, when you get a chance?
Just wish there was a more generalist pick for the detachments, feels like you basically need to build a whole new army specific to each detahcment to get the most from them.
I think it would be nice if either the boomdakka snazzwagon or the Kustom boosta blasta’s ability affected the ballistic/weapon skill of the enemy unit so that the other buggy might stack the -1 to hit. Would add some nice synergy to them and make it worth taking both units. Otherwise I think the Boosta blasta is just better and cheaper
Gw truly missed the opportunity to treat the deff dread like they did crisis suits.
I would much rather have 2 or 3 set deff dred loadouts with unique rules for shooting and melee than the single datasheet.
?_? The model kits do not come with enough bits to make it viable tbh. I get what you mean though.
@@viewtifuljoe4412 q deff dread with 4 klaws, 1 with rokkits and kmbs and 1 klaw, and another one with big shootas, skorchas and 1 klaw.
So will the Squighog boyz have 2 smasha squig nobs in an 8 man unit? Or how’s that gonna work? Since he‘s on a bigger base etc
Auspex, are Rokkits really the right target for "Bigger Shells"? +1 Damage is +100% Damage for Damage 1 Weapons, for Damage 3 Weapons it will be only a +33%. I mean, against T8+ Targets with wound divisible by 4, maybe - but in general both the wound buff and the damage buff will be WAY better on our lower strength damage 1 weapons that put out more hits - burnas, skorchas, big shootas and the like.
You still need to wound, to get the extra damage thou. So 100% damage buff but wounding on 5s or 33% damage buff but wounding on 3s
I have the combat patrol and the beast snagga set, also have the character on squig and the mad max squig with orks above, what should i add to it?
Deff koptas to keep up or the beast snagga kill/hunta rigs
@@nunyabusiness7018 i have one kill rig and the koptas from the combat patrol, you mean more?
So i have a Question. Kaptin Badrukk still has a 10th edition rules sheet in the Warhammer 40k app. is he still usable on tabletop?
Where abouts is it? I was looking on the website and Instagram but couldn't find it
While the ork changes are overall quite good, and I am rejoicing the return of orky nonsense that awaken my deffskulls neurons. I cant help but notice the kombi weapons are unchanged.
Theyre kind of an inferior and niche pick, whenever they're an option, and the Shokk rifle mek being attachable to nobz kind of highlights that, as its those or pistols for Nob ranged.
honestly I really like the painboy for my burnaboys, not sure why, maybe its just holdout love for burnaboys since they were the standout unit by a longshot in my first orks game lol
Why do some of the Model options, like Orks here and Custodes, restrict One mid-range number (like 2-6 but not 4 for MegaNobz)?
I know that unit/model numbers are usually based on models in the Kit, but this particular type of exception doesnt make sense?
They are allowed 2 because if you make a big mek in mega armor you only have 2 leftover so they included that as a playable amount instead of having to buy another box. You can go 2, 3, 5, or 6
Damn I am LOVING the bully boyz detachment.
Where does he keep find this??? I need a PDF!!!!
Ghaz gets the +4 feel no pain with mega nobz attached doesnt he?
He does! Though you have to be fighting something incredibly Terryifying if you take enough Damage in a Single Waagh turn to chew through all MegaNobz AND Makari.
Because as soon as the Waagh Turn is over or the MEganobz are dead Ghaz looses the 4+ FNP.
Interestingly tho I think Makari get's the 4+ FNP as well? Now that is a funny image haha.
Did the mek guns gain the grot keyword?
Did the ork bad moon guy from the book "Da Big Dakka" get a datasheet (I think his name is Ufthak Blackhawk)?
I might be wrong but, if you play green tide, put gaz with a squad of 20 boys. Does makari then have a 2++ which rerolls 1's?
Ghaz can only lead meganobz
Anyone got a link to where this tome could be potentially found