One thing I believe most 40k/WFB hobbyists can happily agree on is that Orks are fun! There’s an anarchic feel to them as a faction that you’ve got to love. Coupled with their penchant for bashing in heads and engineering enormous, barely working death machines, this makes them one of the most entertaining and beloved factions in GW’s various universes. And there is always enough whackiness involved to make for a humorous undercurrent, allowing Ork players to field some pretty funny and strangely endearing models. Sure, there are those who miss the even more openly funny and absurd Orks of the yesteryear, but if you look closely, there’s still enough humour and whackiness to go around.
The same goes for this new Ork release that has now kept us entertained for the last month or so. Some are already venting their frustration with how drawn out this release has been, claiming they’re already well fed up with Orks. This can certainly serve as proof that GW just cannot seem to escape the ire of its fans and/or mortal enemies (sometimes I wonder whether both words can be used synonymously, not unlike Orks’ own use of the same word for friend and favourite enemy)…
Anyway, I, for one, belong to those hobbyists who have a huge soft spot for everything green-skinned, so I am more than happy with a meaty release like this. So let’s put on our shiniest Mek goggles and appraise this new release. It goes without saying that we will also be looking at some of the possible Konvershun Optionz in the process — after all, most Ork players are also avid converters and kitbashers, not unlike their green-skinned protegés, one might say…
No 40k release without a new superheavy these days, it seems, and the Orks get the Gorkanaut/Morkanaut kit to play around with. Regardless of which model variant you prefer, I think we can all agree that the kit gives us a suitably orky looking machine: It’s huge, it’s clunky to the point of absurdity and it’s got lots and lots of Dakka. What’s not to love, right?
I never really liked the Stompa kit, because its main body just seems too primitive for my taste. While the design may be totally appropriate from a fluff perspective, it always seemed like a bit of a waste to shell out such a huge amount of money for something that could be built just as effectively with a bit of creativity and panache. The Gorkanaut/Morkanaut kit is better in that regard because it’s just primitive enough to be believable in the background, but also just sophisticated enough to seem like an interesting enough model. I also like the fact that you get quite a few customisation options, such as a couple of freely placeable horns and spiky bitz, several pretty cool heads and just the kind of extra stuff that any Ork player worth his salt will be happy to have in the old bitzbox.
Among the possibilities for customisation presented by the kit is also the option of assembling the kit as a Morkanaut:
For all intents and purposes, this seems to be the Mekboy version of the machine, draped in all kinds of arcane (and/or outrageous) “kustom teknology”:
All in all, I have two substantial gripes with the Gorkanaut/Morkanaut kit: One, the transport bay seems slightly problematic, because it doesn’t really seem all that plausible. Take a look:
There’s the lack of space, of course: Even if can only transport five models with the vehicle, it’s hard to see how even those would fit into that glove compartment. However, this is a problem shared by most, if not all, GW vehicles to some degree: If a Land Raider really needed to be big enough to fit in a squad of Terminator models, it would have to be huge (and probably cost a small fortune), so there is a certain need for abstraction at work here.
Here’s the thing, though: The Land Raider’s just big enough to be plausible, plus you can actually imagine how the Termies are transported using the vehicle. The Gorkanaut’s bowels, however, don’t look like they could actually transport much of anything, at least judging by the picture above. Not a huge problem, but a bit of a design oversight.
I also cannot help wondering how this guy actually manages to walk in the first place: Does it have treads on the soles of its “feet”? Do those legs extend as it moves, lifting the bulky main body clear of the floor? It’s very possible that GW’s designers actually found a perfect solution for this, but it isn’t visible from the pictures, and it makes the model ever so slightly less plausible than it should be.
Such nitpicks notwithstanding, I am still inclined to look on the Gorkanaut/Morkanaut kit favourably: It’s certainly a cool, orky vehicle that looks great in a line of advancing greenskins. And that’s good enough for me ;)
Now in terms of bitz and customisation opportunities, these guys are definitely the best part of this release! In fact, GW’s approach seems to have been to take the kitbashing already inherent in most Ork armies and turn it up to eleven, providing hobbyists with the building blocks to create the most outrageous weapons known to Orkkind.
Having the guns as mix and match constructions that allow for free customisation is a genius idea, again very much in keeping with both the Ork background as well as the average Ork player’s proclivities. Judging by some of the bizarre weapons created by the ‘Eavy Metal team, experimenting with all these bitz should be quite a lot of fun:
If I do have one gripe with these weapons, it’s that they seem a bit too huge for their own good. Now I do of course realise that this was basically the whole point of the exercise, but some of the weapons are so big that they cover up most of the awesome Orks carrying them. Because the increased bulk of the weapons has also lead to more bulky Orks, very much on par with Ork nobz. What’s more, the Flash Gitz‘ bodies and heads are really cool. The heads alone may be some of the coolest Ork heads currently around:
Fortunately enough, Jeff Vader’s amazing conversions here show that the weapons look even better if they are slightly shortened, cut back to a more plausible size. Plus you get a better look at the rest of the model as well, which is a real treat in this case!
In fact, what I possibly love the most about the guys are their somewhat pirate-y trappings, nicely fitting both their flamboyance as very rich greenskins and the overall Freebooterz element in the Ork background:
These bitz mean that a whole, Freebooterz-themed force is now actually possible and fairly easy to kitbash!
All in all, a very cool kit! It may be a bit pricey, but considering the amount of bitz you get out of the deal, this seems like a pretty essential purchase for every self-respecting Waaaghboss: Even if you have not intention of running Flash Gitz in your army, this kit should provide you with some absolutely awesome bitz for your conversion and kitbashing needs.
Now here’s one of the slightly divisive parts of the release! The new Mek Gunz kit provides enough part to construct either one of three weapons. Pictured above is the Kustom Mega Kannon, but you can also elect to build a Traktor Kannon…
…a Smasha Gun…
…or, of course, the fabbled Bubblechukka (whatever that one does…):
As you can see, all of the weapons are based on the same chassis, and all are suitably detailed and orky — so all’s well with the world, right?
Well, not quite: There seems to be quite a bit of criticism concerning the fact that these new cannons are not only quite a bit bigger than their older counterparts, but also quite a bit more expensive. Both is true, of course. But then, if you really don’t want to purchase this new kit, the good news is that it should really be easy enough for any enterprising kitbasher to come up with their own orky contraptions.
In any case, the kit itself seems well designed and versatile. I’ll also happily admit that the Grot krew is really the star of the show for me, even though some of the models seem to be slightly touched up pieces from the regular grot mob:
I really love the guy with the cordless screwdriver! And the little chap with the mechanic’s case on the right would make for a pretty sweet Blood Bowl paramedic, come to think of it…
There’s also this very cool grot with a cable drum…
…although the little spotter has to be my favourite, hands down. I can see so many possible uses for this little guy:
Taking all of the different facts into consideration makes this kit a bit of a mixed bag: Seen on its own, it’s a nice, versatile kit that will give you one huge, orky gun of your choosing as well as a pile of bitz for later projects. If you already own a full set of the old weapons, however, it’s understandable why you would consider this a bit of a ripoff. So depending both on whether or not you’re already an Ork player as well as the size of your Ork collection, you might want to pass on this one — and, like I said, there’s always the option of kitbashing your own weapons at zero extra cost ;)
Now there’s a kit that has been eagerly awaited for a while, seeing how Brian Nelson’s metal/FC Meganobz have been the official Meganob incarnation for more than a decade. And while the models, like all of Brian Nelson’s Orks, were lovely, both the price and restrictive material had hobbyists eagerly awaiting a modern incarnation of this unit type.
Now plastic Meganobz are here, and above all else, they are basically a slightly modernised plastic version of Brian Nelson’s original design, with the armour basically retaining most of its existing features:
I have always loved the fact that, ever since some of its earliest incarnations, the mega armour has always seemed like the Orks’ crude attempts at reverse-engineering Tactical Dreadnought Armour (sticking on some additional dakka while they were at it). This holds true for the new incarnation if the armour as well, and the welded-together look of the armour makes it seem equal parts massive and improvised.
The kit comes with a nice selection of different weapons, heads and spiky bitz, giving you enough options to build a fairly individual set of Meganobz for your army:
Oh, and let me just take this opportunity to confess that I simply love it when Ork kits contain some kind of circular saw weapons: I just love those!
If you liked the earlier Meganobz, chances are you’ll like these as well, because the basic design is so similar. It’s also nice to finally have these available in multipart plastic, of course! I do have a couple of nitpicks with these models, that may be purely based on personal taste:
First up, it maby GW should have made them slightly bigger and put them on the Centurion bases. There’s no other reason for this wish than Rule of Cool, but come on: Wouldn’t that have been awesome? Then again, maybe the designers just didn’t want these guys to seem too overwhelming when compared to every other army’s heavy footsloggers?
There’s also the fact that the models are so very static. Again, this is just my personal taste speaking, but it would have been cool to have some slightly more dynamic parts, if only in order to be able to build your own, suitably impressive Waaaghboss from this kit. As it stands, you’ll be able to build three hulking, tough-as-nails Orks in massive armour. But neither of them will look particularly outstanding next to his buddies, unless you put in some serious conversion work or scratchbuilding in order to create something like Larkin’s fantastic Waaaghboss here.
Sure, there’s always Ghazghkull to lead your army, but it would have been nice to be able to build an equally impressive model in plastic!
Lastly, the biggest problem I see with this kit is that the Meganobz’ shoulders seem a bit wonky. In all fairness, it takes a while to realise this, but if you take a closer look, it seems like the arms are attached to the armour itself rather than to the Ork wearing it. The good news is that this should be really easy to adjust by adding some shoulder pads (or slightly realigning the existing ones), but it remains a bit of a headscratcher…
All in all, this will probably become one of the more popular kits simply due to the fact that it’s a less complicated and more versatile way of finally fielding Meganobz in bigger numbers. And it’s certainly a nice enough, if slightly conventional, kit with some minor quirks.
Oh, but we haven’t even discussed all the contents of the kit! For instance, there’s also a wonderful little Grot Oiler:
That idea with the squig just never gets old, don’t you think? This little guy serves as an assistant to a Mek, of course, since the kit also comes with the parts necessary to build a Big Mek in mega armour…
I really love that “tellyporta blasta”, because it’s the epitome of the totally outrageous technology used by the Orks (yet strangely enough, it also seems to echo some of the retro-futuristic touches you see in science fiction from the 50s and 60s). Anyway, it’s clunky and over the top and wonderful!
I am a bit torn about the “welding mask”, however: One the one hand, it’s such a nice touch. On the other hand, though, I prefer something with a little more identity for my important characters, so I would probably go for the second head option:
Judging by the pictures in the latest issue of Warhammer:Visions, this last one also looks crazy awesome when combined with one of the Meganobz’ metal jaws!
Now, speaking of the Big Mek does of course make a nice segue to the characters and HQs that are part of this release. So what about them? Well, the release certainly caters to fans of Meks, for one. Let’s take a closer look:
First up, there’s your bog standard Ork Mek, coming as a new clamshell character. Now the model certainly reads as a Mek at first glance and ticks all the boxes. It does seem a little uninspired to me, although that may just be a personal thing. The alternate weapon…erm tool is a nice touch, though:
I am not really fond of the head, however, and would swap it out for this head, for instance, easily my favourite mek head ever:
Apart from those concerns, what you see is what you get with this guy. A look at the sprue reveals the fact that this guy is modular enough and close enough to the rest of the ork kits in construction that it should be easy enough to further customise him:
All in all, it’s certainly handy to have this model available in plastic, but you should also be able to kitbash a serviceable Mek for your army, if you are that way inclined. Nice but definitely non-essential.
Big Mek with Shokk Attack Gun
Yet another Mek character, yet this guy is interesting because he is a mostly accurate recreation of the model’s last incarnation. Take a look:
And it really makes sense too: Quite a bit of thought must have gone into the design of a large model like this, so it seems sensible to “recycle” the weapon design in this case. It’s also interesting to note how the recreation of the original model seems almost perfect, with even an added touch here and there (the generator at the front of the weapon trailing warp fire is a nice touch, as is the foot of the unlucky grot already visibly turning into the same kind of ethereal energy:
The one part of the model that, in my opinion, has taken a serious hit are the faces: They just seem more angular and comic book-like than those of the older model, especially the face of the Big Mek:
Again, there’s an easy enough solution for this: Just swap in a different head (again, the plastic mek head I posted above seems an ideal choice, but then I really love that head, so yeah…).
Having a big and unwieldy piece like this available in – more forgiving – plastic form is certainly a nice bit of service for Ork players, whereas those who are still in the possession of the older model can just keep it without feeling they got the short end of the stick.
In any case, it’s interesting to see GW almost perfectly recreating an existing metal/FC model part for part. Both because it shows how plastic models are growing more and more detailed and sharp, and because it seems like the final piece of proof that GW will eventually endeavour to produce everything in plastic — and I am really all for that!
There’s one more plastic character, and one that isn’t a Mek! The Pain Boy is an interesting piece that most people will probably either love or hate. The ‘urty Syringe is very much the elephant squig in the room here, instantly drawing the viewer’s attention and making for a rather striking silhouette. It’s a cool idea, admittedly, but it just seems a bit over the top to me. While the design of the gauntlet is pretty neat, I think it should have been just a bit smaller in order to make it look slightly less improbable.
The other defining trait of the model for me are the Pain Boy’s features, drawn into a particularly evil grin — certainly an expression you don’t see that often on Ork models! And while it did take me some time to get used it, the design is surprisingly effective, the longer I look at it.
One more thing that really became obvious to me while browsing through Warhammer: Visions, seeing the Pain Boy model in several situations, is that this guy’s obsession with his own gauntlet seems almost comical, especially when you see him in several pictures: Whatever’s going on around him, he just keeps glaring lovingly at that ‘urty syringe of his — now that is true dedication…
Again, the sprue reveals that the model can be customised to the heart’s content. So if you want to swap in a different head or a less ridiculous claw, you are free to do so:
By the way, that Grot helper does seem a bit …unwholesome, doesn’t it?
And are those his teeth, or is his mouth stapled shut? Jeez…
Anyway, whether or not you buy this guy will possibly depend on whether or not you can get behind that syringe hand. Once again, kitbashing a serviceable Pain Boy should be an easy enough task for those who don’t like this model.
Conversion,…uh, sorry: Kunvershon optionz
It often seems like Ork players are the most adventurous converters and kitbashers in our hobby,so I have very little doubt that parts of this release will start cropping up in new configurations and unexpected places sooner rather than later. I also won’t delude myself into thinking that I can come up with better conversion ideas for this stuff than dyed-in-the-wool Ork players. That said, I’ll still share some of my ideas and observations with you — feel free to add your own or call me out for a lack of fantasy ;)
Firstly, it’s quite obvious that conversions for Ork armies around the globe will be thoroughly energised by this released, because Ork players obviously get a plethora of new toys. There’s really no telling in what extraordinary ways Ork players will use these bitz, also one interesting idea that occured to me is this: If someone were of a mind to, say, build a looted Imperial Knight, the bitz from both the Gorkanaut/Morkanaut and Mek Gunz might come in handy for some rather inspiring kitbashes!
Then there’s the fact that, beyond being used for their original function, the various bodies, heads and arms from the Flash Gitz kit should make for excellent conversion fodder when converting Ork Nobz and Waaaghbosses or trying to assemble a themed force of Freebooterz. Jeff Vader has already begun to assemble a gang of particularly ‘ard Orks (linked further up in this thread), and projects like these seem to be the ideal way of making the most of those beautiful Flash Gitz parts.
New conversion projects need not even remain limited to 40k Orks: I think some of the bitz and pieces would be wonderful additions to my orcish Blood Bowl team — especially some of the Grot assistants!
But what about non-orky armies? If used sparingly enough, Ork bitz can also be really helpful for Chaos Space Marine conversions, so I can easily see some of those Flasg Gitz weapon bitz becoming rather useful for hobbyists kitbashing weapons for Chaos Havocs, custom Obliterators or chaotic vehicles.
Some of the parts would also be perfect for converting mutants like the ones in this classic Adrian Smith illustration. Such mutants would make for great NPCs or opponents in games of INQ28, for one. Or they could also be used as Scavvies in games of Necromunda or Inquisimunda!
But there’s an even bigger opportunity here: As of the last redesign of the allies matrix, Chaos and Orks are battle brothers, so if somebody wanted to run an Ork detachment with a bit of a twist (if you’ll excuse the pun), converting them into mutants in order to represent a mutant uprising on an Imperial world or the denizens of some backwater daemon world in the Eye of Terror, that would be an extremely fluffy way of using the Ork rules for a chaos army. This goes for the whole Ork catalogue, of course, but I can instantly see those Flash Git bodies as perfect parts to build mutant overlords. Just remove the ork glyphs and too blatantly orky elements, add those brilliantly disturbing crypt ghoul heads, and you’re there (here’s a look at one of my mutant conversions for reference).
Whatever happens, I think we can rest easy in the knowledge that lots and lots of crazy kunvershonz using these new bitz will be coming our way sooner rather than later — Ork players, you’ve gotta love’em ;-)
So, what about the release in general? It probably won’t surprise you that I am inclined to call this a rather strong release. All of the kits do have their advantages, with only a couple of minor problems. Ork players have received a big box of new toys and should be happy — and if they’re not, they should start kitbashing better alternatives! Personally, the one thing I would have loved to see that didn’t make it was a plastic clamshell or multipart Waaaghboss — but alas, all we get is a touched-up Black Reach Waaaghboss released as a limited edition model. But you cannot win them all, of course, and this release certainly does a lot right.
So what’s your opinion? Do you like the new kits? Already fed up with all the Orks? Any kunvershon ideaz you’d like to share? I’d be happy to hear from you in the comments!
As always, thanks for looking and stay tuned for more!