Ork Meks are bringing their workshop to the battlefield when the codex finally rolls around. Let’s take a look at the rules that were spotted and if they pass or fail.
Some rumored rules revolving around the Mekboy Workshop have been spotted floating around various parts of the internet and we feel like it needs to be broken down. With that being said, let’s dive right in.
Pass or Fail: Orks Mekboy Workshop Rules Breakdown
This is basically a re-skin from the Knight workshop that we still haven’t seen anyone use on the tabletop. It counts as a terrain piece as soon as it gets set up so you can’t move it once you place it. If you DO decide to bring one to your game, make sure it’s in the correct spot.
If it’s out of position, it could come back to haunt you. Now let’s go into the uses of this thing.
- Kustom Job: basically at the end of any of your movement phases, if you have a friendly vehicle within 1″, you can’t shoot, move, or attack. (your Orks are out of the vehicle getting a soda while the Mek works.) When you do this, you can pick three options.
- More Dakka: After it’s parked for a turn, you get to maximize your shots as long as you’re not using a Bubble Chukka. 2d6 shots become twelve shots etc. Roll a d6 in addition and on a 6+, you add one to the damage characteristic for the rest of the battle.
- More Speed: Increase the move characteristic by 6″. Roll a d6. on a 6+ you can add one to charge rolls for the rest of the battle.
- More Rivets: Heal D3 wounds. If a Mek is close by, he can use the Mekaniak ability once per game. This lets him auto heal three lost wounds. Roll a d6. On a 6+ increase the toughness characteristic for the rest of the battle.
On paper, this thing doesn’t sound half bad. it’s only 80 points and can possibly make a battlewagon T9. But when you weigh the odds of everything happening, it sounds like it’ll be more of a detriment.
Putting the Model to Use
So let’s go over how this thing will perform on the table. We think it’s not quite as good as it sounds.
First of all, this thing can’t move. If you play aggressively with your vehicles and get them halfway down the board only to have to turn back and repair, what’s the point? The enemy is going to know that you’re going to heal so he will finish off the last couple of wounds before you even get to heal it.
It gets even worse when you try to get a vehicle with 10+ wounds to safety. It’ll be slow because of the anti-tank firepower focusing it only making it harder to get back to the shop.
On top of that, you have to basically spend a turn doing NOTHING with models you paid a hefty chunk of points for. You could have 300+ points just sitting for a turn. Not shooting, moving…nothing at all.
You do get max shots for a vehicle and that’s pretty nifty. But if you have this thing way back in the safety of your deployment, the vehicle probably won’t be in range to do any real damage once it can move again.
We realize there are niche uses for everything but we haven’t seen the Knight Workstation on the table in any sort of competitive game. This may be exactly the same thing but for Orks.
What do you think about the Mekboy Workshop? Will you be picking one up for the tabletop or a neat terrain piece on a display board? Let us know in the comments of our Facebook Hobby Group.