Another weekend, another Warhammer preview – this time devoted to the Stormcast Eternals and their latest adversaries, the scheming orc Kruelboyz. Now the Stormcasts do look nice, it’s a range that’s come on in leaps and bounds over recent years, but being essentially a filthy orc myself my attention has been squarely focussed on this new breed of swamp-lurking greenskins.
It probably won’t come as a surprise to any of my regular readers but I like these a lot. They’re nasty, spiky gits, much more in keeping with the wicked hordes of older fantasy fiction than the “misunderstood” tribal barbarians popularised by World of Warcraft and other modern sources. They look exactly like the kind of evil scum that might be found lurking in a wild and overgrown swamp, ready to carry off their unfortunate victims to a terrible fate. It may say nothing good about me at all but that’s exactly the kind of qualities that draw me to a faction and so of course I’ve been watching this release develop with interest, my fingers hovering expectantly over my sadly over-worked wallet whilst my pots of green paint shove their way to the front of the desk ready to be liberally applied.
Beyond this rabid enthusiasm however two things have struck me whilst looking at these models; where are the normal orcs and why are these ones looking so damn serious all the time?

In Praise of Normal Orcs
Over in the grim darkness of the 41st Millennium the greenskins are also gearing up for war. This time around the new models will be bring a range of new hunters and beast-wranglers to the faction – the so-called Beast Snaggas, some of whom even ride into battle on giant squigs.

In the world of Warhammer 40k all orks belong to a tribe (that’s your personal collection – my army, Da Murdaboyz, being one example). Most orks are also part of one of six major clans (the Goffs, Evil Sunz, Snakebites, Bad Moons, Blood Axes and Deathskulls). A tribe may be made up exclusively of orks from one of these clans or it may contain members of several or all. Each clan has its own idiosyncrasies and defining traits, Bad Moons are wealthy show-offs for instance whilst the Deathskulls combine a superstitious obsession with the colour blue with a hunger for stealing everyone else’s property as soon as they can get their hands on it. Adding a third layer of complexity are the various ork “kultures” – the Kult of Speed for example, or the new Beast Snaggas. Some of these kultures tie themselves in well with certain clans but, and this is the clever thing, it’s not an exclusive arrangement. Take the Kult of Speed. These orks take their species’ love of hurtling around at a breakneck pace, something every ork enjoys to some extent, and turn it into a lifelong fixation. As a result they find a natural home amongst the nomadic petrol-heads of the Evil Sunz clan. The Goffs meanwhile are the meanest and most brutish orks of all, serious and ill-tempered they like the simple things in life – straightforward fighting with muscles and fists doing all the real work and none of that fancy nonsense getting in the way. They may take a dim view of the Speed Freeks and their time wasting antics, tinkering around with motorbikes or having silly races in the dusty wastes outside the camp when they should be concentrating on proper things like fighting. However that doesn’t mean that a few buggies or bikes will be out of place in a Goff army. After all it stands to reason that a Goff who races his way into combat atop a speeding bike will be able to enjoy a lot more fighting than his mates who have to walk all the way, and probably won’t reach the site of battle until the best killin’ has already been done. Meanwhile a Bad Moon might find himself tempted by a vehicle of his very own, and if he is he’ll buy one that’s fancier than anyone else’s – at least until the local Deathskulls steal it and paint it blue…
In practical terms this means you can make your army your own, choosing the parts of the Ork background that you find most appealing without finding yourself “locked out” of adding particular models to your collection. This works because, stripped back to the bare lead, plastic or resin, all these orks look relatively similar. There’s not much to distinguish a Bad Moon from a Goff until you’ve decided whether to paint him in garish yellow or cover him in black and white checks. These clans and kultures which have brought excitement and pleasure to so many hobbyists over the decades are rarely more than a coat of paint deep.
Over in Age of Sigmar however the differences are rather more intrinsic. A Kruelboy is a lean, spiky creature…

… quite different to a hulking brute like an Ironjaw.

They’re both orcs, and they can certainly look good mixed together in a large army, but what they really need is something to tie them together – a missing link as it were. Where are the ordinary orcs?
Back in the old days of Warhammer Fantasy Battle the Orcs and Goblins range had at its heart mobs of Orc Boyz. The kit, when it was retired with the coming of Age of Sigmar, was well past its best but it continued to serve a key function – tying all the other orcs together thematically.

With these green lads at the heart of your army you could add in some Black Orcs (disciplined orcs in heavy armour), Big ‘uns (orcs but even bigger and tougher) or Savage Orcs (orcs who distain clothes and other trappings of civilisation and go into battle with nothing but bone clubs and loincloths). Standing side by side the Black Orcs looked very different to their Savage cousins (they were wearing a bit more for starters) but a mob of Orc Boys created a visual link that brought them together. As the greenskins have migrated across to Age of Sigmar the various specialised “types” have lived on – the Savage Orcs rebranded as Bonesplitterz, the Black Orcs as ‘Ardboyz and the Big ‘uns getting a swanky new range of models and becoming the Ironjaws. Now there are swamp themed orcs as well. What we don’t have however is the missing link, the ordinary boys who may not be fancy or particularly original, but who bring everything together – who take the disparate mobs of Kruelboyz, Ardboyz, Bonesplitterz and Ironjaws and forge them into an army.
Why So Serious?
For the most part the various settings and games under the Warhammer umbrella are on the one hand very serious, and on the other very silly. Take Blood Bowl for instance, a game which the players can – if they so wish – take very, very seriously indeed, developing for themselves the mindsets of chess grandmasters, whilst at the same time playing with undead footballers, drunken dwarves, pogo-ing goblins, chainsaw-wielding loonies and orc cheerleaders. Warhammer 40k paints itself as a very serious business (look no further than the 700 novels that make up the Horus Heresy series) but it also includes space vampires, space werewolves, all kinds of demons and other craziness that more sober sci-fi would never abide. Orks of course are the ultimate expression of that silly side. Even when 40k is trying to be sensible and grown-up, picturing the grand narrative of a declining and stagnating empire brought low by the flaws within our all too human souls, the orks just fart around at the back enjoying themselves. Collectively, they are the whoopee cushion on Roboute Guilliman’s chair.

Warhammer works well when it can be taken very seriously – look no further than the reams of historical and cultural background in the “House of…” books for Necromunda for example. However it needs that spark of silliness to bring out the flavour. All that Necromundan nitty-gritty is wonderful but it’s still a game of punks vs. aliens, and it still includes the character Smartacus, an ogre who leads an uprising after an accident turns him into a genius.
If the Kruelboyz have a flaw then it’s that they’re not very silly. Indeed for the most part they look serious and scary. Now there’s nothing wrong with that – as I said I really like that aspect of them – but really the Ironjaws aren’t particularly silly either, the Black Orcs/Ardboyz were always grim and dour and that only leaves the Savage Orcs doing their best to keep things daft and looking ever more out of place. But if the orcs aren’t silly then who is?

To me that’s the one remaining problem with Age of Sigmar. The setting has grown from its challenging birth into something genuinely interesting and impressive. When it first launched six years ago it felt unfinished; the backstory little better than fan fiction, the models borrowed from WHFB with confusing new names and the rules leaning as much on players yelling at each other as on rolling dice. Nowadays it’s grown into an engaging, complex world in which even cynical old hands like me look forward to discovering the next chapter of the ever developing story. However these days it’s a sensible world for grown-up people. The goblins – in the form of the Gloomspite Gits – are as silly as ever but the Orcs have their serious faces on, and much as I love the look of the Kruelboyz I miss those daft old orcs. Perhaps in time though we’ll have both – serious orcs for serious battles and silly old orcs farting under the noses of those snooty Stormcasts.