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Warhammer 40K Orks
Warhammer 40K Orks
WAAAAAAaaaaAAAAAAAGGGHHHh!!!
Because you want to be a hulking green English football hooligan with a machine gun, and you like
beating people upside the head with said machine gun while yelling at the top of your lungs. Joking
aside, 'da' Orks are one of the easiest and armies to learn Warhammer 40k with, and everybody will
love you for playing them. Seriously, everyone loves Orks. But here is a fair warning. Don't let the
simple starter games vs a friend or a "friendly" store manager fool you this army is really hard to
master at a competitive level and it is really expensive. Most of your units are not point effective and
relative slow so you have to plan multiple turns ahead to do anyting vs armies that can
outmanoeuvre you or just shoot you down before you reach your goal. It has one of if not the the
weakest codexes in the 7th edition of 40k, and don't let any one who sells models convince you
otherwise, even if they show you the fancy new Gorkonaut or some other expensive kitt that "will you
win games".
This army is for you if you like to win by paying an army that does not have a powerful codex codex
like marines, Deamons, tau, eldar or guards or don't care that much about winning. Its like playing
beastmen in 8th edition fantasy. Your fun has to come from the challenge of playing hard almost
unfair battles, the army itself with all the rich background or the other hobby aspects. And your army
will most likely be big meaning that you will be spending a lot more time painting and spend a many
hundreds of euro's/dollars at your army then most other players ever have to do. Also don't forget
the factor of transporting your army, transporting a large army of orks can be a real challenge / pain
in the back. Just a hint, your average ork army will not fit in most normal sized army transporters.
On the table this high body count in squads means that they rarely touch the extremes of having
every shot hit or miss. At the same time a high toughness and ease of access to Feel No Pain
means they are pretty durable on the battlefield. In certain armies they say there is a quality among
quantity, Orks made it a special rule. Additionally Orks have many random weapons that could
pierce a Titan one second and barely scratch a grot the next. Much of an Ork player's mindset has to
prepare for every one of his boys to die. They are also a very flexible army, as there are many ways
to play Orks ranging from melee to Gunlines.
On the fluff side of things Orks are the dark humor of the grimdark future. Never will you see an Ork
burn his own kind as heretics- only for fun or to see what'll happen. There is no race in 40k that is
more accepting of other races than the Orks, mainly because they just want to fight and see all races
as a way of finding a good scrap. Even in the serious stories Orks are constantly outsmarting their
opponents just because no one takes them seriously. An entire Ork warband once traversed a frozen
tundra because the Imperial Guard detachment on the planet didn't bother securing the flank of their
base, thinking no man could survive crossing that dangerous terrain. In fact, pretty much all of the
fluff involving Orks is hilarious and awesome, such as a story where the Orks manage to outsmart
and out shoot the Tau, or the one where a Warboss, thanks to warp travel, was sent back in time and
killed him self to get two of his favorite gun. Or the one where a Warboss flew into the Eye of Terror
and slaughtered Daemons because he goddamn felt like it.
The 7th Edition codex has been questionable a nerf to the Orks overall, but it did give us a few buffs
as well. While the later 7th codexes like Necrons and Eldar got mostly buffs. The Traktor Kannon is
arguably the best anti-air in the game, and the Kustom Force Field is now a 5++(for models in range
instead of units and it doesn't work in transports :\). Cheaper and better Tankbustas with melta
bombz (THIS IS HUGE BUFF, but they are also finecast and expensive like whell tank busta's ;)) and
those new Gorka/Morkanauts aren't too shabby either (beware they are not assault vehicles, or
gargantuans). The nerfs that we got are going to really change how we play our army. The biggest
blow to Orks is the change to Mob Rule, meaning that huge mobs now have as much of a chance to
fail morale and have really low ld, pinning, and fear tests as a normal squad of non-fearless infantry
(It used to be unit size = ld and 11+ is fearless). This makes taking mobs less useful, and in some
occasions even more deleterious, shame the new Force Organization Chart can force you to do this
quite hard. "Loss" of Ramshackle has gutted much of the power from foundations of various builds.
Orks have also lost access to an Invulnerable Save with Cybork Body, as it now only grants a 6+
Feel No Pain. This is really bad news since it was the only invulnerable save Orks got and can hurt
Speed Freeks, Green Tide, and Kan Wall styled armies. (at least from the competitive standpoint).
Just imagine an close combat army with low initiative, low leadership and no invulnerable save this
is your ork army now.
On the bright side Additionally, you are just about tied with Chaos as the army that gets the most
loving from Forgeworld and Apocalypse. Last but not least if you like scratchbuilding stuff then thus
is your army, there are tons of obscure Forgeworld units that can be lots of fun to scratch build, and
most of em aren't that bad either :D.
Sources[edit]
Why this is here
Orks are one of the armies that have a lot of sources to choose from. This is great since it offers
more flexibility and a great way for players to make their own unique army. But it also has its
downsides. The biggest one is that is is sometimes hard to find the most current rules for the models
the other is that it is easy to get lost or miss something miss out on some great rules or use the older
rules by mistake.This section is here to help you find the things that you need.
Here is a table of each of the sources, also used in the (____)'s for reference keeping. They are
sorted chronologicly (newest on top )
White Dwarf 21 No longer in stores. Gw has resetted the counter for white dwarf numbers a
few times over the years so there are more white dwarfs 21. Just look for looted wagon
combined with white dwarf 21 if you are searching for it.
Whaagh! Ghazzkulll Released together with the 7th ork codex, and should really been seen
as Codex orks 7th edition part 2
Codex orks 7th edition Released together with Waaagh ghazzkull and should really been
seen as Codex orks 7th edition part 1
Ork Dread Mob Army List Update Still Downloadable at the Forge world site but the rules
have not been updated since.
Imperial armour Apocalypse 2013 Don't confuse them with each other or an older versions
of one of these books.
Apocalypse 2013 The ork units in this book are split between the normal entries and the
campaign part of the book(Warzone Armageddon). Its really easy to miss the second part, but it
contains some interesting units. Such as the Big Mek Stompa.
Imperial armour Aeronautica It has some flakk based ork anti ari units in them. This book is
not really worth reading, since lootas and traktor gunz are better and cheaper.
Skies of Death All rules in this book have been outdated except agrubly the fighter ace
rules.
Imperial armour 8 This used to be the ork Imperial armour book, and our best units are still
in here. Just keep in mind that half of the rules in here are over ruled by the newer books.
Ork Appocalypse datasheets2007 These are the old ork datasheets. They are from the
time that GW encouraged scratch building and offered old White dwarf rules for free on its site.
They are no longer downloadable or for sale by GW but they still float around on the web.
General Rules[edit]
Codex[edit]
Ere We Go - Orks may re-roll one die when determining charge distance, this is a very good
rule.
Mob Rule - No longer does having more Boyz necessarily make them less likely to run
away, if you fail a morale or pinning check you get to roll another D6.
On a 1: the unit fails the check as normal, unless it is locked in combat in which case
it counts as passing instead. This is bad combined with our low ld, really bad waaagh
ghazzkull has a way to avoid rolling this.
2-3: If the unit contains a character (or independent character) it takes some extra S4
hits as the boss knocks lumps out of his buddies, but then the unit counts as passing the
check. If there is no character, the squad fails the original morale check as normal.
4-6: If the unit contains 10 or more, the unit knocks lumps out of itself as if it
contained a character, otherwise if it contained less than 10 models they fail the check as
normal.
Furious Charge - Weaker than its previous incarnation, +1 Strength will help on your first
strike, especially with Power Klaw attacks.
Waaagh! (Warbosses & Ghazghkull as standard): Yes! The old Waaagh rules are back. It
allows the army to declare assaults after running for a turn. Not terribly bad, since it will allow
your army to close the gap surprisingly quickly.
Waaagh! Ghazghkull[edit]
Formations and Detachments from Waaagh! Ghazhkull get the codex special rules but also get
these rules
Biggest an' Da Bestest: Warlord must issue and accept challenges. Additionally, if the
warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of
the game. Good idea for a Warboss, but not for anyone else.
Da Boss iz Watchin': Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll
Breaking Heads or Squabble, they take d3+3 S4 AP- hits. Yeah, you better pray that you pass
morale, because the price for failing got much higher.
'Alternative take' This is kinda a blessing for larger units since they no longer can roll a 1 so
they don't flee as fast.
Fighter Aces[edit]
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits
for any Flyer or Flying Monstrous Creature.
1. Flyboss - +1 BS. Pretty nice grab, especially with an army like Orks.
2. Shiny Armour - +1 Front Armor. Snazzy stuff for ramshackle planes.
3. Idol of Gork - Fellow Orks within 12" of a Fighter Ace with the same codex gain 6+ FNP.
Pretty flimsy, but better then nothing...probably.
Tactical Objectives[edit]
Being the first Codex made for 7E, the Ork Codex gets several Tactical Objectives available only for
Orks in the Maelstrom of War missions. These can replace the normal Capture & Control Tactical
Objectives generated by the other armies.
11 - More Dakka
Win 1 VP for destroying a unit by shooting.
12 - Get 'Em Boss!
1 VP when the Warlord kills an enemy in a challenge. If he kills an enemy Warlord, he wins
d3 VP.
13 - Stomp 'Em Boyz!
1 VP if you kill an enemy unit during assault. If you kill at least 3, you get d3 VP. If you kill
more than 6 enemies, you get d3+3 VP.
14 - More Speed! Go Fasta!
1 VP if three Ork units Turbo-Boost, Flat-Out, or run 6".
15 - Grab Da Loot!
Roll a d6. If you control the objective marker equal to that result, you get 1 VP. (i.e. roll a 5 on
the d6, control Objective #5, get 1 VP)
16 - 'Ere We Go! WAAAGH!
Win 1 VP if you charged an enemy over 10" before modifiers. If you do this 3 times, you get
d3 VP.
These are fun and fluffy, but not really good when you look at them.
Controlling an objective can be done by any unit in any turn , while some of
these are very situational.
Waaaagh
A kunnin Plan
Kill points, but the gazzy player gets 1 extra for each vehicle destroyed.
Odly one side to include at least Ghazzkull on one side and a warbozz +
some boyz on the other Destroyed ork units of Ghazzys side go into
ongoing reserves. I'm sensing a theme here.
Gitfinda - If a model with this doesn't move, they get BS3. Neat little
perk for Mega Meks or Shokk Attack Meks.
Vehicle Upgrades[edit]
Extra Armour - Even a grot knows what this is! Great on anything that
can't afford to spend a turn sitting still.
Grot Rigger - These grots now confer It Will Not Die, which definitely
adds to survival for vehicles. Fantastic on walkers.
Red Paint Job: That being said, the once fantastic Red Paint has been
reduced to only add an extra Inch when going Flat Out, and for 5pts, it's
an option you really need to think carefully about before taking.
Wrecking Ball: now inflicts quite good damage for its cost. Strength 9,
AP4 D3 hits if your within 3inches from your target. While it adds some
powerful anti-tank, it requires your Trukk to survive the race to its target.
Do you think you can make that distance?
Armor Plates prevent the terrible fate of the Trukk not moving Boyz
forward. Aside from this, upgrade at your own risk.
Grot Riggers give IWND, however all this can do is repair hull points, it
can't fix immobilized result or broken weapons, so ten
Deffrolla Used to be great in rolling all kinds of things death. Does now
the same as the Ram but also inflicts d3 s10 AP4 hits IF the tank
shocked unit makes a Death or Glory attack and fails to destroy the
wagon. Not really worth the points.
Boarding planks same as for the above Trukks, now add 2 inches to
an embarked units charge distance the turn they disembark if you've
got a Krumpin' mob inside take this upgrade.
Wreckin' Ball again same for the Trukks, is now a S9 ap4 Assault d3
weapon with a 3 inch range, works well with a grabbin klaw. . In short,
Battlewagons can chew up fiddly gits right 'n proppa, but do dere best
when krumpin' 'ard targits.
Grabbin' Klaw is nice and funny but unnecessary. It lost it's wierd
restrictions from last edition and now prevents a vehicle within 2 inches
from moving on a roll of 4+, Can be great in appocalypse.
Red Paint Job: Was great is now nerfed and kinda useless. Will only
affect the Battlewagon going Flat Out. 5 points for an extra inch. Up to
you if it's worth the cost. Wouldn't take on a Gun Wagon. (the Wagon
still counts as moving at Combat Speed), while still allowing the
passengers to fire at full effect.</s>Red paint jobs now only affect flat
out.
Grot riggers Granting IWND, repairing hull points, while useless for
Trukks, can be more effective on Battlewagons as they have more
durability, especially combined with Meks/Big Meks and KFFs.
The 'Ard Case is a hit-or-miss item; for ones carrying Grots/a KFF Mek as
a cheap scoring upgrade, it's handy to have; for ones carrying large assault
units, it's counterproductive.
Relics[edit]
They are unique and a model can take only one gift of gork and mork
(There seems to be some discussion about this. Don't delete it, read your
rulebook again and go to the talk page[1] to discuss why you think this has
to be something else if you want to change it )
Da Finkin Cap: Give your warlord an additional Warlord trait from the
Strategic table. With two WTs being unsuitable for Orks and a third only
being useful on certain maps, it's probably for the best to ignore this.
Alternative takeAre you nutz this thing is great strategic traitz are
da best. You have probally a reroll on it and it is dirt cheap
Da Lucky Stikk: Like a bigger Waaagh banner but does not stack with
one. Granting +1 WS to his unit, and allows the bearer to re-roll any tohit, to-wound rolls or saving throws that he likes! Unfortunately if he fails
any three of these rolls (in any combination) in a single turn, the bearer
drops down dead and is removed as a casualty. Hilarious for beefing up
Slugga and Shoota boy WS, since the HQ carrying this can be attached
to literally any infantry unit.
Da Fixer Upperz: (Meks/Big Meks only) - Like Meks tools, but fixes
stuff on 3+, which comes into play especially when involving heavy stuff
like the Orkanauts and the Battle Wagon.
Unlike artifacts from the normal Ork book, you can (presumably) stack
artifacts together. Nope, and you can only choose items from one of these
sets in a detachments so chose whisly if you don't want to use multiple
detachments.
Big Bosspole: Bearer and his unit get Fearless, which is a good thing
if you have a unit chock full of boyz. Brutal synergy with the Green Tide
Formation available form this Book.
Da Killa Klaw: It's a daemonic Powa Klaw that's Ded Killy. Seriously.
Like the Black Legion's Hand of Darkness, you can exchange all your
melee attacks for one ID hit. Better make sure you can survive long
enough to make this shit work.
Mega Force Field (Big Mek only): Everyone within 6" of the Mek gets
a 4++ from shooting. This save can be conferred to any transport they
take, so you can finally bring those lootas with your Mek and solve your
mobility issue. NOTE nothing says you cannot have this at the same
time as a Shock attack gun, so if you want your backline artillery safe
while still throwing out ap2 pieplates, and REALLY have the points to
spend, take this.
Kill-Dakka: This gun is weird. It's got 6 different firing modes, with one
that gets selected before deployment. This does NOT replace your
basic weapon, so you can have a twinlinked shoota AND the kill-Dakka!
1. 24" S7 AP4 Heavy d3+1 shots. Basically an autocannon with up to
4 shots. Great if you get this with Mega-armor.
2. Assault 1 Flamer with S5 AP4. Meant to make dead blobs.
3. 24" Assault 3 S6 AP4 shoota. Well, you just got a heavy bolter.
4. 24" Assault 1 S2d6 AP4 Zzap gun.
5. 24" Assault 1 S6 AP5 Blast.
6. 24" Assault 1 Sd6 APd6 Bubblechunka Large Blast.
Warlord Traits[edit]
Codex
1. Prophet of the Waaagh!: The Warlord gains the Waaagh! special
rule. If the Warlord already has the Waaagh! special rule then, in
addition to the usual effects, all friendly models with the Ere We
Go! special rule gain the Fearless special rule when he calls a
Waaagh! until the start of their next turn.
2. Bellowing Tyrant: The Warlord, and all friendly units with the Orks
Faction within 12 of him, re-roll failed Morale checks and Pinning
tests.
3. Like a Thunderbolt!: The Warlord, and all friendly units with the
Orks Faction within 12 of him, can re-roll all the dice when
determining Run moves or charge range.
4. Brutal but Kunnin: The Warlord can re-roll one failed To Hit or To
Wound roll each turn.
5. Kunnin but Brutal: The Warlord can re-roll one failed armour or
invulnerable saving throw each turn. Not as good as Brutal but
Kunnin' since you will never lack To Hit and To Wound rolls but you
will always lack Invulnerable saves. Not too bad if you got a megaboss, he'll be that much harder to kill.
6. Might is Right: The Warlord receives +1 to the Strength
characteristic on his profile. Strangely useless in alot of situations,
since +1 Strength isn't doing much good when your Power Klaw is
already making you s10, and if you don't have a Warboss HQ, then
you have one that should be avoiding the front lines. Great for an
'eadwoppa boss tho.
Waaagh ghazzkull
1. 1: Supa Shootist: Warlord has BS3. ORK SNIPERZ!!!!! WOO!! in
all honesty, it's better than nothing...
2. 2: Waaagh-mongerer: Warlord and unit get Crusader. Neato since
it means you can run a bit further when you Waaagh!.
3. 3: Madboy: Warlord gets Rage.
4. 4: A Kunnin' Plan: Warlord and his unit get Outflank. Neat tactic if
you need to surprise someone with a big mob of boyz sandwiching
them, especially if you add in Snikrot's formation. Even better, stick
your Warlord in a Gorka/Morkanaut and have it come in behind
Guard players' enemy lines and watch them panic.
5. 5: Kallin' in a Favour: One weapon the Warlord gets (that's not
from the Kustom Gubbinz list) gets Master-Crafted. Considering
how craptacular Orks are with guns, you're better off putting it on a
melee weapon.
6. 6: Dead 'Ard: Warlord has FNP. Awww yea, (unless you already
bought Da Supa-Cybork upgrade. There's no mention on the FNP
stacking, making this combo a washout)
Unit Analysis[edit]
HQ[edit]
Mega Armor - Grants a 2+ armor save to the boss and gives him a
Power Klaw, Twin-Linked Shoota, and Slow and Purposeful, all for
40 points. Definitely worth the cost. He does great with a unit of
either Nobz or Meganobz in a Battlewagon, leading a huge mob of
Shoota Boyz on foot in a Green Tide army, or letting a squad of 15
Lootas fire at full BS while moving with Slow and Purposeful while
tanking any hits. Combined with Da Lucky Stikk (and only using it
to re-roll armour saves) the bearer is effectively invincible to non
AP2 weaponry - chances of failing a 2+ save with a re-roll are 1 in
36.
Attack Squig - Now re-roll one to-hit roll in melee, but unlike the
Ammo Runt it remains in play and can be used each turn.
'Eavy Armor - A cheap 4+ armor save. Take this if your boss isn't
on a Warbike or in Mega Armor. Your boss is going to need all the
protection he can get if he's going to make it anywhere near close
combat.
Shokk Attack Gun - Good for Long Range Ordinance attacks. The
Table is fun to use as well. AP2 and S2d6. Doubles are no longer
as imminently terrible as before but can still spell disaster. You don't
have to worry when he's loitering near anything valuable, since
rolling double ones just vaporizes him now and no-one else.
However, double 2s and 3s can inadvertently hit friendly units so be
warned about that. Double 6s give the shot the "Vortex" rule, so the
blast remains in play for a while... but can become an
environmental hazard if you wanted to charge the unit afterwards. If
you want him in a unit, we suggest placing him in a squad of
Lootas, because they both have similar ranges, though you might
have to chose between shooting a tank or a squad of infantry. You
can also stick him in a group of gretchin for a cheap bullet shield
that can also capture objectives.
Warbike - Way too expensive, though you can now take the Shokk
Attack Gun or Kustom Force Field. You can even have a biker Mek
with a Shokk Attack Gun.
Mega Armour - Typically, the Big Mek belongs behind the scenes,
not on the front lines charging into combat. Also, it is far too
expensive at 40 points, which is the equivalent to terminator armour
on marines, just not as good. NOTE: Big Meks can take Mega
Armour AND a Kustom Force Field, giving them the terminator
equivalent. This could possibly justify the Mega Armour.
Tellyport Blasta - If your Big Mek does have Mega Armour, he can
take one of these, which is a shoulder mounted S8, AP2 Blast
weapon that causes instant death or auto penetrating hits on any
to-wound rolls of 6. However the range is the same as a standard
pistol- one bad scatter (bear in mind the standard Orky BS2) and
you could be blasting your own orkses.
Powers of da Waaagh!:
Still a very, very cheap way to repair vehicles with the added advantage
of being more plentiful.
Combi Weapon- 5 points if you really feel like you need it. Hey, at
least it could be one more flamer in the unit for 1 turn
Grot Oiler - Give a nice bonus to repair checks. Can be taken once
per Mek.
Special Characters[edit]
Kaptin Badrukk(codex) - The Flash Git Kaptin that we've had a model
for for a VERY long time, but until now had no unit to stick him with.
He's basically a Nob with +1 WS and +1 attacks. He doesn't have any
other special rules unique to himself other than his wargear, which
comes with the standard Slugga/Choppa configuration, along with
scavenged Power Armour and force field bitz for the 3+/5++ saves. He
also has a Kustom Ogryn Ripper gun that is essentially an Assault 3
Plasma gun. He's not bad, being survivable allowing him to reroll his
saves from Gets Hot, and if Gitfinda isn't doing the trick, a few Ammo
Runts can help.
While this all sounds cool on paper, Rampage only activates when
the squad is outnumbered and this is only really going to happen to
Orks when fighting against Guardsmen or Nid blobs or if he joins
Nobz. If the Orks find themselves outnumbered by other forces it's
typically a sign that the combat has not gone very well for them
already and they should expect to see more boyz drop, so
therefore being Fearless with Rampage guarantees an Epic Last
Stand in a small unit with a fair bit of bite. IF you take him, make
sure you dedicate that unit to getting stuck in, as he can't leave a
unit he's joined to until it's entirely dead.
and his warlord trait is fixed as Bellowing Tyrant which helps his army
deal with the now more perilous morale checks. Grukk would be a
staple in games of 1000 pts or below, if only he wasn't a rare model...
(which means make your own)
Mek Boss Buzgob (Dread mob update): Even a greater rules fuckup
then Ra Rippa. Hoo boy, its Buzzgob. The poster boy of the entire IA
volume, this dude is full of win. First off he is more expensive then a
warboss. His entire statline is better than a Big Mek. He comes with
'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs
around in an orky Full Tech Harness, the Mek Arms. They give him D3
attacks on the charge in addition to the +1 he gets normally.
Unfortunately this makes him a close combat monster against hordes
and unarmored units failure his big choppa is just plain bad and he
lacks of any kind of decent saves. The he lacks Cybork Body and
Eternal Warrior, which means he dies to railguns very quickly.He has to
be the warlord and has a horrible warlord trait that makes nearby
dreads scoring only does a thing in the dreadmob list where troop
dreads don't score. So who does really want to spend so much points
on a mek with buffed stats but no good weapons or good extra abilities
such as good repair rols or a foce field. The trick is to put him in his
Old Zogwort(old codex) Bad ass Warphead that could turn any HQ
into an angy squig and had extra random 2+ poison snake attacks. but
was removed in our new codex.
Elites[edit]
Boyz[edit]
And now the big downside. Buying burna boyz sucks. You
would think that buying the box of 5 burna boys would actually
get you 5 burna boyzs. Ha think again you get 4 and a Mek
with a kustom mega blasta. So If you would like to have 10
whell that would be 3 boxes
Rokkit Launchas - With Snikrot, they can easily can target back
armor of almost all enemy vehicles.
weapons which aren't too great against marines though he WILL chew
up guard squads with sheer numbers of attacks.
Alternate take A small squad of 5 will kill almost all non super
heavy vehicles in assault and could really be worth its points when
you combine it with a cheap open topped transport.
Nobz[edit]
Recommended IC's
Biker Gangs: Even worse is the notorious "Nob Biker" unit, a tactic
that lasted three entire editions and fueled much RAGE. Toughness
5 warbikers with an Armor, Cover,and an Invulnerable
save with Feel No Pain they are some-what close to invincible. As
bikes you get Hammer of Wrath to reinforce your massive woundoutput machine on the charge. You will pay for them dearly in both
points and money, and it's a great way to get people to hate you.
Unless, of course, your opponent is fortunate enough to have S10
Grot Tanks (Forge World): An odd unit. You get another vehicle
squadron of 2HP Armor 10 all-around Metul Bawkses, seemingly the
Orky specialty. They get 5+ invo. saves from all shooting attacks
that aren't Ordinance, which is uncharacteristically neato. They also
count as Tanks, so you can Tank Shock things, too. However, what
makes them really fun is their Ballistic Skill. Having BS3 gives them an
advantage to using Orky weapons, all of which are listed below. The
Grot Tank's only real caveat is their unreliable 2D6" movement. Plus, if
you roll double-ones, one of them takes a Penetrating Hit. Getting a
Kommanda Tank is always a good idea, what with the 2 different
weapons and ability to fix your terrible movement roll when it inevitably
happens. Their Tank status, 5+ invo., small model size and high fire
power make them perfect for ramming big holes in enemy
formations. Modeling note: Dont bother with forgeworld. Easy to build
and make look better than forgeworld for MUCH cheaper.
Unit Synergy: Just like Warrbuggies, only better. They can Tank
Shock bothersome units off of their advance. Their 3-6 numbers
can give an even wider cover spread when advancing.
that into consideration. Decide what you want them to do and use a
squad of Kanz or a Mega Tank with different weapons to balance
out. Keep some Meks close by though.
Big Shoota - Owing to the BS3, this makes for a nice little way to
hurt enemy infantry and be more threatening to enemy vehicles
while saving on points.
Skorcha - You still need to get close, and given the variable
movement, this doesn't seem very useful when you could be
bringing the dakka at range, but if screening your boyz, might be
good to ruin up a critical unit before a charge. If they haven't been
destroyed first...
Mega-Blasta - Still comes with the risk of getting hot, and with the
risk of rolling double 1's on movement means that this makes your
tanks even more fragile, although the 5+ invuln at least gives you a
chance to save it. Not worth the risk and points.
Mekboy Junka (Dread mob update): This thing cannot decide what it
is. On its face it looks like another more expensive Looted Wagon, until
you look at it a little harder. Grot Riggers and 3 Big Shootas base,
Turbo-Charga making it fast and Looted-Wagony, BUT WAIT. What's
that... Supa-skorcha? Big-Zzappa? Kustom Force Field?! TURRETMOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some
pretty heavy ordinance, and it uses an Elites slot to do it. Junkas eat up
points, so they are best kept as ordinance platforms, dumping Shokk
Attack goodness onto enemy gits. With it's Deff-Rolla potential and
Force Field, a Junka could make a good transport for Slashas (which
tard out) or other heavy infantry. Just watch this thing, because it could
go Looted Wagon any syecond...
Troops[edit]
Boyz(Codex): Basic unit and right proppa. Boyz are the core of your
army, almost no matter what kind of list you run. With a crippling Ld of 7
be prepared to babysit them with a Warboss or a Big Mek, and unlike
previous editions, buying up whole mobs doesn't help with this. Without
FnP or 'Eavy Armor they will go down due to Leadership and a paltry 6+
t-shirt save. Still, 6 points per T4 boy isn't bad, 7 if you upgrade to
shoota boyz. It is still somewhat recommended you take Shoota Boyz
over Slugga Boyz, as this edition is still dakka edition. Shoota mobs are
far more versatile and can still beat the majority of whatever they face
in close combat, by sheer weight of numbers since the difference
between a slugga and a shoota boy is just one attack. A very interesting
phenomenon is that your opponent will have a tendency to ignore
Shoota Boyz in favour of attacking other apparently greater threats, due
to the (true) perception of Orks being a melee army and its basic
shooting not worth shit, especially now that everything scores it
becomes less imperative to take out the Troops units first. Shoota Boyz
only have 1 less attack than Slugga's but still all the other rules and can
still have a kitted out Nob(see below), so that 1 point upgrade can
actually save your unit more than it costs in psychological tricks.Also,
free stikkbombs now, for what little good they do. Here's a basic
rundown of your options:
Slugga Boyz: Boyz with a Slugga and a Choppa. They're not too
great in the Shooting phase, the Slugga's only there to give them
+1 Attack and to give them something to do as they charge toward
Shoota Boyz: 1 point per model upgrade. Sure, every other git
shoots better than you; don't cry, all your weapons are Assault.
Who sez we're stupid; shoot 'em, charge 'em, let the Grots clean up
the mess. Also, Shootas are Assault 2, and have an 18" range,
meaning you can still bring the dakka even if those gitz with Rapid
Fire weapons can't. If you have a mob of 30 boyz with Shootas,
bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+
wounds. Getting charged? No problem! Overwatch will help you out
a little. Bring some Big Shootas along for even more fun. Put 'em in
a Trukk with Reinforced Ram and Red Paint Job. Watch your
opponent cry as your effective range goes from 18" to 31" with 24
shots. Just remember that Snap Fire makes you worse shots than
usual.
Note - In 7th, if the challenger does not kill a Nob, (in the
case of things like distraction guard sarge) all that nob's
overkill hits the squad, so really no big deal. If you are
worried about losing a nob challenges, add a cheap, barebones mekboy in the squad to accept challenges so your
nob can use his power klaw on the rest of those poor gitz.
them, will bring down anyone not lucky enough to have power
weapons or en masse rending, or give sluggas that added bit
of survivability to win shoot outs with other basic infantry. With
luck, it is possible for them to take out a full squad of assault
terminators. This is almost required if you are running Trukk
Boyz, as the the 4+ armor will make it to when that trukk
explodes your boys can practically laugh it off. Beware of AP4,
if you go up against anything with AP4 you might as well forgo
the armour for t-shirts with silly phrases on them, they'll fair just
as well. 'Ard Shootas are better for use at holding objectives
since they have that extra +4 and can keep the enmy away/at
bay for a bit. Especially useful with objectives that have little to
no cover around them, and if you're running Orks your
opponent is gonna NOT want your ladz to have any cover
when holding.
Rokkits - Rokkits are dirt cheap now. If you have points lying
around, feel free to bring a few. Don't rely on them to kill
anything reliably, but the added AP3 firepower is nice against
MEQs in a mob full of sluggas.
distracted with the sea of Orks. Tot up your objectives at the end of the
game, and let your opponent know that they forgot that one objective
held by ten Grots. Their ranged attacks can actually do a decent
amount of damage to enemy infantry, owing to the Grots' higher
Ballistic Skill, as well as the volume of shots coming from a large unit. If
you're fielding big units of footslogging boyz, you NEED to field
Gretchin to protect them from incoming fire and Overwatch. If you're
doing a mob list, these guys are essential as 5/6 games now have
objectives, and leaving a mob behind doing nothing will lose you
games. ALWAYS TAKE THEM. Laugh your fucking ass off when one
gretchin kills a terminator on overwatch and earns back his entire
squad's points. Also brilliant cover campers, as most barricades/ aegis
defence lines completely hide them.
Fast Attack[edit]
Transports[edit]
In conjunction with the new Mob Rule, when the Trukk explodes,
you'll typically lose the orks inside unless they're wearing 'Eavy
Amour, which ups their cost. An alternate option is to fill them with
special units, like Meganobs who can shrug off the explosions.
Warkoptas (Dread mob update): 1-3 AV10 Skimmers that can carry 10
models (except MANz). The basic guns on these guys are a Big Shoota
and a Twin-linked Deffgun. It can swap its Big Shoota out with other
basic heavy weapons. That's okay for infantry popping, but you're
gonna want more. GIVE THIS SUCKER A TWIN-LINKED RATTLER
CANNON. It shoots 2D6 AP6 Bolter madness, but if you roll double 1's,
it's automatically destroyed (Which means a Mek can repair it). Give it
Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap
in its spare time!
Note: If you don't like the idea of using Av10 transports' check out
the Heavy Support section. The ork codex might give you the idea that
this and the battle wagon are our only transport options. But the truth is
that we have the most transport options avalable of any codex in the
strange thing is most of them are cramped into the heavy support
section.
Jump Infanty[edit]
can trade in the 12" move for a reroll on your charge dice that also has
hammer of wrath.
Bikes and Jet bikes[edit]
Alternative take: These things are great never leave home without
them. They are dirt cheap, our best objective grabbers in the game
and a perfect suicide squad to absorb overwatch.
Warbuggies are made of glass, but move quicker than most Ork
vehicles can afford. This means, even should no appropriate
targets exist, the Warbuggies remain expendable for movementblocking, and objective-contesting.
Unit Synergy: You need to dish out weapons amongst the Grot
Tanks and the Mega Tank equally. Form them up and give them
fitting weapons for what you want them to do. Remember you loose
5 of 'em when your Mega Tank gets shook. However, as it is able to
independently fire all of its guns, adding a mix of various weapons
Fighta-Bommer(forge world) : Your Focke-Wulf. The FOUR TWINLINKED big shootas are kind of good for hammerin' out dice at
everything, but as most flyers tend to have AV 10 somewhere, they'll
still ward off most fliers, as long as you attack the weak areas.
Additionally as far as aircraft go they are pretty damned tough mofos,
but the main reason you want these is the absolutely nasty ordinance
they can carry, Grot bombs are more outright destructive but can't be
used against aircraft while rokkits can bring the pain to anything in the
game. Shame about the limited ammo though. With Imperial Armour
Aeronautica, these ground-pounders do best loitering around the
battlefield and waiting for the perfect time to strike, then heckling and
drawing fire. Honestly, it feels a little underpowered, but can still serve
as an anti-armor Burna-Bomma. Use it as a Fighta-Bommer ya git! It's
in IA:Aeronautica, and it allows ya to use it in regular games. It's even
got amazing Apocalypse-only munitions. Man up and don't use any
panzy Burna Bommer. Pretty much to closest thing to a Thunderbolt the
Orks will get, while other units can do one thing better, the utility of the
Fighta-Bommer allows you to use it in anti-infantry, light anti-tank, and
air-superiority duties.
Heavy Support[edit]
Infantry[edit]
Lootas(codex) One of the main issues Orks have with a lot of armies
is that most their weapons are very short-ranged. When dealing
with Panzee, Dark Panzee, Blue Gits, or Squishy Umie, this is
annoying, as the bad guyz tend to Dakka on your army. Lootas for da
win. You only get three squads at most (less, if you wish to take any
other Heavy choice), but they are also the most point-efficient source of
Strength 7 shooting in the game, even with the awesomeness that is
Ork accuracy taken into account. Their main role (which is critical in the
majority of Ork builds) is to cover your advance, shooting enemy
artillery, light speeders, and other targets which would harry your
footsloggers or Trukks. Lootas work quite well on pretty
much anything (without 3+ saves) nowadays, since three Glances will
bring down most vehicles soundly, and with their volume of shot they
are bound to throw out enough to cripple even heavy tanks, Armor 14 is
the only thing they can't touch. Overwatch means they can react to
charges well, but they will still die in one turn if they don't kill what
charges them first. They can also Snapfire on the move now, so they're
not totally stationary. Also, they do a reasonable job of Anti-air. Don't be
afraid to go to ground with these guys when they're at risk of getting
blown off the table. As said before, snap firing isn't that big a deal for a
BS2 army because of its ridiculous shot density, but the added
coversave is. Now cheaper and competing with other Heavy Supports...
The fuck? Can upgrade up to 3 lootas to mekboyz for free, if you so
desire. < (Could keep a Battle Waggon or Big Trakk going for you..)
Flash Gitz(codex): New dex took them from "could be good if they
were half the cost" to "better than they used to be, for half the cost"
They no longer have heavy armor and can no longer take any upgrades
to the snazzguns, but what they do have is being 3 points per model
cheaper, and the snazzguns are now s5 apd6 ASSAULT 3 (this means
that half the time they a squad of five is a -1S vulkan mega bolter or
better), meaning you might actually hit something with them now.
Speaking of hitting something, gitfindaz now grant BS3 if you don't
move. Could be tricky to pull off, but the joy of watching your opponent
shit bricks at the ammount of low ap, quasi-accurate dakka these guys
can throw out will be worth it. Keeping them in vehicles or near a
kustom force field (or preferably both) is highly recommended, as 6+
armor is not fantastic an a 22pt model.
Atillery[edit]
greater range and much easier to keep alive, exact same price as
Kannons. Morksend. Take 5.
The Traktor rule makes it so that for every glance or pen a flyer
suffers from a weapon with this rule, it also suffers an
immobilize result (which as of 7th, has a 1/3 chance of autokilling flyers) and against FMC's, when they take a grounding
test, they take it at a -3 (so a 6+ to succeed) It's the glorious
reverse-lifta droppa.
The new skyfire rules also state you can shoot at Skimmers
without having to Snap Fire.
Zzap Gun - The 1st of the Random Guns. The Zzap Gun's variable
strength (averaging at 6.889), low AP, and potential to kill its own
crew makes it too unreliable for tank-hunting as you roll to hit and
then roll for strength. IF, you really like randomness in your army or
are going for some sort of theme, sure, take them. But compared to
the other options for 18 points a gun, this isn't worth it, regardless
of what anyone tells you. People will tell you that this might be
useful against Riptides and Wraithknights, but they're wrong. Why?
Because Gork and Mork said we could do better with the Smasha
Kannon.
Smasha Kannon - The 2nd Random Gun. The so-much-moreeffective version of the Zzap Gun. This is the new answer for orks
dealing with av14 WITHOUT running up and hitting it. S4 + d6, and
AP1 makes this gun like the zzap gun, but INFINITELY more
reliable. No chance to fry your own crew, margin of error is much
lower. Plus, every now and then the unit decides to become a 5
man unit of rail guns, and that's just awesome.
Bubblechukka - The 3rd Random Gun. Did you like how random
the Zzap Gun was? Well Games Workshop knew you did! And
gives you the absolutely fantasticBubblechukka! Note sarcasm. As
with the Zzap Gun, there's really no reason to take this outside of
the "Fun" or "absolutely-pissing-around" area. One d6 determines
both Strength and AP simultaneously. When you can slice through
that terminator armor like a hot knife through butter, you need 6's to
wound, but when your strength is high enough to wound on a 2,
with up to 5 large blasts you will throw out enough wounds to cause
quite a few deaths anyway, regardless of armor.
Walkers[edit]
Kan Klaws (+2S AP2) - WS2 means that almost anything would hit
them on 3+, which his bad due to AV11, meaning Kans are quite
easily could be krak-grenaded to death. With low attack number
and hitting most things on 4+ (5+ for WS5+) in most cases the
Kans will be locked in combat for 3-4 close combat phases until
they die, but at least they'd stop some elite infantrymen for a few
turns, especially if they are fearless, and even better if they have no
grenades or S6+ weapons. Of course, cutting tanks open with
claws is always a good idea.
with lots of dakka being supported by a template. Also is s10 ap1 with 4
attacks and rampage in CC, so it'll shred most things it comes into
contact with. Overall, it's an infantry wrecker. Has a 6 man transport
capacity with no assault vehicle or firing points for...reasons. You could
stick a burna-mek unit in there to repair it if you feel like you really don't
need that elite slot to be useful, or use these to carry meganobz.
Nothing dissuades people from charging your walker like it shitting
meganobz. But the sad truth is that it isn't a assault vehicle so don't use
it to ransport anyting that wants to assault ,
Wanna know what to use that Transport Capacity on? Pay for a
Gork or Morkanaut. Give it Extra Armour and Grot Riggers. Then
buy a Big Mek and pay for both Da Fixer Uppers and a Kustom
Force Field (if you picked the Morkanaut, you can pay for it's
Forcefield instead). 360pts minimum, but the 'Naut will absolutely
refuse to die thanks to a 5+ Invulnerable against shooting, It Will
Not Die, ignoring Crew Stunned & Shaken results and the ability to
fix either Weapon Destroyed, Immobilized or Hull Points on the roll
of a 3+.
them and the large blast makes those scatters a little less painful. You
can also take a supa-scorcha, creating a fast vehicle with a s6 ap3
template weapon that HAS to be dealt with, taking attention off your
important units. Important to note that these trukks can be squadded up
to 5 for one slot.
Alternative take Just use loota's in a trukk. They also use a heavy
support slot and you get more dakka for your points.
Looted Wagon (White Dwarf 21):Av 11 front. Looks like the venerable
looted wagon is being moved into a white dwarf exclusive. Sill more of
the same, save for losing the boomgun for a killkannon option, but the
killkannon is much cheaper, and doesn't cause it to lose transport
capacity. Can take up to 3 smaller weapons (scorcha/rokkit/big shoota)
in any combo for 5 pts a pop. other than that, can take anything from
the vehicle equipment list pretty much. Good for a cheap, marine killing
template or for getting a more durable transport than a trukk, if it
weren't for the fact that heavy support is probably the biggest fight for
space with the new dex.
Alternative take Don't see the looted wagon as some old nostalgia
that does like to eat up heavy support slots, see it as a 2 point
upgrade for that turns rhino's it a open topped rhinos with nog gunz.
And who would not want that. Just try to imagine the face of a
space marine player when he realized that the only thing he had to
do to make it an assault vehicle was to cut off the top.
Transport There is a rather odd thing you can do with this unit. It
can take four Big Shootas which can upgrade to Rokkits or
Skorchas, and two Grot Sponsons. This could mean that you could
charge this thing up, Deff Rolla some point-guarders, and drop out
12 Spannas with Mek to point-guard while the Trakk deals metric
tons of lighter Snap Firepower. This strategy is untested, and could
just be a waste of a Heavy Support slot.
Wait what's this?: It says in the entry for Big Trakks that you can
take squads of 1-3 as a single Heavy Support choice. That means
a potential for nine Deff-rollas. Or, wait a minute, NINE SUPAKANNONS!!!
Flak Trakk (Imperial armour 8): AV12 front. Just immagine a FlakkaDakka gun on a Big trak and you are done.
Battlewagon. Costing 110 points, you start off with a chassis, and no
gun. From there, you have several options:
'Weapons:'
Lord of War[edit]
Note: Don't waste yer teef on da stuff GW sells, an' don't get yerself
arrested punchin' out dere teef neither. Make yer own lords of war.
metric shitload, has FnP 6+ due to being a Cybork which made him
lose his 5++, is immune to Instant Death and is a close combat monster
on his Waaagh!, which makes his 2+ save into a 2++ and due to his
Warlord trait also grants Fearless to the army with his sheer amount of
power and beef, but it only lasts one turn now instead of two, Ghazzy
can take on almost every HQ in the game in a 1-on-1. Take him when
you absolutely positively got to kill anything or anyone in a challenge.
Eternal Warrior with 3++ (he will get crushed every time guaranteed)
and incredibly unlucky/lucky rolls. Or, give him a Nob guard to Look Out
Sir! his phenomenal number of Power Klaw attacks into whatever you
want to die.Prophet of the Waaagh! is now not as shitty, as it allows
Mega-nobz and Ghazzy to run on that turn (in addition to the usual Ork
effect of allowing charges after running).
Don't forget to give him an Attack Squig! Now that Ghazhgkull can
take anything from the Runts and Squigs section, there's no reason
why you shouldn't buy him a pet squig to help him tear shit up in
close combat.
Stompa's[edit]
If you have access to IA8 and don't mind using some of the
stranger rules fw has to offer, then go with the Kustom Stompa. It
gives you more upgrade options and is cheaper in points. even if
you made the exact same Stompa for around 170 pts less. See
below for more info.
One of the nastiest things you can do is fill it with as much meks as
possible by using several 5-man squads of Burna Boys/Lootas with
3 Meks in the Stompa, mek boyz and bik meks. Depending on the
Stompa loadout, that's up to 18+ repair attempts a turn, making it
all but impossible to destroy the Stompa unless you manage to do
it within a single turn. And since superheavies ignore any vehicle
damage except loss of hull points, you don't even have to worry
about accidentally bangin' yer own krew ova da hed wiv a spanna
(Dem softies shoulda stopped cumpleinin' ennewayz). Warning:
This tactic is about as dick as it gets, so use at your own discretion.
(For some reason some imperial grot wanted to delete this small
part of the article. YOU SEE! USE THIS TAKTIK GIT! AND USE
THE 4++ FORCE FIELD OF WHAAAAAGH GHAZZKULL WHILE
YOU ARE AT IT.
Tanks[edit]
and match, built right into the starting cost. You can pay to replace
these big guns for bigger gunz (sacrificing some transport capacity for
certain guns) or enjoy the novelty of having a relatively cheap super
heavy that can take 30 boyz into the thick of it (likely) unharmed. A wide
array of options for pintle mounted guns also available, just in case you
want to add more dakka.
The Blaster's Giga Shoota is somewhat meh, giving you 6D6 S6,
Ap4 shots. In theory that should be nice, but random almost always
means terrible when it really matters. This tank supports infantry
advances well, and tends to eat enemy infantry and light vehicles.
Though Apocalypse being what it is, those two tend to come in
bushels or not at all, relegating this behemoth to lumber behind
your Green Tide and protect it from other infantry-eaters.
The Bursta is where the real class is , although for some (complete
bullshit) reason it comes with the terrible Belly Gun as standard and
you need to buy the motherfucking Bursta Cannon. Anyway, once
you've bought it you are able to seriously bring the pain. It's
gun just gets kinda forgotten. Even performing at it's worst it'll
demolish a squad per turn. If you're playing big games consider
tanking one alone side the bursta to take the heat off your titan
hunter and force your opponent to respect the potential 12"
blasts.
Fortifications[edit]
There is no use in typing the same general thing about fortifications in every
Army tactics selection. So here are the general fortifications
tacticshttp://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications
%287E%29
Low Balistic skill Just keep in mind that we have mostyly Bs2 so that
most guns don't shoot that good a good way to get bs 3 is the gitfinda.
Dirty tricks tank busta's have tank hunter and give it to any IC that
joins even if they use weapons form fortifications.
Grot Bomm Launcha (Imperial armour 8): Forge world still produces
these. It is a great unit. But it is kinda questionable how to field them,
since IA8 doesn't mention them having a force org slot. And the older
books who do mention them with heavy attack forge org slot,or as an
upgrade of warbuggies but these are really old. These things alone
make you want to go unbound so that I can field them. They are lone
Buggys (or a buggy squadron squadron if you use the upgrade
interpretation) with grot bomms: 24-72" S8 AP3 barrage ordnance pie
plates, which count as twin-linked, but can only fire once per game.
Hilariously cheap for something that can evaporate entire squad of
marines in a heartbeat, or blow to hell near any vehicle. Once they
launch all bomms, you can flat-out buggies into the middle of
battleground, blocking enemy path and LoS like those pesky land
speeders.
Super Heavies That are not lords of war[edit]
Tanks[edit]
Stompa's[edit]
Big Mek Stompa (Apocalypse): Not a lord of war, but you can still
field one as an upgrade of Buzgob. Your goofy and shooty Titan.
Comes with Lifta-droppa, for dealing with those pesky Land Raiders,
and an extra shield for soaking up those Volcano Cannon kame-hamehas coming your way.
Mega Deff Dreds are NOT the Old Stompa, they are a literal analogue
for the (very lame) Digga Stompa. Go read the Ork entry for why, an'
don't let me catch ya finkin' uverwise!
Fliers[edit]
FW doesn't make the models for these super heavy fliers so you have to
make them yourself.
Odd stuff[edit]
Formations[edit]
can babysit Mek Gun batteries, help Lootas with Mob Rule or take
challenges for a PK Nob/Boss. And while you can't count on it to
happen, rolling a 1 on the Ork traits table (with the reroll this
formation allows) means your army is Fearless every turn after
the first, assuming you can protect the Warboss. Putting a (cheap)
Finkin' Kap on that (cheap) Warboss allows for further
shenanigans. This formation gives a ton of strategic opportunities
that your opponent WILL underestimate. The one downside is
model count; not for a new player, but it's a way to keep your
footslogging army from previous editions viable.
Some people may argue that you only get the +1 WS on the Nobs,
but the Waaagh! banner does say the unit gains the bonus, just like
in a standard group of a Warboss and a Nobz squad with Waaagh!
Banner, the Warboss would gain that bonus there too.
Boss Snikrot's Red Skull Kommabdoz(Waaagh! Ghazghkull) Unlike the Armageddon formation, this one forces Snikrot to only 4
Apocalypse[edit]
If you like scratchbuilding, large games and, silly rules and playing unbound
this is the game type for you.
board after all is said and done. This marker now denotes the area as
Lethal Terrain, which can help if used properly. In addition, if they hit
anyone, the enemy must subtract the number of flyers from any morale
or pinning tests they make in that turn.
Dread Mob (40k Apocalypse) - 2+ Deff Dreads are put with 2+ squads
of 3 Killa Kanz. The survivability of these things is boosted first by
getting IWND. In addition, each model gets to roll d6 for new gubbinz: 1
gives them HoW (irrelevant now that all Walkers get it by default), 2-3
gets +1 S, 4-5 gets a 5+ Invul, while 6 gives you all of this. No matter
what you get, you'll find something to use from this force of walking tin
cans.
This is the best way to run bikes. They can shoot whenever they
want, even if they Turbo-Boost or Flat Out. They can also move
absolutely anywhere if they arrive from reserves, so long as they
keep out of 12" of the enemy at any point in the arrival.
him Shrouded for the turn. Second, they can jump into Ongoing
Reserves on any Ork turn so long as there are no enemies within 12" of
them.
The Orks have access to many different detachments. Besides the Normal
Combined Arms and Unbound options in the BRB, there are formations and
the Ork Horde Detachment. Formations have a lot more requirements than
FOC, so you will need to meet them. Many of them are interesting choices
but the lack of freedom of options means they will likely be joined by
another detachment. Decide whether or not you want Objective Secure, in
the tournament scene stealing objectives is considered a top tier strategy.
In friendly or lower tiers of play this might not be a factor. The Ork Horde
Detachment is a good option if you want to field more HQs, though requires
the tax of more troops.
Learn that if you want to charge take the Warboss as warlord, the Waaagh
is a powerful ability for the orks and is only accessible if the Warboss is
warlord. However, if you are taking shooting lines as opposed to melee
don't worry about him. The warlord in the Ork army could be anything if that
is the case though it is good to take an HQ that has survivability such as Big
Meks and those that can access Gifts of Mork and Gork. Weird boys gain I
additional strength as warlords so it's suggested to keep them as HQs if
another option is available. Special characters are always a good choice,
but if they force you to have a warlord trait make sure that it's one you want.
Otherwise you can just take them as a secondary HQ.
There aren't many choices for Ork Troops now that FOC HQ's don't exist.
Play unbound if you want to skip this selection. But if you want to play with
a battle forged army feel free to fill this slot with minimum squads of grots. It
won't take up a lot of points and will leave you to build the rest of the army
as you see fit. Ork Boyz are always a solid choice for the Warboss on the
rampage. Need to take them on a trip, you can doggy bag them in a trukk. If
you want to play around with Objective secure Ork boys are your best bet
as they have the mob rule to keep them in line whereas Grots will just run
or get eaten by squig hounds.
Elites are pretty lackluster for Orks. Mostly they are units that you want to
get into melee. The only exception being Kommandos and Tankbustas. But
even then Kommandos only can take a limited number of heavy weapons.
Tankbustas are great anti-vehicle with Tankhunter, Burnas are anti-MEQ in
close combat along with solid anti-horde, Nobs are more elite versions of
Ork Boys with access to all the toys, and Kommandos are meant for
backfield distractions. Figure out what you want to do and then set it loose.
This is where most people will throw their Warbikes on the table from. The
stuff here is fast and is great for moving about the board. Bikes give the
turboboosting, Koptas the scouting, Stormboys the turn one assaults, and
the Bombers for more infantry killing.
This is the most crowded section in the codex, as well as the most
firepower. Support comes in many different flavors. You will usually want to
find a way to synergize this with other selections. Mainly though you are
looking at lootas and ways to make lootas not run off the table such as
adding Painboys with bosspoles. Other options such as the Morkanaut with
KFF give a nice boost to defenses. Battlewagons are usually good for
moving units around, but can be taken as dedicated transports by some.
Mek guns are your swiss army knife, set them up to take on various threats,
also best anti-air in the game as of release.
Don't be fooled by the 7th ork codex. You are noth stuck with only paper
thin Trukks or expensive Battle wagons. We have the most transport
options out of any codex. Whell marines have technically more, but they
just call every tank with a different gun a different transport and that doesn't
really count. I'm talking about real choice. From AV 10 open topped
skimmers all the way to Av 14 ard cased battle wagons and literally
everything in between. The only thing that is missing are flyer transports.
Check the Heavy support section for more info, and seriously consider
playing unbound if you want to avoid cluttering up the heavy support
section.
You want, you need the Stompa. With so many unfair choices out there for
other armies the Stompa is the most balanced Super-Heavy in game. Sadly
your only limitation is that Tournament Organizers will ban super-heavies,
and taking them in low points matches is a dick move. Ghazzy is a great
option and with his built in fearless Waaagh! means you are all set to use
him and leave the HQ slot for your important stuff.
Mob Rule and boyz: Always keep the Mob Rule table in the back of
your head. Either equip your Boyz with a way to negate the wounds
they inevitably suffer from rolling a 2-6, or make sure the odds of
getting forced to throw on the table are as low as possible. The first is
done by having your units upgraded with 'Eavy Armor or FnP, at least
granting you a chance against the wounds you take, as the hits you will
take for failing Mob Rule are AP-. With FnP, this means you get to take
your 6+ t-shirt save as well as your 5+ FnP check. It's roughly as
efficient as 'Eavy Armor. If you're truly autismal about losing boyz (why
should you be? You're playing orks.) you can just give them both
upgrades. Or you can just throw them in a Battlewagon for safe
keeping. The second option is done by cranking up the mob's
Leadership by adding a Big Mek, a Warboss or Grotsnik to the unit,
upping their Ld to 8, 9 or just giving good old Fearless. These options
are expensive, mind, but will add some reliability to the mob, because
the odds of being forced to throw on the table are lessened. Also,
always take a Nob with a Bosspole, just in case.
Mob Rule and small units: Mob Rule poses an entirely different
problem for small units. At first glance it sounds nice, being able to pass
Ld checks by taking a few wounds, regardless of unit size, but the chart
is deceiving. I am not talking about taking D6 Str4 hits, I am talking
about not meeting the conditions on the Mob Rule table and outright
running off the board or getting pinned. Most small units will not run
more than 5 models, and if they run over 10, they are abysmally
expensive and will generally only be done by Lootas. Having less than
ten models in your unit means a 50% chance of your unit not
succeeding on the Mob Rule table and legging it. The problem is
increased if you roll a 1. Most of our small units do not want to be in
close combat, or only reluctantly so. Meganobz are the main exception
here. But think about Lootas, Burnas, or God forbid, Deffkoptas. Which
brings us to the last problem. Not having any characters in your unit
further increases your chances of fucking up on the table by 33%. This
means Deffkoptas will fail on the Mob Rule table 100% of the time,
unless you are in close combat, because max unit size is 5 and they
cannot have any characters unless you add an HQ on a bike. Lootas
suffer from the same problem, but this can be solved by buying an HQ
Mek and attaching it to the squad, at least guaranteeing the Character
requirement on the table. In short, when taking small units with Mob
Rule always take a character with you, always take a Bosspole when
possible because the reroll is worth its weight in gold, and always try to
get 10 models unless the unit is a throw-away, like a MANz missile in a
trukk.
More Reliable Shokk Attack Gun: If you take the Shokk Attack Gun
there are several pieces of wargear that will help you drastically. The
downside to this is that you have to put a lot of points into the Big Mek
which could be for naught if you roll double 1's. Note that none of this
allows you to reroll the strength. Wargear as follows:
Gitfinda - Gives the Big Mek BS3 if stationary that turn. Helps to
mitigate the scatter.
Mega Armor - Slow and purposeful makes it so that the unit can
move and fire heavy weapons. Note the unit needs one model with
Mega Armor as the Big Mek can't take it with the Shokk Attack Gun.
Big Mek on Bike w/ Big Boss pole - Also optional. Ally into the
Ghaz supplement and pick up the relic bosspole, granting fearless
and fixing any LD issues
Big Mek on Bike w/ KFF - Also optional, but a nice way to keep
your bikers safe from nasty ignores cover weapons. If you really
have the spare points and want to make them even harder to kill,
take the Mega Force Field
The idea is pretty simple, a massive terrifying mob of bikers lead by several
power HQ's, all protected by a painboy's FNP. But the presence of
Zhadsnark provides some interesting bonuses. For starters he will make all
your Warbikers into troops, either letting this unit or other Warbiker mobs in
your army score easier, not only being very fluff-accurate for any Evil Sun
players want the focus to be on bike lists.
Zhadsnark's Skilled Rider special rule grants 1+ to cover saves (Adding to
the Warbike passive rule, giving a 2+ when Turbo boosting) and you ignore
the dangerous terrain checks needed when driving over difficult terrain.
These effects will benefit his entire unit as long as he remains alive. He also
gives his own warbiker unit the option to Scout which in turn, grants the
ability to also Outflank should you choose. Nothing is better than seeing the
look on your opponents face as your horde of biker's makes a free 12 inch
move towards him before the game has even begun. Or they simply roll on
from one of the table edges, unleashing their vast and brutal Dakkagun fire.
Don't forget that Gazbag's Blitzbike is ap3, and as he wields a kustom klaw
that strikes at initiative 4 Zhadsnark can krump almost any Monstrous
creature he runs into, even weaker HQ's will need a decent invuln if they
have any hope of surviving. Defensively, the unit is as tough as you would
expect and Zhadsnark's lack of any kind of save or invuln is negated by the
painboy being around. Whilst not the most reliable or cheesy Deathstar
around, this will catch the gits at your LGS unaware, and is the fluffiest way
to portray a classic Speed Freak army.
Allies[edit]
Allies of Convenience: Chaos Space Marines.
Desperate Allies: Dark Eldar, Eldar, Necrons, Chaos Daemons, Tau
Come the Apocalypse: Armies of the Imperium, Tyranids
Orks only look out for number one. Blood Axes and Freebooterz will work
with both the Tau and Imperial Guard as guns for hire. Orks don't care who
gets them to the fight, in fact they are probably the least racist race in the
Grim Dark future. You want to show them a good fight? They will always
fight with anyone, its just everyone else who has to get over their own egos
to work with the Orks. That being said Orks always treat everyone the
same, show us a good fight and we will show you one as well.
When running allies, always consider filling in the parts your own army
lacks. For orks, this is high Strength, ranged AP2. We do not need choppy
things, we need a very particular kind of shooty, or otherwise useful anti
tank weaponry. There are generally three useful allies for Orks that give us
what we need: Tau, Necrons, and Imperial Guard. Some examples of what
you could run:
Keep in mind you can now team with Come the Apocalypse so expect a
sharp increase in looted Carnifexes on the board.
any bedder, cuz deys already green and green is best! But... deze
'ere udder gitz can make our foes weak'r dan grotz! Har har, let's
get stompan, boyz!
HQ: Generic CCS. Keep him cheap, but you might want to replace him
with Creed for extra shits and giggles
HQ: Generic Battlesuit Commander. Keep him cheap. Deep Strike and
hunt armor.
Troops: Kroot Carnivore Squad(s), give them sniper rounds to pick off
SGTs and possibly pin units. Otherwise outflank to control space.
Invincible Boyz
HQ: Deff Dreads Painboss - as an Ork Ally IC, he's a Battle Brother and
can join any other Ork unit you can field. Stick him in a 30-strong group
of Boyz that's under protection of a KFF, or 'Ard Boyz (or both for pointinefficient hilarity) and this basic mob becomes a threshing machine
due to cover/armor saves and Feel No Pain. Since the Painboss is only
there to provide FNP he can be stuck in the back of the mob with no
upgrades, or he can be used as a great Nob replacement with a PK/BP.
Also synergizes well if the Boyz blob is led with a Warboss in Mega
Armor to soak up excess fire.