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Warhammer 40,000/5th Edition Tactics/Orks
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==Building Your Army== ===Horde of Boyz=== BOYZ. What did you expect? Buttloads of Boyz everywhere, in thirty-man squads, charging across the battlefield. This should be your only tactic in 500-1000 point games, seeing as you don't really have any [[Land Raider|singular pivotal unit]] in your army besides massive amounts of troops. Place 19-man squads of Gretchin in front of the boyz to give cover, wounds, and distractions. Stick a Warboss with Power Klaw (really, would you do anything else?) in one of your ''identical'' Boyz squads. Beware AP anything, Blast Templates, and Vindicators. The green tide tactic works because relative to the other horde armies (Tyranids and Guard) Ork boyz are significantly tougher at toughness four while costing roughly the same, and unlike the Tyranids and the Guard, most of your other slots can be filled with large hordes rather than small squads or broods. The reasoning behind this is that you can throw forth so many units at the enemy that they simply won't be able to gun down enough of them to not get fucked by the time you're in charging distance, and even other assault armies wither when hundreds of boyz charge into them. And unlike the Tyranids you get ''grenades'' which is vital for assaulting into cover without losing shit tons of models (alternatively, some units don't ''need'' grenades because they have low initiative anyway). Spamming every slot you can have: HQ: Gazghkull and Mad Dok Grotsnik (STFU YOU WANT THEM) Elites: 3 mobz of 15 burna boyz each (or 3 mobz of 10 nobz, tank bustaz, or 15 lootaz each) Troops: 6 mobz of 30 boyz each (yes you could get gretchin for MOAR models, see below) Fast attack: 3 mobz of 20 stormboyz each Heavy support: 3 Killa kan mobz of 3 each. This adds up to ''290'' models that can dish out nearly ''two thousand'' attacks on a charge, not much is going to survive that, but of course, no normal 40k game has a points limit that high, and in apocalypse games, THERE ARE NO SLOTS SO YOU CAN FULFILL YOUR DREAM OF A NOB ONLY GREENTIDE. For '''MAXIMUM MODELS''', quantity is a quality all of its own: HQ: 2 Big Meks with 6 Oiler Grots Elites: 3 mobz of 15 Mek Boyz and 15 oiler grots each Troops: 6 mobz of 30 Gretchin and 3 Runtherds each (GREEN-TIDE, MOTHERFUCKER) Fast attack: 3 mobz of 20 Stormboyz each, with Zagstruck tossed in on top Heavy support: 3 Big Gunz batteriez with 3 Kannons, 12 Grot Crewmen, 6 Ammo Runtz, and a Runtherd each This adds up to ''413'' models that can dish out exactly ''nine-hundred and twenty-nine'' attacks on a charge, that's still a fucking lot considering your table is going to be swimming with models. '''Trivia:''' Do you like Power Klaws? Within the limitations of the Force Organization slot you can have ''292'' Power Klaw attacks on the charge. All ignoring armour saves; all at S7, S9, or S10. All for only 3965 points. Now THIS is [[Powergamer|powergaming]]. This tactic works up until about 1500 points, when counter-horde weapons and vehicles are assured. Tyranids will beat you out at this 1000+ points. Tau at 500-1250 points can actually be beaten by a well-practiced mob tactic, seeing as they can only fire so much per turn. '''Trivia:''', [[Munchkin (Card Game)|3,872 Orks]] would cost 23,000+ points and hours to deploy. Sorry for ruining your dream. ===Speed Freeks=== Yes, this is a clan (well, Evil Sunz is a clan) and a tactic. Otherwise known as Mobile Orks, Motorized Orks, Mounted Orks, and The Orky Vehicle List. Mount 12-man Boyz, Burnas, and whoever else in Trukks, and Nobz with a Warboss in a Battlewagon with a Deffrolla. Bikes are encouraged, but not fully mandatory. The goal is to get up to enemy lines as fast as possible; ram, slam, and crush infantry with vehicles; and assault with the transported Orks. Vehicles can be used as walls afterwards, or to ram more infantry. Boyz with Shootas in Trukks can go speeding around and dumping 22 shots per turn ''plus'' a Big Shoota into whatever assault troops the enemy charges with (at a relatively safe 24"). This tactic is great against infantry-spam Guard and 'Nid lists. It also spreads out rapidly to take points. Beware though, Ork vehicles fall apart at the ''mention'' of anti-tank, and the relatively low numbers of Ork troops make it loose staying power after its first punch, so make every die roll count. Throw a Big Mek with a Kustom Force Field in a Battlewagon to increase the odds of your Wagons and Trukks making it to the front lines intact. ===Kan Wall=== A variation on the horde o' Boyz routine. Line up 9 Killa-Kanz. Place 2 Big Meks with KFF behind them to give them cover saves. Put a horde of boyz behind the kanz for cover, and march it all up the field. Arm the Killa-Kans with Rokkits and pop light armor as you go. Toss in a Loota squad or 2 to cover your advance. Works more efficiently with Grot Tanks on paper, but less reliably in practice.
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