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===Elites=== *'''Burna Boyz:''' Many Ork players either love or are neutral towards Burnaboyz. That they compete with Lootas and Nobz means they aren't used as frequently in many armies. But for those armies revolving around the use of a Battlewagon convoy, taking a unit of them is a fairly popular choice. The primary reason for this is because every Burnaboy is armed with a Flamer which alternatively doubles as a Power Weapon (though not both on the same turn). Through judicious use of mass tank-shocking, enemy infantry units can be pushed into compacted formation, rendering them prime targets for being torched. The ability to roll 30, 40, even 60 strength 4 attacks which ''automatically hit'' is frightening, don't be surprised if your opponent just removes the squad and skips saves. On the flip-side, they're providing anti-infantry in an army that already has excellent anti-infantry, and they cannot fire from transports if you move the vehicle any great distance. They were much better offensively last Edition, but alongside the Power and Template Weapons nerf came a serous defensive buff, in the form of D3 Overwatch hits per Burna. And, since assaulting is an uncertain prospect nowadays, you might get a proper round of firing into the advancing enemy unit. -NOTE, I used 5 burna boyz to take out a squad of 30 genestealers that were going to eat my army away. Burnas. Are. Awesome. 2 Burna squads on both sides of your main force will stop any genestealer/hormagaunt horde. Just remember not to take a mekboy, as that's one less flamer template. Take 3 squads of 15 vs tyranids. WATCH THE FUCKERS BURN. **'''Versatile Burna''' - Burnas can be used as either a flamer or Power Weapon, which means they can attempt to cut down MEQ units or Monstrous Creatures. However, the choice must be made whether to use them as such during overwatch, if attacked first. If you use the d3 auto-hits that means you cannot use them as power weapons. **'''Mekboyz '''- The Burna Boy Mob has the option to swap out up to three models for Mekboyz for free. A Mek may be equipped with a Slugga, Big Shoota, or Kustom Mega-blasta for free, or may opt to take a Rokkit Launcha for a slight point-increase. Mek's maintain the repair capabilities of their Big Mek counterparts for a fraction of the cost, and a minimal-strength Burnaboy unit is the most point-efficient way to repair vehicles in the game. On the other hand, given the Open-topped nature of most Ork vehicles, more often than not the jalopies are prone to outright destruction, and the removal of Burnas from the unit reduces its ability to kill things. However, the repair roll is made at end of a Movement phase, so in many cases you can actually do something with the useless Burna unit, or just get out and assault. Taking Mekboyz in a Burnaboy unit is mostly a judgment call on the player's part. ***'''Kustom Mega-blasta''' - Equivalent of a plasma gun. AP2, but gets hot. Take if Burnas are burning MEQs or Terminators. ***'''Choppa and Slugga''' - No reason to take. Unless your expecting to charge. ***'''Big Shoota''' - Gives long range, but not necessary. ***'''Rokkit Launcha''' - Not good when Burnas need to target Hordes. Unless Burnas are burning MEQs. ***'''Grot Oiler''' - Give a nice bonus to repair checks. Can be taken once per Mek. *'''Kommandos:''' They're basically 10-point Slugga Boyz with Stikkbombs, Infiltrate, Move Through Cover, and access to Burnas. A mixed bag previously, they benefit from 6th edition Assault Grenades without wasting points on too many bodies. **'''Burnas''' - Able to Overwatch with D3 auto-hits. Useful for clearing out clumped long range enemies in cover. Though AP5 doesn't help against a lot. **'''Big Shootas''' - Adds some ranged shooting to them, not needed. **'''Rokkit Launchas''' - With Snikrot, can target back armor of almost all enemy vehicles. **'''Boss Snikrot''' - Pretty expensive, but having him and his entire squad attacking the enemy from their rear is always great fun but heavily nerfed in 6th ed since you can no longer assault out of reserves. For extra hilarity, add Mad Dok Grotsnik to them. *'''Lootas''' One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], [[Warhammer 40,000/Tactics/Tau|Blue Gits]], or [[Warhammer 40,000/Tactics/Imperial Guard|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 Elite 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'' 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 (and you're fielding less than 10 of them, obviously.): 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. **'''Mekboyz:''' Not effective for most Loota squads, however a free Kustom Mega Blasta is useful against any vehicles and terminators that get the bright idea to get within charge range. Even if it is at the cost of range and extra hits the upgrade is for free. *'''Meganobz''': At first, there's a lot to like about Meganobz. Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they're very efficient at dismantling enemy infantry (save for truly ''dedicated'' Close-Combat or Hero units), or for pulling wounds away from your less-armored Orks. The entire unit can take Kombi-Weapons, meaning once per game, they can throw out a decent volley of Rokkit Fire at an enemy vehicle, possibly wrecking or crippling it prior to assaulting, or they can utterly torch light infantry. But if you look closer, problems begin to surface. They lack any Invulnerable Save unless you pay to get Grotsnik, and cannot take a Waaagh! Banner or Bosspole. Slow and Purposeful means that they can't overwatch, run, or sweep; which means that they need to charge the enemy. Too bad they don't have heavy weapons. They are still Orky Terminators, though, and naturally their Transport will be a high-priority target. While they're great for providing a combat anvil for defensive armies (Ork Gunlines, etc), or cheap support for Wartrukk-based lists, they are generally considered average units overall. One of their biggest issues is with leadership, unless they are accompanied by a leader (preferably a Warboss), these guys have a good chance of hitting the dirt after a single pinning wound is taken, or the shots start flying. Yes they can be taken in units of ten at best, but at their points cost, in most situations you will be taking maybe five, so you won't be benefitting from the Mob rule (unless you start to take 8, or 7 and a character, but if you are doing that you will be more than likely to be benefitting from their leadership). They've gotten better in 6e now that the only things that can hurt them are powerfists/power axes/force axes. Unless you fight one of the assholes with ignore everything weapons, like Straken or Yriel. *'''Nobz:''' <s>Ork [[powergamer|Cheeze]]; [[awesome|wonderful Cheeze]]. Screw you [[Angry Marines]], we bring the pain.</s> Since the loss of wound allocation Nobs have become fragile. In a relative sense, at least. Nearly three times more expensive than a normal Ork Boy, but with +1 Wound and +1 Strength. However, like the Warboss, they get access to the shiniest wargear available to the Ork army, from [[Choppy|Power Klaws]] to [[Dakka|Combi-shootas]] to 'Eavy Armor to Cybork Bodies. Great in both close combat AND shooting, these guys are what Flash Gitz ''wish'' they were. Best used as bodyguards for your Warboss. The only problem is that this massive Orky beatstick will likely cost several hundred points, and isn't going anywhere fast without something to cart them around. However, this mean, green pain machine is quite cost-effective by many armies' standards; let them Ride Trucks, Battlewagons and Bikes and opponents will bitch and moan. **'''Bosspole''' - Necessary to take with any unit, especially since Nobs can only number 10 at max, negating Mob Rule. **'''Waaagh! Banner''' - The Waaagh! Banner adds +1 WS, making the ''WHOLE SQUAD WS 5'', and has the added advantage of making your mob look even more badass (and yes, that applies to HQs attached). If you ever ''think'' about ''not'' taking one, punch yourself in the face. **'''Painboy''' - Probably the cheapest way of getting Feel No Pain for an entire unit. Especially good in combination with the Warboss. ***'''Cybork Bodies''' - Only Invul save an Ork ever gets, 5+. Useful especially when you know the army your going up against has a lot of AP4. **'''Biker Gangs:''' Even worse is the notorious [[cheese|"Nob Biker"]] unit, a tactic that has somewhat survived the update and caused historic amounts of [[rage]] in other armies. Toughness 5 warbikers with an Armor, Cover, ''and'' an Invulnerable save ''with'' Feel No Pain they are close to invincible, even if lessened by 6th Ed wound allocation. In return for the lessened survivability, you get the Impact Hits of 6th Ed bikes reinforce your massive wound-output 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 Blast weapons on hand, or weapons that inflict Instant Death. But since most Instant Death comes from close combat, you have a good chance to counter it with your wound-allocation and high WS, or just plain avoid it. *'''Tankbustas:''' Your primary anti-tank infantry unit. Take a Tankhammer, you can't go wrong with two S10 melee attacks per turn. But you can go wrong using them; you can go oh so wrong. **'''Glory Hogs:''' Remember that Glory Hogs doesn't affect them during the movement phase at all,<strike> and they do not have to shoot or attempt to assault the *nearest* vehicle - they have to shoot at and try to assault one in LOS. Unless every vehicle the enemy fields is within 12", you will almost never be forced to leave cover or move anywhere you don't already want to. Don't be afraid to fire at a vehicle out of range if it keeps you from getting shot to death.</strike> Congrats, in the Errata it now says, "If there is no enemy vehicle within range, can shoot as normal." Hazzah, finally something good for the unit. Also a god tier rape machine vs nids, as glory hogs doesn't apply since nids have no vehicles, and you can oneshot the doom and zoanthropes with one rokkit. **'''Bomb-Squigs''' - If within close range can sick a squig kamakazi with a 5 out of 6 chance to cause a S8 hit. On a 1, it will blow up on your own vehicles, unless you can keep them 18 inches away. *'''Grot Tanks (Forge World):''' An odd unit. You get ''another'' vehicle squadron of Armor 10 all-around Methul Bohkes, seemingly the Orky specialty. They get 5+ invo. saves from all shooting attacks that ''aren't'' Ordinance, which gives them surprisingly uncharacteristic durability. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill. Its 3. BS 3. For '''ORKS'''. This tends to make them work like Killa-Kans as far as shooting goes, but you don't feel that weird need to throw them into close combat or anything. Their stat-lines give them an advantage to using Orky weapons, but the Big Shoota and Skorcha feel like a waste of opportunity. Pretty much see the Killa Kans entry for how weapons go. The Grot Tank's only real caveat is their unreliable 2D6" movement. This could give them anywhere from Fast vehicle status to a horrific [[Derp|''2" movement'']]. Plus, if you roll double-ones, one of them takes a [[FAIL|Penetrating Hit]], which really bites in 6th Editon. 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. Still no word on when Imperial Armour will send out 6th Edition FAQs for them. **'''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. Modeling note: Don't bother with forgeworld. Easy to build and make look better than forgeworld for MUCH cheaper. ** Can prove to be more useful than Kans due to higher numbers, a full squad of 6 can pack 7 weapons as opposed to 3 and becomes far more deadly. This will cost you a lot more points-wise, so take 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. **'''Grotzooka -''' 14 SMALL BLASTS! Fucking cheese, especially against horde armies like 'Nids. Simply smack them into the centre of the mass and drink your opponents tears. **'''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 [[Fail| fragile]], although the 5+ invuln at least gives you a chance to save it. Not worth the risk and points. **'''Rokkit Launcha -''' Fantastic at ruining a vehicles day, especially with working alongside Deffkoptas. Chuck out some rokkits to the front while the Deffkoptas roll for [[FATAL| anal circumference]]. However the Str 8 AP3 also means they are superb at crippling Marines or any other toughness 4 units too. *'''Mekboy Junka (Forge World):''' This thing ''cannot'' decide what it is. On its face it looks like another 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?! TURRET-MOUNTED 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 second...
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