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===Fast Attack=== *'''Deff Koptas:''' Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, while their twin-linked rokkits and/or buzzsaws make them good tank-hunters since they can very easily get into a position where they can fire at the side or better yet the rear armor of a vehicle, though they'll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides. Oddly, since those two are so far the only vehicles with AV 14 on all sides, Deff Koptas are actually better against super heavies than they are against LRs and Monoliths. They are also pretty good at knocking out power fields or void shields (S 8 AP 3 vs AV 12 that goes away upon a glancing or penetrating hit) The biggest problem from using them is their leadership; basic Ld is 7, no option for a bosspole, and their maximum unit size of 5 means you can't take advantage of Mob Rule!. Coupling that with a rather high point costs means that they should be fielded in small units of 1-2 outside of apocalypse games. *'''Stormboyz:''' Slugga Boyz with Stikkbombs and Jump Packs. Fast (their jump packs get to move an extra D6 in addition to the normal 12") but fragile (6+ armor save, and rolling a 1 on your extra D6 movement means a Stormboy crashes into the ground and explodes). Boss Zagstruk is fairly expensive, but solves any Morale problems with the mob ([[Commissar|*BLAM!*]]) and also gets a Power Klaw that strikes at Initiative 4 when he charges (Suck it, Marinefags!). Can Deep Strike, for what it's worth. *'''Warbikers:''' Really. Really. FUN. These guys are the core of any mobile Ork army. This can only be made better by using Wazdakka to take these guys as Troops. They are surprisingly durable as compared to a lot of other units; Toughness 5 for the bikes, 4+ armor save base, plus the hilarious 4+ smoke cloud cover save you always get, always. Your opponent will have a fun time trying to take them out with pretty much any gun, and you will have a fun time as you watch your opponent whine and do double-takes when none of your bikers die. I personally have been asked to check codex several times about these rules, they are legal. Bikers are also great because they have their hilarious dakkagunz, which although only adding more anti-infantry onto an already infantry-slaughterfest army, are perfect for the bikers. Twin-linked Strength 5 AP 5 Assault 3 lets you move 12" and assault 12", send home (on a normal squad) about 3 really solid shots into the infantry you're assaulting, and then crash right into the opponent's lines and send thirty S 4 attacks their way. The only obvious downside to the Bikers is their point cost. The are really spendy, at over 4 times the cost of a normal ork boy, and their squads are only practical in 5+ man squads. They are best for larger games, where they can safely suck up points and use their Nob+Bosspole+Power Klaw to full effect. Watch out for stuff that ignores their cover saves. Heavy Flamers will ruin your Bikers' day, just like they do to all of your infantry. On a final note, you CAN field squads of 12, letting you use Mob Rule, but they become nigh-impossible to move without getting stuck in terrain or moving into the open. However, thanks to their constant 4+ cover save, they're a lot more survivable out in the open than your Boyz are... *'''Warbuggies/Wartrakks:''' If not taking Deffkoptas, then the Warbuggy is a common Fast Attack selection for Ork armies. While fragile, especially if squadroned up, its speed and ability to provide support weapons are very useful to the Ork advance. Although the Big Shoota is cheap, barring range it adds little beyond normal Ork shooting; the Skorcha or Rokkit launcha remain the primary reasons to take these vehicles. They aren't quite as good at moving into a position where they can strike at an enemy vehicle's rear armor as Deff Koptas though since terrain is actually a problem for them, but few things are funnier than the look on your opponents face when you blow up his baneblade by rearshotting it with rokkit launcha warbuggies. **'''Role:''' Aside from providing fast-moving specialist weapons, Warbuggies are cheap. As vehicles, assaulting them in melee is generally inadvisable, and shooting them requires dedicated AT. This means even should no appropriate targets exist, the Warbuggies remain expendable for movement-blocking, and objective-contesting. **'''Unit Synergy:''' Rokkit Warbuggies make good escorts for Battlewagons, on account of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. This becomes especially true should one of the Wagons have a Mek; A unit of three Buggies, stretched out with maximum coherency between them, can cover a lot of area, while proving annoyingly tough to truly kill. Inversely, Warbuggies provide much-needed anti-tank firepower for Wazzdakka lists, while maintaining a low-enough profile that one can easily provide cover saves for the Buggies by using the Bikes to screen... *'''Grot Mega Tank (Forge World):''' This is interesting. The Mega tank has the same 5+ invo as its smaller brethren, but is still too fragile. It mounts 5 Killa Kan weapons, 2 of which are Twin-linked, and it had BS3 and fires weapons independently, which makes it potent on the battlefield. It's pretty cheap, but its point cost reflects its survivability. Auto-comes with a Dozer Blade, Reinforced Ram, and Grot Riggers, meaning it does as it pleases and has a chance to recover when the the enemy decides to [[Meme|FIRE THEIR LASCANNONS]], but it ''is'' still 12 11 10. Boom Kanisters help deter those pesky meltabombers and demo-chargers, but don't guarantee anything. You need to take [[Warhammer_40,000/Tactics/Orks/Dred_List|Grot Tanks]] alongside it, so you already have a cover screen (pray for some 4-ups!). **'''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.
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