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===Troops=== *'''Boyz''': Basic unit and right proppa. Boyz are the core of your army, no matter what kind of list you run. Remember this, Boyz before Toyz. You can swamp armies with them and remember: Run until you Waaagh!(it's usually how it works). No Retreat! is gone, thank fuck, so big mobs are even better. Weak point is a 6+ armor save but who gives a fuck, you brought at least 60 Boyz, right? Flamers will ruin your Boyz' day, though. So will Overwatch, to a much lesser extent than a flamer. Don't worry too much about overwatch, though. At best, you'll lose a boy or three to a full squad of muhreens overwatching. The only overwatch you should truly be afraid of is that of other shoota boyz muckin' about and flamers. It is very highly recommended you take Shoota Boyz over Slugga Boyz in 6th edition, as this edition is dakka edition. Shoota mobs are far more versatile and can still beat the everloving shit out of the majority of whatever they face in close combat, by sheer weight of numbers. 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 the enemy. Awesome in the Assault phase, especially if they get the charge; 4 Attacks per model, at Strength 4, will handily rip apart infantry of all flavors. Just remember that everyone goes before you, except UNWIELDY Powerish Weapons. Also, the world's greatest [[Tarpit|tarpit]]. Place in a Trukk to get them in the thick of enemy territory. Open-topped vehicles are automatically assault and the ramshackle table downgrades explosion damage to S3. Meaning even if you opponent wrecks your Trukk your boys won't be losing too many boys, unless they decide to waste shots into them. **'''Shoota Boyz:''' 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. **'''Upgrades''' - Quit mucking' about. You gitz is always muckin' about. ***'''Nobs''' - If you bring a Nob, give him a Bosspole and a Power Klaw. Or lose. Horribly. In fact, go and get your Codex right now and cross out all of the Nob mob leader upgrades except for the PK and Bosspole. Never, ever, have your nobs leave home without Bosspoles and PK's. However, 6th edition severely gimped the good old PK Nob with the introduction of challenges. 90% of the time, your expensive PK Nob will get challenged by some limpdicked 'umie sergeant you'll be forced to krump before you can start drinking delicious space marine tears. That is to say, if your Nob even survives the challenge as he strikes at I1. A footslogging, fully decked out mob of 30 shoota boyz doesn't absolutely need a PK or a Bosspole. They'd have to lose at least 21 boyz before they'd stop being fearless, the Nob does nothing for their Leadership, and depending on circumstances, you might not even want the mob anywhere near close combat. Decide what your mob is going to be doing, then consider that a kitted out Nob with a PK and a Bosspole will cost you 40 points. When you run a 30 boy strong shoota mob you're not planning on getting into close combat, just acquire more dakka instead. Alternatively, if you absolutely feel you ''must'' field a nob, you could just get a budget Nob with just a Bosspole. PK Nobs are still recommended when facing lots of heavy armor and TEQ, and mandatory when running trukkboyz. ***'''Mob size''' - Always, always, '''always''' run a mob at the full 30 boyz strong. Not doing so is severely gimping the raping potential of your boyz. You're playing orks, more orks is always more better. The only reason you ever take less than the full 30 boyz is because 30 don't fit in a battlewagon or a trukk. ***''''Ard Boyz:''' A 4+ armour save upgrade, making your boyz much more durable. Can get expensive, however, especially in high numbers. Also, you can only take one 'Ard Boyz mob in your army, so don't waste them. This upgrade is usually better for the Slugga boys, who are more likely to be shot at. A full mob of Sluggas charging down at something, with 4+ armour save protecting them, will bring down even [[Khorne Berzerkers]], [[Genestealer]]s, and [[Lychguard]]s. With luck, it is possible for them to take out a full squad of assault terminators. 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 your running Orks your opponent is gonna NOT want your ladz to have any cover when holding. ***'''Never use Rokkits''' - There are far, far better 10 pt upgrades in this army for your vehicles, HQ's, and elite choices. If you have to fire your Rokkit Launcha's in a mob at a vehicle you are doing something oh so wrong. Loota's are your light AT, don't waste points on these in boys squads ever. At best, you're getting one or two MEQ kills a turn with 3, and that is 30 points. If you have to, put them in a Slugga Boy squad since they won't be in range of shooting anything anyway, exception for shootas if your going up against Space Marines since AP3. ***'''Never use Big Shootas''' - 9 shots at BS2 is 3 hits, and about 2-3 wounds. Against MEQ, the odds of killing one Space Marine aren't even likely. Against GEQ, you're killing on two's and possibly get 2-3 kills not counting cover saves. But when was the last time you saw tasty Guardsmen that weren't hiding in fear behind fortifications? And killing GEQ isn't a big deal if you've got 60 S4 shots. If you have to, put them in a Shoota Boy squad since they will be shooting at infantry anyway. *'''Gretchin''': Dirt-cheap and expendable, usually used as screening units for infantry, holding objectives while your Boyz do the fighting, or for tying up more dangerous units in assault. Gretchin are one of those diamond in the rough units, with a low points cost and low footprint, your enemy will time after time ignore these guys. Especially in multiple objective games, chuck your objective in a piece of terrain (preferably in the heart of a ruin) and your opponents will likely be 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.
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