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===Fast Attack=== *'''Dakkajet:''' AV10 flier with two S6. assault 3 supa-shootas attached. Spend 10 points on a third supa-shoota and 10 on a fighta-ace and you've got more dakka than 3 big shoota kans at the same BS whilst being harder to hit for all those non-skyfire units currently out there. Declare a Waaagh! and you go from 9 to 18 shots that turn. If you want you can go ahead and paint it red too for 5 points, just to get that incredibly-important extra inch, especially when you can fly 36 inches already and you need to throw away five points. Can be a rape machine against infantry and light vehicles. Only downside is starting in reserve. Contrary to popular belief, they are excellent at shooting down enemy flyers. Just let your opponent take the first turn, or pray to the dice gods he fails his first reserve roll for it, and subsequently when his flyer arrives, use your Waaaagh!, bring in the Dakka Jet right up against its face and open fire on his Flyer. With Fighta Ace you'll get roughly 14 or more hits. On average that's about 2 sixes and room to spare, destroying 2/3 hull points, or if its one of those broken-as-fuck Necron flyers your opponent can't stop bragging about, you've got two penetrating hits. Fighta Ace gives BS3 on Flyers too now. Contrary to popular rage against fliers, Dakkajets are probably the squishiest flier in the game and taking one against an opponent without anti-air is not too unbalanced, especially against MEQ's. **'''Unit Synergy''' - Take a Weirdboy. Or if you feel like always Waaagh!'ing take two and watch as your Dakkajet never has a turn where he is not firing 18 shots and your opponent cry. *'''Burna-Bomma:''' A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry that the Orks don't necessarily need, but love to take anyways. *'''Blitza-Bomma:''' A main-table variant of the Forge World Bomma, the Blitza-Bomma works best as anti-tank with a large, LARGE margin of error. Also, it can kamikaze. "Good ol' Killboy, attit agin!" Like any good Ork unit you have to roll a table to see the result, all of them are good even "Faster! Waaagh! Uh oh..." could be argued as pretty good. Funny, but impractical. If you don't like that, why are you playing Orks? Great for crashing into termies. *'''Deff Koptas:''' Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. T5 and '''2 Wounds''', even though they aren't nobs who fly them. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry. 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. Being Jetbikes they will get 5+ Jink Saves every time they move, 4+ if they Turbo Boost. They'll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides, though they can at least glance it to death. 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. Alternative take A single basic Deff Kopta is a great upgrade for a squad that doesn't want to take it's overwatch. * '''Warkoptas (Forge World):''' BAAWWW!! I play everything ''but'' Spees Mahreens and I don't get Land Speeders in any of my armies! Well, SUCK IT [[beakie]]s, da Orks now have ''Lend Speedaz''. These things are just goofy. You get 1-3 in a squad, and being Skimmers they are more durable than a ''10-all-around open-topped'' thing should be, but this isn't [[Warhammer 40,000/Tactics/Dark Eldar|Dark Elfdar]] time. 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 want moar. GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but it done goofs on a double-1. But that's okay, because you just ''ate that [[Warhammer 40,000/Tactics/Eldar|Guardian]] squad for breakfast''. Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spair time! You want a Storm? HAVE A STORM. You want a Tempest? HAVE A TEMPEST! There you go, ''Friggin Orky Lend Speedaz''. *'''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 3 since the Furious Charge nerf--still good on tau, sisters, and IG. Can Deep Strike and chuck those grenades to make for surprise assaults and distractions. Can assault same turn he deep strikes at the cost of some boys. Generally considered too points-heavy for much else. *'''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 when compared to a lot of other units; Toughness 5 for the bikes, 4+ Armor Save base, ''and'' 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. 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, and Assault 3 lets you move 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 Furious Charge attacks their way, plus some Initiative 10 Impacty goodness. The only obvious downside to the Bikers is their point cost. They 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, but using "Look Out, Sir!" is only for dire circumstances. 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:''' The Warbuggy was the common Fast Attack selection for Ork armies back in 4th Edition. Today, these Buggies are too fragile to do anything, being Armor 10 all-around and only having two Hull Points. Its speed and ability to provide support weapons are very useful to the Ork advance, but Deffkoptas do it better. 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 (though the weapons still feel underpowered). 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 and similarly worthless. As vehicles, 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 movement-blocking, and objective-contesting. **'''Unit Synergy:''' Rokkit Warbuggies make good escorts for Battlewagons, on the accounts 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 Bikes to screen ''them''. **'''Trakk Upgrades:''' Basically Reinforced Ram, allows re-rolls on difficult terrain. *'''Grot Bomm Launcha (Forgeworld):''' Buggy squadron with grot bomms: R24-72 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. *'''Grot Mega Tank (Forge World):''' This is an interesting vehicle. 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 [[meme|does as it pleases]] and has a chance to recover when the the enemy decides to [[Meme|FIRE THEIR LASCANNONS]], but it ''is'' still Armor 12 11 10. Boom Kanisters help deter those pesky Meltabombers and Haywire-welders, but don't guarantee anything. You need to take a mob of Grot Tanks alongside it, so you already have a cover screen (pray for some 4-ups!). Still no translation into 6th Edition Hull Points, guesses are probably 3-4 Hull Points. **'''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. Modeling note: These are VERY fun to model on your own and are easy to do. I suggest you make your own instead of buying from forgeworld.
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