Warhammer 40,000/10th Edition Tactics/Orks: Difference between revisions

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This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[Orks]] tactics. [[Warhammer 40,000/9th Edition Tactics/Orks|9th Edition Tactics are here.]]
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[Orks]] "taktiks". [[Warhammer 40,000/9th Edition Tactics/Orks|9th Edition Tactics are here.]]




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===Pros===
===Pros===
*<span style='color:green;font-size:150%'>'''''"WAAAAAAAAAAAAGGGHHHH!!!!!!!!"'''''</span>
* While other factions lost one or two pips of AP for their basic grunt units, your Boyz retain -1 AP for their Choppas. GEQs and MEQs, beware the Tide!


===Cons===
===Cons===
* I hope you like green paint because you are going to be swimming in it.
* Green tide turned to green waves: mob sizes have been nerfed to 20 max.


==Faction Rules==
==Faction Rules==
*'''<big style="color:green">WAAAGH!</big>''': Kinda similar to last edition, you can call one of these once per game. This lets all Orks charge after advancing, add +1 to the Strength of all melee weapons and add a 5++ Invuln.
*'''<big style="color:green">WAAAGH!</big>''': Kinda similar to last edition, you can call one of these once per game. This lets all Orks charge after advancing, add +1 to the Strength of all melee weapons, and gain a 5++ Invuln.
**That means, ''regardless of detachment'', you want to field units that synergize with advancing and then charging into battle: Deffkilla Wartrikes and their Warbiker retinues auto-advance 6", Squighog Boyz can ignore penalties to moving/advancing/charging, a Squigosaur Beastboss has an aura of re-rolling charges, and Hunta Rigs and Kill Rigs usually have a 1/3 chance of giving themselves +2 to charge rolls.  Meanwhile, none of your transports have Assault Ramp, so none of them have any direct synergy.


==Detachments==
==Detachments==
Line 20: Line 26:


====Stratagems====
====Stratagems====
*'''Careen! (1 CP):''' When your shitty vehicles inevitably explode due to a {{W40kKeyword|Deadly Demise}} roll, you get to make a normal move or Fall Back before it goes up in flames. Situational as balls, but does make it easier to ensure that your ladz make it to the opponent's lines.
*'''Ere We Go (1 CP):''' An easy spend to give one {{W40kKeyword|Infantry}} unit +2 to any advance or charge rolls they make. If you call a Waaagh, this can stack up to quite a run.
*'''Ere We Go (1 CP):''' An easy spend to give one {{W40kKeyword|Infantry}} unit +2 to any advance or charge rolls they make. If you call a Waaagh, this can stack up to quite a run.
*'''Orks is Never Beaten (2 CP):''' When one of your units is attacked in melee, any models that die can still fight before going down. Pretty common sense since you'll be needing every attack you can get.
*'''Orks is Never Beaten (2 CP):''' When one of your units is attacked in melee, any models that die can still fight before going down. Pretty common sense since you'll be needing every attack you can get.
*'''Unbridled Carnage (1 CP):''' One {{W40kKeyword|Ork}} unit gets to make Critical Hits on a 5+. Get yourself a unit with Devastating Wounds and drag down titans by sheer volume of attacks.
*''''Ard as Nails (1 CP):''' One {{W40kKeyword|Ork}} unit has all incoming Wound rolls reduced by -1, which is good with your Toughness rates.
*'''Mob Rule (1 CP):''' A {{W40kKeyword|Mob}} unit that is not Below Half Strength and has more than 10 Models gives out a 6" aura that allows you to use strategems on {{W40kKeyword|Ork Infantry}} even when Battleshocked. Skip!
====Enhancements====
*'''Follow Me Ladz:''' The bearer's unit improves their movement by 2".
**The lack of comma is RAW, which meanz the bearer is following their ladz, rather than their ladz following them.
*'''Headwhoppa's Killchoppa:''' Any melee weapons the bearer has that lack '''Extra Attacks''' gain ''[Devastating Wounds]''.
*'''Kunnin' But Brutal:''' The bearer's unit can shoot and charge after falling back.
*'''Supa Cybork Body:''' Bearer gains a 4+++.
=== Gordrang's Gitstompas (Combat Patrol) ===
<div class="toccolours mw-collapsible mw-collapsed">
The stuff you're forced to play in Combat Patrol format.
<div class="mw-collapsible-content">
'''Composition:'''1 Warboss Gordrang, 2 units of 10 Boyz, 3 Deffkoptas, 1 Deff Dread.
* '''Warboss Gordrang:''' Just your basic Warboss in Mega Armour.
* '''Boyz:''' Both units must take 3 Shoota Boyz and 5 Slugga Boyz. Then Unit 1 takes a Big Shoota and gives the Nob a Big Choppa, while the other takes the Rokkit Launcha and gives the Nob a Power Klaw.
* '''Deffkoptas:''' One takes the Mega-blasta while the other two have the rokkits.
* '''Deff Dread:''' Must have 3 Dread Klaws and Rokkit Launcha.


==Equipment==
<u>'''Enhancements'''</u>
You can take only one.
* '''Grizzled Skarboy:''' Default. The Warboss takes half damage from ranged attacks.
* '''Tellyporta:''' One of the Boyz units gains Deep Strike.


<u>'''Secondary Objectives'''</u>
* '''Stomp 'Em:''' Default. From second battle round onwards, at the start of each battle round pick an enemy unit on the field. If the unit is destroyed by melee attacks from your models, you gain 3VP.
* '''Proper Lootin':''' At the end of each Command Phase, you can roll for every objective marker outside of your deployment zone that hasn't been looted yet, is in range of one of your units and has no enemy units in range: on a 2+ the marker is looted and you gain 3VP (5VP if you rolled a 5+).
<u>'''Stratagems'''</u>
* '''Get Stuck In (1CP):''' During Fight phase, you can pick an Ork unit that hasn't been selected to fight and allow it to move 6" when it Piles in or Consolidates.
* '''Brutal But Kunnin (1CP):''' During Charge phase, one Infantry unit in your army can charge after it Fell Back.
* '''Krump Da Gitz! (1CP):''' During your opponent's Shooting phase, after an enemy unit finished shooting at one of your units, your targeted unit moves D6" towards them.
</div>
</div>
==Wargear==


==Unit Analysis==
==Unit Analysis==
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===Characters===
===Characters===


By led unit:
*'''Burna Boyz:''' Big Mek with KFF, Painboy/Grotsnik
*'''Boyz:''' Big Mek with KFF, Big Mek with SAG, Nob with WB, Painboy/Grotsnik, Warboss, Weirdboy
**Boyz can take a Warboss in addition to a non-Warboss leader.
*'''Flash Gitz:''' Kaptin Badrukk
*'''Gretchin:''' Zodgrod Wortsnagga
*'''Kommandos:''' Boss Snikrot
*'''Lootas:''' Big Mek with KFF, Big Mek with SAG, Mek, Painboy/Grotsnik
*'''Meganobz:''' Big Meg in MA, Warboss in MA, Ghazghkull Thraka
*'''Mek Guns:''' Big Mek with SAG, Mek
*'''Nobz:''' Big Mek with KFF, Nob with WB, Painboy/Grotsnik, Warboss
*'''Stormboyz:''' Boss Zagstruk
*'''Tankbustas:''' Big Mek with KFF, Mek, Painboy/Grotsnik
*'''Warbikers:''' Deffkilla Wartrike
*'''Big Mek with Kustom Force Field:''' The blandest of the Big Meks, can lead Boyz, Nobz, Lootas, Burna Boyz, or Tankbustas, allowing them to re-roll 1 to hit when shooting and giving the unit a 5++ invulnerable save that can turn into a 4++ once per battle (twice if he takes a Grot Helper).
*'''Big Mek in Mega Armour:''' The chunky one, as usual can take either the KFF or the Tellyporta, gives the exact same ability as the others when leading a unit (in his case they must be Meganobz of course)... and is also an apothecary now so it resurrects his fallen Meganobz (plus his variety of Grot Helper is a once-per-battle D3 wounds healbot).
*'''Big Mek with Shokk Attack Gun:''' The one with the big weapon, can lead Boyz, Lootas, or Mek Guns to give them the same "re-roll 1 to hit when shooting" we said above. The random factor of the Shokk Attack Gun is long gone, but he can re-roll for the number of hits once per battle via Grot Helper and the wounded enemy unit instantly takes a Battleshock Test.
*'''Deffkilla Wartrike:''' Technically it doesn't have the Character keyword but it has the Warboss one and can lead units so it's probably an error. In any case, he leads Warbikers and gives them +1 to hit rolls in melee and makes their Advance a flat 6".
*'''Mek:''' Your absolute most basic mekaniak,  but he's also the only one that can heal d3 wounds on your {{W40kKeyword|Vehicles}} in exchange for gaining ''Lone Operative'' when parked near them. While he's still able to join a mob of Lootas, Tankbustas, or Mek Gunz for their protection, they can't contribute any real shooting of their own with a Kustom Blasta Pistol.
*'''Nob with Waaagh! Banner:''' A basic Nob with a banner he can use almost as well as a power fist who can join Boyz or other Nobz. He has two abilities,  giving himself a 4++ save and OC 5 when using the Waaagh! for extra aggressive capping, or a single-use ability that lets his squad count as if they're using Waaagh! even if you already called it, allowing you to gain the benefit of the first ability again.
*'''Painboy:''' Gives his unit a 5+++ and 1/battle he can res 1d3 destroyed bodyguards.
*'''Warboss:''' Your default dude, comes with a Kombiweapon and a Twin-linked Slugga for the Dakka part and then can pick either Big Choppa or Power Klaw and add an Attack Squig to get two extra attacks. Can join Boyz or Nobz giving them +1 to hit rolls in melee and gets [[Awesome|4 EXTRA MELEE ATTACKS]] when the Waaagh! is on.
** Put this big lad in a 20-strong unit of Boyz alongside a Nob with Waaagh! Banner and grab yourself two full rounds of Waaaghing with nine S10 AP-2 Power Klaw attacks with Sustained Hits!
*'''Warboss in Mega Armour:''' Comes with Big Shoota and Very Big Choppa, joins Meganobz to give them the same buff as his regular armour pal above. Waaagh! gives him 4+++ for the turn.
*'''Weirdboy:''' His 'Eadbanger is now a S6 AP-3 D1 ''[Precision]'' ''[Psychic]'' ranged attack but it can gain +1 Strength and Damage for every 5 models in his unit (rounded down). Watch out, though, because if there are 10 or more models then it also gains ''[Hazardous]''. He can also hit things pretty hard with his staff in melee at S8 AP-1 Dd3.
**His Da Jump psychic ability is once per turn at the end of your movement phase on 2+ one Weirdboy and his unit of {{W40Kkeyword|boyz}} are removed from the table, and set back up anywhere more than 9" horizontally from enemy units. On a roll of a 1 that unit suffers d6 mortal wounds.
====Beast Snagga====
By led unit:
*'''Beast Snagga Boyz:''' Beastboss, Painboss, Wurrboy
*'''Squighog Boyz:''' Nob on Smasha Squig
*'''Beastboss:''' Generic big guy but with extra keyword and 6+++. Does the same unit buff as vanilla Warboss (+1 to melee hit rolls) but on Beast Snagga Boyz only and gets Devastating Wounds in the turn he charges.
*'''Beastboss on Squigosaur:''' M10 T10 Sv3+/4+++ W9 Ld6+ OC3; doesn't lead units, but gets an aura effect that allows all {{W40Kkeyword|Beast Snagga}} units (including the big sellers, himself, Hunta Rigs, and Kill Rigs) within 6" to re-roll their charges and not only gets a discount on Heroic Interventions by making them 1CP only, but can be targeted by one even though you already used one on another character.
**That defensive statline is nearly as good as you could have asked for given that he ''hasn't'' got '''Lone Operative'''; in fact, against quite a lot of potential threats, he's harder to kill than Thraka without a bodyguard.  Still, this guy ''can't'' have a bodyguard, so expect him to draw a lot of fire.  Against "standard" MEQ lascannon fire (A1 BS3+ S12 AP-3 Dd6+1), it'll take ''about'' 11 shots on average to kill him, and that's without MEQ-standard Oath of Moment (re-rolling hits and wounds).  So if you want him to survive until your own first turn semi-reliably, bring three of him.
*'''Nob on Smasha Squig:''' Yes, this guy is a character now. Leads Squighog Boyz and gives them - you guessed it - the same "+1 to hit in melee" buff as every Warboss. His Big Choppa has '''Anti-vehicle 4+''' and '''Anti-monster 4+''', but in the Waaagh! turn they get buffed to 3+.
*'''Painboss:'''
*'''Wurrboy:''' An alternative Weirdboy with the Beast Snagga 6+++. His Eyez of Mork remain a pretty powerful laser beam of psychic energy that gets more shots the more boyz are in his mob. However, just like the Weirdboy, getting 10+ models in the mob gives the Eyez ''[Hazardous]''. His one letdown is that he's stuck with a basic S5 AP0 CCW and nothing else to fight up close with his Beast Snaggas.
**Roar of Mork is a risky psychic power (as much as they are these days), but pulling it off makes one enemy within 18" take -2 to any battle-shock or Leadership tests they make on their turn.


====Epic Heroes====
====Epic Heroes====
*'''Ghazghkull Thraka<small>and Makari</small>''': The big beast is back and now has Makari attached as a hanger-on. Despite that, you can still stick them into another unit (probably just MegaNobz) and let anyone in there add +1 to their hit and wound rolls while any orks within 12" of them when a Waaagh is called get ''Lethal Hits''. The big guy adds quite a bit, being a small monster (as small as T8 W10 with a 2+/4++ save counts as "small") that's now shielded by a mob of Orks as well as Makari's 2++ Invuln that can't be re-rolled.
*'''Kaptin Badrukk:''' Because he lets his led unit of {{W40Kkeyword|Flash Gitz}} re-roll hit rolls, given current points costs, he's incredibly easy to decide to field or not: he's an auto-include on a unit of 10 Flash Gitz and an auto-drop on a unit of 5. 
**Their combat potential is nothing to sneeze at either. Mork's Roar is a literal minigun that can easily mow down Gaunts, especially when in ''Rapid Fire'' range. Gork's Klaw gives him a super power klaw at S14 AP-3 D4 while Makari's Stabba is a paltry S3 AP-3 weapon with ''Devastating Wounds'' for a lucky shot.
*'''Ghazghkull Thraka <small>and Makari</small>''': The big beast is back and now has Makari attached as a hanger-on. Despite that, you can still stick them into another unit (probably just MegaNobz) and let anyone in there add +1 to their hit and wound rolls while any orks within 12" of them when a Waaagh is called get ''Lethal Hits''. The big guy adds quite a bit, being a small monster (as small as T6 W10 with a 2+/4++ save can count as "small") that's now shielded by a mob of Orks as well as Makari's 2++ Invuln that can't be re-rolled.
**Their combat potential is nothing to sneeze at either. Mork's Roar is a literal minigun that can easily mow down GEQ, especially when in ''Rapid Fire'' range. Gork's Klaw gives him a super power klaw at S14 AP-3 D4 while Makari's Stabba is a paltry S3 AP0 weapon with ''Devastating Wounds'' for a lucky shot.
*'''Mad Dok Grotsnik:'''
*'''Mozrog Skragbad:'''
*'''Boss Snikrot:''' His Kommandos are Always In Cover, and 1/battle you can teleport his entire unit to more than 9" horizontally away from the enemy.  As soon as Orks get a detachment where Kommando guns aren't trash or you can re-roll charges, this guy is going to rock.
*'''Boss Zagstruk:''' This worthless piece of shit only lets his unit re-roll charge rolls when they deep strike on top of the warboss-standard +1 to melee hit rolls; since he can only lead Stormboyz and the whole point of them is charging after advancing instead of deep striking, just... don't.
*'''Zodgrod Wortsnagga:''' An insane grotherd with a surprisingly weedy power klaw. Any grots he leads gain ''Scouts 9"'', a re-roll on 1s to hit and wound and a -1 to get wounded, making the grots he accompanies more than a little threatening. Even better, calling a Waaagh! makes those grots super fast.


===Battleline===
===Battleline===
*'''Beast Snagga Boyz:''' Rather beefy boyz with T5 and a 5+ save with a 6+ FNP Save. Curiously, the nob in charge here has a separate statline and an extra wound. Choppas remain pretty decent with S5 AP-1 while the Power Snappa gives a minor step up at S7 AP-1 D2. Fortunately, Monster Hunters remains to give them a re-roll to hit enemy monsters and vehicles.
None of your Battleline units are particularly good at capping objectives, so you should strongly consider giving these units a miss. 
 
*'''Boyz:''' Kept the T5 and the -1 AP Choppas, and now have a 5+ save, which is neat in this newfangled, more resilient edition of our favourite miniature wargame called Warhammer the 40.000th. Now comes only in mobs of 10 or 20 which is sad, but that won't change the fact that they'll rip the arms off GEQ and seriously threaten MEQ in close combat. There isn't a lot to say about them; they have no special rules to take and hold Objectives, so bring Grots and other backfield cappers.
** As always, can switch the Slugga and Choppa with a Shoota and a regular Close Combat Weapon, which you should never do. I'm serious, with mobs of 20 at most, there's no world where two/three S5 AP0 with 5+ to hit shots are better than four 3+ S4 AP-1 with 3+ to hit which ignore cover bonuses.
*'''Beast Snagga Boyz:''' Rather beefy boyz with T5 and a 5+ save with a 6+++. Curiously, the nob in charge here has a separate statline and an extra wound. Choppas remain pretty decent with S5 AP-1 while the Power Snappa gives a minor step up at S7 AP-1 D2. Fortunately, Monster Hunters remains to give them a re-roll to hit enemy monsters and vehicles.


===Infantry===
===Infantry===


*'''[[Burna Boyz]]:''' 1 in 5 of these Boyz must be a Spanner, which means this unit is ''absolutely ideal'' for riding a Trukk.  10 of them is 8 Burnas: R12 AD6 BS('''Torrent''') S4 AP0('''Ignores Cover''') D1 plus, as a practical matter, 2 Kustom Mega-Blastas: R24 A3 BS5+ S9 AP-2 Dd6 with '''Hazardous''' for letting you deliberately crack your own transport open during the Shooting Phase.  Unfortunately, your only valid Leaders for this unit are a Big Mek with KFF, which completely wastes the re-roll 1s to hit ability, or a Painboy/Grotsnik, both of which cost too much to be worth it on anything less than a 15-boy mob, which won't fit in a Trukk (and a Battlewagon is better with 2 sets of 10 anyway), so expect to field this unit unled.
*'''[[Flash Gitz]]:''' 
*'''[[Gretchin]]:'''
*'''[[Kommando]]s:'''
*'''[[Lootas]]:''' A ranged unit crippled by several rules, including being forced to take members who have short-ranged non-heavy weapons, this unit has no genuine purpose in your army - hard pass.
*'''[[Meganobz]]:'''
*'''[[Nob]]z:''' Kombi-skorchas are gone, so you have no way to take guns on this unit that have a chance of hitting; on top of that, Ammo Runts are now a ''nerf'' to Kombi-Weapons.  They're a pretty ok bodyguard for a Warboss thanks to having a -1 to be wounded ability while they're led by one, but stick to sluggas and big choppas (or power klaws, if you have a very specific meta).
*'''[[Tankbustas]]:'''
*'''[[Stormboyz]]:'''
===Mounted===
*'''Squighog Boyz:''' M10 T7 Sv4+/5+++ W3 Ld7+ OC2 and a heck of a lot of melee (6 attacks per model), this is one of the only units in your army properly optimized to WAAAAAGH!.  Expensive, though.
*'''Warbikers:''' M12 T6 Sv4+ W3 Ld7+ OC2 with W4 on the Nob, and every bike has the same gun: R18('''Assault''') A3('''Rapid Fire 2''') BS5+ S5('''Twin-Linked''') AP0 D1, AP-1 against targets within 9".  This unit starts off lackluster and their only available leader buffs their melee despite this being a fundamentally ranged unit.  Skip.


===Vehicles===
===Vehicles===
All models in this section are Vehicles unless explicitly labeled as Monsters.
*'''Boomdakka Snazzwagon:'''
*'''Kustom Boosta-Blasta:'''
*'''Megatrakk Scrapjet:'''
*'''Mek Gunz:''' Unfortunately, neither of the models that can lead this unit are cheap enough to be worth it compared to their buff, but the Big Mek with SAG was clearly costed to join this unit, if you were curious - he costs ''exactly'' as much as adding a fourth gun would cost followed by applying his re-roll buff to the unit, even though they already have it against targets with 10+ models.  ''That'' means Mek Gunz are costed assuming you take their "best" gun, because it's the only one for which you'd choose similar targets to the SAG: the Kustom Mega-Kannon is R36 Ad6('''Blast''') BS4+ S12 AP-2 Dd6 with '''Hazardous'''.
*'''Rukkatrukk Squigbuggy:'''
*'''Shokkjump Dragsta:'''  Somehow ''this'' is your dedicated sniper unit/model, and it's really weird.  It can Deep Strike every time it Advances, but can't shoot or charge after Advancing, so this isn't very helpful for getting its gun into position.  It technically does have two guns, but in orky tradition one of them doesn't matter because you'll never hit anything with it.  The real gun is 24" A1 BS3+ S8('''Precision''') AP-2('''Devastating Wounds''') Dd6+1, '''Hazardous'''.  That's a good measure more lethal for your target ''and'' less lethal for you than 'Eadbanger on your Weirdboys.
*'''Grot Tanks<sup>IA</sup>:'''
*'''Grot Mega-Tank<sup>IA</sup>:'''
====Transports====
*'''Battlewagon:''' The partybus is still here and it's really tough to get rid of now: M10 T10 Sv3+/6++ W16 Ld7+ OC5, and incoming AP worsens by 1, to the standard maximum of 0. With transport space for ''22'' {{W40kKeyword|Infantry}} that can all fire out of it as well, at least without upgrades - of which you absolutely shouldn't pick (some of) the ranged weapons unless you have some way of improving the wagon's abysmal +5 to hit with all of them. Much more interesting is the classic 'Ard Case (which bumps it from T10 to T12, same as a Land Raider, but removes its Firing Deck) and the melee weapons, most of which can reduce MEQs to mulch and you have no reason not to take. Keep it cheap, fill it with Boyz, Nobz, or some other melee beatstick, and go to town.
**Guns: You can take a lobba and up to 4 big shoots and there is literally no reason not to, so ''always'' do so.  The killkannon blocks 10 transport spots, so never take it, but the kannon and zzap gun ''only'' prevent Thraka from riding without reducing capacity, so unless you want to put Thraka in it (he'll take up 18 spots), always take a kannon (the zzap gun would be better, but you have no way to re-roll hits with it).
**Melee: Always take the Deff Rolla, Grabbin' Klaw, and Wreckin' Ball, since they're all free. 
**Ard Case: You don't have an assault ramp, but you also aren't exactly chock full of good models to shoot out of this thing.  Take an Ard Case on a wagon intended to carry a bunch of slugga wielders, but leave it off as soon as the guns become remotely interesting.  Remember, if you have a Mek nearby, that +1 to hit applies to any and all Firing Deck weapons.
*'''Hunta Rig:''' M10 T10 Sv3+/6+++ W16 LD7+ OC5, with 21 transport spots, all of which can fire but can only hold {{W40Kkeyword|beast snagga infantry}}.  Plus, when this model is destroyed, you can re-roll the dice to determine how many mortal wounds the unit suffers (ordinarily, this will take you from 1/6 of the model count to 1/36 of it, on average).
*'''Kill Rig:''' A Kill Rig in every way, with the following three exceptions: you lose 10 pips of transport capacity, you gain a psychic gun: R24 Ad3 BS('''Torrent''') S12 AP-3 Dd6 with '''Hazardous''' and '''Psychic''' (this, of course, also inflicts the {{W40Kkeyword|psyker}} keyword on you), and your special rule changes from safely bailing out when destroyed to trying to psychically buff some nearby ork unit: you roll 1d6, and on a 1 you take 1d3 mortals, on a 2+ you grant +1S to the target's melee weapons, and on a 6+ you grant '''Lethal Hits''' to the target's melee weapons in addition to the +1S.
*'''Big Trakk<sup>IA</sup>:'''
*'''Kill Tank<sup>IA</sup>:'''
====Dedicated Transports====
*'''Trukk:''' Easily one of the finest {{W40Kkeyword|transport}}s in the Galaxy:  M12 T8 Sv4+ W10 Ld7+ OC2, and since beakies got them fancy [[Metal Boxes]] dat fix themselves up, why can't your trukk? That's right, your Trukk can also heal themselves of a wound on each of your Command Phases, and in exchange for a lost point of Toughness and a weaker save, you've got a nice transport capacity of 12 {{W40kKeyword|Infantry}} models (with {{W40kKeyword|Mega Armour}} taking 2 slots), ''all of whom'' can shoot out of the Trukk every turn alongside the Trukk's big shoota. While the trukk has a token few attacks from it running over someone, you can also grab a free Wrecking Ball for a supporting attack that can swat aside a small monster.
====Walkers====
*'''Deff Dread:''' Can take up to 4 melee weapon arms, but you are penalized for doing so, so you won't.  In practice, expect to take a maximum of 1 Dread Klaw and then 1-4 guns: either Skorchas (heavy flamers) or Kustom Mega-Blastas (R24 A3 BS5+ S9 AP-2 Dd6, '''Hazardous''') depending on your needs.  Or, you know, don't, and instead fill a Trukk with Burna Boyz.
*'''Killa Kans:'''
*'''Mega Dread<sup>IA</sup>:'''
*'''Meka-Dread<sup>IA</sup>:'''
=====Titanic=====
*'''Gorkanaut:'''
*'''Morkanaut:'''
*'''Stompa:''' At first you may cry at the cost. "800 pts," you say. "That's absurd," you say. "Stompa bad," you conclude...'''BUT YOU CONCLUDED WRONG!''' The Stompa has M10 T14 Sv2+/6++ W30 Ld6+ OC12. And hold on to your pants because it gets better. Put a piddly little mech nearby to give him BS4+ and WS2+! Absurd! That's a crazy lot of crazy accurate dakka. Congrats Stompa, you may just see the tabletop this edition. :')
====Fly====
*'''Deffkoptas:'''  That's right, your flying bikes are miraculously ''not'' Mounted.
=====Aircraft=====
*'''Blitza-Bommer:'''
*'''Burna-Bommer:'''
*'''Dakkajet:''' You have 3 copies of R36 A4('''Rapid Fire 2''') BS5+('''Sustained Hits 1''') S6('''Twin-Linked''') AP-1 D1 and all successful hit rolls are Critical Hits, which means your functional accuracy is BS3+, not BS4+ like SH1 would normally imply.  Within 18", that's an average of 12 hits landing.  Unfortunately for you, Wazbom Blastajets are even better dakka, so which you should field will depend heavily on points costs.
*'''Wazbom Blastajet:'''
====Fortifications====
*'''Big'ed Bossbunka:''' The head of a mighty gargant, hollowed out to fit 11 models of {{W40kKeyword|Infantry}} with {{W40Kkeyword|Jump Packs}} and {{W40kKeyword|Mega Armour}} counting as 2 models. On top of that, anyone within 6" of it (and presumably inside of it too) get a +1 to Leadership. Alongside having everyone inside of it shoot with their own guns, you also have 1-3 big shootaz for a ton of anti-infantry fire as well as the Gaze of Gork to blow up hordes and punch holes in tanks.
*'''Mekboy Workshop:''' A giant pile of scrap and bitz that lets any {{W40kKeyword|Vehicle}} within 12" heal d3 wounds.
===Monsters===
*'''Squiggoth<sup>IA</sup>:''' A big beast with T10 W18, but a 3+ save will see them draw fire easily. Its transport capacity is a bit limited as it'll only take 10 models without the {{W40kKeyword|Mega Armour}} or {{W40kKeyword|Jump Pack}} keywords, which also forbids it from taking Ghazzy either. By default it only has its giant tusks to dent tanks or sweep aside MEQs with the added benefit of dealing mortal wounds every turn it is in combat. If you really need the shooting, you can strap a Kannon to it, but doing so cuts its capacity to a meager 6.
====Titanic====
*'''Gargantuan Squiggoth<sup>IA</sup>:''' The biggest Squig Orks was meant to see, boasting T14 and W30 with only a 3+ save. It's got plenty of transport space too, as it can take up to 20 models without {{W40kKeyword|Mega Armour}} or {{W40kKeyword|Jump Pack}} keywords and let them shoot along the way using ''Firing Deck 20''. If you're feeling overly pompous, you could also just throw in Ghazzy and Makari on top of it and see him living out his own equivalent of the Fortress of Arrogance - He takes up only 18 spots of that carrying capacity of 20.
**As ever, it has some massive tusks it can use to either swat aside MEQs with its sweep or puncture tanks with a high-powered strike complete with ''Lance''. Its lone gun is the rather average Kannon that can fire both frag rounds to cover crowds or solid shells to hit small vehicles. If you buy the Supa-Kannon, you lose out on 5 slots for transportation (and thus can't take Ghazzy) for a high-powered artillery weapon that can more easily pelt tanks and paste TEQs.




{{Warhammer 40k Tactics}}
{{Warhammer 40k Tactics}}
[[Category: Warhammer 40000 Tactics (10E)]]
[[Category: Warhammer 40000 Tactics (10E)]]

Latest revision as of 23:04, 23 June 2023

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This is the current 10th Edition's Orks "taktiks". 9th Edition Tactics are here.


Why Play Orks[edit]

Pros[edit]

  • "WAAAAAAAAAAAAGGGHHHH!!!!!!!!"
  • While other factions lost one or two pips of AP for their basic grunt units, your Boyz retain -1 AP for their Choppas. GEQs and MEQs, beware the Tide!

Cons[edit]

  • I hope you like green paint because you are going to be swimming in it.
  • Green tide turned to green waves: mob sizes have been nerfed to 20 max.

Faction Rules[edit]

  • WAAAGH!: Kinda similar to last edition, you can call one of these once per game. This lets all Orks charge after advancing, add +1 to the Strength of all melee weapons, and gain a 5++ Invuln.
    • That means, regardless of detachment, you want to field units that synergize with advancing and then charging into battle: Deffkilla Wartrikes and their Warbiker retinues auto-advance 6", Squighog Boyz can ignore penalties to moving/advancing/charging, a Squigosaur Beastboss has an aura of re-rolling charges, and Hunta Rigs and Kill Rigs usually have a 1/3 chance of giving themselves +2 to charge rolls. Meanwhile, none of your transports have Assault Ramp, so none of them have any direct synergy.

Detachments[edit]

Waaagh! Tribe[edit]

Special Rules[edit]

  • Get Stuck In!: Pretty much gives you all you need by making melee weapons Sustained Hits 1. Orks are good at fighting, get to it.

Stratagems[edit]

  • Careen! (1 CP): When your shitty vehicles inevitably explode due to a Deadly Demise roll, you get to make a normal move or Fall Back before it goes up in flames. Situational as balls, but does make it easier to ensure that your ladz make it to the opponent's lines.
  • Ere We Go (1 CP): An easy spend to give one Infantry unit +2 to any advance or charge rolls they make. If you call a Waaagh, this can stack up to quite a run.
  • Orks is Never Beaten (2 CP): When one of your units is attacked in melee, any models that die can still fight before going down. Pretty common sense since you'll be needing every attack you can get.
  • Unbridled Carnage (1 CP): One Ork unit gets to make Critical Hits on a 5+. Get yourself a unit with Devastating Wounds and drag down titans by sheer volume of attacks.
  • 'Ard as Nails (1 CP): One Ork unit has all incoming Wound rolls reduced by -1, which is good with your Toughness rates.
  • Mob Rule (1 CP): A Mob unit that is not Below Half Strength and has more than 10 Models gives out a 6" aura that allows you to use strategems on Ork Infantry even when Battleshocked. Skip!

Enhancements[edit]

  • Follow Me Ladz: The bearer's unit improves their movement by 2".
    • The lack of comma is RAW, which meanz the bearer is following their ladz, rather than their ladz following them.
  • Headwhoppa's Killchoppa: Any melee weapons the bearer has that lack Extra Attacks gain [Devastating Wounds].
  • Kunnin' But Brutal: The bearer's unit can shoot and charge after falling back.
  • Supa Cybork Body: Bearer gains a 4+++.

Gordrang's Gitstompas (Combat Patrol)[edit]

The stuff you're forced to play in Combat Patrol format.

Composition:1 Warboss Gordrang, 2 units of 10 Boyz, 3 Deffkoptas, 1 Deff Dread.

  • Warboss Gordrang: Just your basic Warboss in Mega Armour.
  • Boyz: Both units must take 3 Shoota Boyz and 5 Slugga Boyz. Then Unit 1 takes a Big Shoota and gives the Nob a Big Choppa, while the other takes the Rokkit Launcha and gives the Nob a Power Klaw.
  • Deffkoptas: One takes the Mega-blasta while the other two have the rokkits.
  • Deff Dread: Must have 3 Dread Klaws and Rokkit Launcha.

Enhancements You can take only one.

  • Grizzled Skarboy: Default. The Warboss takes half damage from ranged attacks.
  • Tellyporta: One of the Boyz units gains Deep Strike.

Secondary Objectives

  • Stomp 'Em: Default. From second battle round onwards, at the start of each battle round pick an enemy unit on the field. If the unit is destroyed by melee attacks from your models, you gain 3VP.
  • Proper Lootin': At the end of each Command Phase, you can roll for every objective marker outside of your deployment zone that hasn't been looted yet, is in range of one of your units and has no enemy units in range: on a 2+ the marker is looted and you gain 3VP (5VP if you rolled a 5+).

Stratagems

  • Get Stuck In (1CP): During Fight phase, you can pick an Ork unit that hasn't been selected to fight and allow it to move 6" when it Piles in or Consolidates.
  • Brutal But Kunnin (1CP): During Charge phase, one Infantry unit in your army can charge after it Fell Back.
  • Krump Da Gitz! (1CP): During your opponent's Shooting phase, after an enemy unit finished shooting at one of your units, your targeted unit moves D6" towards them.

Wargear[edit]

Unit Analysis[edit]

Characters[edit]

By led unit:

  • Burna Boyz: Big Mek with KFF, Painboy/Grotsnik
  • Boyz: Big Mek with KFF, Big Mek with SAG, Nob with WB, Painboy/Grotsnik, Warboss, Weirdboy
    • Boyz can take a Warboss in addition to a non-Warboss leader.
  • Flash Gitz: Kaptin Badrukk
  • Gretchin: Zodgrod Wortsnagga
  • Kommandos: Boss Snikrot
  • Lootas: Big Mek with KFF, Big Mek with SAG, Mek, Painboy/Grotsnik
  • Meganobz: Big Meg in MA, Warboss in MA, Ghazghkull Thraka
  • Mek Guns: Big Mek with SAG, Mek
  • Nobz: Big Mek with KFF, Nob with WB, Painboy/Grotsnik, Warboss
  • Stormboyz: Boss Zagstruk
  • Tankbustas: Big Mek with KFF, Mek, Painboy/Grotsnik
  • Warbikers: Deffkilla Wartrike


  • Big Mek with Kustom Force Field: The blandest of the Big Meks, can lead Boyz, Nobz, Lootas, Burna Boyz, or Tankbustas, allowing them to re-roll 1 to hit when shooting and giving the unit a 5++ invulnerable save that can turn into a 4++ once per battle (twice if he takes a Grot Helper).
  • Big Mek in Mega Armour: The chunky one, as usual can take either the KFF or the Tellyporta, gives the exact same ability as the others when leading a unit (in his case they must be Meganobz of course)... and is also an apothecary now so it resurrects his fallen Meganobz (plus his variety of Grot Helper is a once-per-battle D3 wounds healbot).
  • Big Mek with Shokk Attack Gun: The one with the big weapon, can lead Boyz, Lootas, or Mek Guns to give them the same "re-roll 1 to hit when shooting" we said above. The random factor of the Shokk Attack Gun is long gone, but he can re-roll for the number of hits once per battle via Grot Helper and the wounded enemy unit instantly takes a Battleshock Test.
  • Deffkilla Wartrike: Technically it doesn't have the Character keyword but it has the Warboss one and can lead units so it's probably an error. In any case, he leads Warbikers and gives them +1 to hit rolls in melee and makes their Advance a flat 6".
  • Mek: Your absolute most basic mekaniak, but he's also the only one that can heal d3 wounds on your Vehicles in exchange for gaining Lone Operative when parked near them. While he's still able to join a mob of Lootas, Tankbustas, or Mek Gunz for their protection, they can't contribute any real shooting of their own with a Kustom Blasta Pistol.
  • Nob with Waaagh! Banner: A basic Nob with a banner he can use almost as well as a power fist who can join Boyz or other Nobz. He has two abilities, giving himself a 4++ save and OC 5 when using the Waaagh! for extra aggressive capping, or a single-use ability that lets his squad count as if they're using Waaagh! even if you already called it, allowing you to gain the benefit of the first ability again.
  • Painboy: Gives his unit a 5+++ and 1/battle he can res 1d3 destroyed bodyguards.
  • Warboss: Your default dude, comes with a Kombiweapon and a Twin-linked Slugga for the Dakka part and then can pick either Big Choppa or Power Klaw and add an Attack Squig to get two extra attacks. Can join Boyz or Nobz giving them +1 to hit rolls in melee and gets 4 EXTRA MELEE ATTACKS when the Waaagh! is on.
    • Put this big lad in a 20-strong unit of Boyz alongside a Nob with Waaagh! Banner and grab yourself two full rounds of Waaaghing with nine S10 AP-2 Power Klaw attacks with Sustained Hits!
  • Warboss in Mega Armour: Comes with Big Shoota and Very Big Choppa, joins Meganobz to give them the same buff as his regular armour pal above. Waaagh! gives him 4+++ for the turn.
  • Weirdboy: His 'Eadbanger is now a S6 AP-3 D1 [Precision] [Psychic] ranged attack but it can gain +1 Strength and Damage for every 5 models in his unit (rounded down). Watch out, though, because if there are 10 or more models then it also gains [Hazardous]. He can also hit things pretty hard with his staff in melee at S8 AP-1 Dd3.
    • His Da Jump psychic ability is once per turn at the end of your movement phase on 2+ one Weirdboy and his unit of boyz are removed from the table, and set back up anywhere more than 9" horizontally from enemy units. On a roll of a 1 that unit suffers d6 mortal wounds.


Beast Snagga[edit]

By led unit:

  • Beast Snagga Boyz: Beastboss, Painboss, Wurrboy
  • Squighog Boyz: Nob on Smasha Squig


  • Beastboss: Generic big guy but with extra keyword and 6+++. Does the same unit buff as vanilla Warboss (+1 to melee hit rolls) but on Beast Snagga Boyz only and gets Devastating Wounds in the turn he charges.
  • Beastboss on Squigosaur: M10 T10 Sv3+/4+++ W9 Ld6+ OC3; doesn't lead units, but gets an aura effect that allows all Beast Snagga units (including the big sellers, himself, Hunta Rigs, and Kill Rigs) within 6" to re-roll their charges and not only gets a discount on Heroic Interventions by making them 1CP only, but can be targeted by one even though you already used one on another character.
    • That defensive statline is nearly as good as you could have asked for given that he hasn't got Lone Operative; in fact, against quite a lot of potential threats, he's harder to kill than Thraka without a bodyguard. Still, this guy can't have a bodyguard, so expect him to draw a lot of fire. Against "standard" MEQ lascannon fire (A1 BS3+ S12 AP-3 Dd6+1), it'll take about 11 shots on average to kill him, and that's without MEQ-standard Oath of Moment (re-rolling hits and wounds). So if you want him to survive until your own first turn semi-reliably, bring three of him.
  • Nob on Smasha Squig: Yes, this guy is a character now. Leads Squighog Boyz and gives them - you guessed it - the same "+1 to hit in melee" buff as every Warboss. His Big Choppa has Anti-vehicle 4+ and Anti-monster 4+, but in the Waaagh! turn they get buffed to 3+.
  • Painboss:
  • Wurrboy: An alternative Weirdboy with the Beast Snagga 6+++. His Eyez of Mork remain a pretty powerful laser beam of psychic energy that gets more shots the more boyz are in his mob. However, just like the Weirdboy, getting 10+ models in the mob gives the Eyez [Hazardous]. His one letdown is that he's stuck with a basic S5 AP0 CCW and nothing else to fight up close with his Beast Snaggas.
    • Roar of Mork is a risky psychic power (as much as they are these days), but pulling it off makes one enemy within 18" take -2 to any battle-shock or Leadership tests they make on their turn.

Epic Heroes[edit]

  • Kaptin Badrukk: Because he lets his led unit of Flash Gitz re-roll hit rolls, given current points costs, he's incredibly easy to decide to field or not: he's an auto-include on a unit of 10 Flash Gitz and an auto-drop on a unit of 5.
  • Ghazghkull Thraka and Makari: The big beast is back and now has Makari attached as a hanger-on. Despite that, you can still stick them into another unit (probably just MegaNobz) and let anyone in there add +1 to their hit and wound rolls while any orks within 12" of them when a Waaagh is called get Lethal Hits. The big guy adds quite a bit, being a small monster (as small as T6 W10 with a 2+/4++ save can count as "small") that's now shielded by a mob of Orks as well as Makari's 2++ Invuln that can't be re-rolled.
    • Their combat potential is nothing to sneeze at either. Mork's Roar is a literal minigun that can easily mow down GEQ, especially when in Rapid Fire range. Gork's Klaw gives him a super power klaw at S14 AP-3 D4 while Makari's Stabba is a paltry S3 AP0 weapon with Devastating Wounds for a lucky shot.
  • Mad Dok Grotsnik:
  • Mozrog Skragbad:
  • Boss Snikrot: His Kommandos are Always In Cover, and 1/battle you can teleport his entire unit to more than 9" horizontally away from the enemy. As soon as Orks get a detachment where Kommando guns aren't trash or you can re-roll charges, this guy is going to rock.
  • Boss Zagstruk: This worthless piece of shit only lets his unit re-roll charge rolls when they deep strike on top of the warboss-standard +1 to melee hit rolls; since he can only lead Stormboyz and the whole point of them is charging after advancing instead of deep striking, just... don't.
  • Zodgrod Wortsnagga: An insane grotherd with a surprisingly weedy power klaw. Any grots he leads gain Scouts 9", a re-roll on 1s to hit and wound and a -1 to get wounded, making the grots he accompanies more than a little threatening. Even better, calling a Waaagh! makes those grots super fast.

Battleline[edit]

None of your Battleline units are particularly good at capping objectives, so you should strongly consider giving these units a miss.

  • Boyz: Kept the T5 and the -1 AP Choppas, and now have a 5+ save, which is neat in this newfangled, more resilient edition of our favourite miniature wargame called Warhammer the 40.000th. Now comes only in mobs of 10 or 20 which is sad, but that won't change the fact that they'll rip the arms off GEQ and seriously threaten MEQ in close combat. There isn't a lot to say about them; they have no special rules to take and hold Objectives, so bring Grots and other backfield cappers.
    • As always, can switch the Slugga and Choppa with a Shoota and a regular Close Combat Weapon, which you should never do. I'm serious, with mobs of 20 at most, there's no world where two/three S5 AP0 with 5+ to hit shots are better than four 3+ S4 AP-1 with 3+ to hit which ignore cover bonuses.
  • Beast Snagga Boyz: Rather beefy boyz with T5 and a 5+ save with a 6+++. Curiously, the nob in charge here has a separate statline and an extra wound. Choppas remain pretty decent with S5 AP-1 while the Power Snappa gives a minor step up at S7 AP-1 D2. Fortunately, Monster Hunters remains to give them a re-roll to hit enemy monsters and vehicles.

Infantry[edit]

  • Burna Boyz: 1 in 5 of these Boyz must be a Spanner, which means this unit is absolutely ideal for riding a Trukk. 10 of them is 8 Burnas: R12 AD6 BS(Torrent) S4 AP0(Ignores Cover) D1 plus, as a practical matter, 2 Kustom Mega-Blastas: R24 A3 BS5+ S9 AP-2 Dd6 with Hazardous for letting you deliberately crack your own transport open during the Shooting Phase. Unfortunately, your only valid Leaders for this unit are a Big Mek with KFF, which completely wastes the re-roll 1s to hit ability, or a Painboy/Grotsnik, both of which cost too much to be worth it on anything less than a 15-boy mob, which won't fit in a Trukk (and a Battlewagon is better with 2 sets of 10 anyway), so expect to field this unit unled.
  • Flash Gitz:
  • Gretchin:
  • Kommandos:
  • Lootas: A ranged unit crippled by several rules, including being forced to take members who have short-ranged non-heavy weapons, this unit has no genuine purpose in your army - hard pass.
  • Meganobz:
  • Nobz: Kombi-skorchas are gone, so you have no way to take guns on this unit that have a chance of hitting; on top of that, Ammo Runts are now a nerf to Kombi-Weapons. They're a pretty ok bodyguard for a Warboss thanks to having a -1 to be wounded ability while they're led by one, but stick to sluggas and big choppas (or power klaws, if you have a very specific meta).
  • Tankbustas:
  • Stormboyz:

Mounted[edit]

  • Squighog Boyz: M10 T7 Sv4+/5+++ W3 Ld7+ OC2 and a heck of a lot of melee (6 attacks per model), this is one of the only units in your army properly optimized to WAAAAAGH!. Expensive, though.
  • Warbikers: M12 T6 Sv4+ W3 Ld7+ OC2 with W4 on the Nob, and every bike has the same gun: R18(Assault) A3(Rapid Fire 2) BS5+ S5(Twin-Linked) AP0 D1, AP-1 against targets within 9". This unit starts off lackluster and their only available leader buffs their melee despite this being a fundamentally ranged unit. Skip.

Vehicles[edit]

All models in this section are Vehicles unless explicitly labeled as Monsters.

  • Boomdakka Snazzwagon:
  • Kustom Boosta-Blasta:
  • Megatrakk Scrapjet:
  • Mek Gunz: Unfortunately, neither of the models that can lead this unit are cheap enough to be worth it compared to their buff, but the Big Mek with SAG was clearly costed to join this unit, if you were curious - he costs exactly as much as adding a fourth gun would cost followed by applying his re-roll buff to the unit, even though they already have it against targets with 10+ models. That means Mek Gunz are costed assuming you take their "best" gun, because it's the only one for which you'd choose similar targets to the SAG: the Kustom Mega-Kannon is R36 Ad6(Blast) BS4+ S12 AP-2 Dd6 with Hazardous.
  • Rukkatrukk Squigbuggy:
  • Shokkjump Dragsta: Somehow this is your dedicated sniper unit/model, and it's really weird. It can Deep Strike every time it Advances, but can't shoot or charge after Advancing, so this isn't very helpful for getting its gun into position. It technically does have two guns, but in orky tradition one of them doesn't matter because you'll never hit anything with it. The real gun is 24" A1 BS3+ S8(Precision) AP-2(Devastating Wounds) Dd6+1, Hazardous. That's a good measure more lethal for your target and less lethal for you than 'Eadbanger on your Weirdboys.
  • Grot TanksIA:
  • Grot Mega-TankIA:

Transports[edit]

  • Battlewagon: The partybus is still here and it's really tough to get rid of now: M10 T10 Sv3+/6++ W16 Ld7+ OC5, and incoming AP worsens by 1, to the standard maximum of 0. With transport space for 22 Infantry that can all fire out of it as well, at least without upgrades - of which you absolutely shouldn't pick (some of) the ranged weapons unless you have some way of improving the wagon's abysmal +5 to hit with all of them. Much more interesting is the classic 'Ard Case (which bumps it from T10 to T12, same as a Land Raider, but removes its Firing Deck) and the melee weapons, most of which can reduce MEQs to mulch and you have no reason not to take. Keep it cheap, fill it with Boyz, Nobz, or some other melee beatstick, and go to town.
    • Guns: You can take a lobba and up to 4 big shoots and there is literally no reason not to, so always do so. The killkannon blocks 10 transport spots, so never take it, but the kannon and zzap gun only prevent Thraka from riding without reducing capacity, so unless you want to put Thraka in it (he'll take up 18 spots), always take a kannon (the zzap gun would be better, but you have no way to re-roll hits with it).
    • Melee: Always take the Deff Rolla, Grabbin' Klaw, and Wreckin' Ball, since they're all free.
    • Ard Case: You don't have an assault ramp, but you also aren't exactly chock full of good models to shoot out of this thing. Take an Ard Case on a wagon intended to carry a bunch of slugga wielders, but leave it off as soon as the guns become remotely interesting. Remember, if you have a Mek nearby, that +1 to hit applies to any and all Firing Deck weapons.
  • Hunta Rig: M10 T10 Sv3+/6+++ W16 LD7+ OC5, with 21 transport spots, all of which can fire but can only hold beast snagga infantry. Plus, when this model is destroyed, you can re-roll the dice to determine how many mortal wounds the unit suffers (ordinarily, this will take you from 1/6 of the model count to 1/36 of it, on average).
  • Kill Rig: A Kill Rig in every way, with the following three exceptions: you lose 10 pips of transport capacity, you gain a psychic gun: R24 Ad3 BS(Torrent) S12 AP-3 Dd6 with Hazardous and Psychic (this, of course, also inflicts the psyker keyword on you), and your special rule changes from safely bailing out when destroyed to trying to psychically buff some nearby ork unit: you roll 1d6, and on a 1 you take 1d3 mortals, on a 2+ you grant +1S to the target's melee weapons, and on a 6+ you grant Lethal Hits to the target's melee weapons in addition to the +1S.
  • Big TrakkIA:
  • Kill TankIA:

Dedicated Transports[edit]

  • Trukk: Easily one of the finest transports in the Galaxy: M12 T8 Sv4+ W10 Ld7+ OC2, and since beakies got them fancy Metal Boxes dat fix themselves up, why can't your trukk? That's right, your Trukk can also heal themselves of a wound on each of your Command Phases, and in exchange for a lost point of Toughness and a weaker save, you've got a nice transport capacity of 12 Infantry models (with Mega Armour taking 2 slots), all of whom can shoot out of the Trukk every turn alongside the Trukk's big shoota. While the trukk has a token few attacks from it running over someone, you can also grab a free Wrecking Ball for a supporting attack that can swat aside a small monster.

Walkers[edit]

  • Deff Dread: Can take up to 4 melee weapon arms, but you are penalized for doing so, so you won't. In practice, expect to take a maximum of 1 Dread Klaw and then 1-4 guns: either Skorchas (heavy flamers) or Kustom Mega-Blastas (R24 A3 BS5+ S9 AP-2 Dd6, Hazardous) depending on your needs. Or, you know, don't, and instead fill a Trukk with Burna Boyz.
  • Killa Kans:
  • Mega DreadIA:
  • Meka-DreadIA:
Titanic[edit]
  • Gorkanaut:
  • Morkanaut:
  • Stompa: At first you may cry at the cost. "800 pts," you say. "That's absurd," you say. "Stompa bad," you conclude...BUT YOU CONCLUDED WRONG! The Stompa has M10 T14 Sv2+/6++ W30 Ld6+ OC12. And hold on to your pants because it gets better. Put a piddly little mech nearby to give him BS4+ and WS2+! Absurd! That's a crazy lot of crazy accurate dakka. Congrats Stompa, you may just see the tabletop this edition. :')

Fly[edit]

  • Deffkoptas: That's right, your flying bikes are miraculously not Mounted.
Aircraft[edit]
  • Blitza-Bommer:
  • Burna-Bommer:
  • Dakkajet: You have 3 copies of R36 A4(Rapid Fire 2) BS5+(Sustained Hits 1) S6(Twin-Linked) AP-1 D1 and all successful hit rolls are Critical Hits, which means your functional accuracy is BS3+, not BS4+ like SH1 would normally imply. Within 18", that's an average of 12 hits landing. Unfortunately for you, Wazbom Blastajets are even better dakka, so which you should field will depend heavily on points costs.
  • Wazbom Blastajet:

Fortifications[edit]

  • Big'ed Bossbunka: The head of a mighty gargant, hollowed out to fit 11 models of Infantry with Jump Packs and Mega Armour counting as 2 models. On top of that, anyone within 6" of it (and presumably inside of it too) get a +1 to Leadership. Alongside having everyone inside of it shoot with their own guns, you also have 1-3 big shootaz for a ton of anti-infantry fire as well as the Gaze of Gork to blow up hordes and punch holes in tanks.
  • Mekboy Workshop: A giant pile of scrap and bitz that lets any Vehicle within 12" heal d3 wounds.

Monsters[edit]

  • SquiggothIA: A big beast with T10 W18, but a 3+ save will see them draw fire easily. Its transport capacity is a bit limited as it'll only take 10 models without the Mega Armour or Jump Pack keywords, which also forbids it from taking Ghazzy either. By default it only has its giant tusks to dent tanks or sweep aside MEQs with the added benefit of dealing mortal wounds every turn it is in combat. If you really need the shooting, you can strap a Kannon to it, but doing so cuts its capacity to a meager 6.

Titanic[edit]

  • Gargantuan SquiggothIA: The biggest Squig Orks was meant to see, boasting T14 and W30 with only a 3+ save. It's got plenty of transport space too, as it can take up to 20 models without Mega Armour or Jump Pack keywords and let them shoot along the way using Firing Deck 20. If you're feeling overly pompous, you could also just throw in Ghazzy and Makari on top of it and see him living out his own equivalent of the Fortress of Arrogance - He takes up only 18 spots of that carrying capacity of 20.
    • As ever, it has some massive tusks it can use to either swat aside MEQs with its sweep or puncture tanks with a high-powered strike complete with Lance. Its lone gun is the rather average Kannon that can fire both frag rounds to cover crowds or solid shells to hit small vehicles. If you buy the Supa-Kannon, you lose out on 5 slots for transportation (and thus can't take Ghazzy) for a high-powered artillery weapon that can more easily pelt tanks and paste TEQs.


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