Warhammer 40,000/10th Edition Tactics/Orks: Difference between revisions
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===Vehicles=== | ===Vehicles=== | ||
*'''Battlewagon:''' The partybus is still here and it's really tough to get rid of now. With transport space for ''22'' {{W40kKeyword| | *'''Battlewagon:''' The partybus is still here and it's really tough to get rid of now. 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 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. Lastly, it has an ability to reduce enemy AP against it by 1, which makes it really difficult to shift. Keep it cheap, fill it with Boyz, Nobz, or some other melee beatstick, and go to town. | ||
*'''Kustom Boosta-Blasta:''' | *'''Kustom Boosta-Blasta:''' | ||
*'''Shokkjump Dragsta:''' | *'''Shokkjump Dragsta:''' | ||
Line 113: | Line 112: | ||
*'''Kill Rig:''' | *'''Kill Rig:''' | ||
*'''Deffkoptas:''' | *'''Deffkoptas:''' | ||
*'''Wazbom Blastajet:''' | |||
====Dedicated Transports==== | |||
*'''Trukk:''' 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 each turn, 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 Wrecking Ball for a supporting attack that can swat aside a small monster. | |||
====Walkers==== | |||
*'''Deff Dread:''' | *'''Deff Dread:''' | ||
*'''Killa Kans:''' | *'''Killa Kans:''' | ||
====Aircraft==== | |||
*'''Blitza-Bommer:''' | *'''Blitza-Bommer:''' | ||
*'''Burna-Bommer:''' | *'''Burna-Bommer:''' | ||
*'''Dakkajet:''' | *'''Dakkajet:''' | ||
====Titanic==== | ====Titanic==== | ||
*'''Gorkanaut:''' | *'''Gorkanaut:''' | ||
*'''Morkanaut:''' | *'''Morkanaut:''' | ||
*'''Stompa:''' At first you may cry at the cost. "800 pts," you say. "That's absurd," you say. "Stompa bad," you conclude... | *'''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 2+ and 6++, 30 wounds, ridiculous toughness for any vechile, and best of all: DOESN'T DEGRADE (until 10 wounds)!!! And hold on to your pants because it gets better. Put a piddly little mech nearby to give him +4 BS and +2 WS! Absurd! Thats a crazy lot of crazy accurate dakka. Congrats Stompa, you may just see the tabletop this edition. :') | ||
'''BUT YOU CONCLUDED WRONG!''' Stompa has 2+ and 6++, 30 wounds, ridiculous toughness for any vechile, and best of all: DOESN'T DEGRADE (until 10 wounds)!!! And hold on to your pants because it gets better. Put a piddly little mech nearby to give him +4 BS and +2 WS! Absurd! Thats a crazy lot of crazy accurate dakka. Congrats Stompa, you may just see the tabletop this edition. :') | |||
*'''Gargantuan Squiggoth:''' 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. | *'''Gargantuan Squiggoth:''' 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. | **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. |
Revision as of 18:49, 16 June 2023
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This is the current 10th Edition's Orks "taktiks". 9th Edition Tactics are here.
Why Play Orks
Pros
- "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
- 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
- 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.
Detachments
Waaagh! Tribe
Special Rules
- 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
- 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 their attacks' 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 give out a 6" aura that allows you to use strategems on Ork Infantry even when Battleshocked. Skip!
Enhancements
- Follow Me Ladz: The bearer's unit improves their movement by 2".
- 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+++.
Equipment
Unit Analysis
Characters
- Warboss:
- Warboss in Mega Armour:
- 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 gives only two one-time abilities, either giving his squad a 4++ save and OC 5 when using the Waaagh! for extra aggressive capping or another single-use ability that lets his squad count as if they're using Waaagh! even if you already called it.
- Big Mek with Kustom Force Field:
- Big Mek with Shokk Attack Gun:
- Big Mek in Mega Armour:
- 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 the protection while shooting, they can't contribute any shooting of their own with a Kustom Blasta Pisol.
- 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+ roll one Weirdboy and his unit 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.
- Painboy:
- 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.
Beast Snagga
- Beastboss:
- Beastboss on Squigosaur:
- Nob on Smasha Squig:
- Painboss:
- Wurrboy: An alternative Weirdboy with the Beast Snagga 6+ FNP. 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 Weirdoy, getting 10+ models in the mob gives the Eyez [Hazarous]. His one letdown is that he's stuck with a basic S5 AP- 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
- 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:
- Boss Zagstruk:
- Boss Snikrot:
- Kaptin Badrukk:
- Mozrog Skragbad:
- 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
- Boyz:
- 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
- Nobz:
- Meganobz:
- Kommandos:
- Lootas:
- Burna Boyz:
- Tankbustas:
- Flash Gitz:
- Gretchins:
- Squighog Boyz:
- Stormboyz:
- Warbikers:
Vehicles
- Battlewagon: The partybus is still here and it's really tough to get rid of now. 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 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. Lastly, it has an ability to reduce enemy AP against it by 1, which makes it really difficult to shift. Keep it cheap, fill it with Boyz, Nobz, or some other melee beatstick, and go to town.
- Kustom Boosta-Blasta:
- Shokkjump Dragsta:
- Rukkatrukk Squigbuggy:
- Boomdakka Snazzwagon:
- Megatrakk Scrapjet:
- Mek Gunz:
- Hunta Rig:
- Kill Rig:
- Deffkoptas:
- Wazbom Blastajet:
Dedicated Transports
- Trukk: 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 each turn, 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 Wrecking Ball for a supporting attack that can swat aside a small monster.
Walkers
- Deff Dread:
- Killa Kans:
Aircraft
- Blitza-Bommer:
- Burna-Bommer:
- Dakkajet:
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 2+ and 6++, 30 wounds, ridiculous toughness for any vechile, and best of all: DOESN'T DEGRADE (until 10 wounds)!!! And hold on to your pants because it gets better. Put a piddly little mech nearby to give him +4 BS and +2 WS! Absurd! Thats a crazy lot of crazy accurate dakka. Congrats Stompa, you may just see the tabletop this edition. :')
- Gargantuan Squiggoth: 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.
Fortifications
- Big'ed Bossbunka: The head of a mighty gargant, hollowed out to fit 11 models of Infantry with 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.
- Mekoy Workshop: A giant pile of scrap and bitz that lets any Vehicle within 12" heal d3 wounds.
<tabs>
<tab name="10th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
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Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>