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

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====Stratagems====
====Stratagems====
*'''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.



Revision as of 08:55, 24 May 2023

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


Why Play Orks

Pros

Cons

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 add 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

  • 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.

Equipment

Unit Analysis

Characters

Epic Heroes

  • Ghazghkull Thrakaand 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 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.
    • 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.

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.

Infantry

Vehicles

<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>