Warhammer 40,000/10th Edition Tactics/Orks
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+++.
Gordrang's Gitstompas (Combat Patrol)
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.
Equipment
Unit Analysis
Characters
- Big Mek with Kustom Force Field: The blandest of the Big Meks, can lead Boyz, Nobz, Lootas, Burna Boyz or Tankbustas allowing them to reroll 1 to hit when shooting and giving the unit a 5+ invulnerable save that can turn into a 4+ save 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 "reroll 1 to hit when shooting" we said above. The random factor of the Shokk Attack Gun is long gone, but he can reroll for the number of hits once per battle via Grot Helper and the wounded enemy unit instantly takes Battleshock.
- 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 the protection while shooting, they can't contribute any shooting of their own with a Kustom Blasta Pisol.
- 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 his squad 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:
- 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.
- Even better, his rule states he gets +4 attacks to all Melee Weapons: this includes the Attack Squig. Laugh as the Boss’ best friend goes ham on anything that survived the 9 Power Klaw attacks!
- 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 and seven S4 Squig chomps, with Sustained Hits on all of them.
- 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+ Feel no Pain 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+ 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.
Beast Snagga
- Beastboss: Generic big guy but with extra keyword and 6+ FnP. Does the same unit buff as vanilla Warboss but on Beast Snagga Boyz only and gets Devastating Wounds in the turn he charges.
- Beastboss on Squigosaur: The one on the big beast. Doesn't lead units but gets an aura effect that allows all Template:W40Keyword units within 6" to reroll 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.
- 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 and Anti-monster on a 4+, but in the Waaagh! turn they get buffed to 3+.
- 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 [Hazardous]. 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: 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 20 with each is sad, but that won't change the fact that they'll rip the arms of GEQs and seriously threaten MEQs in close combat. There isn't a lot to say about them; they got 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 can't get 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
- Nobz:
- Meganobz:
- Kommandos:
- Lootas:
- Burna Boyz:
- Tankbustas:
- Flash Gitz:
- Gretchins:
- Stormboyz:
Mounted
- Squighog Boyz:
- 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.
- Boomdakka Snazzwagon:
- Hunta Rig:
- Kill Rig:
- Kustom Boosta-Blasta:
- Megatrakk Scrapjet:
- Mek Gunz:
- Rukkatrukk Squigbuggy:
- Shokkjump Dragsta:
- 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:
Fly
- Deffkoptas: That's right, your flying bikes are miraculously not Mounted.
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.
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