Warhammer 40,000/7th Edition Tactics/Orks/Dred Mob

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This is 7th Edition's Ork Dred Mob tactics. The 6th Edition Tactics are here while the 5th Edition Tactics are here.

Why Play Dred Mob Orks[edit]

WAAAALLKERS!!!

These guys are full of armor. In Imperial Armour Vol. 8: Raid on Kastorel-Novem, Forge World has turned their dusty old models and the fluffy vehicles we all know Orks can make into a full Codex. This Codex screws convention, because it has Dreadnaughts galore and uses them like troops and fast attack. The extremely low model count is deceptive, because the list essentially uses the same core strategy: Wreck Shit in Close Combat. The same strategies work well for horde or crunchy lists, just concentrate your fire more. That said, the "basic" format of this list (all Dreds all the time), is tactically durable, but when you're boned you're really boned. This is the most vehicle based army in existence outside of Apocalypse. This can quickly exceed Imperial Guard in terms of sheer number of vehicles on the board. Orky ranged anti-tank gets a huge steroid-infused boost, and this list gives back the orkish energy-weapon goofiness lost over the decades. It isn't entirely hopeless for your enemies though; the list crumples in lower-point games, and will fall to concentrated anti-tank fire.

You've also got one big advantage just about every other army doesn't: the ability to slap together models from duct tape, sticks and cardboard and still look good. You can churn out a working army quickly; those Guardsmen and Space Marines will cry that they can't afford the shiny new Venerable Contemptor on display while you have a full fledged Mega-Gargant steamrollering their houses, MADE out of their houses.

Things to Remember[edit]

  • This list sucks Heavy Support like nobodies business. Try to find other alternatives to Heavy Support. Fast Attack can also go quickly. Don't look to infantry for core units, in this list the infantry supports your main force. There are two main tactics you can use here:
    • Basic: All walkers, all the time, no exceptions. Maybe a Warkopta to provide support and carry those Spannas; or some Grot Scavs, Spannas, Burnas, or light vehicles to tarpit, screen, point-cap, and cover advances. Remember though that walkers are your core, your crunch; and what a crunch they are.
    • Vehicles: Fully mobile list. This is broken down into a scale: Pure to Diluted. On the Pure end are hard vehicles and heavy vehicle-mounted ordinance. On the Diluted end are transported infantry and bikers (the diluted end is typically the classic Orky mobility list). Find your place on the scale.
  • An important note regarding allied detachments Forgeworld has confirmed by e-mail that you must have at least one unit of Spanna Boyz even if your Dread Mob is an allied detachment. Combine the fact that many armies have troops which are either better objective humpers for their points or being even more disposable than Spannas with having Deff Dreads in the Troops section and four times out of five you're going to want the Dread Mob to be a combined arms detachment.
  • Usually players like to keep a Supa-Kannon handy somewhere on the field. Strength 9 Large Blasts falling in a 60" radius gives whatever mounts it rapid points cost return, and a huge sign saying "shoot me!"

"Irrational Genius" traits[edit]

If your warlord is a Big mek you get to roll a D3 on a special warlord table, and instead of buffing the warlord or the army, you have to pick one non-squadron, non-superheavy vehicle in your army and it gets the rolled benefit.

  1. Scrap-covered Monstrosity: Target vehicle loses fast if it had it, or becomes heavy otherwise, but it gains a hull point. Not bad.
  2. Supa Turbo-thrusta: Somewhat the opposite of the top. If the vehicle has the Heavy type it loses it, and if it did not have the Heavy type it gains the Jink special rule. In either case, when you go flat out you can activate the thrusta. When used, you roll a D6; on a 1 you're immobilized for the turn but don't lose a hull point (flyers don't crash), otherwise you move 2d6 forward, tank shocking and/or ramming everything in your way.
  3. Armour Burnin’ Dakka: When shooting with any of the vehicle's guns you can choose to give the attack Rending and Gets Hot. It's nice, but given the amount of dakka that is normal ork shooting, you may just Gets Hot yourself to death in a single shooting phase, even with twin-linked safety. And it's STILL not enough.

Unit Analysis[edit]

FW made a PDF update to the dreadmob list that's available at their website. Some stuff here needs updating!

HQ[edit]

  • Mek Boss Buzgob: Hoo boy, it's Buzzgob. The poster boy of the entire IA volume, this dude is full of win. He is dirt cheap, first off. His entire statline is better than a Big Mek. He comes with 'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the charge in addition to the +1 he gets normally. This makes him a close combat monster against hordes and unarmored units. He even makes dreads around him scoring with his unique warlord trait. But, he lacks Cybork Body and Eternal Warrior, which means he dies to railguns very quickly. Put him in a transport with retinue to ensure his success.
    • Oh wait, did I forget to mention he takes his Stompa with him? For only 300 points extra(!) you can make him a lords of war choice and put him in his very own big mek's stompa.
  • Big Mek: A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun lets him lay down AP2 Large Blasts with variable strength, turning Marines, Terminators, and any other high-armored single-wound models into goop. It's prone to mishaps, though, which can make it a risky (if really funny to watch) choice. The Kustom Force-Field allows the Mek to bestow 5++ saves against shootin to nearby units, although it doesn't improve his offensive capabilities at all. An absolutely vital choice to a vehicle-heavy army. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible. And that he'll have only one CCW, and can't take the rather cheap Big Choppa. On the plus side, he is only one model and can fit a 5+ invo save, burna, and a Mek's Tools roll into any vehicle with transport capacity. He can now also get the 'Irrational Genius' warlord trait, which upgrades one of your vehicles in random but awesome ways. With a bit of luck, we can now tank shock with Mega Dreads.
  • Painboss: Really similar to Grotsnik, but without the crazy. Is roughly a basic Painboy, with some cooler gear. Feel no pain is good. Give Spanna Boys a 5+ invo for 3 pts apiece. Also gets warlord trait that makes one cybork slasha mob a troops choice. However, in a properly played Basic or Vehicle Dred List, this guy has no squad to attach to and no real reason to be here. Also, he can only give invos to one squad of Spannas. This guy should be in the basic Codex.
  • Kustom Meka-Dread: A more badass cousin of the Mega-Dread. It can take a Kustom Force Field, allow your Big Mek to take Shokk Attack Gun and still able to provide protection for your force. Remember: only take KFF. Mega Charga allows you to have Fleet, which is nice, because the Meka Dread should be in close combat most of the time, but rolling a 1 really sucks. Rokkit-Bomb Rack counts as a Lobba that can fire D3 shots, but it has a 1/3 chance of running out of ammo in battle, so ignore. It can have either rippa klaws or kill saws, which give sunder or shred, respectively. That means it gets an extra free attack, which, coupled with rage gives it a respectable 6 attacks on the charge. Or you can replace a melee weapon with 1 heavy weapon. And holy shit they have Fixin' Klaw! It adds 2 attacks on the charge, and the Meka Dread can even attempt to repair itself. An AV 13, 3 HP, 5 S10 sunder/shred, self-repair monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and takes up an HQ choice. Being HQ means it can be a warlord. It even has its very own nonrandom trait, where it can join dread squads and make them scoring. Which actually don't do shit in 7E, since now they're scoring anyway.
    • If you don't have a big mek in your army and you make the Meka dread you warlord, you don't roll for a warlord trait, instead you get a unique one: Metal Monstas. It basically makes the Dread an independent character, able to join friendly dread mods if it gets within 4 inches of them, or leave the mob to do it's own thing. It used to give scoring and denial to the unit as well, but 7th means you have that anyway. Generally ability's like that (see Pedro Kantor) now give Objective secured, but since Dreadmobs are troops anyway, this trait really does not do much.

Elites[edit]

  • Burna Boyz: Please see the original list for their basic working philosophy. There are other things to discuss in this article. Burna Boyz in the Dred List serve a very unique purpose: vehicle defense. In a 6th Edition world, it is strange to see no other armies having a unit that works in such good synergy with vehicles. Instead of using the vehicle as a transportation system, or the vehicle using the infantry as backup, a small squad of Burnas in a main battle vehicle works in perfect harmony. Fill the tank's minimal transport up with a Burna Squad, or 5 Burnas and a Big Mek with KFF. Make at least one of the Burnas a Mek, if not the maximum three. The Burna Boyz left will act as infantry defense, protecting from blobs or using concentrated fire tactics to flambe a small infiltration team. The vehicle is now quite unkillable, especially if you let the KFF hitch a ride. Imagine the Orky Basilisk (described later) with a 5+ invo. save, four Meks Tools rolls per turn, and two flamer drops for infiltrator protection. Yep, I feel all warm and fuzzy inside too.
    • Mekboyz: The Burna Boy Mob has the option to swap out up to three models for Mekboyz for free; A Mek may be equipped with a Slugga, Big Shoota, or Kustom Mega-blasta for free, or may opt to take a Rokkit Launcha for a slight point-increase. Meks maintain the repair capabilities of their Big Mek counterparts for a fraction of the cost, and a minimal-strength Burnaboy unit is the most point-efficient way to repair vehicles in the game. On the other hand, the Open-topped nature of most Ork... Screw this, ALWAYS take Mekboys. If you want to take infantry in a Basic list, a Mekboy leader or two can patch up a Mega-Dred, and the Burnas provide a shield for the hard, crunchy Dreds. In a Vehicle list, the Burnas provide 2-3 Meks inside the ordinance-heavy vehicles, giving your vehicles (and their hueg gunz) a considerable survivability boost. These guys can wedge more Meks into more places than Spannas can, and that can be a good thing when you consider how many vehicles end up with a small troop capacity and no self-defence.
  • Cybork Slashas: At first, there's a lot to like about the Slashas, just like Meganobs. Until you realize these guys are just Nobs, with a Painboy, and Cybork Bodies. Use them as such. The only thing "better" about them are the Dok's 'sperements. you either get Fleet, Hammer of Wrath and Move through Cover (and 1/6 chance to selfwound when they run or charge), Toughness 5 (and Slow and Purposeful), or your own choice, with a chance to be stupid for one turn. Good thing they don't cost any more than basic Nobs.
  • Mekboy Junka (Forgeworld): This thing cannot decide what it is. On its face it looks like another Looted Wagon, until you look at it a little harder. Grot Riggers and 3 Big Shootas base, Turbo-Charga making it fast and Looted-Wagony, BUT WAIT. What's that... Supa-skorcha? Big-Zzappa? Kustom Force Field?! TURRET-MOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some pretty heavy ordinance, and it uses an Elites slot to do it. Junkas eat up points, so they are best kept as ordinance platforms, dumping Shokk Attack goodness onto enemy gits. With its Deff-Rolla potential and Force Field, a Junka could make a good transport for Slashas (which tard out) or other heavy infantry. Just watch this thing, because it could go Looted Wagon any second...

Troops[edit]

  • Spanna Boyz: The sucktacular cousins of normal Boyz. You can only take up to 20 of them, they don't get the 'ard Boyz option, and they're led by Meks. The Mek gets interesting shooty upgrades, but you have other units for that. They can still swarm, swamp and tarpit like normal ork bolbs, but you're running a Dred Mob list, so that's not as fun or effective as usual. The best part; they're a mandatory unit for the Dred List. Yeah. Never take Scrap Trukks for these guys. Those things suck worse than these guys. Put them in a Warkopta so the Mek can patch it up, the Spannas can Snap-Fire (you game them Shootas, right?) and you can keep these guys out of the way of the real fighters.
    • Point Holding: So that's what these guys are good for. A cheaper source of Meks than Burna Boys are, give them all Shootas and watch them go Shoota Boy from a normal Trukk or heavier transport while the Mek keeps it running. Then park it all on a point and camp like there's no tomorrow.
  • Gretchin Scavengers: See Gretchin entry. These guys die even faster than normal due to their Firebombs. The bombs give them Assault and Defensive grenades, which go boom-boom, but they die in D3's whenever that comes into play. More annoying for all sides involved. They do still tarpit well, and can point-camp in cover.
  • Dred Mob: This is the reason you play a Dred List. 1-3 Deff Dreds, in a squad, as Troops Choices. You may now cry and whine and soak your pants as I send wave after wave of 3-Drednaught-CCW-and-Big-Shoota-armed Dreds at you. These guys are amazing and full of win, but GORK'S BALLS are they expensive! (They now cost exactly the same as standard codex dreads) But you're still running CORE TROOP CHOICES of THREE DEFF DREDS. You need to use these guys wisely. Standard rules for Deff Dreds apply here, but it can work to your advantage to take one cheap or cheapened heavy weapon on all three Deff Dreds. Three Rokkits or 9 Big Shoota shots can get lucky sometimes. Remember that while you still have other walkers in your squadron, all Stuns will slow you down majorly. So when taking Grot Riggers or Armour Plates, both can be useful for keeping those Dreds alive and chopping. Also prepare to lose some hull points from 4+/6+ krak grenades (not much, though - statistically it would be 0.83 per turn against 10-man marine squad, and there would be MUCH lerss marines on the second turn). On the other hand this means they cannot run away from you per "our weapons are useless" rule. The bad news that stupid update just had to wrote the words Non scoring in this unit entry ...

Fast Attack[edit]

  • Dakkajet: (Fighter) AV10 flier with two S6 assault 3 supa-shootas attached. Spend 20 points on a third supa-shoota and 15 on a flyboss for +1 BS against air targets (which includes skimmers and jetbikes too). Thanks to Death from the skies, Fighters now have a -1 BS against ground targets, but with built-in Strafing run you're shooting them with BS2 all the same. Against Air targets the hilarity grows, if you use formation bonuses. Add in Unmerciful attack pattern, and hammer those jets with a successive rounds of BS3-BS3-BS4 TL shots. Declare a Waaagh! and you go from 9 to 12 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, light vehicles, and air targets in the proper formation. Only downside is starting in reserve. Contrary to popular belief, they are passable at shooting down enemy flyers. 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. However, with their 110 points they're at the cheap end of the price scale, along with the Space Marine flying bricks.
    • Anecdote- my Dakkajet has taken down Flyrants, Flying Daemons, and the occasional Daemon Prince. If you need anti-air and you want Lootas to shoot elsewhere, the Dakkajet is your boy Unless you can't be bothered to take a battery of Traktor Kannons (see below) or you can't afford the £28 price tag on a 40 point model.
  • Fighta: Your Messerschmitt. Like the Fighta-bommer but with a smaller ordinance capacity. Faster and cheaper but less useful since Big Shootas can't do shit against AV 12, forcing them to rely on supa rokkits to deal with things like Thunderhawks. However, you can get a lot of the fuckers and bring infantry grief with three twin linked big shootas on an ridiculously fast and impossible to hit platform. Pretty useless now since the Dakkajet does everything it did better, can be upgraded to BS3, and isn't forgeworld. Great for suddenly popping in and dropping ordinance to blow stuff up, but leave that to the bommers.
  • Deffkoptas: Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, while 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, though they'll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides. Oddly, since those two are so far the only vehicles with AV 14 on all sides, Deff Koptas are actually better against super heavies than they are against LRs and Monoliths. They are also pretty good at knocking out Power Fields or Void Shields (S 8 AP 3 vs AV 12 that goes away upon a glancing or penetrating hit) 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. Make sure to play "Ride of the Valkyries" when they outflank. Thanks to the Fifth Edition starter set, it is easy to find some models online for dirt cheap.
  • Warbuggies/Wartrakks: These guys aren't actually in the list of usable codex units, but they can come in handy, and the book provides their stats father on. These still-underpowered little buggies are useful enough in Vehicle lists that they warrant being here. While fragile, their speed and ability to provide support weapons are very useful to the Ork advance, especially if squadroned up. Although the Big Shoota is cheap, barring range it adds little beyond normal Ork shooting; the Skorcha or Rokkit Launcha remain the primary weapons.
    • Role: Aside from providing fast-moving special weapons, Warbuggies are cheap. As vehicles, assaulting them in melee is generally inadvisable, and shooting them requires dedicated AT. 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 account 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 the Bikes to screen...
  • Killa Kan Attack Mob: You know Kans. You love kans. Now your Kans are Fast Attack that come in squads of 1-5 (six pack joke: swing and a miss). Thank you, God. If you don't already know about Kans, go read the first Ork Tactica. That said, this is everything Ork players ever wanted. In many armies, you cannot go wrong with a squad of Kans. Just keep the wrecks out of the way.
  • Grot Tanks (Forgeworld): An odd unit. You get another vehicle squadron of Armor 10 all-around Methul Bohkes, seemingly the Orky specialty. They get 5+ invo. saves from all shooting attacks that aren't Ordinance, Armourbane or Destroyer (the later of which is a bit redundant, as Destroyer hits ignore invulns anyway), which gives them surprisingly uncharacteristic durability, especially considering they only have 2 HP. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill. It's 3. BS 3. For ORKS. This tends to make them work like Killa-Kans as far as shooting goes, but you don't feel that weird need to throw them into close combat or anything. Their stat-lines give them an advantage to using Orky weapons, but the Big Shoota and Skorcha feel like a waste of opportunity. Pretty much see the Killa Kans entry for how weapons go. The Grot Tank's only real caveat is their unreliable 2D6" movement. This could give them anywhere from Fast vehicle status to a horrific 2" movement. Plus, if you roll double-ones, one of them takes a Penetrating Hit, which really bites in 6th Edition. Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations..
    • Unit Synergy: Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing.
  • Warkoptas: BAAWWW!! I play everything but Spees Mahreens and I don't get Land Speeders in any of my armies! Well, SUCK IT beakies, da Orks now have Land Speeders. 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 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 Guardian squad for breakfast. Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spare time! You want a Storm? HAVE A STORM. You want a Tempest? HAVE A TEMPEST! There you go, Friggin Orky Land Speeders. Ork Jonsun, wez dun 'ere.

Heavy Support[edit]

  • Burna-Bomma: (Bomber) A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry and light-vehicle eraser that the Orks don't necessarily need, but love to take anyways. It does have a lot of ignore cover weapons, which is Gork-(or Mork-)sent against pesky, jinking skimmers and jetbikes. It can take up to 6 skorcha missiles as well, but don't get too much carried away with it; usually you'll end up dead/off table, before you could use all of them.
  • Blitza-Bomma: (Bomber) Is suddenly absolutely amazing. Its bombs now strike at S7, ap2, Large blast and armorbane, so it can fuck up just about anything you point it it. And as dropping a bomb is not technically a shooting attack - it's a bombing run - it can target invisible units and the enemy can't opt to jink against it. Add in the flying patterns' Ignore cover or Tank Hunter bonus to remove nearly any kind of enemy armour around. Still has the table of fun things that can happen when you drop the bomb, but you are orks and you live to watch your own dudes self destruct, so that shouldn't be an issue. Rolling dakka-dakka-boom got even better, as the free gun hits now get automatic back armor but it doesn't work RAW cause you won't be able to draw line of fire from it's weapons after it's finished the move over an enemy, so make sure your opponent doesn't mind a little RAW violation as codex writers might have overlooked it. With the nerf to Waaagh plane hurting the dakkajet real bad, the blitza-bomma's time is nigh. Great distraction to draw fire.
  • Lootas: One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing with Panzee, Dark Panzee, or Squishy Umie, this is annoying, as the bad guyz Dakka on your army. Lootas for da win. Yes they're static and you only get three squads at most (never take three, get bigger squads, heavy support is important), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in a majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your Orks. They work quite well on Panzee Skimmers, and they will cause any Dark Panzee player to panic and splinterdakka the fuck out of this unit until they are dead. These blokes are a godsend to Basic Dred Lists, letting you soften and cripple enemy vehicles which would otherwise hamper your Dreds' advance, giving the Dreds full reign to finish the job.
    • Transport: You can actually buy a looted wagon as a dedicated transport for them, which means you can snap shot those Deffguns after a 13" cruise!
  • Big Trakks: This is the variable-use workhorse of the Vehicle list. This thing can take EVERY big gun the orks have in this list, INCLUDING the Flakka Guns AND Supa-Kannon. The Big Trakk can also take Deff Rollas (win), and 'ard Case, which doesn't change anything in respect towards transported unit effectiveness. Your first choice should be to give one of these a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody (which you do). Remember that you can only have three, and they will probably be dead by endgame, so try not to deck them out too bad.
    • Transport There is a rather odd thing you can do with this unit. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing up, Deff Rolla some point-guarders, and drop out 12 Spannas with Mek to point-guard while the Trakk deals metric tons of lighter Snap Firepower. This strategy is untested, and could just be a waste of a Heavy Support slot.
  • Looted Wagon: Paper-thin armour and a special rule that causes it to move to its maximum movement distance possible (though it doesn't have to go Flat Out) makes this a risky prospect. However, with the removal of the Boom Gun there is a silver lining, in that you can get a dirt cheap Killcannon platform that doesn't lose its transport capacity. Would be a very decent choice were it able to be taken in squads of 1-3, but as it is it is a cheap way of getting a sneaky bit of armour, troop protection and ordnance into low point games.
  • Lifta Wagon: It's a wagon with motherfucking lifta-droppa - fabulous stompa-sized gun, which throws tanks and planes around like your little brother. If you face that, your opponent is a fluff player, no diggity. You can easily pump the price of a Land Raider into a battlewagon-equivalent vehicle, which is useless against non-vehicle models and vehicles above 4 HP. Plus it uses normal orky BS with a Heavy 1 gun, yielding you an average of 1 or 2 hits during the entire battle - provided you live long enough to shoot that many. Even after hitting, there's 1/6 chance that the gun fucks up your own army. When not, it usually deals D3 glances on your target. The D6" scattering would be nice, were it tank shocking the targets, but the vehicle stops 1" away from other models. On a 6 it insta-explodes its target, and scatters it 2D6" before. Transport capacity of 6 is just BEGGING for a squad of burnas with 3 meks and a Big Mek with KFF which is a huge trap, clocking its overall cost around 400 points.
  • Mega-Dread (Forgeworld): This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws and Kill Saws wreck everything in close combat. The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and having base strength 10 (handy when your klaw is busted). Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Supa-Skorcha, but the Killkannon can eat Marines at farther ranges. You can even replace your klaw with an extra Killkannon (no longer twin-linked, so with ordnance rules, that second gun becomes useless), or go for two CCW's. Don't even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24"), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers. 3 HP, as normal.

Transports[edit]

  • Scrap Trukks: These are the shit and you are awesome for using them.
    • Trukks: Due to RAW, units borrowed from the Orks Codex may take trukks instead of Scrap Trukks, but RAI their transports are probably meant to be replaced with Scrap Trukks. While the former is possible, people will probably go with the latter.
  • Battlewagons: One thing most armies should have is some way to reliably deal with heavy armor, especially of the Land Raider variety. Orks get the Battlewagon. Codex Orks, that is. Dreadmobs don't get no battlewagons anymore. Take the Blitz Brigade for laughs and avoiding needless tax units.
  • Warkoptas: See the Warkopta entry above.
  • Looted Wagons: Slightly more heavily armoured than the Trukk and can take a big ol' Killcannon without sacrificing troops capacity.

Apocalypse[edit]

Due to DERPY Apocalypse rules, anything you could normally take for classic Orks lists, you can take here.

Building Your Army[edit]

Whoo boy, I hope you like scratch-building. Forge World found a place for everything Ork in this IA volume. All the rules are here, for pretty much anything, and you can get nearly all of it from the Resinmasters themselves. However, if you were to actually do that, you would have to sell your house. This list is designed for running squads of Deff Dreds. Luckily, this is an ork list. As such, you are free to custom-make nearly anything. Since you are already running an IA list, you are probably already in a friendly game, but you had still better build your models well. Use other models for parts, whip out the good plasticard, do what you need. Whatever you do though, remember that this is your show army. Make it count.

Other than the literal building of your army, you should probably start out with your Dreds or a right-proper Forge World model. Know what you want to do from the start, and go after that. Start with your core, and then branch out to support models and squads. This army will cost you big time, and you had better have a respectable force going before you start selling organs.


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Warhammer 40,000 Tactics Articles (10th Edition)
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Imperium
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</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
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Tau
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Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
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Tau
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Warhammer 40,000 Tactics Articles (7th Edition)
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<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
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<tab name="All">

Warhammer 40,000 Tactics Articles (All)
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Imperium (8th)
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</tabs>