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== Why Play Orks == Everyone loves them and, of course, because <span style='color:green;font-size:130%'>'''''GREEN IS DA BEST!'''''</span><br> If you want a melee horde with an awful lot of loud but inaccurate shooting, crazy gadgets, and makeshift giant war machines, the Orks have got you covered. ==== Pros ==== * <span style='color:green;font-size:150%'>'''''"WAAAAAAAAAAAAGGGHHHH!!!!!!"'''''</span> * Lots of Great Stratagems, Kultures and Warlord Traits. * Units that charge, fight first. Perfect for Melee Glass Cannons. * No more templates to rain fiery, frangible death down upon huge, green mobz. * You can spend 2 CP to interrupt one of your opponent's combats and swing first. * At minimum, Ork models are WS 3+, Str 4, and have 2 attacks. * Quantity over quality in firepower makes for great Overwatch performance plus we get extra shots thanks to '''<span style='color:BLACK;font-size:125%'>D</SPAN>AKKA! <span style='color:BLACK;font-size:125%'>D</SPAN>AKKA! <span style='color:BLACK;font-size:125%'>D</SPAN>AKKA!''' * Unmatched Leadership for the troops and all units near said troops due to '''<span style='color:BLACK;font-size:125%'>M</SPAN>OB <span style='color:BLACK;font-size:125%'>R</SPAN>ULE.''' * Almost all our guns are Assault, meaning we can Advance and still shoot them at '-1' to hit. And some do not even get penalty. * Nob bikes and Meganobz have 3 wounds, compared to other termies and bikes only having 2. * '''Ghazghkull''' has an invulnerable save! * The 1-CP "Grot Shields" strategem is a Morksend that you WILL need to keep your Boyz alive. * Orks are the most customizable army in 40k. ** Ork Boyz with extra weapons are great for making kitbashed Tankbustas, Kommandos, Lootas, Burnas, and Stormboyz. ** Warhammer Fantasy and the Age of Sigmar Orruk range is very easy to kitbash with, minimal converting needed. Especially for '''Snakebites''' armies. Be warned, though, that Old School Orcs have been Squatted, so you can only use Bonesplitterz or Ironjawz. * New models have been coming steadily for Orks in the last couple of years. The new vehicles are epic. * <span style='color:green;font-size:150%'>'''''"SPEEDWAAAGH!"'''''</span> * <span style='color:green;font-size:150%'>'''''"DREADWAAAGH!"'''''</span> * <span style='color:green;font-size:150%'>'''''"STOMPA-MOB"'''''</span> - Telyportin' lowdsa Stompaz? - fank Gork n 'Mork!!! * '''<span style='color:BLACK;font-size:125%'>'E</SPAN>RE <span style='color:BLACK;font-size:125%'>W</SPAN>E <span style='color:BLACK;font-size:125%'>G</SPAN>O! - <span style='color:BLACK;font-size:125%'>D</SPAN>AKKA! <span style='color:BLACK;font-size:125%'>D</SPAN>AKKA! <span style='color:BLACK;font-size:125%'>D</SPAN>AKKA! - <span style='color:BLACK;font-size:125%'>M</SPAN>OB <span style='color:BLACK;font-size:125%'>R</SPAN>ULE''' * The sheer number of options! Typically, no two ork armies are the same. * Most people think of Orks as a melee-oriented army that also has a bit of shooting, and that's not untrue. However it's entirely viable to run Orks as a shooty army that also has strong melee capability. Or you can run them as a fast mechanized army, an army full of big stompy/zappy fings, an army that ensures board control by drowning the table in a sea of Grots, or whatever else you want. * Orks are more fun to play than any other army in 40k. Full stop. Even if you get tabled, you're guaranteed to have fun while doing so. *Everyone will like you since there arent that many salty ork players and if you are a salty ork player, then shame on you. ==== Cons ==== *KONZ, WOT'Z DAT? * Requires very large numbers of models to play properly. This can get extremely expensive. * Some models are prohibitively expensive for their point value (mek gunz I am looking at you). * 5" movement across the board for most infantry (Meganobs are 4"). Orks are slow and heavily reliant on movement tricks to avoid getting shot to death. * Orks only have BS 5+. While this is partially mitigated by special rules, shooty fings iz unreliable without da propa' amount of dakka (i.e. a LOT). * Although Orks are Toughness 4 or greater most of them only have a 6+ armor save. Most Ork army builds are prone to taking excessive casualties if exposed to enemy fire for too long; this is compounded by the previously mentioned slow movement rate. * Cover means that MEQ armies now have 2+ in cover. While Orks do have access to high-AP guns, these tend to be concentrated in a few key units. * Very few Ork weapons have a range over 36", and most have considerably less range than that. * Units can Overwatch as many times as there are units charging you until one of them finally makes contact. * Moving large number of models is time consuming and can cause opponents to accuse you of slow playing. Some tournaments ban movement trays which help speed up play. * To compound the previous point, Ork armies tend to be more effective when they have more models. * Many units are over-costed, such as the iconic Stompa. * Rather weak buffs from characters in comparison to other armies. * There are only three ways to reroll in the fight phase, and one of those is only one hit, wound, and damage. * Rather limited number of reliable sources of mortal wounds to counter Invul saves. * Burnas (Flamethrowers) are one of the only flamers in the game that are d3 shots as opposed to d6 (counterpoint: they are also just about the only unit type that can take up to 15 flamer-type weapons in the same mob). * Orks are very reliant on CPs in order to overclock their middle-of-the-road units. This limits some build options as low CP armies are not very viable. * [[Looted]] vehicles can't be played in Matched Play, outside of [[Counts As]]. They can be used in Narrative and Open Play via [[Chapter Approved]] 2018. * Craziness of ork stuff is currently more than it was in some editions, but still far less than others. This increased overall reliability, but took a lot of the random '''fun''' out of playing this army. * WAAAGH!!! Rule was modified so there is no need to declare it with ear shattering scream that will tell all players in the vicinity that an Ork player is in the room. Sad, sad times indeed. **Why do ya need da rulez to tell ya wen ta WAAAGH!!!? * The Ork codex has been subjected to Codex power creep over time. For example, the Snakebites Clan kulture gives your army a 6+++ FNP. In contrast, the Iron Hands chapter tactics give you a 6+++ FNP, 5+ overwatch, AND they have an ability that halves damage table deterioration. *Book of da Beast (it is called dat ignore beaky doggie lovas) added fun and situational options, but not a ton of powerful ones.
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