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===Specialist Mobs=== In the Psychic Awakening Orks essentially got more options to choose for our clans. The way Specialist Mobs works is that certain detachments can be designated as such, with every unit in that detachment completely replacing their <clan> keyword and thus losing whatever bonuses they get from it. Unfortunately, these subkulturs don't really stand up well in comparison, and while some of them are nice, they are each individually worse off then many of the actual clan Kulturs because you're missing out on a warlord trait, relic, and your new clan psychic powers in exchange of having a psuedo "your doodz" army. Some of these might be good to put on secondary detachment you created to farm CP, however in many cases another clan kultur will be superior to those. Alternatively you can put your fluff pants on and build entire armies around this stuff. *'''Pyromananiacs- Arsonists''': Re-roll ''any and all dice'' when determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles. Burnas get +1 to wound in melee. For Burna-Bommers' burna bomb ability you can add 1 to each roll. ** Note distinct lack of supa-skorchas on the list. Probably oversight on GW part but donβt count on them correcting it. ** Ok if you run a ton of skorchas and burnas since they do not benefit much from other kulturs. Can also be used to maximize effectiveness of Burna-bommas before they Flying 'Edbutt something (not worth it for their points still). *'''[[Gretchin_Revolutionary_Committee|Grot Mobz]] - Cheeky Zoggerz''': Gives all {{W40kKeyword|GRETCHIN}} 6++, and {{W40kKeyword|GRETCHIN VEHICLES}} re-roll hit rolls of 1. **Pretty sweet for mek gunz, killa kanz, grot tanks and even lowly grots. More than likely the most competitive subkultur in the entire book. Having a battalion with nothing but grots and weirdboyz (who are the least affected from losing their clan kultur) will see only a net-gain in the effectiveness of your WAAAGH!s cheapest units. ** Hands down the best subkultur and only one that can compete with regular kulturs. ** Note that grots from this detachment cannot grot shield your units from other detachments. ***Grots in general can't use ork specific stratagems, meaning that all the command points you got from this detachment are effectively worthless if it is only detachment you have and there are only grots in it (except if you use grots shield to protect your HQ choice), so make sure you bring a separate detachment of orks in addition. *'''[[Ork_Boy#Huntas|Huntas]] - Sneaky Devils''': {{W40kKeyword|INFANTRY}} (excluding {{W40kKeyword|GRETCHIN}}) gain a 5++ while entirely within a terrain feature, and gain +1 AP to melee attacks while either they have that bonus, or are attacking something that is entirely within a terrain feature. **Pretty decent with kommandos, but still overshadowed by normal clan kulturs. *'''[[Ork_Boy#Stikk_Bommas|Boomboyz]] - Blow it Up''': Upgrade the Strength and AP by 1 for anything with rokkits, stikkbombs, the new "Da Booma" kustom job weapon, tankbusta bombs, wing missiles for the Scrapjet, kannons, killkannons, deffkannons, and lobbas. **Considering that almost everything in the codex has the opportunity to take rokkits, and most others have stikkbombs, this isn't necessarily bad. Coupling with the Extra Stikkbombs stratagem could pump out some SERIOUS hurt. It gives you a chance to move away from one big unit of tankbustas deepstriking in and buffing with strats to some smaller squads in vehicles. ** Remember the main gun of Megatrakk Scrapjet is 2d3 shots Rokkit kannon? Klever talk GW. **Pair this with the More Stikkbombz stratagem and laugh as you get 7D6 blast S4 AP1 and 3D3 blast S9 AP3 DD6 grenades. Take that Space Marines! *'''Tin 'Eads - Krush 'n' Krump''': The definitive Dread WAAAGH! specialist mob. It gives {{W40kKeyword|KILLA KANS}}, {{W40kKeyword|DEFF DREADS}}, {{W40kKeyword|G/MORKANAUTS}}, {{W40kKeyword|MEGA ARMOR}}, and {{W40kKeyword|STOMPAS}} +1 to hit in melee. **Ouch. The big dread meks are all hitting on 2s now, and Killa Kans with Buzzsaws are putting out a surprising amount of extra swings with 4+ to hit. Overall not too bad, and if you're running a Dread WAAAGH! detachment, it's worth a consideration. This can get pretty nuts, fast. Your MANz are now hitting on 2s with their basic close combat weapon and 3's on their klaws. Bring a Nob with WAAAGH!! banner and now you're just hitting on 2's in general. If you're bringing tons of Kanz, that WAAAGH!! banner has them hitting on 3's now... *'''Feral Orks - [[Ork_Boy#Wildboyz|Wildboyz]]''': Only affects {{W40kKeyword|WARBOSS}}, {{W40kKeyword|WEIRDBOYZ}}, {{W40kKeyword|NOBZ}}, and {{W40kKeyword|BOYZ}} (Excludes {{W40kKeyword|BIKER}} and {{W40kKeyword|MEGA ARMOR}} units. Those units gain a 6" pile in, and when they advance can roll 3d6 and chose the highest. **This one is bad. If you're looking for speed, keep with Evil Sunz, because at least their benefit affects your whole army and is safer over-all with a flat +1 to rolls (to charges to). *'''Flyboyz - Crucial Velocity''': Units with {{W40kKeyword|FLY}} (this includes stormboyz and deffkoptas, not just your jetz) gain cover from being shot from anything greater than 1" away, and units that charge them get -1 to hit in the Fight Phase for that battle round. **If its in a Air-Wing detachment it would be okay, but consider what you're missing out on when you chose this detachment. *'''[[Ork_Boy#Madboyz|Madboyz]] - Frantic'''" Only affects {{W40kKeyword|INFANTRY}} (again, not Grots) and {{W40kKeyword|BIKERS}}. With this one, roll a D3 at the start of the battle round, and your affected units get a buff depending on each one. Can't be rerolled. **(1) Moroniks: +1 to armor saves. Stacks with cover. **(2) Nuttaz: Affected units auto-pass morale. **(3) Frenzies: +1 Strength. Now we're talking! ***Overall decent, but obviously it's a gamble.
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