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== Power of the WAAAGH! Discipline == This is the psychic discipline table your Weirdboys can use. You can either roll randomly, or choose one. Don't forget every psyker also automatically knows Smite.(WHAT DA ZOGGIN?! WHERE IZ POWER VOMIT?!) The best in the list are typically Da Jump > Warpath > Fists of Gork; if you're taking more than 3 weirdboys, you should probably start duplicating powers for redundancy. If you're using the Warphead strat, you want Da Jump and Warpath (so you can cast Warpath and then Da Jump on something) on your first Warphead, and Da Jump and Fists on the second (same deal, but this time it's for targeting a character), and any more than that should be redundant backups. Also don't forget that you get a +1 to your cast for every 10 models within 10". #''''Eadbanger (WC 8)''': Targets the closest ''visible'' model within 18". If you can ''beat'' their Toughness on 1d6, they '''die instantly'''. While this sounds awesome, it only lets you target the '''closest visible model''' within 18". This makes it fairly ineffective at sniping your opponent's Logan Grimnar or Failbaddon without good positioning. #* Smite will typically do its job much better. It's even harder to force it to hit the target you want hit, it needs to succeed on an additional roll to work, and it flat-out won't work on T6 or better models. One of the few things it will do well is delete a member of a unit you want dead - the power picks who dies, not your opponent. Assuming you're guaranteeing your casts go off, like a good Weirdboy, there's no target in the game that will die faster to this power than to Smite - as an example, a T3 target needs to have 8 wounds or more to, on average, lose more wounds to this power than to Smite, assuming both powers go off on 10+. #'''Warpath (WC 7)''': A friendly {{W40kKeyword|ORK}} unit within 6" increases its Attacks stat by 1 until your next Psychic phase. #*GW ''presumably'' meant every model in the unit gets +1A. #'''Da Jump (WC 7)''': A friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} unit within 12" is removed from the table, and set back up anywhere more than 9" from enemy units. The unit counts as having moved for the purposes of any other rules, e.g. firing a Heavy Weapon. This is objectively one of the best Psychic Powers in the entire game and should always be considered a priority. #*Put any infantry unit you like in charge range of anything on the board - and with ''''Ere We Go!''', you have a solid (57%) chance to make the charge, too. Don't forget to add +1 to the charge if you are an Evil Sun (which actually brings it to a 72% chance of success). #*You can also use this to pull ranged units like Lootas out of melee if they get caught. They count as having moved, but it's better than using a Fall Back move and not being able to shoot at all that turn. #'''Fists of Gork (WC 6)''': A friendly ''visible'' {{W40kKeyword|ORK}} {{W40kKeyword|CHARACTER}} model within 12" gains +2 Attacks and Strength until the next psychic phase. More effective than Warpath on characters, but ultimately Warpath is more versatile. Can be absolutely hilarious when slapped onto a Warboss with Might is Right and a Power Klaw. Laugh as that guy at your local game store with a Warlord Titan has to deal with something that wounds him on a 2+ for once. ((6+2+1)x2=18! Dat Iz Gud Maf!). Similarly bonkers on Ghaz. #* ''Stacks'' with Warpath, if you find yourself in a situation where it makes sense to do so. #* You might consider adding a dedicated Weirdboy to put this on your killiest Boss. #* Works on {{W40kKeyword|GRETCHIN}} characters! You know you want to. #'''Da Krunch (WC 8)''': Targets an enemy unit within 18" of the user. Roll 1d6 for each model in the unit, inflicting a mortal wound for each 6 rolled. After that, roll 2d6; on a 10+ (2/6 chance), roll a second d6 for each model in the same way as before. This means the total mortal wounds inflicted on a successful cast will be 1/6 the unit's initial size and then 1/36 the subsequent size; this would be 7/36 its total size, but any model destroyed by the first round of wounds reduces the number of wounds the second pass inflicts - against a unit of 1-wound models without fnp, for example, the expected total is 41/216 times the initial size (1/6 of the initial unit dies, then the 5/6 remaining each have a 1/36 chance of dying). That's about 18.98%. Throwing it out there, with SMITE, you are going to be doing typically 3.5 Mortal Wounds per turn. Half of a D6 because obviously you are going to be casting on a 10+ because what git has a Weirdboy positioned away from other ork units? Da Krunch is only worth it (assuming you can basically guarantee the cast) if you are targeting a unit which has at least 19 models in it, which can be more effectively dealt with by other means. Otherwise, SMITE is a safer choice. #* This power is kind of self-contradictory. You typically want mortal wounds on elite units that have very good saves. Yet this one is clearly made to kill horde units... #* Thereโs also the fact that you have one of the best anti-horde melee units in the game: Boyz. #* Like in every other psychic discipline in the game, this is one of those powers that's worse than Smite in exchange for being able to choose the target - but in this case, it's a ''lot'' less effective. #'''Roar of Mork (WC 8)''': Enemy units within 18" of the Psyker get -1 Leadership until your next Psychic Phase. #* Rather underwhelming in comparison to other powers and with little synergies, since Orks are not really a fear-based army. Generally speaking, our units will either completely obliterate their opponents (if we target appropriately) or do almost nothing at all (if we don't). Still better than 'Eadbanger, though.
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