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==Building Your Army== In this edition, there are only two really viable builds available to orks. The first is a footslogging, shooty horde that has a fuckton of models to overwhelm the enemy and take and hold objectives, and the second is the old fashioned speed freaks list: go balls out and reach combat in turn two, or die, horribly. The builds listed below are not definitive, merely guidelines to what units work well together in a list. '''Warning:''' fun may be had when playing with or against either one of these, as cheese is quite rare in the ork codex nowadays. ===Horde of Boyz=== BOYZ. What did you expect? Buttloads of Boyz everywhere, in thirty-man squads, charging across the battlefield. This should be your only tactic in 1000-500 point games, seeing as you don't really have any [[Land Raider|singuar pivotal unit]] in your army besides massive amounts of troops. Place 19-man squads of Gretchin in front of the boyz to give cover, wounds, and distractions. Stick a Warboss with Power Klaw (really, would you do anything else?) in one of your ''identical'' Boyz squads. Beware AP anything, Blast Templates, and Vindicators. The green tide tactic works because relative to the other horde armies (Tyranids and Guard) Ork boyz are significantly tougher at toughness four while costing roughly the same. And unlike the Tyranids and the Guard, most of your other slots can be filled with large hordes rather than small squads or broods. The reasoning behind this is that you can throw forth so many units at the enemy that they simply won't be able to gun down enough of them to not get fucked by the time you're in charging distance, and even other assault armies wither when hundreds of boyz charge into them. And unlike the Tyranids you get ''grenades'' <s>which is vital for assaulting into cover without losing shit tons of models (alternatively, some units don't ''need'' grenades because they have low initiative anyway).</s> Not as useful in 6th, because most armies have basic troops at I3, meaning an Ork Boy squad is still going last. '''Spamming every slot you can have:''' *'''HQ:''' Gazghkull and Mad Dok Grotsnik (STFU YOU WANT THEM) *'''Elites:''' 3 mobz of 15 burna boyz each (or 3 mobz of 10 nobz, tank bustaz, or 15 lootaz each) *'''Troops:''' 6 mobz of 30 boyz each (yes you could get gretchin for MOAR models, see below) *'''Fast attack:''' 3 mobz of 20 stormboyz each *'''Heavy support:''' 3 Killa kan mobz of 3 each. This adds up to ''290'' models that can dish out nearly ''two thousand'' attacks on a charge, not much is going to survive that, but of course, no normal 40k game has a points limit that high, and in apocalypse games, THERE ARE NO SLOTS SO YOU CAN FULFILL YOUR DREAM OF A NOB ONLY GREENTIDE. '''Shooty Green Tide''': AKA the viable footslog *'''HQ:''' A Big Mek with KFF. For your second HQ choice, a Big Mek with a SAG and an ammo runt or a Warboss with a PK are also solid options. Or, whatever the fuck, take another KFF. You always take atleast one KFF with you when footslogging. ''Always.'' *'''Elites:''' Lootas. If you even think of running anything other than lootas in your elite slot, punch yourself in the dick. Run them at 5 boy squads when strapped for points, 9 orks strong if you want them to go to ground, or run full 15 boy mobs. Do not ever skimp on the lootas. Use them at all times. If you want to use nobs, take a warboss so you can field them as troops. Gork only knows why you'd want them in a footslog list, though. *'''Troops:''' Tons of 30 boy shoota mobs + nob with PK and BP. Heavy weapons not required; save the points and buy more Boyz. Field at least one grot screen unit of 19 grots and a runtherd. Use them to cover your mobs or cover your lootas, both work. *'''Fast attack:''' Optional. Your best bet is Dakkajets. <s>Pray for erratas soon, but use them anyway.</s> You want their delicious dakka. If you're strapped for cash or points, run some lone deffkoptas with TL rokkits instead. *'''Heavy support:''' Big Gunz batteries, always with 3 guns, some extra Grot Crewmen and a max of 3 Ammo Runts. Kannons strongly recommended. Possible to replace a battery with either lobbas or zzap guns, depending on your opponent. All variants are dirt cheap, no brainer fire support. Other heavy support choices are too pricey. The point of Green Tide is to dump more shoota boyz on the table. Footslog forward, shoot at things. The KFF will give some mobs cover while they advance. Lootas, Dakkajets and Big Gunz can and will crap out an absurd amount of dakka while your boyz move forward towards objectives or targets. Once your shoota boyz get in shooting range too, holy mother of fuck, <s>you will finally achieve enough dakka</s> wrong you can never achieve enough dakka! These dice of yours are burning red. Also, if your opponent wants to waste shots on 60 point backline artillery units while your fuckhuge blobs of rape are breathing down his neck, more power to him. Smile and advance. Remember the most important combat rule when playing orks: Chop the shooty and shoot the choppy. Boyz are exceptional at both for their point cost, but will get tabled by dedicated units of either when fighting on their terms. '''MAXIMUM MODELS''', <s>quantity is a quality all of its own.</s> Not when 90% of your models are grots. *'''HQ:''' 2 Big Meks with 6 Oiler Grots *'''Elites:''' <s>3 mobz of 15 Mek Boyz and 15 oiler grots each (Not possible)</s> 3 Mobz of 15 Lootas, stack on the DAKKA. Replace 3 with Mek boys and then add up to 3 oiler Grots for 9 grots and 45 boys in total. *'''Troops:''' 6 mobz of 30 Gretchin and 3 Runtherds each (GREEN-TIDE, MOTHERFUCKER) *'''Fast attack:''' 3 mobz of 20 Stormboyz each, with Zagstruck tossed in on top *'''Heavy support:''' 3 Big Gunz batteriez with 3 Kannons, 12 Grot Crewmen, 6 Ammo Runtz, and a Runtherd each This adds up to ''[[Homestuck|413]]'' models that can dish out exactly ''nine-hundred and twenty-nine'' attacks on a charge, that's still a fucking lot considering your table is going to be swimming with models. *'''Trivia:''' Do you like Power Klaws? Within the limitations of the Force Organization slot you can have ''292'' Power Klaw attacks on the charge. All ignoring armour saves; all at S7, S9, or S10. All for only 3965 points. Now THIS is [[Powergamer|powergaming]]. This tactic works up until about 1500 points, when counter-horde weapons and vehicles are assured. Tyranids will beat you out at this 1000+ points. Tau at 500-1250 points can actually be beaten by a well-practiced mob tactic, seeing as they can only fire so much per turn. *'''Trivia:''', [[Munchkin (Card Game)|3,872 Orks]] would cost 23,000+ points and hours to deploy. <s>Sorry for ruining your dream.</s> Which is an unimportant inconvenience, next to how awesome that would be. ===Speed Freeks=== If speed is your need. Yes, this is the Kult of Speed (Evil Sunz is similar) and a tactic. Otherwise known as Mobile Orks, Motorized Orks, Mounted Orks, and The Orky Vehicle List. Mount 12-man Boyz, <s>Burnas</s> Nobs, and whoever else in Trukks, and Nobz with a Warboss in a Battlewagon with a Deffrolla. Bikes are encouraged, but not fully mandatory. Paint them and every vehicle Red, because "Red Ones go Fasta!". The goal is to get up to enemy lines as fast as possible; ram, slam, and crush infantry with vehicles; and assault with the transported Orks. Vehicles can be used as walls afterwards, or to ram more infantry. Boyz with Shootas in Trukks can go speeding around and dumping 22 shots per turn ''plus'' a Big Shoota into whatever assault troops the enemy charges with (at a relatively safe 24"). This tactic is great against infantry-spam Guard and 'Nid lists. It also spreads out rapidly to take points. Beware though, Ork vehicles fall apart at the ''mention'' of anti-tank, and the relatively low numbers of Ork troops make it loose staying power after its first punch, so make every die roll count. Throw a Big Mek with a Kustom Force Field in a Battlewagon to increase the odds of your Wagons and Trukks making it to the front lines intact. Target saturation is one of the few ways to run trukk boys, outside of using a Kustom Force Field. On turn 1 your opponent will target the highest risk, top of the list are vehicles transporting anything that does well in close combat. Its better to have 6 chances to get to the front lines and few failing than one chance that is destroyed before your turn. It is possible to take up to <s>6</s>8 Battlewagons, though only Nobs and Meganobs can take them as dedicated transport, meaning it will cost you three very useful elite choice spots, both HQs (Since Warbosses can take a single unit of Nobs and Meganobs as Troops, per Boss) and all three of your Heavy Support choices. Still, that's 8 Deffrollas and trimming, filled with pissed off Nobs. Example list building: '''List setup''': *'''HQ:''' A Warboss on a warbike. Holy shit this guy is a one man, three wound, T6, permanent 4+ cover and armorsave rape train. Expensive as fuck and dead 'ard. Take him with you always unless you want to run Battlewagon nobs. Makes Nobs (and thus Nob Bikers) troops. Also worth considering are Wazdakka to make regular bikers troops or a Big Mek with KFF to keep your vehicles alive for a fraction of a second longer or to repair your Battlewagons. *'''Elites:''' Nobs. We don't do lootas, we need to go ''fast'', motherfucker. Two options: The Nob Biker route or the Battlewagon route. Both are expensive as fuck, but Emperor help whatever stands in their way. Both versions serve as your Warboss' bodyguard. **'''Nob Bikers:''' Don't run Nob Bikers with less than 5 Nobs. Give them a Painboy and Cybork Bodies and buy a Bosspole and a Waaaaaaagh! Banner. One PK minimum, two max. One unit will cost you upwards of 350 points and the soul of your first unborn child. **'''Battlewagon Nobs:''' The advantage of running Battlewagon Nobs is that you can run the unit with more T4, FNP, 2 wound, 5++ bodies: One cybork Nob without other upgrades is only 25 points. Recommended loadout: One BP, one Waaaagh! Banner, a Painboy, one or two PKs and Cybork for ''everyone''. *'''Troops:''' Trukk boyz, your bread and butter. Only time sluggas really shine in 6th. Consider running one trukk filled with 'Ard Boy sluggas: a mob of only 12 boyz is quite weak, but with a 4+ save they will rip and tear like no tomorrow. Also entirely possible and viable to run trukks with shoota boyz to create dakka trukks. As said before, run at least 3 or 4 trukks. Recommended loadout: Reinforced Ram. Red Paint Job optional if you've got the points, but handy. *'''Fast attack:''' Fucking everything. Buggies are absolute shit, but also cheap as hell anti tank spam screens for your trukks and battlewagons: Your opponent can never stop ''all'' of your crappy AV10 scrapheaps before you crash into him when you run a squadron or two of these guys. Deffkoptas get two TL rokkits and scout, meaning they're extra fast, get a jink save, and can hopefully hit side and rear armor. Dakkajets are awesome too as fire support and anti air, but can get expensive if you go overboard. Warbikers are your other, ''other'' bread and butter: when running Wazdakka, these guys will be your troops instead of weedy trukk boyz. Damn shooty and tough as nails. Can't climb ruins, but fuck you, ruins. When not running Wazdakka, these guys are not as mandatory, but still good to field one unit of to screen your crappy vehicles or crashing through enemy lines. *'''Heavy support:''' Battlewagons. Load em up with Shoota Boyz or Nobs and a KFF. Point at the general direction of the enemy. 20 boyz and some Big Shootas shooting from a Battlewagon is glorious. These guys are your anti tank, by crashing into enemy armor. Recommended loadout: A deffrolla, Red Paint Job, and Big Shootas. Keep your transports cheap and minimal, more barebones transports is better than a few shiny ones, as vehicles die fast in 6th.
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