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===Codex=== *'''[['Ardboyz]] (2 CP)''': Use this stratagem before the battle. Select a Boyz unit from your army to become a 'Ard Boyz unit (but not one that's been upgraded to Skarboyz). Armor Save characteristic becomes 5+. 'Ard Boyz can only Mob Up! with other 'Ard Boyz. '''Rubbish'''. ** Improves the survivability of your boyz against ap 0 and -1 attacks, but it useless against ap -2 or better weapons, where you're better off with a Mek's KFF or playing Deathskulls. However, most massed gunfire is ap0 (bolters, lasguns etc) so if you know that you will be up against a lot of infantry fire then it will be worth making a few of you 30 man mobs a bit tougher. **{{W40kKeyword|Blood Axes}} can stack Ard' Boyz with Loot it! for an effective 3+ armor save against any shooting that comes from 18" or further. But then it's boyz who are just barely in the 18" range, using shootas instead of stomping the enemy. And you have to wait for a vehicle to die, which they can't kill on their own because they mostly shootas. And that's 3CP when you could be using Grot Shields...look we're saying that you can do it, not that you should. *'''Billowing Exhaust Clouds (1 CP)''': At the start of the movement phase, select a {{W40Kkeyword|Speed Freeks}} unit from your army. All ranged attacks receive a -1 penalty to hit that unit until the start of your next turn. '''Situational'''. ** As it works until your next turn you can throw it on any appropriate unit which you feel is going to be receiving a lot of long range spanking, the downside however (like rotate ion shields) is that once you’ve chosen a target for this stratagem your opponent may just decide to target their efforts at another one of your units (though it does mean the unit you just used the stratagem on stays safe...). Stacks with the Boomdakka Snazzwagon's own -1 penalty to be hit, [[Troll|so your enemy can experience what BS5+ feels like]]. **Also useful to protect your Biker Nobz, who can't use grots as meat shields and whose profiles can't tank the true anti-tank firepower they usually attract. *'''Boarding Action (1 CP)''': At the end of the Fight phase, pick a non-flying enemy vehicle within 1" of a Trukk or Battlewagon. All units embarked on it that have melee weapons get to make a single attack against the targeted vehicle. **<u>Situational but thematic</u>. Now your Power Klaw Nobs can smack around tanks without even needing to leave their transport! Unfortunately the biggest vehicle target 10 Power Klaws can krump is...a Land Speeder, who are cheaper and faster than you. If you can disembark and charge a vehicle, do it. BUT if the target is too far away for your M4" MANz to waddle towards, or you just teleported a wagon full of Nobz who can't disembark that turn, Boarding Action can help you to at least make something out of it. '''Very Situational''' **Tankbustas have better things to do with their Tankhammers, but four 5-ork units with a Tankhammer and an (Index) Power Klaw Nob can kill a Leman Russ in a single turn. ''Expensive''; without counting the cost of the Battlewagon they'll need two whole turns to make up their points. So, casual games mostly. **It's used at the end of the Fight phase. As in, ANY, so you can fight entire battle rounds from inside a Battlewagon: Pour some Nob Kombi-Skorchas into infantry, then go krump a tank - it may fall back but how's a half scorched squad going to retaliate against a Battlewagon? You can even use an 'Ard Case Battlewagon, because you don't need Open Topped to punch from within nor do you have any respect for enemy autocannons either. *'''Extra Stikkbombs! (1 CP)''': At the start of Shooting, a selected unit of Ork Infantry may throw up to 10 grenades instead of just 1. '''Great with Tankbustas'''. **<u>Don't use it for clearing T3 blobs</u>. It only does MARGINALLY higher damage than a mere shoota but with 1/3 of the range and costs CP. Instead <u>use it on Tankbustas' Tankbusta bombs</u>, which deals 11 dmg to a Leman Russ ''on average''. Wew. Positioning is key, but you could just chuck them in a Battlewagon and ram the vehicle you want to kill (thus preventing it from blowing up the tankbustas). {{W40kKeyword|Bad Moons}} could use 'Showin' Off' to have a good chance to ONE SHOT A KNIGHT. ** It is actually quite hard to use because of range. You need to drive your tankbusta vechicle quite close (around 12” since you want all tankbustas to be inside 6” after disembark and move) than survive one round of whatever enemy is throwing at it than disembark and move into range. It is hard as enemy will desperately try to kill of this unit knowing what will happen. On the other hand he might also retreat any valuable targets out of range, as using this on anything short of super heavy or something similar is usually overkill. ***Not nearly has hard to use if you bring open-topped transports. *'''Force Field Projector (3 CP)''': Use at the beginning of any turn. A single Big Mek's Kustom Force Field has its range extended to 18" until your next turn. One use only. '''Overpriced'''. ** Rather meh. 18” KFF is awesome but paying 3CP for just one turn isn't. It ''could'' be a better alternative to "Prepared Positions" (+1CP for a 5++ instead of a 6+ sv +1) for your infantry...but you're better off just bringing more sources of KFF. ** Useless and expensive. CP can be better spent elsewhere. *'''Get Stuck in, Ladz! (3 CP)''': Use at the end of the Fight Phase. You can choose an {{W40kKeyword|infantry}} unit that already fought this turn to make it fight a second time. ''Fighting is the entire process of piling in, making attacks, and consolidating.'' **{{W40kKeyword|Goff}} units can make even more out of it, with their exploding attacks and S5 on boyz. ** It is best used on cc oriented characters (killa claw warboss) Meganobz and other units whit great punching power but relatively few attacks. Of course you can use it on boyz but if something did not die to those 100 attacks another 100 won’t kill it either probably. Unless it has like few wounds left and it just has to die for tactical reasons. ** Note it does not work for new Ghazghkull ;(. *'''Grot Shields (1 CP)''': Use when a {{W40kKeyword|<Clan>}} non-{{W40kKeyword|Gretchin Infantry}} unit is hit in the shooting phase. If there is a {{W40kKeyword|<Clan>}} unit comprised entirely of {{W40kKeyword|INFANTRY GRETCHIN}} models within 6" from the unit that was shot, while also being closer to the shooting '''model''', until the end of the phase roll a D6 for each successful wound roll. On a 2+ a Gretchin takes the bullet and is slain. ''Aka Grot infantry bubblewrap''. '''Good'''. ** It is quite good for protecting your units from massed anti infantry fire, especially turn 1 if you go second. But wait for an enemy to shoot something with a lot of shots like Land Raider or buffed IG infantry blob to use it as otherwise enemy can switch big guns to another target. While poorly worded and poorly clarified in the FAQ if the grot takes a wound all excess damage from the same Hit (Lascannons/Battlecannon et all) is discarded. ** It is best used on units with high value and low survivability like Lootas, or meganobz against dedicated anti armor, however in the latter case it is hard to set it up properly as you want meganobz in cc with enemy. *'''Long Uncontrolled Bursts (1 CP)''': Use at the beginning of Shooting Phase. A flying vehicle Unit gets +1 to hit when shooting on other flying units. **Dakkajets' Supa-shootas simply won't cut it. The Wasbomm Blastajet has better weapons...but your best AA are still Traktor kannons and, hilariously, Stormboyz. **Or consider Deffcopters, 5 of them with rokkits will make a nice mess of suits/custodes bikers. Bonus points for freebooterz and hitting on 3's using this. *'''Loot It! (1 CP)''': If a vehicle (including your own) is destroyed within 3" of an Ork infantry unit, ''[https://whc-cdn.games-workshop.com/wp-8/uploads/2018/11/warhammer_40000_orks_en.pdf or while carrying such a unit]'', that unit's armor save characteristic is increased by 1, to a maximum of 2+. A unit can only benefit from this once per game and cannot be targeted by 'Mob Up!' if it does so. If this Stratagem is used on a unit of Lootas, roll a d6; on a 4+, the CP cost is refunded. **Errata'd in short order after the Codex was released so it no longer lets MANs gain a 1+ save, but also lets a unit use it if their ride is wrecked while they are embarked, while it cannot be used ona unit that has already been Mob Up'd you CAN mob up after the lootin’. ** Quite meh in most cases. It is more of opportunity stratagem than one you plan for. Something got spoofed nearby and you farmed so much CP you don’t care use it. Otherwhise skip. **Very useful on Nobz, who can also get a 3+ save from the get-go by using their power klawz as can openers on enemy tanks. **As a rule of thumb, don’t base any sort of tactic around this stratagem, but keep it in your back pocket for when you can use it as a nice boost. *'''Medi-Squig (1 CP)''': At the end of the Movement phase, a character within 3" from a Painboy recovers D3 wounds. ** Doubles a Painboy's healing output. This is the only way a Painboy can heal a Wartrike, but it does mean Wartrikes can be healed by both Painboys AND Meks. ** It is also only way to heal Ghazghkull, as his new data sheet is a {{W40kKeyword|MONSTER}}. Make sure you have spare cp for that. *'''Mob Up! (1 CP)''': Use this stratagem and one friendly {{W40kKeyword|ORKS}} {{W40kKeyword|BOYZ}} unit with 10 or less models may combined with one {{W40kKeyword|ORKS}} {{W40kKeyword|BOYZ}} unit that has at least 10 models. The two units must be within 2" of each other and be from the same {{W40kKeyword|CLAN}}. ** Good if your mobs are starting to grow depleted since it lets Mob Rule stay at its full effectiveness. Also in vp games lets you save that last nob from being killed if you have a sufficiently big boyz unit nearby. **Perhaps best used to increase the efficiency of stratagems such as Get Stuck in Ladz, and psychic powers like Warpath and Da Jump. But don't abuse it, as you'll need the CP for your other great stratagems. *'''More Dakka! (2 CP)''': Use before any unit shoots. For this turn, that unit's 'Dakka! Dakka! Dakka!' will activate on an unmodified 5+. **Even Snazzguns and Deffguns will only kill 1 more guardsman on average - that's not scary. Thus, <u>this is more an "ignore -1 to hit modifiers" stratagem</u> with some more damage out of it. And that's useful. Even more so on Tankbustas because every hit will generate another shot that is also rerollable (on vehicles). **You could combine it with Show Off, for those times you want to spend 4CP on ork shooting. *** in this combination it is insanely good with dedicated shooty things, which in ork army means either souped up shocka big mek or lootas mostly since grot units cannot use stratagems, Especially souped up shokka one can be scary or useless. Enjoy ;P *'''Extra Gubbinz (1/3 CP)''': You know the drill. Single use, take an extra relic or two if you spend 1 or 3 CP, respectively. *'''Orks is never defeated (2 CP)''': Use when a {{W40kKeyword|CHARACTER}} is killed. The character can fight or shoot for the last time. ** Very thematic. If Ghaz is going down you can at least ensure whatever killed him will die with him. ** Use for cc only with exception of souped up shokka big mek. *'''Ramming Speed (2 CP)''': During the Charging Phase a single vehicle gets to roll 3D6 for its charge move (still can only declare a charge against an enemy within 12", unlike Banshees) and deals D3 mortal wounds to the charged unit on a 2+ roll if the charge succeeds. ** Very good synergy with tellyporta strategem, and 'Ere We Go makes it so that you can actually reroll all, one or two dice. A great way to shield your units from overwatch, and a great help to Battlewagons & Bonebreakas, which don't have 'Ere We Go. ** Potential synergy with some stuff from the beast arises book. *'''Ripping Hook (1 CP)''': When a Deffkilla Wartrike falls back, deal D3 mortal wounds on the unit he's detaching from on a 2+ roll. **The {{W40kKeyword|Blood Axe}} Kultur or {{W40kKeyword|Evil Sunz}} WT allow wartrikes to charge after falling back and thus keep doing this each turn. *'''Tellyporta (2 CP)''': During deployment, you can deep strike any Ork unit with a Power Level of 20 or less instead of setting it up normally. If you deepstrike a transport, only the transport's PL cost counts so anything inside of it technically deepstrikes for free **''Literally UNRESTRICTED teleportation. Where other armies may teleport only up to two infantry units, as long as you have the CP and the unit (or the transport that carries it) costs less than 20PL then you can deepstrike it:'' **While this gets Nobz and Meganobz into combat easily, ork transports are great. Great an open topped. Besides the classic Nob-full Battlewagon or Bonebreaka, you can fill them up with Tankbustaz (bringing bomb squigs into position) or Flash Gitz (who can shoot ''and'' melee). Or deepstrike Lootaz inside a Trukk - mobile, cheap, long ranged, and if the trukk gets destroyed Lootaz have a chance of getting armour for free. You're also one of the few armies that can <u>deepstrike a flamer and fire it</u> in the same turn, the Big Trakk's S6 AP-2 Supa-skorcha. ***If you use this on a transport vehicle it will land on the table on turn 2 at best (in matched play and outside your DZ) and then you will have to wait until turn 3 to be able to disembark its occupants and charge with them. So <u>you are basically resigning from using embarked unit for CC during the first 2 turns</u>. Account for that. That being said, that's true for almost any unit inside a transport. **Or screw subtlety! Bring a Gorkanaut with Nobz. Hell, if we really want to push this, Kill Tanks are still 15 PL despite their previous point increase, and they have a transport capacity of ''12''. Costly, but nothing is quite the same as ''<u>deepstriking a LORD OF WAR</u>'' loaded up with Tankbustas right into your enemy's backline. **You can also tellyport a whole Speed Mob or Dread Mob. Pay only once, deepstrike them within 6" from each other, play them as separate units afterwards. Then make that charge on rerollable 3d6" with Ramming Speed & 'Ere We Go! ** Prime use is on new monster Ghazghull. Since he cannot use transports or jump up outside of footslogging this is only way to get him to the enemy fast. Consider if you want him to be a bullet sponge or not do anything for first turn. *'''Unstoppable Green Tide (3 CP)''': Use at the end of Movement Phase. Choose a unit of Boyz with less than half of the models it had at the beginning, remove it from the field and field it back at full force within 6" from borders and within 9" from enemy units. Can be used only once. Cannot be used on units formed by Mob Up!. ** Awesome stuff. It force your opponent to kill of boyz mobz to the last not just killing enough so that morale will take care of the rest. Because than you will just pay 2 CP and auto pass or just kill few guys if boss is nearby, than CP and new ork unit is in the field. ** Can also be used as semi teleport for highly depleted Boyz units that are out of position. ** Of course this is most effective on units that have few models left. Basically paying for another unit of boyz entering late game. To rephrase that to really frame how good this is: You are paying 3 command points to Outflank a 200(ish) point unit anywhere you want. And the unit is free. *'''Warphead (1 CP)''': Use before the battle. A Weirdboy knows one extra Psychic power and can cast one additional power each turn. ''Sadly no extra dispels''. ** Not that great if you are cp farming with weirdboyz but if you are going for a limited number of them extra warpath or fists can go a long way.
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