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Warhammer 40,000/6th Edition Tactics/Orks
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==Allies== '''Allies of Convenience:''' Tau, Necrons, Imperial Guard, Chaos Space Marines. '''Desperate Allies:''' Dark Eldar, Eldar, Dark Angels, Grey Knights, Space Marines, Space Wolves, Chaos Daemons. '''Come the Apocalypse:''' Black Templars, Sisters of Battle, Tyranids, Blood Angels. Orks only look out for number one. Blood Axes and Freebooterz will work with both the Tau and Imperial Guard as guns for hire. Orks don't care who gets them to the fight, in fact they are probably the least racist race in the Grim Dark future. You want to show them a good fight? They will always fight with anyone, its just everyone else who has to get over their own egos to work with the Orks. That being said Orks always treat everyone the same, show us a good fight and we will show you one as well. When running allies, always consider filling in the parts your own army lacks. For orks, this is high Strength, ranged AP2. We do not need choppy things, we need a very particular kind of shooty, or otherwise useful anti tank weaponry. There are generally three useful allies for Orks that give us what we need: Tau, Necrons, and Imperial Guard. Some examples of what you could run: '''Eagle Day:''' Clear sky on turn 1, then you blitz your opponent into the ground on turn 2 with enough flyers to make Herman Goering blush. Run this with dakkajet-spam lists. *'''HQ:''' Generic CCS. Keep him cheap, but you might want to replace him with [[Creed]] for extra shits and giggles *'''EVERYTHING ELSE''' As many Valkyries/Vendettas as you can possibly fit in using dedicated transports and fast attack. '''Tau Railgun Central:''' - <s>Note: Railguns are no longer Str 10, your mileage may vary.</s> Railguns are still Str 10. They just changed Broadsides from using Railguns to using a "Heavy Rail Rifle" which are Str 8, AP 1, and 60" range. *'''HQ:''' Generic Battlesuit Commander. Keep him cheap. The mandatory HQ choice. *'''Heavy Support:''' The XV-88 Broadside Battlesuit. Railguns, holy mother of fuck, railguns. Seriously, this guy right here fixes our entire codex ''singlehandedly''. Take three. They might not be quite so helpful to a Speed Freek list, in which case take hammerheads. *'''Troops:''' The bare minimum number of mandatory Fire Warriors. '''Tau Suicide Squads:''' *'''HQ:''' Generic Battlesuit Commander. Keep him cheap. Deep Strike and hunt armor. *'''Troops:''' Kroot Carnivore Squad(s), give them sniper rounds to pick off SGTs and possibly pin units. Other wise outflank to control space. '''Green Imperial Tide:''' *'''HQ:''' Lord Comissar (either power weapon/fist or Gunslinger Plasma/Bolt Pistols) *'''Troops:''' Captain Al Rahiem and an Infantry Platoon. Load out as desired, using Comissars to improve leadership. Al Raheim outflanks the eniter platoon putting a blob on your opponent's field. Appear and PUSH from two directions. '''Necron Nightfighting:''' *'''HQ:''' A Generic Overlord with Warscythe and possibly a ressurection orb to get the most out of your warriors, and a Cryptek. Make the Cryptek a Harbinger of Destruction and buy him a Solar Pulse. This'll give him a big fat long ranged S8 AP2 armor zappin' staff, and more importantly, it will give him the ability to turn your opponent's turn into fucking ''nightfighting.'' Yes, this means your giant fucking hordeblobs of boyz now get a free turn of not giving no shits about getting shot at. Hilarious in combination with a KFF. *'''Troops:''' Two squads of warriors. Size depends on your preference. They're just there because the FoC wills it so, and to catch bullets for your Cryptek while he goes ZZAP MOTHERFUCKER. Cart them around in a Ghost Arks with the Cryptek and overlord if you've got the points. *'''Fast Attack:''' A fuckload of Canoptek Scarabs. Landraiders giving you asspain? Not anymore. '''Invincible Boyz''' *'''HQ:''' Deff Dreads Painboss - as an Ork Ally IC, he's a Battle Brother and can join any other Ork unit you can field. Stick him in a 30-strong group of Boyz that's under protection of a KFF, or 'Ard Boyz (or both for point-inefficient hilarity) and this basic mob becomes a threshing machine due to cover/armor saves and Feel No Pain. Since the Painboss is only there to provide FNP he can be stuck in the back of the mob with no upgrades, or he can be used as a great Nob replacement with a PK/BP. Also synergizes well if the Boyz blob is led with a Warboss in Mega Armor to soak up excess fire. *'''Troops:''' Spanna Boyz might not be able to have more than 20 in a mob, but you can ALWAYS use more Boyz, and gives you a dirt-cheap Mek in the bargain. Taking the minimum amount makes then a great meat shield, objective holder or Trukk Mob, and having a Painboss lets you give them cybork bodies at 3 points a pop without needing him in the mob itself. *'''Fast Attack:''' The Deff Dreads list lets you take Deffkoptas with buzzsaws that cost 10 points rather than the usual 25. Since you should only really be running koptas in units of single models, swap one out for an Allied model and get a few more Boyz or some cheap upgrades.
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