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===Troops=== *'''Boyz''': Basic unit and right proppa. Most times, regardless of what kind of list you run, Boyz are the core of your army. With a mediocre Ld of 7 be prepared to babysit them with a Warboss or a Big Mek, and unlike previous editions, buying a lot of boyz doesn't help with this. Without FnP or 'Eavy Armor they will go down due to Leadership and a paltry 6+ t-shirt save. Still, 6 points per T4 boy isn't bad, 7 if you upgrade to shoota boyz. **'''Shootas or sluggas?''' It's not so apparent in 7th Edition as sluggas do have their advantages like costing less, not shooting the enemy out of charge range and with the return of the old WAAAAGH! you'll find yourself running instead of shooting way more often. However, shoota mobs are far more versatile and can still beat the majority of whatever they face in close combat, by sheer weight of numbers since the difference between a slugga and a shoota boy is just one attack. A very interesting phenomenon is that your opponent will have a tendency to ignore Shoota Boyz in favour of attacking other [[DISTRACTION CARNIFEX|apparently]] greater threats, due to the ''(true)'' perception of Orks being a melee army and its basic shooting not worth shit, especially now that everything scores it becomes less imperative to take out the Troops units first. Shoota Boyz have 1 less attack than Sluggas but still get all the other rules and can of course have a kitted out Nob ''(see below)'', so that 1 point upgrade can actually save your unit more than it costs in psychological tricks. Also, there are free stikkbombs now, for what little good they do. Here's a basic rundown of your options: ***'''Slugga Boyz:''' Boyz with a Slugga and a Choppa. They're not too great in the Shooting phase, the Slugga's only there to give them +1 Attack and to give them something to do as they charge toward the enemy. They're awesome on the charge; 4 Attacks per model, at Strength 4, will handily rip apart infantry of all flavors. Just remember that everyone goes before you, except Unwieldy Weapons . Also, the world's greatest [[Tarpit|tarpit]]. One point cheaper than shootas. Try to stick to the theme. If you run a footslogging army, you're better off with the majority of them footslogging, if you're aiming for lightning assault, stick them in transports. 'Ere We Go, the new Waaagh! and boarding planks made getting into combat easier than ever. Getting your boyz stuck in by turn two is entirely possible. Sluggas have become a thing once more. It is suggested to add high leadership HQs, Painboys, or 'eavy armor as Trukks are still fragile and with explosions being S4 they will likely have to take two leadership checks one for pinning and one for losing 25%. NEVER buy any ranged weapon upgrades for slugga boyz, they are a waste of points since they can't be used in close combat. Generally speaking, if you are foot-slogging boyz, you want to have majority be sluggas in order to keep the price down. ***'''Shoota Boyz:''' 1 point per model upgrade. Sure, every other git shoots better than you; don't cry, all your weapons are Assault. Who sez we're stupid; shoot 'em, charge 'em, let the Grots clean up the mess. Also, Shootas are Assault 2, and have an 18" range, meaning you can still bring the dakka even if those gitz with Rapid Fire weapons can't. If you have a mob of 30 boyz with Shootas, bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+ wounds. Getting charged? No problem! Overwatch will help you out a little. Bring some Big Shootas along for even more fun. Put 'em in a Trukk with Reinforced Ram and Red Paint Job. Watch your opponent cry as your effective range goes from 18" to 31" with 24 shots. Just remember that Snap Fire makes you worse shots than usual. **'''Mob size''' - The recommended sizes for fielding Boyz is 12/20/30, depending on the point value you're playing and/or if you're using the Orks organization chart. Generally speaking, though, you're still playing Orks, so more orks is always better. Conventional wisdom says that the only reason you ever take less than the full 30 boyz is because 30 don't fit in a battlewagon or a trukk. **'''Upgrades''' - Quit mucking' about. You gitz is always muckin' about. ***'''Nob''' - Always bring a Nob, even if it is just to have a character in your mob to make the Mob Rule less punishing (rolling a 3 or 4 means you auto fail the check if there is no character in the unit). Give him a Bosspole and a Power Klaw, though the Bosspole is not as mandatory as it was before, as it only allows you to reroll on the Mob Rule table rather than rerolling Ld checks, but it's better than nothing. And the Power Klaw is still our Swiss army knife. Never leave home without one. It will handily krump gits of all sizes, including ones hiding in metal boxes. The Nob has access to the ranged weapon options and can take a shoota for free. As the Klaw is a specialist weapon and the Big Choppa is 2 handed there is no CC advantage to taking a slugga on your nob over the shoota. Well done gitz you just got yourselves an extra shot! ****'''Note''' - In 7th, if the challenger does not kill a Nob (in the case of things like distraction guard sarge), all of that nob's overkill hits the squad, so really no big deal. If you are worried about losing a nob challenges, add a cheap, bare-bones mekboy in the squad to accept challenges so your nob can use his power klaw on the rest of those poor gitz. ***''''Ard Boyz:''' A 4+ armour save upgrade, making your boyz much more durable. Can get expensive, however, especially in high numbers. No limitation anymore. When you run out of HQ slots for Painboyz to give your boyz some much needed protection from the Mob Rule table, upgrading a mob with 'Eavy Armour has become a viable option since it triples your chances of surviving hits from it. Combine with a Painboy for a nigh unkillable tarpit. This upgrade is usually better for the Slugga boys, who are more likely to be shot at. A full mob of Sluggas charging down at something, with 4+ armour save protecting them, will bring down anyone not lucky enough to have power weapons or en masse rending, or give sluggas that added bit of survivability to win shoot outs with other basic infantry. With luck, it is possible for them to take out a full squad of assault terminators (except that 4+ armour does not help anymore than 6+ against AP3 lightning claws or AP2 thunderhammers...). This is almost required if you are running Trukk Boyz, as the the 4+ armour will make it to when that trukk explodes your boys can practically laugh it off. Beware of AP4, if you go up against anything with AP4 you might as well forgo the armour for t-shirts with silly phrases on them, they'll fare just as well. 'Ard Shootas are better for use at holding objectives since they have that extra +4 and can keep the enemy away/at bay for a bit. Especially useful with objectives that have little to no cover around them, and if you're running Orks your opponent is gonna NOT want your ladz to have any cover when holding. ***'''Rokkit Launchas''' - Rokkits are dirt cheap now, at 5 points. If you have points lying around, feel free to bring a few in a slugga unit. Don't count on them to kill anything reliably, but the added AP3 firepower is nice against MEQs in a mob full of sluggas. Since they are mutually exclusive with Big Shootas, never take on a shoota unit. One can be taken for every ten models in the unit. ***'''Always use Big Shootas on Shootas''' - Big Shootas reach out and touch the enemy while you're mucking about, and are 5 points apiece, like the Rokkits they are mutually exclusive with. Going from a Shoota to a Big Shoota costs less than adding another Shoota to the unit by 2 points (5 instead of 7), and shoots 150% the dakka at 200% the range, 125% the strength, and 200% the effective penetration. In fact, Big Shootas also outperform Storm Bolters in every way, while costing what dem kanned 'umies usually have to pay for them. Big Shootas give you options to return fire at units like Dark Reapers/Devs/Warp Spiders or simply rake troops on the opponent's line with your objective holders. ****Rokkits and Big Shootas are the same cost for Slugga and Shoota Boyz, meaning a Big Shoota boy in a Slugga unit costs a point less than one in a Shoota unit, and likewise for Rokkit Launchas. *'''Gretchin:''' Dirt-cheap and expendable, usually used as screening units for infantry, holding objectives while your Boyz do the fighting, or for tying up more dangerous units in assault. Gretchin are one of those diamond in the rough units, with a low points cost and low footprint, your enemy will time after time ignore these guys. Especially in multiple objective games, chuck your objective in a piece of terrain (preferably in the heart of a ruin) and your opponents will likely be distracted with the sea of Orks. Total up your objectives at the end of the game, and let your opponent know that they forgot that one objective held by ten Grots. Their ranged attacks can actually do a decent amount of damage to enemy infantry, owing to the Grots' higher Ballistic Skill, as well as the volume of shots coming from a large unit. If you're fielding big units of footslogging boyz, you NEED to field Gretchin to protect them from incoming fire and Overwatch. If you're doing a mob list, these guys are essential as 5/6 games now have objectives, and leaving a mob behind doing nothing will lose you games. ALWAYS TAKE THEM. Laugh your fucking ass off when one Gretchin kills a terminator on overwatch and earns back his entire squad's points. Also brilliant cover campers, as most barricades/ aegis defence lines completely hide them. **'''Rustgob's Grunts (Stormclaw)''' - ''Overcosted for no reason''. it's just a normal Grot mob with a Squig Hound and grabba stick. Costs 5 points ''more'' than just building the same unit manually. Never field this.
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