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===Elites=== *'''Burna Boyz:''' Orks with Burnas, 7th edition put Burnaboyz in a somewhat awkward spot due to the changes to casualty allocation; you no longer can "clip" a few models from an enemy squad in order to pile on casualties. They also compete with Tankbustas and Meganobz while lacking the all-comers combat potential of either. The *main* reason to take Burnaboyz in 7th is because you can swap out up to three of them for Mekboyz; keep them safe and you have a relatively reliable "mechanic" unit that can do spot cover-flushing in a pinch. *'''Tankbustas:''' Orks with Rokkit Launchas. Your primary anti-tank/MEQ infantry unit, Tankbustas have Tank Hunters and their special rule '''Glory Hogs''' grants an extra Victory Point if the Ork player uses them to First Blood against an enemy vehicle. That said, even though the Glory Hogs is fairly situational, they are one of the few reasonably-costed units in this Codex, and with the entire unit possessing Rokkit Launchas and Tankbusta/melta bombs, they do a pretty good job at trashing vehicles. Their models are horribly expensive when buy the official box; convert as many as you can. **'''Loadout:''' Not too many options other than their unit size. You have the option to give Bomb Squigs to up to 3 models, or to have two models swap their Rokkit Launchas for Tankhammers. Tankhammers are essentially an Unwieldy melee-profile Rokkit Launcha, with the addition of a single one allowing the unit some additional punch in melee; however, they are expensive. Bomb Squigs on the other hand are strongly worth considering, serving as a one-shot S8 AP 4 hit that always hits on 2. Since AP 3 does not benefit weapons vs vehicles, taking the maximum of three Bombsquigs is barely more than the cost of a single Tankbusta, and gives the unit that much more reliability; after all, their lack of armor means that you cannot bank on a Tankbusta unit getting more than one good turn to shoot. **'''Taking a Nob''': Tankbusta nobs get more out of big choppas than nobs in any other unit. Given that the mob they're leading has all AP 3 all the time, they aren't exactly desperate for help vs MEQs and wreak most things with AV in assault anyway, which takes away from the Power Klaw being as much of a must-have as with most other mobs. Big Choppas, on the other hand, give an extra edge in thinning mobs with their strength bonus and AP 5, which helps a comparatively small mob of boyz kill guardsmen and the like fast enough to keep from being overrun. Even if the likes of Land Raiders and Ironclads are out of reach for the nob (taking a weapon on the Nob doesn't remove his Tankbusta Bombs, so he can still attack Land Raiders and the like), the rest of the mob also has tankbusta bombs and several tank-hunting s 6 or 7 hits mean he can still contribute to bustin' tanks with the rest of the lads. **'''Transport:''' Tankbustas want a Transport. They are fragile, and a Tankbusta unit deployed in the open has a giant target painted on them. If your opponent agrees to Forgeworld, the Gunwagon is the most efficient option for this purpose as it can be squadroned and has really good durability for its cost. Otherwise, it's a tossup between the Battlewagon and the Looted Wagon; Trukks sadly remain too fragile for their cost. *'''Kommandos:''' Orks in camo. They're basically 10-point Slugga Boyz with Infiltrate, Move Through Cover, Stealth, and access to Burnas. The models look great but they are finecast and really expensive, so just convert some of your own out of boyz. Good siphon unit when infiltrating in squads of 5-10 with minimal upgrades (nob w/ bosspole), forcing your opponent to shoot at them on the first turn. Even if you don't have any good spots to hide them in your opponent's deployment zone, just throw them 6" ahead of your other boyz to give them a head start while providing cover saves like grots. If you want to run big squads of kommandos with all the shiny toyz your best bet is to outflank them to create some mid-late game pressure when your opponent is already busy dealing with the rest of your army. You can take two special weapons as Burnas, Big Shootas, or Rokkit Launchas in any order. Rokkits are a tad unreliable considering you only have two shots per turn, so it's recommended that you take Burnas to make the most out of being behind their juicy flanks. **'''Boss Snikrot:''' Is now an independent character and is his very own Elites choice [[Sly Marbo|all to himself]], though if you have a squad of Kommandos he does not take up an Elites slot. If you attach him (and NO OTHER character) to the Kommandos and keep them in reserve, they can come on from any board edge and gain Shrouded on the turn they arrive; attacking the enemy from their rear is always great fun but since you can no longer assault out of reserves, but Shrouded should back you up from at least a few of these hits. Once again though he's not that fantastic all on his own. He causes Fear, and he does have stikkbombs which gives him a shooting attack, albeit at short range and low strength. Finally his Mork's Teeth are pretty basic AP5 Shred weapons which aren't too great against marines though he WILL chew up guard squads with sheer numbers of attacks. *'''Nobz:''' Nearly three times more expensive than a normal Ork Boy, but with +1 Wound, +1 Attack, and +1 Strength. However, like the Warboss, they get access to the shiniest wargear available to the Ork army, from [[Choppy|Power Klaws]] to [[Dakka|Kombi-shootas]] to 'Eavy Armor. Great in both close combat AND shooting. Best used as bodyguards for your Warboss. This massive Orky beatstick will likely cost several hundred points, and isn't going anywhere fast without something to cart them around. However, this mean, green pain machine is quite cost-effective by many armies' standards; let them Ride Trucks, Battlewagons or Bikes and opponents will bitch and moan. Do not run these guys without some way of raising their Leadership or giving them fearless. They should be bodyguards for your Warboss anyway. They can take Kombi-weapons, so their potential for firepower is something to consider. **What melee weapons you give them really depends on taste and how many points you're willing to dish out. Giving all of them Power Klaws will be hideously expensive (more so than usual), yet with just Big Choppas they'll struggle to take down even Space Marine Scouts in CC despite the Strength boost. You need to strike a balance between cost and power with Nobz **'''Waaagh! Banner''' - The Waaagh! Banner adds +1 WS, making the ''WHOLE SQUAD WS 5'', and has the added advantage of making your mob look even more badass (and yes, that applies to HQs attached). If you ever ''think'' about ''not'' taking one, punch yourself in the face. **'''Biker Gangs:''' Even worse is the notorious [[cheese|"Nob Biker"]] unit, a tactic that lasted three entire editions and fueled much [[RAGE]]. Toughness 5 warbikers with an Armor, Cover, ''and'' an Invulnerable save ''with'' Feel No Pain they are some-what close to invincible. As bikes you get Hammer of Wrath to reinforce your massive wound-output machine on the charge. You will pay for them dearly in both points and money, and it's a great way to get people to hate you. Unless, of course, your opponent is fortunate enough to have S10 Blast weapons on hand, or weapons that inflict Instant Death. But since most Instant Death comes from close combat, you have a good chance to counter it with your wound-allocation and high WS, or just plain avoid it. Twinlinked Dakkaguns mean that Jink's snapshot only rule does not affect Orks as much as other armies. **'''Skrak's Skull-Nobz (Stormclaw)''' - A Fixed formation of Nobz, this requires a full-armor, 2-Klaw, 2-Pole, Kombi-Skorcha mob with an Ammo Runt. Not much more expensive than the stock loadout, but you get a model with a free Bosspole and Hammer of Wrath by taking it *'''Meganobz''': Nobz in Mega Armor with Power Klaws. At first, there's a lot to like about Meganobz. Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they're very efficient at dismantling enemy infantry (save for truly ''dedicated'' Close-Combat or HQ units), or for pulling wounds away from your less-armored Orks. The entire unit can take Kombi-Weapons, meaning once per game, they can throw out a decent volley of Rokkit or Skorcha fire, possibly wrecking or crippling vehicles and infantry prior to assaulting. They can also replace their Power Klaws and Twin-linked Shootas for a pair of Killsaws. Almost mandatory on one Nob. Then you realize how many issues they have holding them back. '''They are terminators that lack any Invulnerable Save''' unless you pay to get a Big Mek with Mega-armor and KFF (which doesn't work in close combat) and they can't take a Waaagh! Banner. '''Slow and Purposeful''' means that they can't overwatch, run, or sweep and lack any access to heavy weapons to at least give them something useful to do while waddling slowly towards the enemy. They are still Orky Terminators, though, and naturally their Transport will be a high-priority target. One of their biggest issues is with leadership; unless they are accompanied by a leader (preferably a Warboss), these guys have a good chance of hitting the dirt after a single pinning wound is taken, or the moment they lose combat. The Mob Rule table fucks them over, hard. They will never have ten or more models so grab a bosspole or keep them in melee constantly if you run them, preferably both. Keep them *far* away from S 8/9 MC's, any form of AP2 or ID, all of which makes these MANz melt. The bright side is that they're relatively cheap and have a min squad size of 3 - means you can run just 3 of them in a Trukk with reinforced ram and a bosspole for just 160 pts. And even 3 of those guyz will murderise almost anything that's not an AP2/massed rending in melee. It's called MANz missile. And it works if you're careful with their Trukk. Another thing is that Meganobz can have combi-skorchas for just 5 pts. Not half bad for a heavy flamer, eh. ====Forgeworld==== *'''Grot Tanks:''' An odd unit. You get ''another'' vehicle squadron of 2HP Armor 10 all-around Metul Bawkses, seemingly the Orky specialty. They get 5+ invulnerable. saves from all shooting attacks that ''aren't'' Ordinance, Destroyer, or Armorbans which is uncharacteristically neat. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill. Having BS3 gives them an advantage to using Orky weapons, all of which are listed below. The Grot Tank's only real caveat is their unreliable 2D6" movement. Plus, if you roll double-ones, one of them takes a [[FAIL|Penetrating Hit]]. Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations. ''Modeling note: Don't bother with Forgeworld. Easy to build and make look better than Forgeworld for MUCH cheaper.'' **'''Unit Synergy:''' Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing. Additionally, since these guys count as Elites, you can exchange them with Warbuggies and vice versa to swap similar units around your force organization chart. ** Can prove to be more useful than Kans due to higher numbers, a full squad of 6 can pack 7 weapons as opposed to 3 and becomes far more deadly. This will cost you a lot more points-wise, so take that into consideration. Decide what you want them to do and use a squad of Kanz or a Mega Tank with different weapons to balance out. Keep some Meks close by though. **'''Grotzooka -''' 14 SMALL BLASTS! Fucking cheese, especially against horde armies like 'Nids. Simply smack them into the centre of the mass and drink your opponents tears. **'''Big Shoota -''' Owing to the BS3, this makes for a nice little way to hurt enemy infantry and be more threatening to enemy vehicles while saving on points. **'''Skorcha -''' You still need to get close, and given the variable movement, this doesn't seem very useful when you could be bringing the dakka at range, but if screening your boyz, might be good to ruin up a critical unit before a charge. If they haven't been destroyed first... **'''Mega-Blasta -''' Still comes with the risk of getting hot, and with the risk of rolling double 1's on movement means that this makes your tanks even more [[Fail| fragile]], although the 5+ invuln at least gives you a chance to save it. Not worth the risk and points. **'''Rokkit Launcha -''' Fantastic at ruining a vehicles day, especially with working alongside Deffkoptas. Chuck out some rokkits to the front while the Deffkoptas roll for [[FATAL| anal circumference]]. However the Str 8 AP3 also means they are superb at crippling Marines or any other toughness 4 units too. *'''Mekboy Junka:''' The Mekboy Junka looks like an Ork Looted Wagon with a price hike on it in exchange for getting three Big Shootas and a quirky Turbo-Boosta ability; the Turbo-Boosta lets the vehicle elect to become Fast on a 2+, but risks Immobilization on a 1 (fortunately without HP loss), so having Mekboys on-hand becomes paramount. This vehicle has a lot of options to the poi that that it looks like it ''cannot'' decide what it is or it wants to do, and it's very easy to get carried away on spending points to upgrade it. The question then becomes what you want to do with this customizable vehicle. *Supa-skorcha? **Big-Zzappa? **''Kustom Force Field?!'' **'''Two Grot Bombs:''' The alphastrike option, a Mek Junka can take two Grot Bombs for the cost of a Trukk. Though it can only fire one each turn due to them being Ordnance, they provide a cheap and relatively accurate barrage weapon, allowing for the ability to murder Power Armor or chip hull points from vehicles, all while ignoring intervening cover. Don't feel bad about only having two bombs; it's not like Junkas are durable and meant for protracted engagements. ** TURRET-MOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some pretty heavy ordinance. ** Don't forget that it also counts as a dedicated transport for a Big Mek, so you can have one without it eating up your precious Elites slot, so long as you have a Big Mek. (And you do have a big mek, right? What self respecting Ork army doesn't have one?) Just remember to not actually put your Big Mek in the Junka, because that consolidates your KFFs and negates the whole point!
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