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==Specialist Detachments== Kustom sets of WT + Shiny Gubbin + Stratagems behind a 1CP paywall to give your mob that extra fluffyness should you want it. A single detachment may pick a Specialization only once, so if you want (and can afford!) to use more than a single specialist detachment, you have to use them on different detachments. <sub>source Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.</sub> ====General stratagems==== *'''Field Commander (1 CP):''' This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait. <u>This stratagem can be used once for each Specialist Detachment</u> **Orks become the faction with the most Warlord traits: Your Warlord, your {{W40kKeyword|Blood Axe}} Finkin' Kap warlord, a Blitz Brigade Warlord, a Kult of Speed Warlord, a Dread Waaagh! Warlord and a Stompa Warlord. Not telling you pull a '''Tale of Six Warlords''' on your own (which you totally can, by the way), but you can easily have 2-3 simultaneous warlord traits. <span style='color:green;font-size:110%'>'''''SHOW THOSE [[Dark Eldar|SPIKY LONGEARZ]] OO'S THE MOST KUNNIN' AN' BRUTAL OF THEM ALL!!! WAAAAGH!!!'''''</span>. ===Blitz Brigade=== {{W40kKeyword|Warbosses, Battlewagons, Gunwagons, & Bonebreaka}}s get the {{W40kKeyword|Blitz Brigade}} keyword. * Remember that this also technically includes the {{W40kKeyword|Battlewagon with Supa-Kannon}} due to the {{W40kKeyword|Battlewagon}} keyword. * Not amazing, but if you are taking a lot of battle wagons anyway.... '''Stratagems''' *'''Opening Salvo (1CP):''' Use it in your Shooting phase of your FIRST battle round (so it's effectively One Use Only). Pick a {{W40kKeyword|Blitz Brigade Gunwagon}} and it doubles the range characteristic of its weapons until the end of the phase. ''All weapons, so its optional 4 Big Shootas benefit as well.'' **Most useful for the Killkannon as it's the option with the lowest (24") range. It goes without saying to use the Gunwagon's Periscope. ***Includes Da Boomer for a mighty 72" range. **Technically this works on the Gunwagon's melee weapons, too, but that's meaningless, since the rules for weapon type melee don't pay any attention to the weapon's range. *'''Krush 'Em (1CP):''' A {{W40kKeyword|Blitz Brigade Bonebreaka}} rolls 3d6 for its Bonebreaka Ram ability and chooses the highest result, which means this strat can only be used if the Bonebreaka charged. **You could use the Tactical Reroll instead of this (so this alone isn't reason enough to upgrade the detachment), but it also means you could save that to re-roll something better, like a power klaw punch. Or a second Bonebreaka ram. *'''Hold On, Boyz! (2CP):''' Use it before you move a {{W40kKeyword|Blitz Brigade Battlewagon}}. Pick a friendly {{W40kKeyword|<Clan> infantry}} (doesn't make the usual Flash Gitz exception apparently) wholly within 3" of the Battlewagon. Remove that infantry unit from the field, move the Battlewagon, then set up that infantry unit within 3" of the Battlewagon and more than 3" away from enemy models. The unit that hitched a ride doesn't count as having been embarked (so it also wouldn't count as having disembarked either), cannot move that phase, cannot charge, and counts as having moved (but not advanced). **A callback to the old rules where you could fit in as many orks in a transport as it could physically hold, it does away with the transport capacity reduction a Battlewagon suffers when it takes a kannon. It also means a clean Battlewagon can '''move 60 Orkz''' (20 inside, a Mobbed Up 40-ork unit holding on) on a single go! However, as Mob Up happens at the end of the movement phase, this is limited to turn 2 at the earliest. ** The lack of charging is kind of sad, but combine it with Da Jump and you can have 2 30-boy units in the enemy deployment zone turn 1. '''Warlord Trait - Back-seat Driver:''' If the {{W40kKeyword|Blitz Brigade}} Warlord is embarked inside a {{W40kKeyword|Blitz Brigade transport}}, that transport gains +1" movement speed, as well as the 'Ere We Go ability, which no Battlewagon type has. *Combine it with the {{W40kKeyword|Evil Sunz}}' Redder Armour to get a Battlewagon that moves 15", advances ~4.5", and then charges (near a Deffkilla Wartrike) the equivalent of (3d6 keep the two highest)+1" while doing 1d3 mortal wounds on a 2+ plus another 1d3 mortal wounds on a 4+, while carrying 60 Orks. That's a '''33" threat range, aka a <u>TURN ONE CHARGE</u>''', 9" deep inside the enemy's deployment zone. * 'Ere we go for battle wagon is a big deal. Sadly, only one of your vehicles will get it, and it will have an enormous target painted on it instantly. ** Remember you can embark on a transport as long as you finish your move within 3" of it. If taking multiple Battlewagons, deploy your driver boss within running/embarking distance of all of them and watch your opponent sweat not knowing which wagon you plan to drive down their throat next turn. '''Shiny Gubbin - Da Blitz Shouta:''' At the start of the shooting phase, if the {{W40kKeyword|Blitz brigade}} bearer is inside a {{W40kKeyword|blitz brigade battlewagon}}, pick an enemy that is visible to it. Until the end of phase re-roll 1s to hit for all attacks made by friendly {{W40kKeyword|Blitz Brigade}} units within 6" of that battlewagon that target the enemy you picked. *Naaah thanks. A 6" aura of {{W40kKeyword|Bad Moons}} kultur that only affects battlewagons, especially Gunwagons, and that only works when your warlord is unable to contribute to combat. Hard pass. Plus, if you have multiple warbosses who are embarked on the same transport, doesn't hit the other warbosses. **There's two ways to approach using this gubbin: barely at all or fully committed. Either you take a bunch of loaded up Gunwagons w/Killkannons an' all da ova flash to create a pseudo-tank formation, or you blow your remaining points on a throw-away warboss to take the relic if you're already running a battle-taxi heavy list with sum extra gunz. The relic on its own isn't good enough, so you either go all in and structure your entire list around it, or you take it as an afterthought. ===Dread Waagh!=== {{W40kKeyword|Big Meks, Gorkanauts, Morkanauts, Deff Dreads, & Killa Kans}} gain the {{W40kKeyword|Dread Waagh!}} keyword, for your inner mekboy to unleash a whole army of truly ded 'ard orks. Especially Gork(and possibly Mork)anauts, as this detachment's buffs are ranged for the most part; Goffs looking for melee buffs aren't going to find them here, but other clans, and especially {{W40kKeyword|Deathskulls}}, can make good use of the buffs. * Worth taking if you are taking 3 of Gorky/Morkanauts, or a single SAG with the relic, nearly useless on anything else. '''Stratagems''' *'''Kustom Ammo (2CP):''' Pick a {{W40kKeyword|Dread Waagh!}} unit in the shooting phase. It can shoot twice with all of its ranged weapons in that phase. **Like a {{W40kKeyword|Bad Moons}} "Showin' Off" that works on a Morkanaut's Kustom mega-zappa/Gorkanaut's Deffstorm mega-shoota, so they can behave like the small stompas they are, works for a Mek with souped-up shockka as well if rolls are decent.. though Deff Dreads have neither the BS nor the numbers to make much out of this strat. ** A '''Deathskulls''' Big Mek with the '''Souped up Shokka''' can fire 2d6 shots, re-rolling 1s to hit, wound, and damage at AP-5, and then do it again with this Stratagem; you can also use a CP-reroll to bump the shots or S up. This will blow away land raiders by looking at them, and if lucky (cos deathskull...) you can wreck an Imperial Knight. Also, as a Deathskull, if you're within 18"... you can snipe a character with enough ordnance to slag a titan. ** For an anti-infantry Mek, give a badmoons boss on a bike a kombi-Skorcha with the Blunderbuss for 3D6 Heavy flamer shots, or 2 Kombi flamers for 4D6 autohits. ** The recent FAQs now allow this to be used on Killa Kans to spurt out a decent amount of firepower from a 6 Kan unit. Still probably best used on a Naught. *'''Mek Connections (1CP):''' Used at the end of the movement phase on a {{W40kKeyword|Dread Waagh!}} unit next to a '''Mek Workshop'''. If it gets a "kustom job", the "somethin' extra special" ability triggers on a 4+ instead of a 6+. **Very on the nose shilling by GW, yet of little value to both Deff Dreads or Killa Kans, which will be too far away for it to matter and lack the dakka to make it count. Morkanauts are worthy, and yet you're still paying 1CP for a 50% chance of nothing. ** And do not forget your expensive war machine will spend turn doing nothing waiting for the upgrade... Skip it. '''Warlord Trait - Dread Mek:''' Can only be taken on a model with the '''Big Mekaniak''' ability. Whenever this ability is used on a {{W40kKeyword|Dread Waagh!}} model, it regains +1 wound. *Synergizes with the {{W40kKeyword|Deathskulls}} Da Fixer Upperz shiny gubbin, which together guarantee 4 wound repairs. Da Fixer Upperz also confer the Big Mekaniak ability on their own, so you could give it to a Warboss and fluff him as a Mekboss. Not saying you should do it, only that you can. * Weak in comparison to other, more viable stuff in the codex. Skip it. '''Shiny Gubbin - Da Souped-Up Shokka:''' A Shock Attack Gun with 2D6 shots instead of just 1D6. *A {{W40kKeyword|Deathskulls}} Big Mek with maximum dakka (Warbike's 2xDakkaguns + Megablasta + Souped-Up Shokka) can use the 'Opportunist' WT to snipe SM Lieutenants and above. And he'll be extra difficult to fight against, because he'll be surrounded by big metal boyz he can repair. * Unlike the stock SAG, this thing has a decent chance of actually working. That is actually how a SAG should look like, stock, but alas. Still very random, but finally worth its points. Unfortunately, that does not make it worth taking an entire detachment just for that, ''and'' paying CP. So if you took it for something else, take it, otherwise skip it. Alternatively, this is one of the best units Ork has to kill something scary like a knight, unit of dragoons or any big vehicle, and is almost considered a 'Must Take' in competitive Ork army lists. *Make the Big Mek your warlord and give him the Big Killa Boss warlord trait, so he'll get +1 to wound against vehicles. Then if you roll S2 he's still wounding your opponent's centerpiece model on a 5+, and with a 1 CP re-roll has decent odds of getting a 2+ to wound against knights. Give him a Grot Oiler to eat sniper shots, because he's going to attract a lot of them. * Although, this gun alone can take out a tank or equivalent in one turn, so for the threat alone it is worth having - watch your opponent turn inside out trying to get out of your mek's eyeline whilst still being able to hit the rest of your army. ===Kult of Speed=== {{W40kKeyword|Speed Freeks}} in the detachment (that is Deffkilla Wartrikes, Nobz on Warbikes, Warbikers [[RAGE|but not the Index character bikers]], Deffkoptas, and the 5 new Speed Freeks vehicles [[Derp|but not Wartrakks, Warbuggies, or Skorchas]]) all gain the {{W40kKeyword|Kult of speed}} keyword, so you can unleash the full Mad Max experience. While {{W40kKeyword|Evil Sunz}} are the first clan that comes to mind, in truth all clans can see the benefit of punching the enemy in the face as quickly as possible. * Not really worth it considering how squishy all units that can take it are. Nobz on war bikes are proverbial glass hammers and war bikes are not able to be much more than distraction or objective grabbers. That leaves you with new stuff and deffkoptas to work with. If index stuff would work here some kind of war bike deaths star combo could be considered as it is a nice way to give speed boost to your already externally fast units so they can get and be massacred that much faster. Could be used for some shenanigans with new warbuggies probably. *Judging by personal playtesting, this detachement is only really useful for one thing: the Deffkilla Wartrike. The relic is a great durability buff, the warlord trait (while mostly useless) allows you to use bikes as a meatshield that never runs away, and both of the stratagems are designed either to get you into close combat or tie up enemy units, which (unsurprisingly) is the whole shtick behind the Deffkilla Wartrike. TLDR; if you're bringing the Wartrike, take it. Otherwise, pass. '''Stratagems''' *'''Turbo-Boostas (2CP):''' Use this Stratagem at the start of your movement phase. Pick a {{W40kKeyword|KULT OF SPEED}} unit from your army. If that unit advances this phase, double that unit's move characteristic instead of rolling a die. **28" move Bikers, 32" move for {{W40kKeyword|Evil Sunz}}. Since the most distance you can get on a Deffkilla Wartrike's 6" Speedwaaagh aura is 14"+6"+6" = 26" (28" for Evil Sunz), that means your Bikers get to ''begin the charge INSIDE the enemy's deployment zone'', all but guaranteeing a <u>'''Turn One Charge'''</u>. **A Warboss on Warbike with the 'Follow Me, Ladz!' WT can push his aura 14"+3.5"+''9"'' = 26.5" (28.5" for Evil Sunz) from your own deployment zone, if you don't feel like giving GW your money for a Wartrike when you have a perfectly good Biker Boss. *'''Charge Through 'Em! (2CP):''' Use this Stratagem before a {{W40kKeyword|KULT OF SPEED}} unit from your army makes a consolidation move. That unit Consolidates 2d6" instead of 3". **So not only are you reaching the enemy, but tying up the rest of his army as well. That's 5CP gone in the first turn, and yet it can also take away the enemy's shooting phase with it. ** Just make sure that whatever you consolidate into can't fight in melee. Also, useless against smurfs, tau, and eldar - all the other stuff that can retreat and still shoot. '''Warlord Trait - Quick, Ladz!:''' Friendly {{W40kKeyword|kult of speed}} units within 12" of the Warlord gain morale immunity (UGH) on the condition they Advanced in the same turn. Could be of some use when your bikers leave your footslogging boyz squads well behind. '''Shiny Gubbin - Skargrim's Snazztrike:''' Nooo, Skargrim's dead! Deffkilla Wartrike exclusive, it gets +1T and a 5++, so it effectively replaces the "'Ard as Nails" WT. Or you can combine it and then you have a '''Toughness 8 Wartrike'''. ''"Fuck your Warboss on Warbike" -- GW''. ===Stompa Mob=== Can only be used in a super heavy detachment, so it is not possible in a 2000pts game unless you are playing forge world stuff such as the kill tank and gargantuan squiggoth. Otherwise, the only super heavy you can field is a stompa, and 3 of those is way more than 2000 pts. * It is a nice little thing, but does not make stompas viable. They are still overcosted by 300-400 points. *Only the {{W40Kkeyword|Stompa}} actually gets the {{W40Kkeyword|Stompa Mob}} keyword, making this completely useless to our other, more cost-effective superheavies. Thanks, GW. *However, any one model in the detachment, with no other restrictions, becomes a {{W40Kkeyword|Character}} who can only receive the warlord traits and relic from this detachment. This means you can legally make any other superheavy the character - it won't be allowed to receive the warlord traits or relic since it won't have {{W40Kkeyword|Stompa Mob}}, but it ''will'' be a legal target for your weirdboy to give +2S and +2A to. '''Stratagems''' *'''Stomp, Stomp, Stomp! (1 CP)''': At the start of the fight phase, pick a Stompa in melee range of an enemy unit and roll 1d6 for each model within 3" of the Stompa. It causes a mortal wound for each 6 rolled. ** Waste of perfectly good CP. *'''Stompa-porta (4 CP)''': Deep strike one of your Stompas, with all the usual limitations. Use your imagination, we shouldn't need to tell you how to use this. ** Yeah, nice. Its main use is protecting a stompa if you do not get first turn, and skipping footslogging it to its intended target. Its price cost is prohibitive, though, and the Stompa is so overcosted, it is not enough to compensate. '''Warlord Traits''' *'''Gork's One''': +1 to hit and wound rolls in the fight phase. ** So 2+ hitting and 2+ wounding on virtually anything, even with multiattacks. Decent. ** Combine this Warlord Trait with a Weirdboy using Fists of Gork on the Stompa... You now have 8 Attacks at Strength 12 on your top profile with +1 To Hit and To Wound. Maximum stompage! ***Remember, you're either hitting at Strength x 2 (Gork-damned Strength 24!) or you're 'just' hitting at S: User but get to triple your attacks. 24 S10 Attacks definitely ain't bad. If you really wanna double down on the Choppy Stompa of Doom, upgrade your Weirdboy to a Warphead (or have him bring a friend), use Warpath on the Stompa to gain 9 Attacks (27 when Slashing) and run a Deffkilla Wartrike along with it so it can potentially move 18" in a single turn. Use the Ramming Speed strat to get a 3D6" charge and deal some Mortal Wounds. Whatever you charged is most likely dead now. Stomp. *'''Mork's One''': +1 to wound rolls in the shooting phase. ** Actually +1 to hit on BS 5+, with its array of weapons, could be a way for it to kind of approach being viable for a change... but NOOO, let's give it +1 to wound rolls that are already decent on its main guns. **This actually really helps all your small arms. Your big shootas will force more saves on marines while your gatler will delete portions of infantry units each time it fires. Oh and it can actually wound other T8 units on 4s now, if you run out of footsloggers to shoot! '''Shiny Gubbin - Tezdrek's Stompa Power Field''': A shiny 5+ invulnerable save for your Stompa, just what it needs to stay in the fight. ** Ok, 5+ that will work in melee, as well as shooting, is nice indeed; it basically means the Stompa is more like 53 W instead 40 in practice. However, it is still not enough to compensate for the terrible overcosting of stompas.
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