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== Unit Analysis == === HQ === *'''[[Big Mek]] (Legends)''': Nob mechanic. Can replace its Slugga with anything from Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace ''both'' the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the '''Big Mekaniak''' rule, allowing a friendly Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}} (there is nothing that states you cannot repair units with fly) within 3" of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek's 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be "on the tabletop" to elect a vehicle within 3" to be repaired, so he can't use it inside transports. *'''Big Mek with Kustom Force Field''': Like the Big Mek above, but comes with an obligatory Kustom Force Field but with the same points as a choppa slugga mek. **'''Kustom Force Field''': 5++ only against shooting, units must be '''wholly''' within 9" of the Mek to benefit from it. ***This upgrade benefits smaller units more often than larger ones. It's a 9" bubble measured from the 1.5" base of a Big Mek means you have an effective diameter of approximately 22" - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit. If the base of one model is partially outside the aura it doesn't protect any of the unit. Keep this in mind when removing casualties - killing off the one or two guys outside the field will let you make that 5++ for the remaining wounds. ** Also note he is Back in codex category not relegated to legends like previously. *For some reason, it only affects the guys that are in the same clan. Makes no sense logically. *'''Big Mek in Mega-Armour''': A heavier, slower, more armoured version of the Big Mek. Comes with an extra wound, a Kustom Mega-Blasta and the option to take the Tellyport Blasta. Unless you absolutely need a Tellyporta Blasta there is little reason to take him. For CC you got Warbosses and for protecting your assets with KFF normal one is quite enough provided some bubblewrapping is done. And the regular one has better movement. Furthermore, this guy currently cannot dual-wield Killsaws. **'''Tellyport Blasta''': This thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model's wound characteristic on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that has fewer than 6 wounds, but not that reliable overall. Note that this weapon simply slays the victim, not wounds them. So guys like Yarrick and Guilliman will stay down. *'''Big Mek on Warbike (Legends)''': Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the '''Big Biker Mekaniak''' rule, which means that he can only repair friendly Ork Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLES}} (there is nothing that states you cannot heal repair units with fly) within 1", and only if he didn't move more than 5" that turn. Also doesn't have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles). **...But now that you can't use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5". **One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters. *'''Big Mek with Shokk Attack Gun''': Proof that GW doesn't understand statistics or that none of the rules creators actually play Orks. No longer has the random table to roll on. Instead, this gun fires D6 shots at a Strength of 2d6 and an AP-5. Any roll of an 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporizing your Big Mek. On paper these changes seem nice; unfortunately this weapon is a prime example of the victims of template removal. With BS5+ the Big Mek will, on average, only end up with one hit each time he fires, and that hit may not even give you a good chance of wounding. If you take this you have a serious gambling problem. Though it does sport one of the longest ranges (60") in the entire codex. ** Give him the souped up shokka relic, and you have a very slim chance of doing a minor ''216 wounds''...72 of them being mortal wounds. Then you can shoot again with the Dread WAAAGH! stratagem. ** Relic version available if you take Dred Mob specialist detachment is actually worth exactly SAG points. It is not worth spending extra CP or two (if you go for multiple relics) so unless you ate taking dread mob either way we still do not have SAG worth taking. And of course why can have only one that way. Shock attack gun can be comboed insanely well, as a bad moons big mek with the relic, warlord trait, more dakka, and kustom ammo, this guy can delete things as big as knights in a single go (saying that rolls would have to be insane) or struggle to kill 5 guardsmen. It is random as hell which is awesome and very ORKY! ** Big downside is that you have to select a target first so you cannot choose your target based on the strength rolled. (not true!!! see faq) *'''[[Deffkilla Wartrike]]''': The shiny new cousin to the Warboss on Warbike, which allows all {{W40Kkeyword|Bikers}} and {{W40Kkeyword|Vehicles}} who share his Clan to charge after advancing. Stompas can benefit from this- need to say more? ** Yes possibly, he is not the cheapest and most of his cost is probably rooted in the above speedwaaagh! rule but he also has his jet gun thing, which is a two melta shots likely hitting on 6s. His melee damage is similar to a PK in ap and damage. He only gets +2 strength but does have reroll to wound, so basically a not as good PK. He does throw down 6 S5 boom stick shots with +1 to hit at half range. It seems this guy works best as the linchpin of a speed mob (big surprise), he is proper tough and quite fast, though his damage potential can vary and may be less than what you would expect. ** Some crazy things can be done with this guy. Consider running him as Deathskulls and running a Dredd Mob with him at its centre (Deathskulls is the way to go for a Dredd mob as all deff dreds become individual units after deployment and each get the rerolls) Then, give him the deathskulls relic to allow him to fix stuff and also give him the warlord trait “follow me lads” so that you can keep any unruly Killa Kans from running away. - added bonus - caste the Fists of Gork psychic power on him and watch him Krump everything. *'''[[Warboss]]''': This Orky beat-stick automatically comes with a Kombi-Rokkit, PK and two sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (2pts). He has a high strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Costs 0 pts so take it). ** Comes with the '''WAAAGH!''' ability (which is written as [[HERESY| Waaagh!]] in the book), which allows friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} [[Fail|within six inches of him]] to charge in the Charge Phase, even if they'd already advanced. ** He has the '''Breakin' Heads''' rule, which allows nearby units of the same {{W40kKeyword|<CLAN>}} to count as having passed a failed morale check at the cost of suffering D3 Mortal Wounds. This is to save units that aren't able to benefit from Mob Rule, such as grots or lone units at low model counts. *'''Warboss in Mega-Armour (Legends)''': Like the big man above, only with a slightly reduced movement speed, an additional Wound and a sweet 2+ save. He comes with a Power Klaw by default, so no skimping on the points. For some reason, he can't take two Killsaws. Armor save is good to protect against snipers. ** This guy still doesn't have a model. Most people use conversions based on the Ghazghkull Thraka or the Ironjaws Megaboss model. ** He can take a Kombi-Skorcha which doubles as a Shoota (at BS 6+ if used with Skorcha) and a Skorcha. Great for softening up units before a charge. Or if you want to make him as cheap as possible he can swap his gun for a basic Shoota (half the shots of the kustom shoota, but it's free). ** The reduced movement speed is pretty negligible; a Warboss shouldn't be footslogging unless he's babysitting a 30+ mob of Boyz (in which case the armour is a waste of points), and you have a number of transports and stratagems to get him where he needs to be. ** The Mega-Armour boss costs 120 points at the bare minimum, versus an 80 point normal PK Warboss. Is half as much again worth the added protection of 1 more wound and a 2+ save? Probably not on it's own. But the armour's value goes up the more you invest in the boss wearing it, If he's your warlord with '''Follow Me, Ladz!''' or any other aura trait, he goes from being spammable to a unique lynchpin in your army, which makes the protection much more valuable. And of course, the Mega-Armour helps a lot when you're trying to survive long enough to bring Da Killa Klaw into combat, especially against an opponent who's seen how much damage it can do. *'''Warboss on Warbike ''': Another variant of the Warboss, this one is tooled up with a big Warbike, granting this beast of an Ork an additional Wound and the obligatory +1 to Toughness. The bike comes armed with a pair of Dakkaguns, allowing this Warboss to spit out six S5 shots per turn to the footslogging Warboss' four S4 attacks, and has a Movement Speed of 14". Comes with almost the same options and abilities as the other two Warbosses, except that when he buys something from the Shooty Weapons list it's ''in addition'' to his default Dakkaguns rather than a replacement for them. ** His mobility is his strong point, allowing him to keep up with massed Bikers and can also precisely place himself between several footslogging units to maximize the number of Boyz affected by his '''WAAAGH!''' Can keep up with Stormboyz and gives them a max a guaranteed (12+6+2d6)" max 30" range on the re-rollable charge while having some of them blown up. If you are using Evil Sunz you are looking at a (15+6+2d6)" with casualties or a still very respectable (15+3d6)" (both with re-rolls). ** As of the FAQ/Errata, '''Bikes''' are now affected by the bikerboss' '''WAAAGH!''' which would allow both himself and the bikes nearby to benefit from the Waaagh rule. ** He is also a good choice to support Stormboyz. He can keep up with them, making them able to advance and then charge. It is important because the Deffkila Wartrike cannot do that. ** Seriously consider this HQ if you play Evil Sunz. With the bonus to move-advance-charge the average Ork Boyz threat up to 19" (6" move + 4"average advance + 8"average charge range + the 1" melee range). ** Despite every other biker character being moved to legends, the Warboss is still a valid option in matched play due to a Warboss on bike still available from Forge World. *'''[[Weirdboy]]''': Nob psyker. Has a melee weapon staff S +2 and Damage D3. Has the '''Waaagh! Energy''' rule which adds an additional point to psychic tests for every 10 friendly Ork models (counts vehicles but not Gretchin) within 10" up to +3. It's one of the most consistent psyker units in the game, but the downside is its prone to Perils of the Warp. They are limited to a max +3 limit. Keep a painboy nearby for a 6+ FNP and heal the damage from perils. They can manifest only a single power per turn. Unless you use the Warphead stratagem for 1cp. ** '''Da Jump''' allows them to teleport entire {{W40kKeyword|INFANTRY}} units across the field, following normal deep strike rules. And it can be used turn 1. ** If the older model doesn’t strike your fancy, then the Orruk Weirdnob from AoS is a perfect substitute. ==== Special Characters ==== *'''[[Boss Snikrot]]''': Clan {{W40kKeyword|BLOOD AXE}}. Can infiltrate like Kommandos, and if they're Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He's not threatening enough to fight alone, unless he's hunting lone and weak characters or shooty units (Don't waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax. ** He also gets +1 to wound rolls in melee against units wholly inside terrain. *** Don't make him your warlord. The CP refund is best for a guy in the back (like that one mek nobody notices) *'''[[Boss Zagstruk]]''': Clan {{W40kKeyword|GOFF}}. He is a named Stormboy with 6W and 7A (6 standard plus Choppa) 3 of which can be made with Da Vulcha's Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12" and can advance 6" instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok's Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). ** Overall decent character, but his rule for supporting Stormboyz could be better. ** It might be good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing enemy to split fire (and potentially waste shots) while retaining ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units (since they are fast attack, not troops, you can bring maximum of 3 units since the Big FAQ) and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 "free" Command Point. ** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18" S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz. ** Still very cheap at 88pts. *'''[[Ghazghkull Mag Uruk Thraka]]''': Clan {{W40kKeyword|GOFF}}. NEW MODEL IS HERE!!! DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. Ragnar Blackmane of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armor equipped with "Looted Macro Capacitors." Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking ''Redemptor Dreadnought'' than a Warboss and carries the {{W40kKeyword|MONSTER}} Keyword as a result. His new weapons include the Mork's Roar (a freakin' Quad Heavy Bolter), Gork's Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the '''Prophet of Gork and Mork''' not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. Ghazzy can also now be taken with any {{W40kKeyword|ORK}} army without preventing Clan Kulturs, though he can't benefit from any Kultur but his own, just like Shadowsun's new rules. His good ol' '''Great Waaagh!''' does the same thing as a regular '''WAAAGH!''', except that it grants {{W40kKeyword|ORK INFANTRY}}) units within 6" an extra Attack as long as they charged that turn (note this rule is exactly the same as before but unlike that one Ghazzy himself do not benefit from it as he is not {{W40kKeyword|INFANTRY}}) . This is the second-best buff in the Ork army after the WAAAGH!!! Banner. It is still only medium weight due to working mostly on big hordes of Boyz, and only on the charge instead of all the time. He can further buff any Ork you take with Da Boss is Watchin', which is '''Breakin' Heads''' but for all {{W40kKeyword|ORKS}}. However, you're ''still'' going to take him as {{W40kKeyword|GOFFS}}, not just to maintain his Kultur, but because he grants all {{W40kKeyword|GOFF}} units within 6" of him a re-roll of 1s to Hit with Melee attacks. ** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|CHARACTER}} now with more than 10 Wounds, he can and obviously ''will'' be targeted by everything on your opponent's board right from the get go. In addition, being a {{W40kKeyword|MONSTER}} now means the only way to get him anywhere in a hurry is your Tellyporta Stratagem. On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless you're opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy's no longer just a flat upgrade to a normal Mega-armour Warboss, but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. ** {{W40kKeyword|MONSTER}} keyword might prove to be a big handicap to him as he is unable to gain most synergies with the rest of the army. Only 4 srategems work for him at all, Painboys cannot heal him outside use of medisquig strategem... on top of that his main aura ability was not upgraded in any way. And with his new speed he will be around the same speed of the boyz that will be advancing and charging around him. But he might Not if you advance him. ** His Great Waaagh! Ability has been FAQ’d to include {{W40kKeyword|MONSTER}}. This allows him to advance and charge with the rest of the Boyz. Hilariously, this also means that the buff extends to Squiggoths. Use that as you will. *'''[[Makari]]''': Clan {{W40kKeyword|GOFF}}. HOLY FUCK IS HE BACK. He's a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything. Stick with some other grots because he'll let any such mob within 12" use his less-than-stellar Ld6 to keep in the fight. Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that's an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he's within 3" of his best pal Ghazzy, he gains a 6+ Feel No Pain aura for all GOFFS nearby, as well as a boost to his Movement speed which lets him to keep up da boss. ** Question remains if his fnp ability works for Ghazghull before or after prophet ability of limiting wounds received to 4. If it is before it is quite useless and not worth taking in comparison to standard painboy, if it is after it is worth taking on top of painboy becouse it might let Ghazzy live another turn. *'''[[Kaptin_badrukk|Kaptin Badrukk]]''': Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1's to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do ''not'' want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn't get the same '''Gun-Crazy Showoffs''' rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1's may be worth it. ** His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him re-roll one To-Hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt). *'''[[Grukk Face-Rippa]] (Open Play, White Dwarf 454)''': Clan {{W40kKeyword|GOFF}}. Face-Rippa's back, baby! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he's a {{W40kKeyword|GOFF}} Warboss with an extra wound and attack, as well as a 5++ Invulnerable Save and 5+ '''Feel No Pain''' roll from his '''Too Tuff for Deff''' rule. His unique Power Klaw Git-rippa is AP -4 instead of -3, has a fixed 2 Damage instead of a random D3, and can re-roll any and all wound rolls, even successful ones. So it’s basically just a Killsaw which re-rolls wounds. His previous Warlord Trait Bellowing Tyrant has been replaced with a new one, Foul Temper, which gives him +3A when he has less wounds than he started with, giving him 8 swings with Git-rippa once he's been injured! Whilst he doesn't have a points value anymore and is resigned to open play, he has the same Power Level as a generic Warboss, so there's no reason for a {{W40kKeyword|GOFF}} player NOT to bring him instead. *'''Skrak's Skull-Nobz (Open Play, White Dwarf 454)''': Clan {{W40kKeyword|GOFF}}. '''Grukk's Meanest Ladz''' - literally, it says so in their rules, so it must be true! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, they're a named {{W40kKeyword|GOFF}} Nobz mob lead by Skrak Head-Smasha which take up a HQ slot instead of your crowded Elites, what's not to love! They have +1WS compared to regular Nobz, get +1A when hanging out with the ol' Face-Rippa, and Skrak comes with a nice [[hat]] that inflicts a single mortal wound if it hits. Slightly more costly in open play than a regular Nobz mob, +1 Power Level, and lose access to a Cybork Body, but it clears your Elites section for more important stuff, so that could be a price worth paying. *'''[[Goff Rokker]] (Open Play, White Dwarf 454)''': Clan {{W40kKeyword|GOFF}}. Party time, excellent! Whilst he isn't named like other Special Characters, his rules say you can still only have one of him per army, so I figured I'd put him here. One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he's a {{W40kKeyword|GOFF}} {{W40kKeyword|CHARACTER}} Nob with a Rokker Shoota, which functions as an Assault 4 Shoota with slightly longer (i.e. Bolter) range and one better AP, and a Rokker Choppa which is just a +1S Choppa, but none of that stuff is why you take him. No, you take him for his '''Musik''' rule. This allows him to perform one of two songs, and he can choose to change which song he's playing every BATTLE ROUND. ''' 'Eavy Metal''' playing in the background inspires {{W40kKeyword|GOFF INFANTRY}} within a 6" bubble to trigger additional hits from their '''No Mukkin' About''' kulture on a 5+ instead of a 6+. That one's nice, but also not why you take him. Tuning into '''Goffik Rock''' on the Trukk radio is what you should be doing, which throws {{W40kKeyword|GOFF INFANTRY}} within earshot (aforementioned 6" bubble) into a rage and gives them +1S! Boyz become S5, Nobz are S6, Warbosses throw down at S7! We can only pray to Gork (or possibly Mork) that GeeDubs gives this guy a points value in the future. *'''Ork [[Mek Boss Buzgob]] (Forge World)''': Clan {{W40kKeyword|GOFF}}. A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he's just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead. **Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ'd Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn't orks have a blender as a melee weapon? *'''[[Zhadsnark]] Da Ripper (Forge World)''': Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK 'Da Pain Klaw' hits on 2+ unlike a regular Warboss' 3+, is AP -4 instead of -3, and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6" rather than having to roll for distance when Advancing, which gives him an impressive 21" move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for <s>11</s> 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). Guy is a deal. On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}! **'''Forge World FAQ (as of 2018-11-02)''' - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you'll have to take the Wartrike. ** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior. **GW hates orks and has now removed the warboss on Warbike as of 10/08/20 (Munitorum Field Manual 2020). Zhad is again the best/only option if you want a warboss on a bike === Troops === *'''[[Boyz]]''': 7 points per model. They hit on a 3+ and S4 in Melee. Sadly, they have 5 inches of movement. '''Mob Rule''' makes Morale checks easy to pass; max sized mobs will ignore morale until 13 Boyz die. Ork Boyz are fragile, so make sure they attack first by charging and using the Counter Offensive stratagem. Ork Boyz' special rule '''Green Tide''' boosts big mobs, giving +1 Attack per model if the Boy mob in question numbers 20 models or more. In short, the only reason not to run your Boyz in mobs of 30 is when you want to put them in a Battlewagon or Trukk. Remember: VOLUME! you don't have fancy gear, you simply have the most S/T 4 around. Boyz capitalize on buffs more than others, but fall apart when your army unravels. **The boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. Mob Up and have 2 of them and they will happily kill units by themselves. With warpath, they are kicking out 6 attacks each when they have a full squad in support. **'''How To Get 3+ Saves''': By using the "Loot it" and "Ard Boyz" stratagem on a big unit of Blood Axe Boyz you can have a unit of ladz with a 3+ save against shooting from things 18" away and a 4+ any other time. Effective? Debatable. Fun? Sure thing! **For every ten Boyz, one can take a Tankbusta Bomb, which is free and also nearly useless, so you might as well. **'''Sluggaz and Choppas''': Pistols for everyone! And, of course, 3 S4 attacks per model (4 if the mob has at least 20 Boyz) with WS3+. Many ways to buff the amount of attacks (Ghazgkull, WAAAGH! Banner, Weirdboyz, clan Traits). This is key to most ork lists. **'''Shootas''': Instead of Choppa/Slugga you get a 2A 18" shoota, losing +1 A in melee. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting 60 shots form 30 boyz is not that good against anything other than chaff due to lack of ap. Also don’t shoot what you intend to charge (unless it's a knight, but why would you charge a knight with boys?). You will make your charge harder. **'''Mob Up!''': If you're planning to use Mob Up to merge two squads of Boyz, it can be advantageous to make the squad of 10 equipped with shootas before the two squads merge. This allows the merged squad to fire off some pot-shots before hitting melee, and you can use the shoota boyz to soak up enemy fire with less of a loss to your melee ability. {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Slugga Vs Shoota Boyz to Hit Ratios: |- ! Unit Type !! Melee Chance to Hit !! Successful Hits (30 Boyz) !! Ranged Chance to Hit !! Successful Hits (30 Boyz) |- | Slugga Boyz || 67% || 80 out of 120 || 39% || 11.67 out of 30 |- | Shoota Boyz || 67% || 60 out of 90 || 39% || 23.33 out of 60 |- |* Last Updated: Chapter Approved 2018 |} *'''[[Gretchin]]''': They don't get ''''Ere We Go!''', '''Clan rulez''', or '''Mob Rule''', Runtherds are near-compulsory if you want them to last more than a single turn, but is only cost-effective if you have multiple large units of Gretchin. Don't worry about buying one unless you've got quite a few Gretchin in front of your army, luckily Runtherders don't take a Force Org slot. ** '''Surprisingly Dangerous in Large Numbers''' nets them +1 to all hit rolls if the unit has 20 models or more. Yes, you can get [[derp|Grots with Space Marine levels of accuracy,]] and that is awesome. However, they are still Grots, and can only take an S3 Pistol, so they're only really good for peppering enemy infantry with shots (hopefully bringing a few down) before the Boyz show up and actually get shit done. ** Gretchin are one of the few Ork units that needs to be concerned about morale. Either take them in small enough squads that they'll die out right or maxed out with a Runtherd/Warboss to kill a couple to auto-pass. ** With grot shields strategem it seem it is viable to put some grot units before your main army, especially of you predict heavy anti infantry fire turn 1. For 1 cp you can basically save one of your pricy units from enemy fire. On the other hand you can use it once (unless open play) so positioning is a key. === Dedicated Transports === *'''[[Trukk]]''': Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you'd think. This transport is extremely limited in what it can carry. Tankbustas can only be transported as a small unit. A 12-strong unit of Boyz would rather be 30 Boyz strong, but 12 Boyz can get 5+ Armour from the 'Ard Boyz Stratagem and be somewhat decent if a bit expensive. Nobz can make do if you don't take Ammo Runtz. Frankly Nobz, small units of Tankbustaz and Burnas seem to be the only units that benefit from Trukks. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin' Ball on there) and has a good chance to survive assuming the target wasn't a dedicated melee unit. ** You can use Boarding Party to give a bunch of PK Nobs a few free swings at a vehicle with no risk to themselves. Even if/when the Trukk is wrecked, you can still make it useful with the Loot It! Stratagem afterwards. ** '''Ramshackle''': Reduces the damage done to it to 1 on a roll of 6, but it's unreliable. Hilarious when it gets hit for 12 damage from a supremacy suit only to flip over and keep going. ** '''Mounted Gun''': Comes with a Big Shoota that can't be removed, but you can swap for a Rokkit Launcha via Index version. ** '''Melee''': Can take either a Grabbin' Klaw or Wrecking Ball. Trukks number of attacks and strength degrades with wound loss, not recommended to take. ** '''Stikkbomb Throwa''': Basically a regular Stikkbomb with double range, can fire only with a unit embarked on it. *'''"Chinork" [[Warkoptas]] (Forge World)''': Thought the Trukk was squishy? Think again. With only T5, 8W and a 4+ save to speak of, the Chinork lacks 'eavy armor of any sort. You can use it to Deep Strike ten ladz. Movement of 16" plus 8" advancing gives a 24" movement. A much more worthwhile take than a trukk, assuming your enemy doesn't have a strong anti-air presence. Now with Open-Topped. **'''Deffguns''': Gets two of these Loota weapons for free. **'''Rattler Kannons''': Can swap the Deffguns for two of these. Heavy 2d6 24" S5 AP-2 Dmg D3 shots apiece. Sounds nasty. Two of them will generally average three saves for anything T4 or T3, which sounds meh, but AP-2 and Dmg D3 means that could leave a mark; just be careful what you aim at. ***Nice, but the issue is that you have to move in order to use them. Moving means your heavy weapons hit on 6s, which is an unusual problem for an ork, given all our Assault weapons. Bypassed with the More Dakka Stratagem. **'''Bigbomms''': Unfortunately, these are now legends-only and cost 6 points each. While still somewhat useful, they only are usable with legends, and it's upt to you whether it's worth 12 points for the two of them. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+. ***Must also take one Skorcha, Rokkit Launcha, Kustom Mega Blasta, or Big Shoota. Sadly the Skorcha will be out of range if you deep strike (8"R, must Deep Strike >9" away), but given that you can move it 24" then fire a Skorcha at full effect, you're obviously going to deploy it normally if you take these. Take a Big Shoota if you like the idea of rolling 3+4d6 S5 shots from one transport. *'''Kart (Open Play, Chapter Approved 2018)''': The first of the looted wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk's open top, but it has a big shoota on top and the option to buy a fuckton of shootas to compensate and grab a stikk bomb launcha and either 2 skorchas or 2 Big Shootas. While it's now a constant S6 T7 and rocks a spiffy 3+, it lacks '''Ramshackle''' and it loses BS as it takes damage. **'''Big Red Button''': Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6", +1 S to all guns, regen d3 wounds) === Elites === Small note on Elites: It's now extremely easy to fill up an Ork Detachment relying on Elites, since you can simply fill the slots with Painboyz, Nobs with WAAAGH! Banners, or Meks. *'''[[Burna Boyz]]''': Their main downfall is lack of armor and high numbers to mitigate deaths by shooting. If you want a Flamer squad to kill things rather than annoy them, you'll want some variety of Nobz with Kombi-Skorchas. ** A squad of 15 Burna Boyz on average hit 30 times with Burnas, then 20 hits AP -2 in melee for a total of 50. Same points in Ork Boyz will get 77 hits with their sluggas and Choppas. So mathematically Ork Boyz would be better at taking out low save models, but Burnas might be a good, cheap option against high save targets such as TEQ with no 3++ units (for MEQ units or storm shield terminators you are still better off with regular Boys). Than again there is overwatch that makes their low numbers even lower. *** There's a few assumptions in the above math. Let's compare 10 Burna Boyz to 15 Boyz (Getting enough boyz up the board to pull off the Green Tide bonus can be hard and shouldn't be relied on). 20 burna hits to 5 slugga hits, then 13.3333 burna...stabs? to 30 choppa chops. Against a Marine Equivalent (MEQ), the burna hits are roughly twice as effective, so the Burnas will out perform the boys (Functionally 26.6666 melee and 20 flamethrower shots vs 35). If you CAN pull off green tide, increasing Boyz melee output by about 33%. Still very slightly less than the Burnas vs marines or heavier. Nobz, Spanners with Index Scortchas, and the Pyro subkulture can influence this further. I personally things boyz are a bit more competitive due to being easier to spam and being better vs Guard Equivalent (GEQ), but Burnas aren't as bad anymore and are much easier to transport. **One in every 5 can be a Spanner, which can repair a nearby vehicle, and carries a different weapons loadout - everybody gets stikkbombs, but these guys don't carry burnas. Thanks to a mix of different options in the Index and Codex, these are: ***Codex: ****Big Shoota ****Kustom mega-blasta ****Rokkit launcha ***Index: ****Slugga and Choppa ****Kombi-weapon with rokkit launcha ****Kombi-weapon with skorcha ****Kustom mega-slugga *'''[[Ork Kommando]]s''': Kunnin' ladz that can set up anywhere more than 9" from the enemy. With ''''Ere We Go!''', they can get a first turn charge. Otherwise they're normal Boyz(without +1A for 20+ models), with a Slugga to try and get some lucky shots before the charge (and shoot again next turn), and a Choppa, which get a +1 to wound rolls against units wholly in terrain. The unit is made of 5-15 Kommandos, and 1 in every 5 has a Tankbusta Bomb. Comes with a Boss Nob with Power klaw, similar to Boyz, but can't swap out wargear. Try to infiltrate them into cover to get a 4+ save. Up to 2 Kommandos can take a special weapon instead of their slugga, using the Legends Datasheets. **'''Rokkit Launcha (Legends)''': Too unreliable for Kommandos; better on Tankbustas. **'''Big Shoota (Legends)''': Not worth taking if the plan is melee Kommandos, but doesn't take away Choppa hits. **'''Burna (Legends)''': Almost auto-include, because they cost ''zero points''. In melee, you don't lose your Choppa, so you still get a third attack at AP0. Reasonably ok for Overwatch if you mess up the charge (won't work on anyone charging from 8.1" away or more). The only downside is you lose sluggas, but auto hits are worth it. ** Good for backline harassment or objective grabbing, especially if the objective is in cover. *'''[[Meganobz]]''': 3 Wounds, T4 and a 2+ save (No invul save) and movement 4". They are suffer against higher AP weapons. Kombi-Weapons can now fire both guns at the same time, at the cost of subtracting 1 from all To Hit rolls, which usually only matters if you take a Kombi-Rokkit. It's now possible to replace default loadout for 2 Killsawz which gives an additional Attack. Also have '''Keepin' Order'''. If you have CP to spare, the Tellyporta or Blood Axes Stratagem lets them take a page out of the Terminators' book while also compensating for their slow movement. ** '''PK and Kombi-Skorcha:''' This provides decent shooting, a nice charge deterrent. ** '''PK and Kustom Shoota:''' Keeps unit cheap, lose shooting reliability. ** '''Double Killsaws:''' Deprives them of their shooting and pricy, but they are better at killing TEQ and vehicles. *'''[[Mekboy]]''': Restores a lost wound to one non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}}(there is nothing that states you cannot repair units with fly) within 1" at the end of each Movement phase (a vehicle can't be repaired more than once turn, so no stacking). Once per battle an accompanying '''Grot Oiler''' can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your {{W40kKeyword|VEHICLES}} that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can't heal as well, but is a budget alternative if you don't have a lot of vehicles. ** Kustom Mega-Slugga can only be replaced by Index weapons. ** Deff Skull Mek with Kustom Mega-blasta has a 55% chance to hit. *'''[[Nob]]z''': Primaris boys before primaris were cool. Worth taking especially with a Weirdboy using Da Jump. Nobs hit on 3's, are S5, and have a 4+ save (3+ with "Loot it!"). ((You have to sing ‘Loot it! Loot it! Loot it! Loot it! In the style of Michael Jackson’s Beat it! Whenever you use this strat btw..)) The main problem with Nobz is that their wargear can quickly make them very expensive. ** '''Keepin' Order''': If a model would flee within 3 inches of the Nobz on a roll of a 6+ the model does not flee. It's a unreliable bonus, mostly useful on units with low model counts like Bikers or Burna Boyz. But even then '''Mob Rule''' makes this buff obsolete. ** '''Dual-Choppas''': Buys you 5 attacks for free. You lose the pistol, but gain a more reliable melee attack. Mainly for anti-light-armored-infantry. ** '''Equipment''': You can basically go for any combination of 2 weapons as you want, you can give a Nob a PK and a Big Choppa and choose which one to use according to the enemy, you can give it a PK and a Choppa for an extra S5 attack, you can even go for a Kombi-weapon and a Slugga or double Slugga (but please don't do this). Just keep in mind that giving a Nob 2 PKs wont give you an extra attack (it will work with Killsaws though). You can no longer take a 2nd weapon if you take a Kombi-rokkit or a Kombi-scorcha. ***Swapping weapons in the Codex requires swapping out both their Choppa + Slugga, but the Index requires swapping out a Choppa for a Melee weapon and/or Slugga for a Shooty weapon. If you take a shoota or kustom shoota you can't take an extra choppa or other wargear. ** '''Power Stabbas''': Give AP-2 for cheap so they can hit like marines with power axes. Makes them Anti-MEQ. ** '''Kombi-Skorchas''': Full squad of Nobz with Kombi-Skorchas is scary. Put them in a Trukk and then fire from its '''Open Top'''. With added Trukk survivability this is even better. Then see your opponent cry when they burn his units to ash. Your only issue is range. Enemies will try to charge them from outside Skorcha range, depriving you of Overwatch, but it is a long charge at 9+ inches so there is a good chance they will fail. ** '''Killsaws''': Basically same as on meganobz but on faster, cheaper unit that is more fragile. *'''Nobz on Warbikes''': T5 and ''3 wounds''. Also has '''Keepin' Order'''. Deadly to vehicles or monsters but very squishy. Do not go near any kind of infantry, especially big squads or dedicated CC units. They will just destroy them outright. They suffer from the same problem as Warbikers being overcosted for both survivability or damage output. They can work as anti-vehicle but Meganobz or tankbustas are better. ** Can use '''Billowing Exhaust Clouds''' stratagem to give -1 to Enemy shooting To Hit rolls. ** Only available models for this unit are the expensive Forge World Ork Nob Warbikes upgrade kit, kitbash the normal warbikers and Nobz kits, each warbiker kit comes with one Nob so if you have a lot you can make a nob biker kit. Alternatively if you don’t mind giant boars, then the Gore Gruntas from Ironjawz makes a good counts-as (this actually works really well if you’re doing a Snakebite army). Basically "konvert all yer shit" is the point here. *'''Nob with WAAAGH! Banner''': The banner gives {{W40kKeyword|<CLAN>}} units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2's. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster. Also has '''Keepin' Order'''. **Take one. Always! If you have a free Elites slot somewhere take a second one, as this guy will be the prime target for any enemy sniper. **Doesn't stack (affects {{W40kKeyword|ORK}} units within range of "any WAAAAGH! Banner"), extra banners should be spread across the battlefield. ** Removes penalty for using Power Klawz. ** '''Melee''': Banner and an extra choppa attack, or you can take a power klaw. Don't let him get into melee. *'''[[Painboy]]''': {{W40kKeyword|<CLAN>}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|<CLAN>}} {{W40kKeyword|BIKER}} units within 3" ignore wounds suffered on a 6+ thanks to '''Dok's Tools'''. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armor save or invul. He can attempt to heal a multi-wound model within 1" D3 wounds on a 2+ which is rerollable with the '''Grot Orderly''' ability. You want this guy near your big 30+ Boy mobs. In melee he has access to a Power Klaw and 'urty Syringe (which always wounds on a 4+ for Infantry and 6+ for Vehicles/Monstrous Creatures). ** Note: '''Dok's Tools''' auras are explicitly worded so they don't stack with each other, with cybork bodies, or the Snakebites clan kultur. ** ''Grot Orderly'': The Grot Orderly comes for free; his 'Urty syringe gives him an additional attack. *'''Painboy on Warbike (Legends)''': Same as above, except with 14" Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He's more expensive than a Warboss on a bike with PK. *'''[[Runtherd]]''': He's got 4 wounds and has 3 attacks. He doesn't take up a Slot. At 35pts he is equal to ~12 grots, so not that expensive either. To be worthwhile you need at least 3 units of grots around him. Almost mandatory if you are using '''Grot Shields'''. Can take various crude implements such as grot prod gives {{W40kKeyword|GRETCHIN}} one of two 3" auras: ** Ignore failed morale tests in exchange for killing D3 models in the unit(#FeedTheSquig) ** Reroll 1s to hit in the Fight phase. ** No longer an elite. You can only bring one if you have at least one unit of {{W40kKeyword|GRETCHIN}} {{W40kKeyword|INFANTRY}} *'''[[Tankbustas]]''': '''Tank Hunters''' lets them reroll misses against anything with {{W40kKeyword|VEHICLE}} (also works in melee, but you'll get most benefit from it while shooting). They are absolute monsters at killing {{W40kKeyword|VEHICLE}}, but unreliable when shooting non-vehicles. There are lots of Space Marine, Imperial Guard, Imperial Knight and Soup players, but your expensive tank hunters will become an expensive objective holder if you're playing against Tyranids, Tau, or Wraith-centered eldar. **'''Rokkit Launchas''' - Default weapon. Great for anti-vehicle, no need to swap out. **'''Tankbusta Bombs''' - Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 and equate to a Rokkit Launcha with D3 shots and D6 damage. **'''Pair of Rokkit Pistols''': One every 5 models. Doubles number of attacks for less range and threat. But can be used in melee, if the target doesn't die or kill them first. **'''Tankhammer''': One every 5 models. Exchange rokkit launcha for a suicide attack to cause massive damage, which adds to your morale tests. Since Tankbustas want to stay out of melee, not usually recommended. **'''Bomb Squigs''': You can get two Bomb Squigs for every five Boyz. Effectively a single-shot Rokkit that inflicts D6 damage, shorter range, and can't hit units with {{W40kKeyword|FLY}}. 10 points each. Has BS2+ and rerolls 1s thanks to '''Tank Hunters'''. Annoyingly their suicide bomb is Assault and not Pistol, so you'll have to use them before you charge or they'll only get a single S3 AP0 melee attack (which hits on a 2+ with a reroll). Their deaths don't count for morale, unlike Tankhammer wielding Boyz, but do count for transport capacity. If you take one less Bomb Squig you can take a Battlewagon or you can take a full squad and deep strike them with the Tellyporta or Weirdboy'z Da Jump. ==== Special Characters ==== *'''[[Mad Dok Grotsnik]]''': Clan {{W40kKeyword|DEATHSKULLS}}. Only special character in Orks who isn't an HQ. He's a Painboy with T5, a 4+ save and personal 5+ FNP. '''One Scalpel Short of a Medpack''' means he'll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can't bring a Grot Orderly with him or take a bike. Points-wise he's a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don't want your Boyz having their 6+ FNP picked off quite as easily. ** Can heal any ork, not just clan only. ** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him. *'''[[Gorkamorka#Special_Characters|Da Red Gobbo]] (Legends)''': He may still be a Grot, but the leader of Da Revolushun can still take more of a beating than most Gretchin and can share his Ld score with any Grots that are nearby him. His Icon of Da Revolushun isn't strong but can still fish for mortal wounds and his kustom grot blasta has just enough power in it to harass two-wound units. His most flavorful trick (befitting his Christmas-themed getup) is "Has yoo been a good little Grot this year?": pick a unit of Gretchin (Kans and mek Gunz included) within 3" after the movement phase, and on a 2+ they gain stikkbombs for the rest of the battle. Granted, on a 1 they take a mortal wound instead, but let's be honest, that's not a big loss. I'm just gonna leave this here, but he also benefits from the grot lash runtherdz carry, and surprisingly, with a 4+ WS (the coat must have some reality-bending drugs in it), he has an even better chance of decking the halls of everyone bigger than him. **Also also, a 30-grot unit is already hitting on 3+ and with Dakka Dakka Dakka, that's a lot of shots going through, and since they'll be more often than not close enough to throw grenades, you may as well give them some stikkbombs. If they've been good, that is. ** Bear in mind unit can throw only one stikkabomb so it is not like this is massive. At best 5 extra shots. ** Since he is LD 6 improvement of ld is not like supermassive but it helps. ** He is slightly less useful as grot support than runthered for the same points. However, he additionally fills elites slot for cheap. ** Sadly he was immediately assigned to Legends. So in some setups like tournaments and stuff he will be probably disallowed. Thanks GW. === Fast Attack === *'''[[Boomdakka Snazzwagon]]''': The only not-Flyer unit in the codex with a built-in -1 To Hit. Makes a good kamikaze since it explodes on 4+ for 6" d3 Mortal Wounds. ** Don’t forget that the Snazzwagon can fire '''ALL''' of its weapons. Even though it’s at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ for breakfast. *'''[[Deffkoptas]]''': Have alternate deployment, and interestingly enough are {{W40kKeyword|VEHICLES}} and {{W40kKeyword|SPEED FREEKS}}. They are the fastest Ork units with M14" and automatic Advance of 6" rather than rolling for it. Imagine Evil Sunz riding over the whole battlefield. Great for grabbing objectives, but honestly isn't great at any combat. **'''Kopta Rokkits''': BS 5+. No way. Koptas with these aren't as reliable as other Ork anti-vehicle weapons/units. But way too expensive to be actually fielded that way. **'''Twin Big Shoota''': Cheaper option, but not reliable as other Ork anti-infantry weapons/units. This is cheap option that enables deffkoptas to be extremely fast objective grabbers and little more, **'''Spinnin' Blades''': Descent anti-infantry in melee, only 2D3 attacks per model so not as reliable as other Ork anti-infantry weapons/units. **'''Kustom Mega-Blasta (Legends)''': Its main advantage is low cost compared to Rokkits. Koptas multiple wounds allow it to survive the Gets Hot disadvantage better than other models. **''''Bigbomm (Legends)''': Each Kopta can buy one of these for no points (which is probably why the Kopta itself costs so much) *AS OF LEGENDS, these now cost 6 points each*, so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering up to 5 mortal wounds to the unit (one dice per model in it, capped at 5) on a 5+. **''''Killsaw (Legends)''': Anti-vehicle weapon that isn't as useful with Koptas since its better on units with higher Strength such as Nobs/Meganobz. **'This unit can keep up with the Wazbom's KFF. In the event that your enemy denies you the deepstrike, running the Blastajet alongside your koptas means they actually have a chance to do some damage. **'If you want to field these but can't find decent models, it's not too difficult to convert them from Warbikers: just take out the wheels and add some propellers and gubbins. And it's not like you were going to use Warbikers anyway... ***If you need to fill in Fast Attack slots this is one of the cheapest options at 39 or 40 points, with a lot of speed an maneuverability for last turn objective grabbing. *'''[[Kustom Boosta-Blasta]]''': Torch anyone within 8" or foolish enough to charge at that range with x4 Burnaz. Also brings to bear a 36" 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition). *'''[[Megatrakk Scrapjet]]''': One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 2d3 Rokkit shots, plus a single wing Rokkit per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to firing 12 Big Shoota shots at BS4+. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee. It’s rules do seem pretty ridiculous to be honest. Compare it’s Dakka n Krump to a Deff Dread.. Instead of spending CP to make a mob of fast dreads with Orkymatic pistons, it’s fast as standard and you can spend a cp to have them pile in and fight and consolidate again. Ouch. ** Point for point is probably the best of the new buggies. *** Deff Skwadron boyz on the table is a happy happy sight indeed :). *'''[[Rukkatrukk Squigbuggy]]''': The Heavy Squig Launcha and Squig Launcha combine to make this one of the most versatile weapons platforms in the codex. Able to dump out a notable amount of Poison 4+ shots with Bile Squigs to force loads of saves on infantry OR take on medium vehicles with the Boom Squigs. The Bitey Squigs are likely to disappoint considering the very limited number of shots as compared to the Bile and Boom variants. Its flexibility is undermined by its ineffectiveness: each of the other vehicles can generally outperform what the Squigbuggy does against most targets. To make matters worse, it is expensive compared to other units that do similar. *'''[[Shokkjump Dragsta]]''': M14" makes this one of the quickest ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24" plasma cannon. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9" from an enemy model; on an additional 4+ the model receives a Mortal wound. ** The Temperamental Shokk Drive stratagem from Saga of the Beast lets you automatically teleport a dragsta at the end of your shooting phase, making this one of the better hit and run units in the game (if you've got the command points to burn). ** It has decent anti-armor capabilities due to its weapon. It hits on 3+ (4+ when it advances). Additionally, every 6 on to wound rolls causes extra mortal wounds on the target. ** This vehicle is probably best utilized with Deathskulls kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur. ** Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+. The main gun is assault, so an Evil Sunz Dragsta can teleport and still hit on 3+. *'''[[Stormboyz]]''': Slugga Boyz that fly 12". They can deep strike 9" from enemy units. They can no longer advance and charge on their own, their full throttle rule instead giving them a flat advance of 6 with each model rolling a d6; results of 1 means a dead lad as his rickety jump pack explodes (or implodes). And these losses count for morale. ** Take Legends biker Warboss or Zhadznark to give them advance and charge for a guaranteed 20" move and charge. *'''[[Warbikers]]''': Got slightly cheaper in the codex, but not to the point of being actually useful. Still overpriced and unable to perform well in either melee or shooting, although in the latter case dakka dakka dakka and the Evil Sunz kultur help somewhat. ** Best taken in MSU for objective grabbing and harassing. *'''Skorchas (Legends)''': Wartrakks that trade their '''Twin Big Shootas''' for a (surprise surprise) '''Skorcha'''. Their points costs and abilities are identical to Wartrakks (other than the gun, of course). Skorchas are awesome - and the Wartrakk's high Movement enables them to position well for a barbecue. You can freely Advance close to the enemy, flame them, and then do it again if they try to charge you. They are fragile and being charged from more than 8" denies their overwatch. *'''[[Warbuggies]] (Legends)''': T5 and 5 wounds with 4+ armor. More like a cavalry unit with WS3+ and 4 melee attacks. Take the '''Twin Big Shoota''' to kill infantry and the '''Rack of Rokkits''' if you wish to threaten vehicles. The buggies can also arrive as reinforcements from a board edge thanks to '''Outriders''', and dive straight into the enemy's back line. *'''[[Wartrakks]] (Legends)''': Warbuggies that trade 2" Movement for one more Wound, at a cost of 5 extra points. *'''[[Grot MegaTank]] (Forge World)''': With a wide variety of weapon and better stats than the normal Grot Tank, it's tougher and doesn't have to deal with morale, but its randomness is its downfall. Every Shooting phase, you need to roll a d6 - on a 1, you can't shoot at all, and on a 6 you gain +1 to hit but all your guns can only target one unit. You can reroll with a CP, but it is still a risk. On the other hand grot revolt in itself is fluffy rule. Its biggest drawback is random movement. **'''Important:''' Make sure to roll your movement before you declare your advancing. This is very useful because the guns are generally so close range that a bad movement roll will leave you unable to shoot anyway. ** Mek Gunz are a more reliable alternative. ** It can take a Wreckin' Ball in CC that hits on a 5+. ** Can choose to load up 7 Rokkits per turn at BS4. Better at shooting TEQ units than Tankbustas. **Grot Tanks and the larger Grot Mega Tanks are some of the coolest models produced by Forge World (though you should save your precious teef and make them yourself out of hot wheels cars!) If you disagree, I sincerely recommend you consume a primed stikkbomb. ***Just like the smaller Grot Tanks below, you can [[Counts_As|substitute]] Mega Tanks with Trakbikes, using [[Baneblade]] track units instead of those of Chimeras. With two Mega Trakbikes and a bunker-thingy for £85, that's almost two Mega Tanks for the price of one (£79). *'''[[Grot Tanks]] (Forge World)''': A weird unit - their Movement stat is a 2D6 that changes every turn, which can hurt their short-ranged weaponry. An invulnerable save of 6+ isn't great. The Grotzooka is the only weapon that's different from other vehicle guns - with Heavy 2D3 and +1S over a Big Shoota. It's a better anti-infantry choice than a Big Shoota, but is 18" range. Note that they can only be taken if the detachment also has a Big Mek. ** Averaging 7" movement on a vehicle is too unreliable for getting into position. ** If you want Grotzookas in your army (They aren't great compared to other options), take Grot Tanks over Kanz. Grot tanks are cheaper, have a 6+ invul, and are on average faster(But swingy). Now for the cons - they can't melee like Kanz, they have wonky movement (but you can re-roll if you REALLY need to), and they suffer from morale (which Kanz also do). If you want a cheap weapon's platform with crap range use this, but if you want a better variant that's more reliable without being required to have a Big Mek try a Grot Mega Tank. ***If you want Grot Tanks in your army, but think [[Forgeworld]] prices're too high, you can substitute them for Grot Trakbikes. Shown off in [[White Dwarf]] 452 as a [[Games Workshop]] employee's custom-job, each Trakbike's basically just one [[Chimera Transport|Chimera]] track unit, with a Gretchin driving it from a sidecar with a pintle-mounted gun. You can make two Trakbikes from a single Chimera, giving you four scratch-built Grot Tanks for only £60, instead of four purpose-built ones for £74, and the two spare Chimera hulls can be used as well once you patch up the holes in the walls, maybe as bunkers or something. ***If you want Grot Tanks in your army, but don't think Forgeworld prices're high enough, you can substitute them for Rebel Grot Cuttas and Big Luggas from [[Gorkamorka]], available occasionally on Ebay whenever a particularly [[Neckbeard|beardy]] individual has a clear-out. Not needing them to carry loads of Gretchin, they've plenty of space for the big guns, and them being sail or pedal-powered still fits in with their random movement. *'''[[Grot Bomm Launcha]] (Forge World, Open and Narrative Play only)''': A Wartrakk equipped with nothing but a single use 72" Heavy 2D6 S8 Ap-3 DD3 Grot Bomb. You don't need line of sight and you get to reroll failed hits from the bomb. Has the potential to nuke your enemy's armour from across the board turn 1, but becomes almost completely useless afterwards. **If you actually want to make a couple of these (for whatever reason - no judging), just use some blitza-bombs and extra fins from the Ork Flyer kit and stick them onto some Wartrakks. Grots are also relatively cheap and easy to get - we'll let you figure out what to do from here. **Some rumored to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That is simply beyond [[The_Wonderful_Misadventures_of:_Inquisitor_Fob_and_the_Classy_Marines|class]]. === Heavy Support === *'''[[Battlewagon]]''': Lacks '''Ere we Go!''' and '''Mob Rule'''. Good for transporting 20 Boyz (or 10 Meganobz) and then running enemies over. It's best taken with either a Deff Rolla or bare bones. They are a "hard as nails transport", however at ~140-200 points, you are paying a lot for just a heavy transport. On a good note, The Deffrolla hits on 2s. Its rules let it shoot all its weapons at "normal" BS of 5+ but this does not transfer to its occupants.(see FAQ) Every weapon on the 'Wagon is an optional extra: **''''Ard Case''': It'll be more durable(+1 T), but your passengers can't shoot. More of a sidegrade. **Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option leaving the other two as dead weight. Choppy Battlewagon should be used to ferry models, and turn into a dead killy moving obstacle afterwards. ***'''Deff Rolla''': It's AP-2, and any attacks with it are at +3 to hit. 19 points isn't the cheapest, but compared to the cost of the 'Wagon it's not expensive either. ***'''Grabbin' Klaw''': You can only make one of your attacks with this each Fight, it's using your base WS of 5+, and it's only marginally better than the roller in damage terms. It is only 5 points though. ***'''Wreckin' Ball''': The cheapest melee weapon at only 3 points. You're limited to only making three of your attacks with it though, and since your WS is 5+ you aren't that likely to hit anything. **Big Gunz: You get space for either a Killkannon, Kannon or Zzap Gun, plus a Lobba if you want it. They're all Heavy and BS 5+. '''Mobile Fortress''' lets you ignore the -1 to hit for firing while moving normally. But Ork shooting means they are almost always not worth the points. ***'''Killkannon''': A hybrid of both Kannon shell types. It also drops your transport capacity from 20 to 12. Don't waste the points. ***'''Kannon''': No AP on the Frag shells is comparable to 1-6 Boys shooting Sluggas. A single shot anti-tank/MEQ weapon will only hit one every three turns. Don't waste the points. ***'''Lobba''': Long range indirect fire. Can hit models out of line of sight. Almost worth it. ***'''Zzap Gun''': Random strength is unreliable. Don't waste the points. **More Dakka: You can buy up to four of each of these, and they're Assault so you can shoot them at your full 5+ to hit (or 6+ if you're Advancing). However, none of these weapons are useful at BS 5+. ***'''Big Shoota''': Cheap dakka. On average you are gonna hit 1 time with each big shoota. ***'''Rokkit Launcha (Index only)''': Some anti-vehicle punch. A bit pricey if you want all four of them. On average you are gonna hit with 1 of them. Don't waste the points. * '''[[Gunwagon]]''': Battlewagon variant 1. Comes with 'Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default, but in exchange if it doesn't move or moves no more than half of its movement value the Big Gun can shoot twice in a turn. Base cost of 140. Turns a Battlewagon into a dedicated gun platform, there are other units that fill this role better. **'''[[Gutrippa]]''': Without access to the Deff Rolla, the Grabbin' Klaw and Wreckin' Ball become more viable as options to give a little extra close combat ability, and at the very least it'll look [[Epic|epic]]. * '''[[Bonebreaka]]''': Battlewagon variant 2. Takes 'Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Not worth the 20 points for the d6 attacks on the charge compared to an identically pointed out Battlewagon. ** '''Dedicated Melee:''' This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. Take this in Goff form for maximum pain train or make it Evil Sunz clan to close the distance a lot quicker. However, this can also be a big fire magnet because of what it can do if it gets a charge off. If you take this, expect suicide charges by throw away units and for it to get bogged down in mooks. For getting the best out of this big box of doom, take a Deffkilla Wartrike and keep him next to the Bonebreaka so it can advance and then charge into whatever poor unit it's in front of. But, again, expect this thing to get shot off the table if your opponent knows what's good for him. Keep this thing cheap so you can use your points on other things. **'''Not worth being Dedicated Melee:''' Don't bother using this, 6 extra attacks sounds awesome, until you roll a 1 and then the Wagon dies. You don't take Wagons to cause damage, you take them to transport units, and so, you will always be better off with the cheapest, capacity 20 variant. **’”Totally worth being Dedicated Melee:”’ randomness is at the heart of warhammer and the heart of playing Orks. That said, the average 3.5 extra attacks hitting and wounding TEQs and MEQs on twos is worth it if you get one or two extra kills. Further, it takes a standard transport choice and makes them a hilariously strong COMBAT unit and actually gives Orks some more versatility. 10/10. Roll blood axe to always get the extra +D6 attacks charge off in subsequent combat rounds. Kustom Job a Red Roller Blood Axe Bone Breaka and prepare troll face. **'''[[Bonecruncha]]''': Big Shootas synergise better with its anti-infantry role than any of the main guns, so deck it out with four and cruise around like an [[Orky]] [[Leman_Russ_Punisher|Punisher]]. *'''Battlewagon with Supa-Kannon (Forge World)''': They could've been cool and called it the [[Braincrusha]], but they didn't. Transport capacity is now reduced to 6, but now you have a big gun that's dead killy. 60" Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) - dead killy. It's kinda a better Ork Vindicator. This thing was made to bring down anything big. Remember your BS 5+ and the Battlewagon is not meant to sit around and shoot. *'''Big Gunz (Legends)''': Benefit from Grots' 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they've only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy two Grot gunners (2 points each) and the type of gun (15 or 18 points) for each model. This works out to 27 (Kannons) or 30 (Lobba/Zzap Gun) points each. **'''Kannon''': Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It's one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit. *** A single missile launcher heavy weapons team is 26 points, Kannon team is 27 points. Orks lack 12' of range and access to orders (which are both important) but we have a much tougher platform. **'''Lobba''': D6 S5 hits that ignore line of sight and an impressive 48" range, but doesn't have AP. The appeal of these doesn't come from their potency on the battlefield, it comes from their dirt cheap utility. Taking 3 of these Gunz with their Grot crew and an HQ choice will give you a CP for dirt cheap. Now you have a 48" range poking stick, ''plus'' a rear-line screen against Deep Strikers or Infiltrators. They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment. **'''Zzap Gun''': Its gun is random 2d6 Strength. If you roll 11+, you don't roll to wound, this model takes 1 mortal wound and inflict 3 mortal wounds to the target. The gun platform has to take the mortal wound, but you can keep a Mek nearby to fix up the damage. **Take a look into Mek Guns to see some Mathammer. *'''[[Deff Dred]]s''': Start organised as a 3-model unit, but split into individual units during deployment (as per '''Dread Mob'''). They are prime example of [[DISTRACTION CARNIFEX|DISTRACTION CARNIFEXES]] for Orks. Keep them away from large groups of basic troops as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two '''Dread Klaws''' and two '''Big Shootas''' as standard, and can replace any of them with these: **'''Kustom Mega-Blasta''': 9 extra points per gun for S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s (which is easily remedied with Bad Moons Clan Kultur benefit). ***If you're playing Death Skullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating and costing less than the rokkit launcha while doing more damage. **'''Rokkit Launcha''': 12 extra points per gun, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. **'''Skorcha''': Some close-range firepower for a close-combat Dread that wants auto hits. Pricey at 17pts, but S5 and AP -1 is a great deal. Frankly with BS5+, this is the best option as it both works as a Charge deterrent and can bbq some enemies on his way into CC. **'''More Dread Klaws (Index only)''': These only cost 15 points each if you're buying extras. Effectively you're paying 15pts to give up a gun and gain +1A. Great for a focus on Close Combat. **'''Dread Saw''': It's the 5 points cheaper alternate to the Dread Klaw (Strength +4 AP -2 2 Damage). **Most optimised build seems to be 3 Klaws and a Skorcha on the attack, or 2 Klaws and 2 Skorchas for a more defensive build. This completely ignores BS 5+ and gives him decent firepower while still retaining enough attacks to tear through a lot of wounds on multiwound models. As you want it in CC ASAP due to ton of AP fire going its way it is minimally better to take 3 CC weapons and one Skorcha. ***With usage of Tellyporta stratagem they are decent anti-armor with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY can go alongside them and wreck face!!!... Though you are probably better off with 10 Meganobz anyway. *'''[[Flash Gitz]]''': ''Dakka Nobz''. They're always {{W40kKeyword|Freebootas}}, and like Imperial Tempestus they won't block or use your Kultur, but can only benefit from their own in Freeboota-only detachments. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24" range). Snazzguns got killier, can now threaten even light vehicles, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. '''Gun-crazy Showoffs''' allows them to shoot twice - unreliable and restrictions apply, but it's there. **Always get the Targetting Squig, it's free. Also take Ammo Runts whenever you can afford them - the reroll is nice, but tanking a lascannon aimed at your Gitz with a grot is both hilarious and useful. They can fill those extra 2 spaces in Trukks and Battlewagons. **These guys won't have a Kulture more often than not...but your plethora of Open-topped transports get theirs. Flash Gitz in a Blood Axe transport may not fall back and still shoot, but they're inside a transport with the benefit of cover you still have to destroy to get them. **These guys are Nobz. As such, they can break faces in a combat...but you can't shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don't close in, you're paying for 3A you're not using. *'''[[Gorkanaut]]''': The halfway house between a Deff Dread and a Stompa. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of 18 shots and benefits from '''DAKKA! DAKKA! DAKKA!''' Special Rule, it also comes with 2 Twin Big Shootas, a couple of Rokkit-Launchas and a Skorcha if you felt it didn't have enough guns. This giant metal abomination can throw down 6 S16 AP-4 Dd6 attacks or 18 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun. *'''[[Killa Kan]]s''': Lacks ''''Ere We Go!''', '''Mob Rule''' and '''Clan Kultur'''. Unlike Deff Dreads, these little guys don't split up on deployment so Leadership 6 and lack of '''Mob Rule''' can see things go very wrong very fast, especially as casualties that '''Explode''' will always wound their squad mates. Your only Leadership options're things like a Warboss' '''Breakin' Heads''' (which the Kans can at least absorb the wounds from without losing a model) or a Hail-Mary 6+ from Nobz' '''Keepin' Order'''. Having units of 1 Kan means you don't have to worry about morale. Grab a Big Mek with a KFF to fill the HQ slot for an invul. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S5 melee attacks (+ weapon benefits) per Kan. They also get +1A if there's more than two in a unit, thanks to '''Scrag 'Em'''. The lack of ''''Ere We Go!''' means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a '''Kan Klaw''', and a '''Big Shoota''' which it can replace with one of the following: **'''Grotzooka''': Decent for mowing down infantry at range with 2D3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Also one of the few heavy weapons orks have, which combined with their short range (18") makes them pretty lackluster all things considered. **'''Kustom Mega-Blasta (Index only)''': As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for D6 rather than 3 flat Damage, but you wound yourself on 1s. **'''Rokkit Launcha''': As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. **'''Skorcha''': Your BS4+ isn't terrible, so not an auto take compared to other Orks units, but if you're going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, but very expensive (they're 17pts compared to the 5pts Big Shoota). ** As of the Codex, the Kan Klaw (S+3 AP-3 D3) can be replaced with a Buzzsaw (a Klaw with slightly worse stats, but also giving +1 attack) or a Drill (Strength +1 AP -4 2 Damage, deals a mortal wound on an unmodified wound roll of 6). ** After some games I love those nasty rascals, multiple wounds and some toughness makes them somewhat durable. And people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you're lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage. ** They are pretty cheap at 35 points with a Big Shoota, they hit on 5s in melee, but can get to 5 attacks each, which isn't bad considering they are T5 W5 Sv3+. *'''[[Lootas]]''': Lootas have always been polarizing, either players love them or hate them. Their Deffguns're 1d3 Shots which can be re-rolled for a CP. They're the best long range shooting the Orks have at 48". Tankbustas and Flashgitz're better in small squads, but Lootas're better in max squads of 15. Let them sit on a backfield objective and they'll be ripping through elite infantry, vehicles, and even terminators. Never use them on 1 wound infantry, because Damage 2 is better at stuff like Primaris or Terminators. **Flash Gitz or Tankbustas're arguably more reliable. 'Mob Up' and 'Bad Moons' 'Showing Off' stratagems both depend on rolling 3 shots. **If they use 'Loot It' on a 4+ the CP is refunded, but it's a red herring for fluff reasons. Lootas could be nearby a Morkanaut giving out a KFF or a trukk turn 1 that gets blown up early ,which could give them that +1 to saves... Don't rely on that though. *'''[[Mek Gunz]]''': They benefit from Grots' 4+ ballistics skill but not from Clan Kultur rules, which is a shame. With beast arises book there is an exceptionn in form of grot specialist mob. This beauty gives them 6++ and reroll rolls of 1 to hit. The chassis and the crew are 15 points and operate as single 6W models. Totals are 45 and 33 for the lowly Traktor Kannon and Smasha Gun, all the way up to 60 and 45 points for the much shootier Kustom Mega-Kannon and much more random Bubblechukka. The model is expensive monetary for what it is, so kitbash or make your own models. **'''Bubblechukka''': Punishingly expensive and random as hell. You can always hope for that one 4d6 roll that gives you Heavy 6 S6 AP-6 and 6 Damage (Don't forget to slap some blue paint on it for luck). The roll to determine the stats of the weapon only occurs after a target has been picked so it's very tricky to ever get this right! '''Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon''' *** Let's do the math. Average results are, of course, 3, 3, 3, 3. That means, you're getting 3 shots, at 4+ BS, with Strength 3. That means 1.5 go through...And on a T3 target, 4+ to wound, 5+ on a T6. That means at BEST you get 0.75, if not 0.5 wounds. The fact that you can get AP-3 and D3 is irrelevant then. You have a 1/(36^2) chance of getting that All 6s. Stay away. **'''Kustom Mega-Kannon''': It's the most expensive option, but fantastically lethal. If you're taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Beside price their main disadvantage is relatively short range of 36”. *** Grot specialised mob makes overheat result much less propable making this even better. **'''Smasha Gun''': D3 shots with Above-average odds of wounding anything T7 or below (and not a bad shot at wounding T8), AP-4 and D6 Damage. It also has Range 48", which is a major advantage over the KMK's 36". Given its very low point cost it's the best gun point-for-point in the whole army (and maybe 40k). It's great in nearly every situation, unless the the target is T8 and uses an Invulnerable Save (so Knights), or can fly, in which case the KMK and Traktor Kannon are better than the Smasha Gun. One thing to note as well is that these things do not wound in a normal way where you roll one dice and compare it to the toughness of a unit. This makes it work surprisingly well against elite infantry like Centurions or Aggressors. If the opponent uses the super annoying Transhuman Physiology Strat, all of your Smasha guns laugh as they wound these models on 2d6 adding them together hoping for 5s which is easier than hoping for 7s or 8s on vehicles while ignoring any rules that involve affecting the strength of your weapon or the ability to wound them. **'''Traktor Kannon''': This is an auto hitting Orky Krak Missile of a beast. Single shot, auto hit, S8, AP-2, Damage d6. But against Keyword Vehicle '''AND''' Fly, roll 2d6 for damage and choose, and, if reduced to 0 Wounds, then auto Crash and Burn. This one is pretty sweet against fragile things that are notoriously hard to hit, like Darkshroud Land Speeders, or Alaitoc Eldar Flyers. Generally if facing Tau or eldar of any kind traktor kannons are preferable. Otherwhise go for more smash a guns. *'''[[Morkanaut]]''': Halfway between a Deff Dread and Stompa. Can take a Kustom Force Field. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart though 3d3 S8 AP-3 Dd6 shots is not bad at all; it also comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta. 'Big n Stompy' means it can move then fire Heavy weapons without penalty. They can carry 6 regular infantry models. They are somewhat high in points value, but their high amount of wounds and a solid 3+ armor save makes them durable. With the KFF the Morkanaut and every unit wholly within 9" gets a 5+ invul save against shooting. ** Can't stress enough how major the KFF is. If you run a low model count or transport heavy army - you want a KFF. It should also be noted that the Meka-Dread also brings a KFF and is 32 points cheaper- but seeing how Morknauts are bigger and provide a larger 9' KFF bubble, the Morkanaut is probably more cost effective (Further complicated if you convert your models). **'''Economical Consideration''': The '''Stompa''' has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a '''Stompa'''. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value. You could buy Stompa for extra bitz an’ convert a ‘nought. *'''[[Big_Trakks|Big Trakk]] (Forge World)''': A cheaper, squishier and shooty-focused Battlewagon. Comes with a reduced transport capacity of 12 (which can be reduced for Dakka) and '''Grot Riggers''' (recover 1 Wound per turn on a 6+). The two default Big Shootas can be individually replaced with Skorchas or Rokkit Launchas, or the pair and six of your transport capacity can be sacrificed for one of: Kannon, Lobba, Zzap Gun, Supa-Skorcha, Big Lobba, Killkannon, Big Zzappa or Flakka Gunz. Alternatively you can go all-in and replace both default Big Shootas and all of your transport capacity with a Supa-Kannon. Whatever choice you make there, you can also add on up to two Grot Sponsons, and up to two weapons from this list: Rokkit Launcha, Skorcha, Big Shoota. ** Keep in mind that its movement is faster than either a Trukk or Battlewagon, making it the fastest transport in this army (besides the "Chinork" but it's not as durable). If you need a transport that can rocket across the table even after losing 14 wounds in a turn, this is your go-to. **'''[[Spleenrippa]]''': A Big Trakk with Supa-Kannon costs 172pts. The Battlewagon is significantly tougher, so much so that it's difficult to recommend ever taking this unit when the Battlewagon equivalent is a mere 19 points extra. The upsides to the Gun Trakk are a smaller profile, 2" more speed, '''Grot Riggers''', the ability to buy Skorchas along with Rokkit Launchas and Big Shootas as backup weapons, and the option to buy Grot Sponsons. **'''[[Gobsmasha]]''': Fit it with a Killkannon and you have yourself a light tank that can keep up with the faster elements of your force whilst able to make use of cover. **'''[[Lungbursta]]''': The Big Lobba has the same range and indirect fire capability as a regular Lobba, but's so much more killy at Heavy 2D6 S6 and AP -1, letting it chew through [[Tarpit|blobs]] like nothing else, whilst being safe from return anti-tank fire by hiding behind a building. **'''[[Bowelburna]]''': 4D3 autohits with 24" range S6 and AP-2 is sweet. Equip it with a Supa-Skorcha and two additional Skorchas, put 6 Nobz with Kombi-Skorchas and Power Stabbas in it and just be happy watchin' gits do da burny dance. Frankly this thing is rather pricey in that setup (204 Solo, 422 with Nobz), but it's extremely effective at both killing things and attracting a lot of attention. Most enemies knowing what it does will try desperately to kill it, ignoring other stuff that is closing the distance. A points intensive [[DISTRACTION CARNIFEX]] that's effective at killing things. You can count on your enemies' guns being pointed in the Supa-Skorcha's direction rather than elsewhere for a turn or two, and if not? Be happy the Flametrukk will definitely kill any kind of infantry or light vehicle nearby. *** The Trakk + Nobz will fire 4D3 S6 + 8D6 S5 autohits, an average of 8 S6 and 28 S5 hits, another approach is to go with 2 empty Big Trakks, 14 points cheaper, double the wounds, double the objectives, but obviously wont do anything after exploding and has slightly less damage output; this configuration will fire 8D3 S6 + 4D6 S5, an average of 16 S6 and 14 S5 hits. So if you want exclusively flaming go for trukks only. Two trukk setup has more wounds and more mobility but lacks layered defenses of unit hidden in the vehicle and CC capabilities which makes it very susceptible to anti tank fire. On the other other hand even after Big Trakks destruction Nobz are so close to enemy they can easily flame and than charge them with their 3 (per model) S5 AP-2 Power Stabbas attacks (and they are so cheap there is virtually no reason not to give them to the Nobz). So at best 18 Attacks on top of everything Skorchas have done. Either way this Skorcha trukk setup is gold it will kill any number of MEQ no problem (one time I was able to kill of 20 Khorn berserkers - 2 units - in one turn with Nob filled version) and will put serious dent even on maxed out units of terminators and such. {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Average Wounds: |- ! Objective's T !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 |- | Trakk+Nobz || 25.34 || 24 || 19.33 || 13.33 || 12 || 12 || 12 || 7.34 |- | 2 Trakks || 22.68 || 20 || 17.66 || 12.66 || 10 || 10 || 10 || 7.68 |} :*'''[[Flakkatrakks|Flakkatrakk]]''': Slap a set of Flakka Gunz, two Grot Sponsons and pair of Big Shootas on this thing and fill the sky with lead for 178pts. You even get to keep 6 transport capacity if you want to ferry a Character or a few Meganobz about. :*'''[[Speedsta]]''': Big Trakks can also take Big Zzappas, the only way to get one of these fantastically killy guns on the table besides a Meka-Dread (or Gargantuan Squiggoth), all for 160pts. Heavy D3, AP-4 and 4 Damage with 2D6 Strength, inflicting 3 mortal wounds per hit if you roll an 11+ (and then one more mortal wound to itself). You probably won't hit anything with it at BS5+ though. *'''Lifta Wagon (Forge World)''': AKA, the [[Magna-Kannon]]. Everyone's favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target's Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin' Ball/Grabbin' Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don't need to roll to hit with an Ork BS5+ and it inflicts mortal wounds. **The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can't do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon. *'''Meka-Dread (Forge World)''': Lacks '''Mob Rule'''. Must take either a '''Kustom Force Field''' (5++ for all {{W40kKeyword|ORKS}} units entirely within 9"), a '''Mega Charga''' (Once per battle increase your Movement by 8" for one Movement phase, but take a mortal wound and can't Advance or Charge that turn on a D6 roll of 1), or '''Rokkit-bomms''' (an extra weapon). KKF point cost is same as Codex. The Mega Charga and Rokkit-bomms are no points. This makes a Meka-Dread a good choice for a big bubble of KFF that's cheaper than a Morkanaut by 32 points with not much of a decrease in durability. Like most heavier vehicles it can fire Heavy weapons on the move with no penalties, and Fall Back without losing the ability to shoot or charge. **'''Ramshackle Monster''': It ignores wounds on a 4+, but every time you fail the roll it gets worse by 1 - decreasing to 5+, then 6+ before it stops working altogether after three failed rolls. **'''Rippa Klaws''': The basic weapon loadout is a pair of these, for +1 attack. You can lose that extra attack to replace one with a gun. Ok Cc weapon with S of 12, -3 AP and d6 wounds per hit. Only 5 attacks base tho (+1 if there are 2 Klaws). **'''Big Zzappa''': Three shots all with the same 2D6 Strength roll, at AP-4 and 4 Damage. This bigger Zzap Gun only overloads on a 12, in which case every shot that hits ignores its normal damage and inflicts 3 mortal wounds. The Dread then takes a single mortal wound. **'''Rattler Kannon''': 2D6 infantry-shredding shots on tap whenever you need them. **'''Rokkit-Bomms''': Powerful, but you have to give up your KFF/Mega-Charga to bring them. Basically a Lobba, but likely to hit something at BS4+. Unless you're parking next to a Big Mek with a KFF, don't take it. **'''Shunta''': Not the best stats for anti-vehicle fire, but decent. It does prevent {{W40kKeyword|VEHICLES}} Advancing next turn if you wound them though. *'''Wagon (Open Play, Chapter Approved 2018)''': Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it's T8 and exchanges its transport capacity for the ability to keep on firing. **'''Mobile Fortress''': PoMS, now orkified. Fire heavy weapons and drive without penalty! **'''Shoot 'Em Again''': If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again. **'''Big Red Button''': Once per battle during shooting, you can roll d3 for a random result (Instant move 6" which fucks shooting, +1S to all guns, heal d3 wounds). *'''[[Squiggoth]] (Forge World)''': More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth's own gun can fire their weapons normally from it if an enemy is 1" or less away (i.e. in melee range with the Squiggoth), but can't target that particular enemy. '''Stampede!''' inflicts D3 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs. Also if you don't want to pay the outrageous Forgeworld price tag the Stegadon from Age of Sigmar could make a great conversion. === Flyers === Flyers don't have ''''Ere We Go!''' or '''Mob Rule'''. *'''[[Bomma#Burna-Bommer|Burna-Bommer]]''': Anti-infantry firepower and, with the bombs, mortal wounds too. You get two Burna Bombs, and can drop one per turn on a unit you fly over. You roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs {{W40kKeyword|INFANTRY}}. The Twin Big Shoota gets +1 to hit thanks to its '''Grot Gunner'''. Try to make sure the Bommer is over the enemy when it gets shot down, as the 3 mortal wounds from its 4+ '''Explosive Demise''' will be very unpleasant for anyone within 6". These planes are probably more focused on attacking heavy infantry such as TEQs against GEQs you're better off bringing a dakkajet. **'''Skorcha Missiles''' are only 20 points extra, and give you another set of shots that ignore cover. Well worth a look. ***The Blitza-Bommer is better suited to deal with both infantry '''''and''''' vehicles, but the inclusion of Skorcha Missiles and a Twin Big Shoota means this is able to do more damage after it's bomms are gone. Plus, if you can maneuver this into the proper position, the Burna-Bommer can do a lot more damage after being destroyed. *'''[[Bomma#Blitza-Bommer|Blitza-Bommer]]''': A Bomber that's a little more focused on attacking vehicles. Its guns are still anti-infantry (with the '''Grot Gunner''' giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}} as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers' Burna Bombs require 5s for non-{{W40kKeyword|INFANTRY}}. Bomb squadrons of smaller vehicles for maximum pain. *'''[[Dakkajet]]''': Your basic fighter, with the standard flyer abilities '''Airborne''', '''Hard to Hit''' and '''Supersonic'''. Either 12 or 18 S6 AP-1 shots (depending on whether you spend the teef for the two extra Supa Shootas - which you always should, anyway) that hit on 5s as usual if you split them, or 4s if they all target the same unit thanks to '''All da Dakka'''. *'''[[Wazbom Blastajet]]''': Your anti-tank plane. Can move and fire Heavy weapons without penalty, and can target one enemy unit each Shooting phase to receive +1 to hit it with the Smasha Gun thanks to its '''Mekbrain-enhanced Weapon-sights'''. Comes equipped with the aforementioned '''Smasha Gun''', two '''Wazbom Mega-Kannons''' and a '''Stikkbomb Flinga''' as standard for a total of 143 points. **'''Tellyport Mega-Blastas''': You can replace both Wazbom Mega-Kannons with these for 12 extra points. Less range, AP and damage, but you can't wound yourself and also get the instant kill rolls on targets you do wound. **'''Kustom Force Field''': You can swap out the Stikkbomb Flinga for one of these, which is generally a great idea - a 14pt upgrade for a massive durability increase (also spread to any accompanying planes, and friendly infantry you happen to be flying over), at the cost of an S3 anti-horde weapon that will probably spend most of the game out of range. **'''Supa Shootas''': You can drop 20 points on a pair of these if you feel the need for even more dakka which, let's face it, you probably do. *** The unique nature of the '''Smasha Gun''' means that it performs like a buffed S7 weapon on anything except T6. This is important for 2 reasons; the first being that this makes the Smasha gun great at crushing both medium and heavy armour and isolated elites. The flipside of this however is that this gun actually performs slightly worse than the Wazbom Mega-Kannons and other S7/S8 weapons on things like transports and light vehicles. Keep this in mind when designating shots, as you may want to let your Nobs+PKs deal with them rather than wasting the shot. See below for a quick bit of Mathhammer: {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Chance of a Successful Wound: |- ! Toughness !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 |- | S7 || 83.3% || 83.3% || 66.7% || 66.7% || 66.7% || 50.0% || 33.3% |- | S2D6 || 100% || 90.9% || 81.8% || 72.7% || 63.6% || 54.5% || 45.4% |} *'''Open and Narrative Play only: **'''Attack [[Fighta]]:''' Same profile as other Ork flyers, except with 10 wounds instead of 12. Comes with 2 Twin Big Shootas and either Small bomms (Bigbomms that cause a mortal wound on a 6, but can be used once ''each turn'') or Wing Rokkits (24" Assault 1 S8 Ap-2 Dmg.3). This is what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it is easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn't even fun enough to bring to a friendly Open Play game. *** It basically looks like something between proper ork flyer and deffkopta, having worst charactersitics of both without most their benefits. If it gets points eventually its saving grace could be being dirty cheap, but than again it would have to be stupidly cheap considering cost of weapons themselves. For power level it would probably be manageable at around 4. **'''[[Fighta-Bommer]]:''' 7PL instead of the 6PL for the Attack Fighta, but much more useful. Has ''3'' Twin Big Shootas, and you can switch out its Small Bomms for ''2'' Wing Rokkits or 2 Grot Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better. === Lords of War === '''DISCLAIMER:''' As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it's a zoggin' mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by ''certain others'' in a community setting. Unless you're just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether. Which is a shame, since they all look really Zoggin' cool. *'''[[Stompa]]''': Total of 870pts, overpriced by about 300-400 points. Special detachments, clan kultures, and stratagems are not good enough to compensate for cost outside 3000+ games. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armor. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket. It can Fall Back moving over {{W40kKeyword|INFANTRY and SWARMS}} models and shoot freely. On its top Wound Profile, it boasts WS3+ and 6 attacks at S20 with its Mega-Choppa causing 6 wounds flat a ap-5 or it can make the slash attack with triple the attacks but ap-2 and d3 damage. Points wise it's better to take 3 Gork/Morkanauts in a separate detachment, that way you get CP and three Heavy Support models that perform better than one Stompa. All of the ranged weapons benefit from the DAKKA! DAKKA! DAKKA! special rule. It also comes with 3 Big Shootas, a Twin Big Shoota and a Skorcha which is alright, but they are barely worth mentioning. ** '''Supa-Gatler''' is an infantry-mulching 48" Heavy 3d6 S7 AP-2 D1 with the Psycho-Dakka Blasta! special rule that can produce even more shots. ** '''Supa-Rokkit''' is a once-a-turn, single-use weapon (it comes with 3, and may take 2 more, which you should always do given that they are all free) that can fire Heavy d6 100" at S8 AP-3 D6. ** '''Da Deffkannon''' which clocks in at 72" Heavy 3d6 S10 AP-4 Dd6. **'''Clan Kultur''': Super Heavy Auxiliary Detachment doesn't grant clan Kultur, so take a Supreme Command Detachment. If you're taking the full Super-Heavy detachment, use a CP to make it a Stompa Mob for the 5++ artifact, the WT, and to deep strike a zoggin' Stompa. *** '''Goffs''': Fair. Melee focus for being more stompy. *** '''Evil Sunz''': Good, great if you take the Stompa Mob and teleport it within 9" of enemy. Increases mobility. *** '''Bad Moons''': Great. Increases Shootiness. *** '''Blood Axes''': Good. Gives 2+ save at 18" or more and charging after falling back. *** '''Deff Skulls''': Good. Makes it more durable with invul and slightly more reliable with To Hit, To Wound, and Damage rolls. *** '''Snakebites''': Fair. Gives 6+++ FNP. *** '''Freebootaz''': Fair. Stompa is likely to kill at least one thing a turn so this Clan kultur will work for it. **'''Psycho-Dakka Blasta!''' You can roll 1d6 after shooting your Supa-gatler, on a 2+ you fire it again, on a 1 you loose the gun for the rest of the game. After that you can do this again except this time you need a 5+ (and you loose the gun on a 4-) {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Psycho-Dakka Blasta! per-turn usage: |- ! Successive turns of shooting !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 |- | Cumulative expected CP spend, 2 shots || 0.17 || 0.33 || 0.5 || 0.67 || 0.83 || 1 || 1.17 |- | Cumulative P(Out of Ammo), 2 shots || 2.78% || 5.48% || 8.10% || 10.66% || 13.14% || 15.55% || 17.90% |- | Cumulative expected CP spend, 3 shots || 0.72 || 1.44 || 2.17 || 2.89 || 3.61 || 4.33 || 5.06 |- | Cumulative P(Out of Ammo), 3 shots || 49.07% || 74.07% || 93.27% || 99.55% || 100.00% || 100.00% || 100.00% |} ** It's a mystery why the Stompa is almost as expensive as 3 Imperial knights. Most propably it is due to GW wanting to squeeze more money from gorka/morkanaut kits, *'''Gargantuan [[Squiggoth]] ([[Forge World]])''': Ever wish your Battlewagon was bigger, 'arder, greener, killier and even more expensive? Well, here you go. Transport capacity 20, two Twin Big Shootas, two Supa-Lobbas. You've got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it's in combat (except at the unit it's fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don't forget you need to buy a unit to ride in it too (if you're going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). '''Stampede!''' inflicts D6 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]]. *'''[[Kill Tanks|Kill Tank]] (Forge World)''': Seems nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which will probably bring it up to about <s>300 </s> 420+ pts. Only a 4+ save though. Transports 12 ladz, has a pseudo-open-topped rule that lets ladz inside fire but hit on sixes. Ignores penalties for heavy weapons thanks to mobile fortress. The main gun is either a Bursta Kannon or a Gigashoota. The Kannon is a 36"R S10 AP-4 D2 heavy 2d6 creature that'll vaporise whatever you hit. The Shoota is a 48"R S6 AP-1 D1 heavy 6d6 monstrosity that will likely be getting ''a lot'' of hits - the Kill Tank hits on a 4+ if you have 14 wounds or more remaining. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -1, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. It's cool, but the Chapter Approved price 150% price increase makes it tough to justify - even if it was undercosted before. **Can also take two Big Shootas, Skorchas, Rokkits, Kustom Mega Blastas, Twin Big Shootas, or Twin Rokkits. Comes with a Twin Big Shoota default. Reinforced Ram gives it +2S on the charge and deals D3 mortal wounds to the charged unit on a 2+, which coupled with the 8 S8 attacks and the WS3+ makes close combat a friendly place to be for the Kill Tank. Grot Riggers make it regain a single wound on a 6+ each turn, which is neat, I suppose. All in all it's your cheap super-heavy (though not in money terms, FW being who they are), but since you're an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would. *'''[[Kustom Stompa]] ([[Forge World]])''': Same base stats as the vanilla Stompa with the addition of a few extra goodies. Comes equipped with a Mega-Klaw instead of a Mega-Choppa (A crappier Mega-Choppa without the ability to "Slash" and only deals 4 damage, but gains an extra 4 attacks if you decide to equip two Klaws), a Gaze of Mork (A Zzap Gun on steroids that fires a single Strength 4d6 AP-4 6 Damage shot. Packs a nasty punch, but good luck hitting anything with it), a Repair Crew (Basically a free Mek that heals one wound at the end of the turn on a 5 and heals D3 wounds on a 6) and everything else the vanilla [[stompa]] gets. It also comes with a few extra options for weapon load outs, including Lifta Droppas, Klaws, Grot Sponsons, extra Supa Rokkits and even a nice Belly Gun for blowing up infantry and light vehicles (2d6 Strength shots at strength 8 AP-2 and dealing 2 wounds is not bad for an ork weapon, even better when it becomes 4d6 against INFANTRY units. Though it does mean you wont be able to use the Stompa as a transport). Lifta Droppas are now actually useful for once, and can now be used against ANY unit with a strength of 12 or less. They deal D6 automatic hits, with each hit dealing a single mortal wound every time the player manages to roll 2D6 equal to or more than the enemy unit's strength. Good for nearly every situation, great for ripping apart Battlesuits, TEQs and flyers, and are the stuff of nightmares for any characters that happen to have the misfortune of being directly in line of sight of your Kustom Stompa. Equip a Stompa with two of these babies and watch as he proceeds to tear the limbs off your friend's Chapter Master like a giant green child torturing a spider. The only problem with the Kustom Stompa is that it's more expensive than the already very pricey Stompa. Time will tell if this increase in cost is justified. **Assuming you go for a Dakka-focused Build {Belly Gun, Max Sponsons, Lifta Droppa, Deffkannon & Supa-Gatler), this thing is ''way'' better for shooting than '''''any''''' heavy gun platform in this army. While super expensive, this monstrosity is actually capable of generating the sheer number of shots required to obliterate hordes & heavies alike. It takes the best shooty bits from a Lifta-Wagon, a Kill Tank, & a Meka-Dread and mounts them all on a single Stompa for only a couple hundred points extra. Sure, it sucks in CC, but you really don't need this to get tarpitted when you have '''''this much dakka'''''. *'''Open and Narrative Play only: **'''[[Battlefortress#Deathrolla|Deffrolla Battlefortress]]:''' In all respects bigger, badder, better brother of Battlewagon. It has similar stats but with 24W, BS of 4+ base, same ignoring heavy weapons rule on moving and build in T8 but also have rule called "Fireing points" wich is basically open topped without decreasing vechicles T. Stock it has 2 zappas and one cannon (that can be exchanged in any combination to Kannons, Lobbas or Zappas), deffrolla (same as battlewagon wich means it ALWAYS hits on 2+ as his worst WS is 5+ and deffrollad adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing is in CC) and two twin Big Shootas, Skorchas or Rokkit-Launchas. Aditionally up to 5 Big Shootas can be added. There are also grot riggers but with amout of wounds and damage usually delat regaining 1 on 6+ is nothing to write home about. Overall it seem to be designed do do exactly same thing as Battlewagon, ferying 20 models (or 10 if they are Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than Battlewagon (better resiliance, better shooting, no limits on number of models due to weapons, more guns), but costs more. *** In comparison to Battlewagon it also does not have option to take more or bigger guns to turn it into moving altillery piece at expense of carying capicity. **'''Kill Krusha:''' It's a Kill Tank with a Krusha Kannon. Has 4 firing profiles: - "Boom shell" (60" Heavy 2D6 S8 AP-2 D2), "Tankhamma shell" (60" Heavy 1 S10 AP-3 DD6 & roll two dice when inflicting damage - discard the lowest result), "Scrap Kanister" (18" Heavy autohitting 3D6 S5 AP-1 D1) and "Blast Burna" (48" Heavy 3D6 S4 AP0 D1 - ignores cover). It can also take the same types and number of extra guns minus the standard Twin Big Shoota. Less effective than the Kill Bursta and the Kill Blasta at their respective specialties, but much more flexible. *'''[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)''': The third and biggest of the Looted Wagons. It's already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It's also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun. **'''Krushin' Tracks''': Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain. **'''Battle Fortress''': As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1" with the twinned guns. Unfortunately, don't expect cover to save it unless you have at least half the behemoth covered. **'''Big Red Button''': The random roll for all looted wagons, selected once per battle during shooting (move 6" with all cargo inside, +1S to all guns, heal d3 wounds). === Terrain === *'''Mekshop''': A terrible fortification that cannot be wounded or affected by your opponent. You pay a high cost in points and gaming-wise to be able to use the very limited bonuses it confers. It is deployed in you deployment zone preferably near a gunline unit. It can give a kustom job to a vehicle unit is within 1” at the end of the movement phase. The vehicle can't shoot or charge for the round and lowering its attacks to 1 you can choose one of the following temporary effects: ** Gain 6” movement the next turn, with a permanent +1 to charge rolls on a 6. ** Regain d3 wounds, with a permanent +1 toughness on a 6. ** Choose one of the vehicles weapons that has a random attack characteristic and use the maximum attacks of these the next time you fire that weapon (i.e. 2d6 becomes 12), with a permanent +1 damage on a 6. *** The rule specifically states that the buff only applies the first time the weapon is fired, lest you use it on something that can shoot twice and actually get some benefit from using this awful model. ** In addition to these temporary effects you can get another permanent effect if you roll a 6. *** Any benefit can easily be gained by letting the vehicle act that turn or get healed by a Big Mek. **All that aside, it does enable you to give one of your vehicles a Kustom Job for free instead of using a Stratagem.
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