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===HQ=== *'''Ghazhgkull Mag Uruk Thraka:''' A relatively popular HQ for many Ork armies. While costing more than two Mega-Armored Warbosses for a marginal increase in close combat ability (although immunity to Instant Death is nice by all means), the real reason to take him is for his '''Prophet of the Waaagh''' ability. The ability to allow all your infantry units to count their Fleet Roll as 6" for a single turn is a potentially very powerful ability, if you can set your army up for the charges. Obviously, this works in some armies better than others; a Loota Gunline backed by Kans as the main defensive element, would have little use for the big Warboss, while for mechanized Orks, the additional threat range provided is priceless. In close combat, he's *decent* but not great, meaning one had best provide him with an escort unit; the exception is on the turns where he declares his WAAAGH, where he is one of the hardest characters in the game. Another exception is when he gets the charge, where he drowns his enemy in very high strength attacks that can rip open land raiders. Additionally, he can call down three Roks in one turn to bring down some pieplate hate down a la Space Marine Orbital bombardment on the enemy. Yes it comes at BS2 but oh boy does it wreck the other guy's shit when it hits. **Note: It has not yet been proven that this model can be built by mortals NO FUCK YOU I WAS ABLE TO BUILD IT but painting it is a different matter ***Said model is incredibly durable, when thrown into drywall it will reliably pierce the drywall intact. Whether or not this is a good thing is up to you. *'''Mad Dok Grotsnik:''' Grotsnik is an interesting character. On one hand, he makes a unit Fearless, and grants it Feel No Pain, provided he remains a part of that unit (he's not allowed to leave units by default). On the other hand, his '''One Scalpel Short of a Medpack''' rule makes the unit he's with prone to being led about in circles, meaning mobile opponents can throw speedy units to divert Grotsnik's mob from the main battleline. This said and done, he does have his other uses. The ability for any other Ork unit to take Cybork bodies is useful, and can do a lot to lengthen the lifespan of other Ork units; however, in practice this becomes mostly useful for upgrading Meganobz, on account of their normal inability to acquire Cybork Bodies, and the fixed price for the upgrade making it prohibitively expensive to upgrade regular Orks in this manner. The other popular trick is to take him in Snikrot's Mob (see the Kommando Entry). *'''Old Zogwort:''' Not too tactically sound, but the look on your opponent's face as you turn his expensive hero unit into a squig is worth it. *'''Wazdakka Gutsmek:''' At first glance, Wazdakka doesn't seem too spectacular. He's a more expensive Biker Warboss who loses out on base Strength of 5, and the ability to take an Attack Squig or Cybork Body, all in exchange for having 4 Strength 8 shots (or 1 S8 AP2 shot) which can be fired after Turbo-Boosting. These drawbacks matter little, however, for he has 4 Strength 8 shots which can be fired after Turbo-boosting, providing an additional threat to enemy armor. However, the main reason you wish to take this character is should you wish to field Warbikers in your army. Ork Warbikers have a lot to offer as Troops. With their speed, relative durability, and Dakkaguns, they can mess up enemy infantry badly, and prove a passable threat to enemy light vehicles at range; contrast with their normal state in the Ork army, where they compete with Deffkoptas and Warbuggies. Taking him of course has the opportunity cost that you now have one less Kustom Forcefield, or Nob unit in your army, however. For some, this is no big loss. *'''Warboss:''' He's big, he's stompy, he gets the best wargear. Not much else needs to be said. Stick him in Mega-Armor or on a Bike if you wish, but ''always'' remember to give him his Power Klaw. Give him a Nob bodyguard and a Trukk or a Battlewagon to ride in (unless you put him on a Bike) to make him go faster. *'''Big Mek:''' A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun lets him lay down AP2 Large Blasts with variable strength, turning Necrons, Terminators, and any other high-armored single-wound models into goop. It's prone to mishaps, though, which can make it a risky (if really funny to watch) choice. The Kustom Force-Field allows the Mek to bestow cover saves to nearby units, although it doesn't improve his offensive capabilities at all. An absolutely vital choice to a vehicle-heavy army. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible. Note that he'll have only one CCW, and can't take the rather cheap Big Choppa (but on the other hand, he can take a Burna, which counts as a power weapon in close combat, and can still take Power Klaws). *'''Weirdboy:''' Ork psyker. Different from regular psykers in that instead of choosing specific powers to use beforehand, he's forced to use one of his powers randomly every turn. Upgrading him to a Warphead lets him re-roll the random power one time, if he doesn't like his first choice. Might be fun to use in a friendly game, but if you're looking for something more reliable, look elsewhere.
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