Editing
Warhammer 40,000/8th Edition Tactics/Orks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== 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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information