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=== 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]].
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