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=== Fast Attack === Another FOC slot bursting at the seams, with a bunch of different ways you can arrange your army, which mostly fall into one of four subcategories for your convenience. ==== Da Squiggly Fings ==== *'''Squighog Boyz:''' So for a long time, Warhammer Fantasy was the only place where Orcs had boars...well, now with the new Beast Snaggas da Orkz got some hogs as well. These goons are quite strong, with the squig's jaws and the ork stikkaz providing power able to overpower marines and dent monsters while the saddlegit weapons providing some annoyances. The stikkaz and also provide some short-ranged shooting that improves at 6", meaning it's more worth it when charging. If you're facing a tank, you can buy bomb squigs to chuck at them. They are obviously subject to "new models" syndrome being very good and resilient (T6 3W no less) for 25p. They are also designed as backbone of squig heavy army. **How do they compare to the bikers? Well, they're the same price, but are forced into smaller mob sizes (3-6). They are tougher but slower, more scary in CC but lack any serious shooting or protection against enemy shots and lastly they don't have nob with them which translated to no special weapons and Ld of 6 (so bettrer take them in MSU). That said, they're offered all the benefits that come with being Beast Snaggas. Of course, the welcome buffs to Strength and Toughness make them capable of splattering GEQ like nobody's business. ** Boar boyz from wFB/AoS can be VERY easily converted as alternative models. *'''Nob on Smasha Squig:''' Another new model. You can buy up to two nobz without taking a slot when taking squighog boyz. They are useful for keeping up with those oversized squigs and provide some mortal wounds on the charge (5 dice causing MW on 4+ each). His combat output suffers though, as he only has a slugga for shooting and the big choppa plus some squig attacs to add some variety in combat. Overall not bad for 65p. ** Note they can be outfitted with extra relics and warlord traits to turn them into MW missile with big gob and Edwoppa Killchoppa for example. ==== Da Littla Buggies ==== Everything small and nippy on wheels, so your Warbikes and every variant of the OG Warbuggy. Some are good, some are less so. *'''[[Warbikers]]''': They look good now. For 25p per model you are getting solid amount of shooting back but not insignificant CC power. With their speed they can invoke their 5/3 Dakka gunz pretty easily for a total of 10 S5 shots per model at close range and then charge. That is A LOT of firepower. Each biker has 3 Choppa attacks, T5, 4+ AS, and 3W (4 on the Nob). They can also advance 6 inches automatically if need be and have built in -1 to hit them in shooting. Their max size was cut down to 9 tho. ** They can be taken in MSU for pretty good harass/objective grabbers or maxed squads for some serious Dakka, but than they are susceptible to morale and it sucks to lose 50-75 points to morale in one go. *'''Nobz on Warbikes (Forge World)''' A very similar unit to the warbikes, in term's of stat's it has +1 strength, attacks, and wounds and any model can take a nob weapons (big choppa, choppa, killsaw, power klaw, power stabba). The draw back is the unit is 5 points more expensive base, the fancy toy's can be expensive to take on a whole unit, and you lack Big Red Button so your slower when you advance, and Cloud of Smoke so your easier to damage. So ironically there more of a glass cannon compared to the regular bikes, expensive if you go for a lot of toys but can do a heck of a lot of damage. *'''[[Warbuggies]] (Legends)''': T5 and 5 Wounds with 4+ armour. 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. Buggies are extremely useful as a cheap distraction unit, and also have a high chance of stripping some Wounds to boot. Their speed and ability to provide support weapons are very useful to the Ork advance, but are rivaled by their cousin the Deffkopta, which isn't stuck in Legends. The Twin Big Shoota adds little beyond normal Ork shooting. The Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles. **'''Unit Synergy''': Rokkit Warbuggies make good escorts for Battlewagons, on the accounts of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. Warbuggies provide much-needed anti-tank firepower for Zhadsnark lists, while maintaining a low enough profile that one can easily provide cover saves for the Buggies by using Bikes to screen them. **[[Neckbeard]]s swore by them and so should you, no friendly game should be without some. *'''[[Wartrakks]] (Legends)''': Warbuggies that trade 2" Movement for one more Wound, at a cost of 5 extra points, other than that no different so refer to above. *'''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. A good tactic is to use two regular Warbuggies or Wartrakks with Twin Big Shootas, and two Skorchas. Any more Skorchas likely won't get in position and will waste their shot, whereas one or more Twin Big Shootas can continue to fire regardless and make the unit useful. *'''[[Grot Bomm Launcha]] (Forge World, Legends)''': As with all things FW this needs and update. Now in the Forge World Compendium Legends PDF, giving it an actual points cost again. A Wartrakk equipped with nothing but a single use 72" Heavy 2D6 S8 Ap-3 D2 '''Blast''' Grot Bomb. You don't need line of sight and you get BS2+ when you're shooting it. Very cheap now at 50 points, and has the potential to nuke your enemy's armour from across the board turn 1, but becomes almost completely useless afterwards, except perhaps for holding back to contesting a late-game objective. **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 rumoured to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That's simply beyond [[The_Wonderful_Misadventures_of:_Inquisitor_Fob_and_the_Classy_Marines|class]]. ==== Da Bigga Buggies ==== The newer and bigger wheeled vehicles that replaced the old Warbuggies, all are pretty solid choices that will serve you well. All of those have new Ramshackle rule increasing their resilience against S7 or lower multiwound weapons. Their main downside is that they are static monobuild models without options. Not helping things is how the November 9th balance dataslate has locked each unit here to being 0-1, meaning that you can't group up on the ones you really need. *'''[[Boomdakka Snazzwagon]]''': One of two units in the codex with a built-in -1 To Hit (other is warbikers). It no longer explodes on 4+ for 6" d3 Mortal Wounds, and now just explodes on a 6 like everything else. ** 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 and some MEQ for breakfast. *'''[[Kustom Boosta-Blasta]]''': Torch anyone within 8" or foolish enough to charge at that range with x4 Burnaz (no d6 12" sadly). 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). <s>An important caveat: since the exhausts are 4 separate weapons they each score maximum (3) hits against units with 6 or more models.</s> Generally flame weapons and these Burna Exhaust weapons do not have the Blast special rule, so they just shoot d6 times each. *'''[[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 3d3 Rokkit shots, plus a single wing missile (also rokkit stats) 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 it having two twin bigshootas with one firing 10 shots at 5+ and the other hitting on 4s with +1 to hit due to grots fora total of 20 shots from each buggy. 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. ** No splitting them into units now and only unit of 1 can take kustom job and of course corkscrew was removed... ** 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]]''': Winner of 9th ed among the buggies. It got much cheaper at 90ppm. Its squig launchers lost multiple profiles but the new one is solid S5 AP-2 D2 Blast, and most importantly neither of those require line of sight. Heavy one have better range 2d6 instead of 1d6 and have +1 to hit due to grot gunner. Their kustom job adding 1 to to wound roll on heavy squig launcher is very good as well, unfortunately it requires it to be in unit of one... As with other buggies it can fire all its weapons including secondary, like shotgun and stikkbombz. Rukatrukk is also not terrible in CC with its 4 S7 AP-2 D2 attacks and WS of 4+. *'''[[Shokkjump Dragsta]]''': This one was nerfed the most in 9th. 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" two shot Plasma Cannon. This is also one of few assault weapons left in the codex which lets it always shoot. On top of that this buggy supports single rokkit and sawblades similar to ones from rukatrukk. 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 d3 Mortal wounds. ** It has decent anti-armour capabilities due to its weapon. It hits on 3+ (4+ when it advances) and can go up to 2+ with freebootaz. 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+. ** Gyroscopic whirling can be applied only for unit of one which is pretty bad combined with number of MW being upped to d3 and loss of jump shoot jump stratagem. ** Overall for its cost this buggy do not support enough firepower and most of its shenanigans are very limited. ==== Da Buzzy Fings ==== Anything that flies, be that by strapping a Rokkit to your back or replacing a Warbikes' wheels with propellers. *'''[[Stormboyz]]''': Slugga Boyz (including obligatory Nob) that fly 12". They have built-in deepstrike 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 rolling a d6; a result of 4+ means 1 MW applied to the unit as one of rickety jump packs explodes (or implodes) and these losses count for morale. They are also limited to unit size 5-15 now with GW pushing hard for smaller units. ** Best use for them seem to be deepstriking MSU to hold objectives or bigger 10-15 squads to flank and attack infantry that is hiding outside of line of sight. ** Boss Zagstrukk is a nice add-on to them if you run a lot. *'''[[Deffkoptas]]''': New models compatible with AoBR ones.... Finally! They can deepstrike using their "Swoopin' Down" rule and interestingly enough are {{W40kKeyword|VEHICLES}} and {{W40kKeyword|SPEED FREEKS}}. They're still one of the fastest Ork units with M14" and auto advance of 6". They are still very fragile. <br>They now come in squads of 3-6 models at 50 points each, meaning they are sadly no longer the cheap Fast Attack option they once were to grab objectives and such. <br>Kopta Rokkits are 2D3 now but became Heavy instead of Assault, so you can't fire them after advancing (but you also don't get a penalty for firing while moving either, because Vehicle). <br>Heavy Shootas and Killsaws are gone (thanks a bunch GW from all those that painstakingly converted them or gods forbid have GorkaMorka models) but one in three models can take a Kustom Mega Blasta and Big Bomb for +5 points. <br>The Big Bomb comes with a pseudo Template rule, where you pick a spot the Kopta moved over and every unit (friend '''or''' foe) takes D3 mortal wounds on a 4+ (5+ for non Vehicle/Monster Characters). <br>Their Spinning Blades make 3 hit rolls per attack now at S5 AP-1 D1. Perfect against small squads of GEQs. ** Their cost means that they will have to be used differently. No longer objective grabbers, but fast anti tank. ** KMB+boom bomb combo does not seem like it is worth it. Losing shots is never a good thing on a BS5+ model and you can only swap 1 in 3 so you will almost never utilise its assault capability. We have better sources of mortal wounds (unfortunately it comes as a fixed loadout with the new kit, so hopefully you have enough unused Rokkits around to convert one). ** Great candidates for the Ramming Speed strat. Start them behind obscuring terrain, fly them up, then ramming speed, or put them in deepstrike for free and ramming speed for 3d6 charge. Should be an easy 9 inch charge. Their large bases make it easy to move block enemies too if you only take a squad of 5. ==== Da Uvver Stuff ==== And last but not least, the slightly heavier stuff that still belongs in the Fast Attack category. *'''[[Grot Tanks]] (Forge World)''': As with all FW stuff those guys are pending update. The Forge World Compendium is out, and they're still a weird unit - their Movement stat is 6+1d6 that changes every turn, which is more reliable than the 2d6 they had previously but can still hurt their short-ranged weaponry. They've also lost their Invulnerable Save of 6+, which wasn't great but did help, though it's mitigated slightly by giving them '''Ramshackle''' instead, the same thing that keeps Trukks running. 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. **No longer need a Big Mek in the detachment in order to be taken, so all-Grot flotillas are back in business. Also once again in the Fast Attack slot, after inexplicably being moved into Heavy Support in the 2020 Munitorum Field Manual and 2020 Power Ratings Update. ** Minimum 7" Movement on a vehicle is unreliable for getting into position compared to other buggies you can take, but still a vast improvement over the previous system, as it actually gives them a chance to get their firepower out there. ** If you want Grotzookas in your army (They aren't great compared to other options), take Grot Tanks over Kanz. Grot Tanks are cheaper by 5 points, have '''Ramshackle''', come in flocks of up to 8 instead of 6, and are at least a little bit faster (but swingy). **Now for the cons - they can't melee like Kanz with 1 worse WS, S, W, and A, 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 weapons platform with crap range use this, but if you want a better variant that's more reliable try a Grot Mega Tank. ***If you want Grot Tanks in your army, but think [[Forgeworld]] prices are too high, you can substitute them for [[Grot Trakbike]]s. Shown off in [[White Dwarf]] 452 as a [[Games Workshop]] employee's custom-job, each Trakbike is 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 are 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_MegaTank|Grot Mega-Tank]] (Forge World)''': As with all FW stuff those guys are pending update. Forge World Compendium, Forge World Compendium, Forge World Compendium! With a wide variety of weapons and better stats than the normal Grot Tank, it's tougher, doesn't have to deal with morale, and now doesn't suffer from randomness overload either. '''Grot Revolt''' is gone, so no more rolling a d6 every Shooting Phase and 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. On the other hand '''Grot Revolt''' in itself was a fluffy rule, and it'll surely be missed by many a Rebel Grot player. Even its biggest drawback of random movement is sort of fixed, having 6+1d6" whilst at full health, though that progressively goes down after damage until you get to 1d6" in the lowest bracket, but by that point you're only on 2 Wounds anyway and aren't likely to last much longer. **'''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. **'''Ramshackle''': Just like the [[Weeaboo|chibi]] versions below, the Mega-Tank has this, improving its survivability a tad. **Mek Gunz are a more reliable alternative for heavy firepower, especially as the Mega-Tank can only mount infantry-sized weapons, but it can mount a lot of them like a [[Land_Raider#Crusader|Land Raider Crusader]]. **Can choose to load up 7 Rokkits per turn at BS4+. Better at shooting TEQ units than Tankbustas, and thanks to a slight points drop, a Mega-Tank is now equivalent to 9 tank-hunting Orks. You lose 2 Rokkits, but you're more likely to hit with the ones you do have, and they're on a much tougher and faster platform. **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, [[Anal_Circumference|and you know how]]. ***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 Supa-Kannon for a Battlewagon or something for £85, that's almost two Mega-Tanks for the price of one (£79).
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