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=====Auxiliary (1-10 per Core)===== *'''Ghazghkull's Bully Boyz:''' 3 separate units of 5+ Meganobz. As a very melee-based formation, they not only get Fear and Fearless, but they also get +1 WS, making them even more of a threat in combat. There's still a lot that can blow them up though, and S&P will make it easy to wreck them. This formation does, however, fix the main problem with Nobz - their piss poor LD. Fearless means their LD7 no longer matters which is the main reason they suck. Put the whole formation in Battle wagons and you can be sure the enemy will have to kill every last Nob. Take Kombi Skorchas on every Nob so you have 15 single use heavy flamers to melt any tarpits that get in your way. *'''Da Vulcha Skwad:''' Zagstruk grabs 3 packs of Stormboyz. This formation is sadly trash [[fail|since it must start in Deep Strike Reserve, while lacking the ability to charge from Reserves or mitigate Scatter. Furthermore, the entire Formation makes a single Reserve roll and Orks do not have innate Reserve manipulation and so unless you sink extra points into a comm-relay, there is a 1 in 3 chance that the Formation fails to arrive. The only other bonus is that the Formation can merge into a single unit, yet do you really want to Deepstrike a mob of 30+ unarmored Orks in an easy-to-pieplate group]]? *'''Badrukk's Flash Gitz:''' Badrukk grabs 2 bands of Flash Gitz. A surprise formation, Badrukk joins up with 2 mobs of 10+ Flash Gitz. They can join into a single superblob similar to the Vulcha Boyz, [[fail|but this is not worth it since they can only shoot one unit at a time and you do not get bonus points for overkill]]. Their other bonus is that their Snazzguns gain Master-Crafted; however, each Snazzgun fires three shots, and Master-Crafted only lets you reroll one miss per weapon. [[rage|Say you have 20 Flash Gitz in your super-unit: they do not roll 60 shots before rerolling up to 20 misses. Rather, you roll three shots at a time, rerolling up to one miss, and repeat this process a total of 20 times. Your opponent will hate you not for the damage you do, but the amount of time it takes to resolve the attack]]. In short, this Formation is another hard pass; take Flash Gitz if you want, but not in this Formation. *'''Boss Snikrot's Red Skull Kommandoz (Waaagh! Ghazghkull)''' - Boss Snikrot grabs four Kommando Mobs; no more, no less. This formation gets the same ability to jump in on any side of the table and get Shrouded when they arrive, but they also get a re-roll on a failed cover save if they don't shoot the turn they arrive. *'''Blitz Brigade:''' Five Battlewagons, all with either rams or deffrollas. Surprisingly, they get Scout, which is pretty hard to imagine for an Ork vehicle, but if they do so, anyone embarked on them won't be able to charge on the first turn, unless you take turn two, then you can charge away, otherwise they are useful as delivery for either shootas or flash bitz or as mobile cover for other chargers. With the new update of Waaagh! Ghazghkull, all battlewagons ram at S10. Sweet. **However, with this formation a good choice would be killkannons. Firstly, taking 'ard case wouldn't be a problem if units inside can't charge out of it turn 1 anyway. Secondly that scout move gets them up and into range turn one. with five large blasts at S7 AP 3. Your opponent is gonna have to duck and cover in order to survive that kind of on salvo turn 1. *'''Gorkanaut Krushin' Krew:''' Grab 3 Gorkanauts that will become huge fire magnets not only because of their standard mega-ness, but because they get additional rules as the game goes on. On Turn 2, they get Rage. On Turn 3, they get Hatred. After that, they get Shred. Keep them alive that long, and you'll have the ability to crush anything you get near. Just remember to keep them in the best possible positions (in close combat, hidden from Lascannons, screened by smaller units, etc), because until they start [[meme|gettan gud]], they are only basic Orkanuats, and basic Orkanauts are basic bitches. *'''Dread Mob:''' A Big Mek and Painboy grab 2 Gorka/Morkanauts in any combination and 3 each of Killa Kanz and Deff Dreads. *'''Air Armada:''' 3 Dakkajets grab a Burna-Bommer and Blitza-Bommer. *'''Dakkajet Skwadron:''' 3 Dakkajets *'''Burna-Bommer Skwadron:''' 3 Burna-Bommers. *'''Blitza-Bommer Skwadron:''' 3 Blitza-Bommers. *'''Speshulists:''' Grab a pack of speshul boys: Kommandos, Flash Gitz, Burnas, Tankbustas, or Stormboys. *'''Speed Freeks:''' Grab a pack of Warbikes, Warbuggies, or Deffkoptas. *'''Mekboyz' Big Stuff:''' A Stompa, Morka/Gorkanaut, Battlewagon, or Mek Gunz. Whatever fits, really.
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