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=== Flyers === Flyers don't have ''''Ere We Go!''' or '''Mob Rule'''. *'''[[Bomma#Burna-Bommer|Burna-Bommer]]''': Anti-infantry firepower and, with the bombs, mortal wounds too. You get two Burna Bombs, and can drop one per turn on a unit you fly over. You roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs {{W40kKeyword|INFANTRY}}. The Twin Big Shoota gets +1 to hit thanks to its '''Grot Gunner'''. Try to make sure the Bommer is over the enemy when it gets shot down, as the 3 mortal wounds from its 4+ '''Explosive Demise''' will be very unpleasant for anyone within 6". These planes are probably more focused on attacking heavy infantry such as TEQs against GEQs you're better off bringing a dakkajet. **'''Skorcha Missiles''' are only 20 points extra, and give you another set of shots that ignore cover. Well worth a look. ***The Blitza-Bommer is better suited to deal with both infantry '''''and''''' vehicles, but the inclusion of Skorcha Missiles and a Twin Big Shoota means this is able to do more damage after it's bomms are gone. Plus, if you can maneuver this into the proper position, the Burna-Bommer can do a lot more damage after being destroyed. *'''[[Bomma#Blitza-Bommer|Blitza-Bommer]]''': A Bomber that's a little more focused on attacking vehicles. Its guns are still anti-infantry (with the '''Grot Gunner''' giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}} as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers' Burna Bombs require 5s for non-{{W40kKeyword|INFANTRY}}. Bomb squadrons of smaller vehicles for maximum pain. *'''[[Dakkajet]]''': Your basic fighter, with the standard flyer abilities '''Airborne''', '''Hard to Hit''' and '''Supersonic'''. Either 12 or 18 S6 AP-1 shots (depending on whether you spend the teef for the two extra Supa Shootas - which you always should, anyway) that hit on 5s as usual if you split them, or 4s if they all target the same unit thanks to '''All da Dakka'''. *'''[[Wazbom Blastajet]]''': Your anti-tank plane. Can move and fire Heavy weapons without penalty, and can target one enemy unit each Shooting phase to receive +1 to hit it with the Smasha Gun thanks to its '''Mekbrain-enhanced Weapon-sights'''. Comes equipped with the aforementioned '''Smasha Gun''', two '''Wazbom Mega-Kannons''' and a '''Stikkbomb Flinga''' as standard for a total of 143 points. **'''Tellyport Mega-Blastas''': You can replace both Wazbom Mega-Kannons with these for 12 extra points. Less range, AP and damage, but you can't wound yourself and also get the instant kill rolls on targets you do wound. **'''Kustom Force Field''': You can swap out the Stikkbomb Flinga for one of these, which is generally a great idea - a 14pt upgrade for a massive durability increase (also spread to any accompanying planes, and friendly infantry you happen to be flying over), at the cost of an S3 anti-horde weapon that will probably spend most of the game out of range. **'''Supa Shootas''': You can drop 20 points on a pair of these if you feel the need for even more dakka which, let's face it, you probably do. *** The unique nature of the '''Smasha Gun''' means that it performs like a buffed S7 weapon on anything except T6. This is important for 2 reasons; the first being that this makes the Smasha gun great at crushing both medium and heavy armour and isolated elites. The flipside of this however is that this gun actually performs slightly worse than the Wazbom Mega-Kannons and other S7/S8 weapons on things like transports and light vehicles. Keep this in mind when designating shots, as you may want to let your Nobs+PKs deal with them rather than wasting the shot. See below for a quick bit of Mathhammer: {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Chance of a Successful Wound: |- ! Toughness !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 |- | S7 || 83.3% || 83.3% || 66.7% || 66.7% || 66.7% || 50.0% || 33.3% |- | S2D6 || 100% || 90.9% || 81.8% || 72.7% || 63.6% || 54.5% || 45.4% |} *'''Open and Narrative Play only: **'''Attack [[Fighta]]:''' Same profile as other Ork flyers, except with 10 wounds instead of 12. Comes with 2 Twin Big Shootas and either Small bomms (Bigbomms that cause a mortal wound on a 6, but can be used once ''each turn'') or Wing Rokkits (24" Assault 1 S8 Ap-2 Dmg.3). This is what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it is easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn't even fun enough to bring to a friendly Open Play game. *** It basically looks like something between proper ork flyer and deffkopta, having worst charactersitics of both without most their benefits. If it gets points eventually its saving grace could be being dirty cheap, but than again it would have to be stupidly cheap considering cost of weapons themselves. For power level it would probably be manageable at around 4. **'''[[Fighta-Bommer]]:''' 7PL instead of the 6PL for the Attack Fighta, but much more useful. Has ''3'' Twin Big Shootas, and you can switch out its Small Bomms for ''2'' Wing Rokkits or 2 Grot Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better.
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