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===Dataslate Formations=== *'''Painmob (Start Collecting! Orks box)''' - This formation requires a Painboy, a mob of Boyz, a mob of Nobz and a Deff Dread. The pros are that you get a free Painboy slot, which is definitely welcome, and the other units aren't restricted to a specific size (you needed a big blob of Boyz anyway, right?). A mob of Nobz can be kept cheap (minimal with no upgrades is around 50 points) and small enough to be kept as a hidden backfield objective holder, or you can kit it out to be brutal. The only real tax unit here is the Dread, which doesn't really synergize with the rest of the formation as-is. To offset that, you get the special rule Pile On Da Pain, which lets all the units in this formation, once per game, get an extra round of Close Combat during the Movement phase if they're already stuck in, and the enemy can't hit back. But since GW gives with one hand and takes with the other, all units with this rule need to perform it at the same time. If you're taking this unit, at least stick some Killa Kanz around the Dread so it won't be dead before it hits enemy lines. *'''Ork Warband''' - This requires 1 Warboss, 1 Mek, 1 unit of Nobz/Meganobs, '''6''' units of Boyz & 1 unit of Gretchin and gives you all the same benefits as the Ork Horde detachment (re-rollable traits + HoW if 10+ models roll more than 10" charge). In addition your Warboss can call a Waaagh [[Awesome|EVERY TURN AFTER THE FIRST]] You'll never have to play a battleforged army ever again! Just add unbound Ork units after you've qualified for the formation. **This formation is easily overlooked and underestimated: when taken bare-bones it forms the core of a 1000pt army that still has room for more Nobz, Boyz, or a few good toys and upgrades that lets you overwhelm an opponent with superior numbers. Waaagh-ing every turn even the first will let you shoot up the board faster than your opponent can anticipate with more bodies than they can deal with unless they take very specific lists. And even then, HoW hits are much easier to achieve. Additionally, all the required units have a use on the field: Grots maintain their use as a screen or backfield objective holder, while a small 3-Nob squad can do the same job while being just as easily ignored by the enemy. That Mek can babysit Mek Gun batteries, help Lootas with Mob Rule or take challenges for a PK Nob/Boss. And while you can't count on it to happen, rolling a 1 on the Ork traits table (with the reroll this formation allows) means '''your army is Fearless every turn even the first''', assuming you can protect the Warboss. Putting a (cheap) Finkin' Kap on that (cheap) Warboss allows for further shenanigans. This formation gives a ton of strategic opportunities that your opponent WILL underestimate. The one downside is model count; not for a new player, but it's a way to keep your footslogging army from previous editions viable. *'''Grukk's Rippin' Krew (Stormclaw)''' - All of the Unique Stormclaw formations go here. Thankfully, Grukk allows everyone to re-roll morale (Cowardly Grotz included), and the ability to Deep Strike. If you decide to pull everyone in Reserves (which'd be kinda ridiculous) they'll all automatically arrive on the first turn so you can shock them by not being automatically disqualified. This formation would be great if you weren't forced to use the named units of the storm claw box that are all kind of oddly equipped. *'''Dread Mob (Waaagh! Ghazghkull)''' **NOT the same as the Apocalypse formation. This one has a Big Mek and Painboy joined by 2 Gorka/Morkanauts, 3 Deff Dreads, and 3 squads of 3 Killa Kans. With the new units put onto this unit (one of which has dubious use here), the entire formation gets a re-roll on one charge dice and d3 HoW hits, which make the walkers slightly more killy. Most important to note: if you take another detachment with a Warboss as warlord, the fact that all the walkers have '''Ere We Go!'' makes them benefit from calling a Waaagh!, allowing them to run and then charge in the same turn, just like da boyz! To make the best of this formation you are going to want to get those walkers into close combat by any means necessary, including screening the larger walkers by way of the Kans. Hordes of Boyz may end up blocking the metal death machines from getting stuck in as soon as possible, so <s>don't be stupid</s> play accordingly. *'''Green Tide (Waaagh! Ghazghkull)''' - Another remade formation, this one limits the Warboss to staying with 10 mobs of boyz. The only thing that remained this do-over is the ability to Waaagh! on end. The unit becomes more valuable now, as they're now worth 11 VP if they're entirely destroyed, which kinda kills the incentive to use them, especially now that they can't just grab any more boyz to boost their numbers. They also get HoW if they charge 10+ and the ability to allocate wounds if they roll anything other than a 1 on Mob Rule, which kinda keeps them alive, but it's not as good as the Apoc form. Although giving your Warboss a Big Bosspole means the unit is Fearless, negating Mob Rule entirely. Since the Formation allows you to take Unbound units while keeping the Formation's special rules (you weren't going to bother with ObSec in this list anyway), tossing in a single Painboy gives the entire blob FnP, and a KFF or two near the front/sides/rear of the unit - basically moving to wherever your opponent is hitting you from - helps keep your boyz much more protected than your opponent will anticipate. Orks: it's all about underestimation! This formation has proven to be very powerful. But not easy to master as it's a helhuge single squad with all it's goods and bads. The goods are that the buffs like FNP and Fearless affect everyone. The bads are you're running a single freaking squad that can get stuck into an invisible or hardy enemy attacking from the flank, so positioning and support are VERY important. *'''Gorkanaut Krushin' Krew (Waaagh! Ghazghkull Supplement Update)''' - 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. *'''Mogrok's Bossboyz (The Red Waaagh!)''' - A Warboss grabs 3 Big Meks and an ML2 Weirdboy. One of your Meks gets Kunnin' But Brutal, giving him some extra protection with his KFF (which you took, right?). You also get +1 on the Seize and can give d3 units Outflank and Acute Senses for extra sneeky if you use this alongside Snikrot's boyz. Of note, you can outflank ANY unit, including [[Creed|Stompas and Orkanauts]], right into your opponents lines (bonus points for Burna-laden trukks)! (TAKE IT FOR THE GREEN TIDE! THE LULZ JUSTIFY EVERYTHING) *'''Skyboss Wingnutz' Sky Armada (The Red Waaagh!)''' - Pack in 3 Dakkajets (one with a Flyboss) with a Burna-Bomma and a Blitza-Bomma. This is meant to purely piss off anyone aiming at them, as they can jump off the Table to Ongoing Reserves, restoring their HP and One-Use weapons before going again. *'''Grukk's Goff Killmob (The Red Waaagh!)''' - Grukk and Skrak's Skullnobz have to join 3 mobs of 20+ bare-bone boyz, a Gorkanaut, 2 Deff Dreads, and a 3-Kan mob. They get Fear for joining up, but the Boyz and Nobs also get a re-roll on the Charge just to make sure they make it. Not much else, though. *'''Ork Skwadron (Death from the Skies)''' - A formation-level alternative of the air superiority detachment. You must take 3 wings from Dakkajets, Burna Bommerz, or Blitza Bommers in any combination. One wing gets +1 BS and agility, plus the Skilled rider USR. The whole formation move flat out and can shoot, provided all the wings are in an attack pattern, and they are not more than 24" far away from each other. Shame, that it can be nullified by shooting out one wing (or at worst, a single plain from a 2 plane-strong wing). *'''Kustom Wazmob (Death from the Skies)''' - A speshul wing, which is led by a Wazbom Blastajet (with a compulsory kustom force field), followed by three other planes (Dakkajet, Burna Bommer,Blitza Bommer, or Wazbom Blastajet, in any combination). If you fly in a Fortitude pattern, you'll get 3+ invulnerable save. RAW it can be used against hits from the Clipped 'im! results on you Blitza Bommers' bombing runs. Still can be nullified by shooting down a single plane from the formation, but the whole lot can be fielded just under 500 pts.
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