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=== Lords of War === '''DISCLAIMER:''' As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it's a zoggin' mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by ''certain others'' in a community setting. Unless you're just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether. Which is a shame, since they all look really Zoggin' cool. *'''[[Stompa]]''': Total of 870pts, overpriced by about 300-400 points. Special detachments, clan kultures, and stratagems are not good enough to compensate for cost outside 3000+ games. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armor. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket. It can Fall Back moving over {{W40kKeyword|INFANTRY and SWARMS}} models and shoot freely. On its top Wound Profile, it boasts WS3+ and 6 attacks at S20 with its Mega-Choppa causing 6 wounds flat a ap-5 or it can make the slash attack with triple the attacks but ap-2 and d3 damage. Points wise it's better to take 3 Gork/Morkanauts in a separate detachment, that way you get CP and three Heavy Support models that perform better than one Stompa. All of the ranged weapons benefit from the DAKKA! DAKKA! DAKKA! special rule. It also comes with 3 Big Shootas, a Twin Big Shoota and a Skorcha which is alright, but they are barely worth mentioning. ** '''Supa-Gatler''' is an infantry-mulching 48" Heavy 3d6 S7 AP-2 D1 with the Psycho-Dakka Blasta! special rule that can produce even more shots. ** '''Supa-Rokkit''' is a once-a-turn, single-use weapon (it comes with 3, and may take 2 more, which you should always do given that they are all free) that can fire Heavy d6 100" at S8 AP-3 D6. ** '''Da Deffkannon''' which clocks in at 72" Heavy 3d6 S10 AP-4 Dd6. **'''Clan Kultur''': Super Heavy Auxiliary Detachment doesn't grant clan Kultur, so take a Supreme Command Detachment. If you're taking the full Super-Heavy detachment, use a CP to make it a Stompa Mob for the 5++ artifact, the WT, and to deep strike a zoggin' Stompa. *** '''Goffs''': Fair. Melee focus for being more stompy. *** '''Evil Sunz''': Good, great if you take the Stompa Mob and teleport it within 9" of enemy. Increases mobility. *** '''Bad Moons''': Great. Increases Shootiness. *** '''Blood Axes''': Good. Gives 2+ save at 18" or more and charging after falling back. *** '''Deff Skulls''': Good. Makes it more durable with invul and slightly more reliable with To Hit, To Wound, and Damage rolls. *** '''Snakebites''': Fair. Gives 6+++ FNP. *** '''Freebootaz''': Fair. Stompa is likely to kill at least one thing a turn so this Clan kultur will work for it. **'''Psycho-Dakka Blasta!''' You can roll 1d6 after shooting your Supa-gatler, on a 2+ you fire it again, on a 1 you loose the gun for the rest of the game. After that you can do this again except this time you need a 5+ (and you loose the gun on a 4-) {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Psycho-Dakka Blasta! per-turn usage: |- ! Successive turns of shooting !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 |- | Cumulative expected CP spend, 2 shots || 0.17 || 0.33 || 0.5 || 0.67 || 0.83 || 1 || 1.17 |- | Cumulative P(Out of Ammo), 2 shots || 2.78% || 5.48% || 8.10% || 10.66% || 13.14% || 15.55% || 17.90% |- | Cumulative expected CP spend, 3 shots || 0.72 || 1.44 || 2.17 || 2.89 || 3.61 || 4.33 || 5.06 |- | Cumulative P(Out of Ammo), 3 shots || 49.07% || 74.07% || 93.27% || 99.55% || 100.00% || 100.00% || 100.00% |} ** It's a mystery why the Stompa is almost as expensive as 3 Imperial knights. Most propably it is due to GW wanting to squeeze more money from gorka/morkanaut kits, *'''Gargantuan [[Squiggoth]] ([[Forge World]])''': Ever wish your Battlewagon was bigger, 'arder, greener, killier and even more expensive? Well, here you go. Transport capacity 20, two Twin Big Shootas, two Supa-Lobbas. You've got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it's in combat (except at the unit it's fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don't forget you need to buy a unit to ride in it too (if you're going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). '''Stampede!''' inflicts D6 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]]. *'''[[Kill Tanks|Kill Tank]] (Forge World)''': Seems nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which will probably bring it up to about <s>300 </s> 420+ pts. Only a 4+ save though. Transports 12 ladz, has a pseudo-open-topped rule that lets ladz inside fire but hit on sixes. Ignores penalties for heavy weapons thanks to mobile fortress. The main gun is either a Bursta Kannon or a Gigashoota. The Kannon is a 36"R S10 AP-4 D2 heavy 2d6 creature that'll vaporise whatever you hit. The Shoota is a 48"R S6 AP-1 D1 heavy 6d6 monstrosity that will likely be getting ''a lot'' of hits - the Kill Tank hits on a 4+ if you have 14 wounds or more remaining. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -1, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. It's cool, but the Chapter Approved price 150% price increase makes it tough to justify - even if it was undercosted before. **Can also take two Big Shootas, Skorchas, Rokkits, Kustom Mega Blastas, Twin Big Shootas, or Twin Rokkits. Comes with a Twin Big Shoota default. Reinforced Ram gives it +2S on the charge and deals D3 mortal wounds to the charged unit on a 2+, which coupled with the 8 S8 attacks and the WS3+ makes close combat a friendly place to be for the Kill Tank. Grot Riggers make it regain a single wound on a 6+ each turn, which is neat, I suppose. All in all it's your cheap super-heavy (though not in money terms, FW being who they are), but since you're an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would. *'''[[Kustom Stompa]] ([[Forge World]])''': Same base stats as the vanilla Stompa with the addition of a few extra goodies. Comes equipped with a Mega-Klaw instead of a Mega-Choppa (A crappier Mega-Choppa without the ability to "Slash" and only deals 4 damage, but gains an extra 4 attacks if you decide to equip two Klaws), a Gaze of Mork (A Zzap Gun on steroids that fires a single Strength 4d6 AP-4 6 Damage shot. Packs a nasty punch, but good luck hitting anything with it), a Repair Crew (Basically a free Mek that heals one wound at the end of the turn on a 5 and heals D3 wounds on a 6) and everything else the vanilla [[stompa]] gets. It also comes with a few extra options for weapon load outs, including Lifta Droppas, Klaws, Grot Sponsons, extra Supa Rokkits and even a nice Belly Gun for blowing up infantry and light vehicles (2d6 Strength shots at strength 8 AP-2 and dealing 2 wounds is not bad for an ork weapon, even better when it becomes 4d6 against INFANTRY units. Though it does mean you wont be able to use the Stompa as a transport). Lifta Droppas are now actually useful for once, and can now be used against ANY unit with a strength of 12 or less. They deal D6 automatic hits, with each hit dealing a single mortal wound every time the player manages to roll 2D6 equal to or more than the enemy unit's strength. Good for nearly every situation, great for ripping apart Battlesuits, TEQs and flyers, and are the stuff of nightmares for any characters that happen to have the misfortune of being directly in line of sight of your Kustom Stompa. Equip a Stompa with two of these babies and watch as he proceeds to tear the limbs off your friend's Chapter Master like a giant green child torturing a spider. The only problem with the Kustom Stompa is that it's more expensive than the already very pricey Stompa. Time will tell if this increase in cost is justified. **Assuming you go for a Dakka-focused Build {Belly Gun, Max Sponsons, Lifta Droppa, Deffkannon & Supa-Gatler), this thing is ''way'' better for shooting than '''''any''''' heavy gun platform in this army. While super expensive, this monstrosity is actually capable of generating the sheer number of shots required to obliterate hordes & heavies alike. It takes the best shooty bits from a Lifta-Wagon, a Kill Tank, & a Meka-Dread and mounts them all on a single Stompa for only a couple hundred points extra. Sure, it sucks in CC, but you really don't need this to get tarpitted when you have '''''this much dakka'''''. *'''Open and Narrative Play only: **'''[[Battlefortress#Deathrolla|Deffrolla Battlefortress]]:''' In all respects bigger, badder, better brother of Battlewagon. It has similar stats but with 24W, BS of 4+ base, same ignoring heavy weapons rule on moving and build in T8 but also have rule called "Fireing points" wich is basically open topped without decreasing vechicles T. Stock it has 2 zappas and one cannon (that can be exchanged in any combination to Kannons, Lobbas or Zappas), deffrolla (same as battlewagon wich means it ALWAYS hits on 2+ as his worst WS is 5+ and deffrollad adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing is in CC) and two twin Big Shootas, Skorchas or Rokkit-Launchas. Aditionally up to 5 Big Shootas can be added. There are also grot riggers but with amout of wounds and damage usually delat regaining 1 on 6+ is nothing to write home about. Overall it seem to be designed do do exactly same thing as Battlewagon, ferying 20 models (or 10 if they are Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than Battlewagon (better resiliance, better shooting, no limits on number of models due to weapons, more guns), but costs more. *** In comparison to Battlewagon it also does not have option to take more or bigger guns to turn it into moving altillery piece at expense of carying capicity. **'''Kill Krusha:''' It's a Kill Tank with a Krusha Kannon. Has 4 firing profiles: - "Boom shell" (60" Heavy 2D6 S8 AP-2 D2), "Tankhamma shell" (60" Heavy 1 S10 AP-3 DD6 & roll two dice when inflicting damage - discard the lowest result), "Scrap Kanister" (18" Heavy autohitting 3D6 S5 AP-1 D1) and "Blast Burna" (48" Heavy 3D6 S4 AP0 D1 - ignores cover). It can also take the same types and number of extra guns minus the standard Twin Big Shoota. Less effective than the Kill Bursta and the Kill Blasta at their respective specialties, but much more flexible. *'''[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)''': The third and biggest of the Looted Wagons. It's already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It's also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun. **'''Krushin' Tracks''': Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain. **'''Battle Fortress''': As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1" with the twinned guns. Unfortunately, don't expect cover to save it unless you have at least half the behemoth covered. **'''Big Red Button''': The random roll for all looted wagons, selected once per battle during shooting (move 6" with all cargo inside, +1S to all guns, heal d3 wounds).
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