Editing
Warhammer 40,000/8th Edition Tactics/Orks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Tactics == === All about the Boyz === ====General Advice to Avoid Slow Playing==== Tips for moving large mobs of Boyz: * Put weights in their bases to help them stay on their feet. * Use movement trays. * Get married and have kids so the children can help you move all your Ork Boyz. * Just assume 8" move and advance * Tie them together with dental floss * move them when no one is peeking (taktiks) ====Getting Boyz Safely to Melee==== This is less of a specific strategy and more of a helpful pointer. ''Protect your infantry until they get into close combat.'' They aren't making their points back if they've been shot off the table. Boyz have a 6+ Armor save; anything with an AP value goes right through it. As an Ork Player it is your job to protect your Boyz so that they can fight for you. Astartes, Tau... Basically everyone can spam AP-1 and flood you with S4/5 shots, get in da fight!!!! * Cover turns 6+ into 5+ and can make a big difference. A mob of 30 will find it difficult to get into cover, but you can try to use Line of Sight Blocking terrain to limit enemy units able to shoot them. * Remember that Mob Rule can't save your 30-strong squad if you lose 15 Boyz in a turn against enemy shooting (Unless they are next to another horde of 30. Which, as a horde army, they should be.) * Get them under a Kustom Force Field, 5++ is more reliable than cover, but it's difficult to keep 30 Boyz wholly within its bubble. * Mob Up a 30 Boy squad with a 10 Boy one. This will give you 40 Boyz and your opponent will have to kill 21 Boyz before you lose the +1 bonus attack from being 20 or more models. * Charge Boyz into melee as fast as possible. If they are in Melee they can't be shot at. * Prioritize enemy anti-infantry. Your Boyz will be grateful if you destroy those high volume shooting units before they get the chance to destroy them. * Don't be baited into charging if you are on an objective. Let the enemy come to you, especially if you have a Nob with a Kombi-Skorcha. It may be worth it to let the enemy charge you, if the alternative is leaving a good position, failing a preventative charge, then getting shot at, and then being charged ''anyway''. **There are targets that can crunch Boyz in close combat if they get the jump on you. While you should 'generally' stay on a good position and make people dislodge you, if it's a choice between trying to make a long-bomb charge against Khorne Berserkers or Genestealers, or letting them get an easy charge on you next turn, the choice is clear. As always, know what is and isn't a threat to any given unit, but that's also basic play. *** If you do charge and are holding an objective, do a conga line and that way you can kill 'em gits and get 'em points! * Identify if a target is worth charging, you don't want to risk a failed charge if the enemy unit is good at overwatch. Instead target a different unit with your Boyz. * Use abilities to Deep Strike; such as Weirdboyz Da Jump, Tellyporta, and Blood Axes' Stratagem. A 9" charge isn't as risky with 'ere We Go allowing one or both charge dice to be re-rolled. *Charge with Trukks, vehicles, grots, or anything else to soak up overwatch. Let the boyz do the real killing and allow them to consolidate and press more and more units into close combat. These sound like basic ideas, but nobody is born a tactical genius, and the impulse to run after whatever is closest is <s>hard to fight</s> '''Orky'''. Keep your Boyz alive, and they will do the rest. ==== Force Multiplying Boyz ==== The Greentide is a strategy of running just Boyz and as such you'll need all the boyz you can muster. Although only the toughest painters will sit down to paint up >200 boyz: painting and assembling models is an economy of scale! Boyz are point effective troop choices that can down most units in no time flat. How do you do this? In its purest form the great Ork Waaagh doesn't shoot, except for whatever shooting can be done as part of an advance. Fielding as many maxed out slugga choppa mobz as possible, with whatever supporting units are critical to buffing these close combat monsters to their greatest potential: * Waaagh Banner for +1 to hit in melee. * Painboy for 6+ ignore wounds. * Warboss for advance and charge. * Ghaz for advance and charge, then +1A in melee. * Clan Tactics that Synergize: ** '''Goffs''' - for exploding 6's in Melee. ** '''Blood Axes''' - Cover when 18" away from enemy and can charge after falling back, gaining first strike over their targets. ** '''Deff Skulls''' - re-roll 1 to hit, to wound, and damage roll per unit. That's 3 CPs worth of re-rolls. ***Save for your shooting Tankbusta Bombs or Power Klaw Nob in close combat, since both have random damage. ** '''Evil Sunz''' - +1 to movement, advance, and charges. Helps a lot with Deep Strike Units. ** '''Snakebites''' - 6+ Feel No Pain. Saves you the points for a Painboy. The tactic here is simply to overwhelm your opponent with too many T4 Boyz and too many Choppa attacks, ignoring fliers and all distractions in favour of simply occupying the board and killing everything in your way. Armies that fall back and shoot are generally not armies you will do well against, but that does not diminish the fun of Waaaghing out on everyone. Learning to swiftly manage your Boyz on the board, without misplacing or blocking your key characters from reaching the positions they need to be in, from deployment to victory, will be your greatest challenge. * The key to beating gunline armies(Ultramarines, Tau, etc), is keeping the pressure up and engaging support characters. '''Unstoppable Green Tide''' to reform a wounded unit nearby and '''Get Stuck In''' can be used to great effect. Especially with 'Get Stuck In' you should maximize your pile in moves, look for kills, maximize your consolidations and then do it again to hopefully hug one dude where they cannot escape. Bubblewrap the enemy so they can't fallback. ==== Alternatives to Boyz ==== Substitute Ork Boyz for other choices that don't get an extra attack for having 20 or more models such as: * Stormboyz match Ork Boyz' size at 30 Storm Boyz and Deep Strike turn 2 for possible 9" charge. * Kommandos can infiltrate forward to get into charge range, complicate their efforts to maintain an effective gunline, and grab objectives. Sadly they are max squad size 15, so you might want to Mob them up to be a bit more survivable. * Nobz with two Choppas can make an interesting alternative, each model has five Strength 5 melee attacks. FUN! If you want to go mechanized this is indeed a way to go as they are about as killy as 20 boys but will fit in a trukk. - Tempted to put 2 squads of 10 in a wagon for the kicks.. **Alternatively with power stabbas there are less attacks but AP -2 s5 is very good to deal with higher save models. ==== Da Jump Specifics ==== *30 Boyz are brutal, Da Jump is awesome - 9" away from the enemy is big. Put a Weirdboy near a unit of 30 boyz to give him +3, his maximum bonus. You've got a chance of exceeding 12 and getting Perils, but the Weirdboy has 4W and consequently the first Perils of the Warp can't make him explode (and the power still works if you don't die). Enjoy the look on your opponent's face when you place 30 Boyz 9" from him. Then you can charge turn 1 and drown them in bodies before they even shoot once. 'Ere We Go gives you a reasonable (but not guaranteed) chance to get in. They will be without various auras like Ghazz +1A or +1 to hit from a Banner, but around 120A will make a dent in almost anything and force the enemy to concentrate [[DISTRACTION CARNIFEX|EVERYTHING]] on this unit regardless of what else is coming. * This tactic can be used to assassinate key characters (if your opponent didn't bubblewrap them enough), destroy or tie up key enemy positions, and so on. And if the enemy did castle up? Good for you, as with proper placing and 3" pile in you can tie up additional units without risk of Overwatch (bear in mind they will be able to hit you in that first turn only, but if you survive they are deprived of their shooting unless they have {{W40kKeyword|FLY}}). On top of all that, getting rid of 30 Boyz is no small task. Don't forget that you can use this tactic to objective grab. * If Boyz are teleported in front of the enemy it is rather easy to conga-line them into reach of support characters. Particularly a WAAAGH!!! Banner, Ghaz, and/or Painboy, although you'll lose the attacks from the Boyz in the conga line. * "Mob Up" doesn't place a cap on how big a unit can become. Theoretically, you could create one giant mob (40, 50, 60+) from a bunch of smaller mobs and drop it in behind enemy lines, assuming that time and CP reserves permit it (or you're just using open play). Not amazing, but worthwhile in the late game when most of your opponent's units are crippled, as they probably won't hold up well against a literal green tide of Choppa attacks charging down their rears. (Additional note: this is a great way of denying kill points for a variety of missions) * Downside: most players will assume that you intend to launch this trick and will try to force you teleporting into unpleasant positions. And most players are aware that they should not allow you getting 30+ boys in their faces. === Farming Command Points === {| class="wikitable" |- ! Detachment ! Points ! CP ! Points/CP ! Models |- | Battalion | 200 | 5 | 40 | Big Mek w/ Choppa Slugga (Legends) x2, 10 Gretchen x3. |- | Brigade | 567 | 12 | 47.25 | Big Mek w/ Choppa Slugga (Legends) x3, 10 Gretchen x6, Mek w/ choppa slugs (Legends) x3, Deff Kopta w/ kustom mega blasta (Legends) x3, Big Gun x3. |- | Outrider | 142 | 1 | 142 | Big Mek w/ Choppa Slugga (Legends), Deff Kopta w/ Kustom Mega Blasta (Legends) x3. |- | Spearhead | 136 | 1 | 136 | Big Mek w/ Choppa Slugga (Legends), Big Gun x3. |- | Vanguard | 121 | 1 | 121 | Big Mek w/ Choppa Slugga (Legends), Mek w/ choppa slugga x3. |} As you can see taking three Battallion detachments is cheaper by 33 pts compared to the Brigade and nets 3 more CP. (Brigade is now cheaper, but points per CP still goes to 3 batallions) *While three Battalions is cheaper, it also takes 6 Big Meks, making it illegal at any game using the Rule of Three. You could get a similar list by replacing three of the Big Meks with Weirdboyz, which still comes out as 12 points cheaper than the Brigade. (Not anymore, now 54 points more expensive.) Probably the smallest useful detachment, however, is two Weirdboyz and 10 Gretchins x 3. Just over 200 points, but unless you have a bunch of vehicles, makes for considerably more utility for only a few teef more. === Dread Mob sans Forge World === Dread Mob is walker focused list that centers around Killa Kanz, Deff Dreads, Morkanauts, Gorkanauts, and Stompas. These list will typically be taken as part of a Spearhead Detachment, the Heavy Support Detatchment, alongside a Super Heavy Auxiliary if necessary. '''Update:''' Dread Mob is being brought back into the game as the Dread-Waaagh Specialist Detachment, with Stompas getting their own Stompa Mob Specialist Detachment. '''Chapter Approved:''' CA has given Killa Kans a massive points drop. Now a unit of 6 supported by a WAAAGH! Banner, Warpath and Scrag Em, although expensive, can [[rip and tear]] pretty much anything. Deff Dreads and Stompas also got a pretty sizeable drop. Overall this list is more doable than ever. ====Pros:==== *You have an elite, low model count army. *Walkers are some of the best looking models in the Ork range. *Deff Dreads are great for killing Vehicles. *Morkanaut can give out a wide KFF bubble for 5++ saves. *Gorkanaut's 18 shot gun is good anti-infantry. *All Walkers except Killa Kanz have access to Clan Kulturs, Dakka Dakka Dakka, and 'Ere We Go! *Tellyporta allows for a turn 2 charge by most walkers. *Clan Kultures: **'''Snakebites''': Give a nice 6+ Feel No Pain to Walkers. **'''Deff Skulls''': Give a nice 6++ save, which could be good if not within KFF range. Re-rolls to Hit, Wound, and Damage is very powerful. They aren't infantry though so they can't benefit from Objective Secured. **'''Evil Sunz''': Gives a good +1 to movement and charging. This will help them get those deepstrike charges even more. **'''Blood Axes''': Gives cover to all models, normally Walkers would need to be obscured 50% to get that. Fall back and charge allows them to get the initative on each turn. **'''Goffs''': Exploding 6's in Melee is very good, considering that Walkers have high damaging attacks. **'''Bad Moons''': Most walker lists won't benefit much from being more shooty, but the Morkanaut, Gorkanaut, and Stompa will appreciate this if they are used as part of a gunline. **'''Freebooterz''': Always situational regardless of the army you bring. But with a stompy list this can have a great benefit. ====Cons:==== *Walkers are not great at taking out horde armies. *Ork Shooting is still abysmal, even with Killa Kanz a Walker focused list will have to have some dedicated range. *You still have to take an HQ unit, which can't be a walker, but should be either a Big Mek with Kustom Force Field or a Wartrike because it can allow vehicles to Advance then Charge. *Dedicated anti-armor will rip through the list. Diversifying your army composition is a better investment in the long run. === Battle Comp-Orky === Blood Axes learn a lot from working with Humans, and what better thing to steal from them than a Space Marine Battle Company. Take a Warboss as your Captain, a Weirdboy as your Librarian, a Big Mek as your Techmarine, a Painboy as your Apothecary, a Nob with Waaagh! Banner as your Ancient, six Boyz mobs as your Tactical Marines, two Stormboys or Burna Boyz mobs as your Assault Marines, and two Lootas or Tankbustas mobs as Devastator Marines. This gives you a solid core of troops, supported by command buffs and melee and ranged specialists, that has all the necessary skills to pay any and all bills sent its way. And if you "Combat Squad" the Stormboys and Lootas into smaller mobs to fill up free FOC slots, you can have a Brigade Detachment for around 2,000 points, though depending on mob size you may have to skip the bells and whistles. === Car-Fu === * Never underestimate the fact that your transports have access to melee weapons. With the abundance of shiny new vehicles and the Trike Boss's aura, a significant amount of ground can be covered and a significant amount of enemy units can be tied up early. These vehicles have relatively large bases, built in melee weapons, and can turn sideways to body splash into multiple units at a time. === Drive-by Krumpin'=== A one-shot cheese tactic that can be potentially devastating against superheavies. * Take a Deffkilla Wartrike & a Weirdboy. * Give the Wartrike the "Brutal but Kunnin" Warlord Trait & the Weirdboy the "Fists of Gork" Psychic Power. * If you cast "Fists of Gork" on the Wartrike & somehow get it into close combat on the same turn, you can bash a knight in with 7 Ap-2 D3+1 Damage attacks '''''hitting on 2s and wounding on 3s WITH REROLLS'''''. Situational & questionably effective, the look on your opponent's face when you flatten their baby with a Warboss on training wheels is arguably worth it. * It should be noted that the same effect can easily be pulled off with a Warphead & and a really tooled-up Warboss, but the mental shock of having the Wartrike fly across the tabletop and crush a seemingly "safe" superheavy is way too funny to simply ignore. * It should be noted that the fight twice stratagem only applies to the infantry keyword, so would work wonders with a beefed up Warboss, but would not let the tricycle fight twice. *Another argument for regular Warboss is that with fists of Gork it would wound the knight on 2+ (which is AMAZING) and can be given the Killa Klaw for 2+ hitting and wound rerolls AND flat 3 Damage (4 with Brutal but Kunnin'). Then he can fight Twice. Consider giving him might is right to make up for one attack less than Wartrike (but Brutal but Kunnin May still be better because with hit rerolls you will probably get all 6 attacks and with wound rerolls it’s then 7 extra Damage. 48 damage after fighting twice. Might not need second fighting...) Thats Krumpin, and the drive-by part? Just Da Jump him. If he’s red he will get +1” to charge, so it’s less of a gamble, and this variant cost 80 points, so you’re not losing much (apart of warlord, relic and CPs) and killing 600 point Castellan with 88 point Orks is worth even extra 2cp to fight THIRD TIME, if the Castellan will somehow survive and kick (stomp) you in da face. ===Sneaky 'eadbutting=== As easy as it sounds, you get a Blood Axe weirdboy and 2 squad of 15 kommandoz (or 15 and 10, if you prefer a 2+ for the weirdboy(put the other 5 in a slot for cp benefits)) and use the command point to set the weirdboy in reserve with the eadbang power. Then put him carefully together with the kommandoz to snipe out a character with him and reinvent the concept of ork sniping with this. Also, enjoy a crap ton of kommandoz behind the lines. === Keeping Characters Alive === Like most armies characters are the main force multipliers in Ork armies. The death of any character from Warboss to Painboy is a huge blow. ==== General Advice ==== * Keep characters behind other units. Characters can't be targeted unless they are the closest model. * Be careful when characters are in melee, since enemy units can target them regardless of closeness. ==== Avoiding Snipers ==== * Keep characters out of line of sight. Sometimes ya gotta be sneaky. * In the case of Line of Sight ignoring enemies, such as Primaris Eliminators, keep characters in transports. This will keep you from benefiting from the character's auras, but at least the character can help later. * Engage snipers with other units. They can't snipe in melee. * One other trick is to give your valuable KFF Big Meks or Shokk Gun Meks a Grot oiler. This gives them a cheap ablative wound that can easily be used for a random multidamage shot like a Vindicaire sniper round or other multi-damage snipers.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information