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=== 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.
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