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===Elites=== *'''Burna Boyz:''' Many Ork players either love or are neutral towards Burnaboyz. That they compete with Lootas and Nobz means they aren't used as frequently in many armies. But for those armies revolving around the use of a Battlewagon convoy, taking a unit of them is a fairly popular choice. The primary reason for this is because every Burnaboy is armed with a Flamer which alternatively doubles as a Power Weapon (though not both on the same turn). Through judicious use of mass tank-shocking, infantry units can be pushed into compacted formation, rendering them prime targets for being torched. The ability to roll 30, 40, even 60 strength 4 attacks which automatically hit, is frightening. Alternatively, to be used as Power Weapons means they can alternatively attempt to deal with Terminator-equivalent units which normally give much trouble to Ork armies. On the flip-side, they're providing excellent anti-infantry in an army that's already has excellent anti-infantry and generally wants some degree of ranged anti-tank. Since less people tend to use them, your opponent has no idea that his vanilla Terminators are about to die in one round of combat. **'''Mekboyz:''' The Burna Boy Mob has the option to swap out up to three models for Mekboyz for free. A Mek may be equipped with a Slugga, Big Shoota, or Kustom Mega-blasta for free, or may opt to take a Rokkit Launcha for a slight point-increase. Mek's maintain the repair capabilities of their Big Mek counterparts for a fraction of the cost, and a minimal-strength Burnaboy unit is the most point-efficient way to repair vehicles in the game. On the other hand, the Open-topped nature of most Ork vehicles, more often than not the jalopies are prone to outright destruction, and the removal of Burnas from the unit reduces its ability to kill things. And since the repair roll is made at end of a movement phase, in many cases it's more prudent for the Burnaboyz to simply disembark and attempt to get stuck in. Taking Mekboyz in a Burnaboy unit is mostly a judgment call on the player's part. *'''Grot Tanks (Forgeworld):''' An odd unit. You get ''another'' vehicle squadron of Armor 10 all-around Methul Bohkes, seemingly the orky specialty. They get 5+ invo. saves from all shooting attacks that *aren't* ordinance, which gives them surprisingly uncharacteristic durability, even as a vehicle squadron. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill. Its 3. BS 3. For '''ORKS'''. This tends to make them work like Killa-Kans as far as shooting goes, but you don't feel that weird need to throw them into close combat or anything. Their stat-lines give them an advantage to using orky weapons, but the Big Shoota and Skorcha feel like a waste of opportunity. Pretty much see the Killa Kans entry for how weapons go. The Grot Tank's only real caveat is their unreliable 2D6" movement. This could give them anywhere from Fast vehicle status to a horrific [[Derp|''2" movement'']]. Plus, if you roll double-ones, one of them takes a [[FAIL|Penetrating Hit]]. Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for [[FATAL|ramming big holes]] in enemy formations. *'''Kommandos:''' They're basically 10-point Slugga Boyz with Stikkbombs, Infiltrate, Move Through Cover, and access to Burnas. Kind of a mixed bag. Boss Snikrot is pretty expensive, but having him and his entire squad attacking the enemy from their rear is always great fun. For extra hilarity, add Mad Dok Grotsnik to them. *'''Lootas''' One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], [[Warhammer 40,000/Tactics/Tau|Blue Gits]], or [[Warhammer 40,000/Tactics/Imperial Guard|Squishy Umie]], this is annoying, as the bad guyz tend to Dakka on your army. Lootas for da win. Yes they're static and get fucked over by Dawn of War, and you only get three squads at most (less, if you wish to take any of the other Elite choices), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in a majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your footsloggers or trukks. Lootas work quite well on Panzee Skimmers. *'''Meganobz''': At first, there's a lot to like about Meganobz. Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they're very efficient at dismantling enemy infantry (save for truly ''dedicated'' Close-Combat units), or for pulling attacks away from your less-armored Orks. The entire unit can take Kombi Weapons, meaning once per game, they can throw out a decent volley of Rokkit Fire at an enemy light vehicle, possibly stunning or immobilizing it prior to assault, or they can utterly torch light infantry. However, they lack any Invulnerable Save unless you pay to get Grotsnik, and cannot take a Waaagh Banner or Bosspole. However, their main issue is that they are Slow and Purposeful. They *need* a transport to reliably get into assault, and even then, taking Difficult Terrain checks during the Movement and Assault Phases is problematic, for it increases the chance they might not reach assault! Naturally, their Transport will be a high-priority target for this reason. While they're great for providing a combat anvil for defensive armies (Ork Gunlines, etc), or cheap support for Wartrukk-based, they are generally considered average units overall. *'''Mekboy Junka (Forgeworld):''' *'''Nobz:''' Ork [[powergamer| Cheese]]; [[awesome|wonderful Cheese]]. Screw you [[Angry Marines]], we bring the pain. Nearly three times more expensive than a normal Ork Boy, but with +1 Wound and +1 Strength. However, like the Warboss, they get access to the shiniest wargear available to the Ork army, from [[Choppy|Power Klaws]] to [[Dakka|Combi-shootas]] to 'Eavy Armor to Cybork Bodies. Great in both close combat AND shooting, these guys are what Flash Gitz ''wish'' they were. The Waaagh! Banner adds +1 WS, making the ''WHOLE SQUAD WS 5'', and has the added advantage of making your mob look even more badass. If you ever ''think'' about ''not'' taking one, punch yourself in the face. You even can get a Painboy, who adds Feel No Pain to the entire squad (which is extremely useful). Best used as bodyguards for your Warboss. The only problem is that this massive Orky beatstick will likely cost several hundred points, and isn't going anywhere fast without something to cart them around. However, this mean, green pain machine is still cost-effective by many armies' standards; let them Ride Trucks, Battlewagons and Bikes and opponents will bitch and moan. **'''Invinc-o-Nobs:''' Nobs are ''infamous'' for their ability to exploit wound-allocation rules, thanks to their multiple Wounds and model-by model customization ability. Kit them out all different and watch your whiny opponent moan like a bitch when he realizes he has to do 10 wounds to these guys before one falls. Even worse is the notorious [[cheese|"Nob Biker"]] unit, has caused no small amount of [[rage]] from other armies. T5 units with an armor, cover, ''and'' an invuln save ''with'' Feel No Pain that don't start taking casualties until ''11 Wounds have been dealt'' is damn near close to invincible. You will pay for it dearly in both points and money, and is a great way to get people to hate you. Unless, of course, your opponent is fortunate enough to have S8+ blast weapons on hand, or weapons that inflict Instant Death. But since most Instant Death comes from close combat, you have a good chance to counter it with your wound-allocation and high WS. *'''Tankbustas:''' Your primary anti-tank infantry unit. Although [[melta]]s are the primary anti-vehicle weapons of 5th edition, Krak missiles remain a viable choice. And when you have a whole squad of orks wielding ''Assault 1 Krak Missiles'', things seem more and more "viable" by the second. Plus they can be made to infiltrate. Take a Tankhammer, you can't go wrong with 2 S10 melee attacks per turn. But you can go wrong using them; you can go oh so wrong. These little meatheads decided somewhere along the line that ''shooting at and attempting to assault, the <s>nearest</s> an enemy vehicle '''every turn''''' is a good idea. [[FAIL|Especially when it is out of cover]] or into the path of [[what|a squad of charging Khorne Berserkers]]. You need to have these idiots in a transport by turn two or they will find a way to kill themselves. Sticking them in a Trukk (<s>preferably</s> ''hopefully'' borrowed from a Boyz or Nobs squad that isn't using it) is a good way to keep them under some kind of control, so at least they can't hurt themselves. They will still shoot at an enemy vehicle in LoS, even if it is out of range or functionally dead. Use them only if you know you won't face any vehicles (for control or monsterhunting), or if you know you will face a lot of vehicles (for target-rich environments). Beware, they tard hard anywhere in between. **'''Glory Hogs:''' Remember they don't have rage; they have Glory Hogs. It doesn't affect them during the movement phase at all, and they do not have to shoot or attempt to assault the *nearest* vehicle - they have to shoot at and try to assault one in LOS. Unless every vehicle they own is within 6", you will almost never be forced to leave cover or move anywhere you didn't already want to. Don't be afraid to fire at a vehicle out of range if it keeps you from getting shot to death.
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