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===HQ=== *'''Ghazhgkull Mag Uruk Thraka:''' A relatively popular HQ for many Ork armies in 5th edition. He costs a metric shitload, is immune to Instant Death and is a close combat monster on his Waaagh!, which was horribly nerfed to remove Fleet and Fearless in exchange for a 6" Run move that you can't assault after. Fun fact: with his sheer amount of power and beef, Ghazzy can take on almost every HQ in the game in a 1-on-1. Take him when you absolutely positively need to kill anything or anyone in a challenge. Just be mindful of Mindshackle Scarabs and incredibly lucky rolls. Or, give him a Nob guard to Look Out Sir! his phenomenal number of Power Klaw attacks into whatever you want to die. ''Prophet of the Waaagh!'' is now not as shitty, as it makes Mega-nobz and Ghazzy relentless for the turn and makes the packs of boyz that have been chewed up into fearless boyz for the turn, plus, it turns his 2+ armor save into a 2+ invul save. Ghazghkull can kill a Baneblade in one turn by himself without too much trouble. I've seen this happen, and it was great. *'''Mad Dok Grotsnik:''' Grotsnik is an interesting character. On one hand, he makes a unit Fearless, and grants it Feel No Pain, provided he remains a part of that unit (he's not allowed to leave units by default). On the other hand, his '''One Scalpel Short of a Medpack''' rule makes the unit he's with prone to being led about in circles, meaning mobile opponents can throw speedy units to divert Grotsnik's mob from the main battleline. This said and done, he does have his other uses. The ability for any other Ork unit to take Cybork bodies is useful, and can do a lot to lengthen the lifespan of other Ork units; however, in practice this becomes mostly useful for upgrading Meganobz, on account of their normal inability to acquire Cybork Bodies, and the fixed price for the upgrade making it prohibitively expensive to upgrade regular Orks in this manner. *'''Old Zogwort:''' Not <s>too</s> ''AT ALL'' tactically sound, compared to the less costly Weirdboy with Warphead, but the look on your opponent's face as you turn his expensive hero unit into a squig is usually worth it. Otherwise same as a Weirdboy with Warphead. Added benefit is the random number of attacks. However, in most cases Zogwort won't be able to utilize them. **'''Psychic Shooting Rule -''' To fire Psychic Shooting attacks you now need a BS score. Zogwort's is BS0 so he cannot fire any shooting Psychic attack. <s>This is most likely a mistake, wait for Errata. </s> Errata is up and Zogwart's two psychic shooting attacks are now considered detriments. They will cost warp charges and waste your turn. Zogwort will never see the light of day now, except in that one time you think to yourself, "Why does no one field Zogwart anymore?" and then you'll remember... and cry. On the bright side, he can't frazzle himself. *'''Wazdakka Gutsmek:''' At first glance, Wazdakka doesn't seem too spectacular. He's a more expensive Biker <s>Warboss</s>Big Mek who loses out on base Strength of 5 and the ability to take an Attack Squig or Cybork Body, all in exchange for having four Strength 8 shots (or 1 S8 AP2 shot) which can be fired after Turbo-Boosting. These drawbacks matter little, however, for he has ''four Strength 8 shots which can be fired after Turbo-boosting'', providing an additional threat to enemy armor. Better still, he can choose who to allocate the wounds to on sixes, giving him a reason to fire into enemy squads with Heroes or whatnot to try to get Neo-style Instant Deaths. However, the main reason you wish to take this character is should you wish to field Warbikers as troops, meaning they no longer compete with other Fast Attack choices. He works even better if surrounded by Biker Nobs, who can use "Look Out, Sir!" to take dangerous hits for him on ''their'' Cybork Bodies. Taking him, of course, comes with the opportunity cost of having one less Kustom Forcefield, or Shokk Attack Gun in your army. For some, this is no big loss. *'''Zhadznark 'Da Rippa' (Forge World):''' <s>Many people call this guy the better Wazdakka,</s> No they don't, he ain't shooty enough. He has twin Big Shootas, a power klaw at normal initiative (Space Marine no less!) and he can choose to Turbo Boost ''and then Tank Shock'' a unit. He also gets to take warbikers as troops, no surprise. But, he comes with a catch: No Deff Dreads, Kans, or Big Gunz. This means he must be used as a close combat shock unit, and needs a warbiker or nob-biker retinue. His lack of an invulnerable save and Eternal Warrior makes him too risky for competitive play. *'''Mek Boss Buzgob (Forge World):''' Hoo boy, its Buzzgob. The poster boy of the entire IA volume, this dude is full of win. He is dirt cheap, first off. His entire statline is better than a Big Mek. He comes with 'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the charge ''in addition'' to the +1 he gets normally. This makes him a close combat monster against hordes and unarmored units. But, he lacks Cybork Body and Eternal Warrior, which means he dies to railguns very quickly. Put him in a transport with retinue to ensure his success. Oh wait, did I forget to mention he takes his Dreads with him? That's right, he must take a 1-3 Deff Dread squadron, as a troops choice. *'''Warboss:''' Any respectable Ork army should have one of these bad boys. The Warboss is a monster in close combat and he's also a tough nut to crack with T5 (T6 on a bike) and 3 wounds. He's also a solid choice for being able to fill just about any role in your army thanks to his sizable wargear selection. **'''Weapon Upgrades''' - The boss has two options for weapon upgrades: The Power Klaw and the Big Choppa. 9 times out of ten you want to take the Klaw. Attacks at S10 AP2 are just way too good to pass up. Just keep in mind that you will be attacking last, so remember that before you go running into a challenge only to be killed before you can rip him apart. The Big Choppa ''could'' be a decent cheap alternative, as S8 attacks on the charge is nothing to scoff at, but apparently a gigantic chainsaw axe being swung by a very pissed-off hulking green brute can't go through armor. If the Big Choppa had any sort of AP, it would be a fine alternative for the points. But for now, take the Klaw. **'''Shoota Upgrades''' - I wouldn't bother, as it's 5 points better spent elsewhere. The only time your boss should ever be shooting is when he's just about to charge. If you must, the kombi-skorcha has some potential to soften up the squad before the charge. Don't take the Ammo Runt if you're not going to upgrade your Shoota. **'''Warbike''' - As if the Warboss wasn't enough of a beast, the Warbike gives him a 4+ cover save at all times with the Exhaust Cloud special rule, Twin-Linked Dakkaguns, a 4+ Armor Save and +1 Toughness just for being a biker unit, and lets him move up the board at a very scary speed for your opponent. Add him with a unit of 5 or so Nob Bikers that you can Look Out Sir! to, a Painboy, give him Cybork Body, and you got yourself one hell of a boss. The only downside is that a biker boss/nob unit can become very expensive, and if your opponent gets lucky, a huge chunk of you army in points could be gone all at once. **'''Mega Armor''' - Grants a 2+ armor save to the boss and gives him a Klaw, TL Shoota, and Slow and Purposeful. Stick him with some Mega Armored Nobz in a Battlewagon and roll him up the board. **'''Attack Squig''' - +1 Attack. An extra attack is always welcome, especially for a close combat monster like the Warboss. **'''Cybork Body''' - A 5+ Inv Save. Always good to have just in case your other saves are negated, but the points can be better spent elsewhere. It's pretty much personal choice if you want to take this or not. **'''Bosspole''' - Inflicts a saveable wound to your unit to reroll a morale test. Definitely take a bosspole, especially if the unit he's in doesn't have access to one. Chances are that the reroll will be well worth it at LD 9. **''''Eavy Armor''' - A cheap 4+ armor save. Take this if your boss isn't on a Warbike or in Mega Armor. Your boss is going to need all the protection he can get if he's going to make it anywhere near close combat. *'''Big Mek:''' A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun and Kustom Force-Field described below. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible. Note that he'll have only one CCW, and can't take the rather cheap Big Choppa. On the other hand, he can take a Burna, which counts as a Power Weapon in close combat for what it's worth, and can still take Power Klaws. **'''Shokk Attack Gun''' - Good for Long Range Ordinance attacks. The Table is fun to use as well. AP2 and S 2D6. Rolling doubles can spell disaster, though it has an equal chance of removing your Big Mek as well as removing the target from play. You might want to keep him away from anything valuable because rolling double ones vaporizes him and d6" nearby, but if you want him in a unit suggest placing in a squad of Lootas because they both have similar ranges, though you might have to chose between shooting a tank or a squad of infantry. You can also stick him in a group of gretchin for a cheap bullet shield that can also capture objectives. **'''Kustom Force Field''' -Practically a required choice throughout 5th, the KFF has taken a nerf in 6th but is still totally viable. Fantastic for vehicles, as the cover save counts for all units. Even though a 5+ cover save isn't really the best, remember that you're going to get shot at (a lot!) as orks so any save is welcomed. The crazy part about this upgrade is that it doesn't protect every model within 6 inches; it's every unit. That means if one little ork out of a 30 man mob is within 6 inches of the KFF, all 30 get the save. Your opponent WILL cry about this, so be prepared. The best place for him is in a vehicle, preferably a Battlewagon, surrounded by other vehicles. He also works very well footslogging with mobs and mobs of boyz. **'''Warbike''' - Way too expensive and a poor choice compared to the Shokk Attack or the KFF. The only way this could even be an option is if you had your Mek zip around the field on his bike repairing vehicles, but he would be killed very quickly and be much more better off in a Trukk or Wagon. **'''Mega Armor''' - Don't. The Big Mek belongs behind the scenes, not on the front lines charging into combat. Also, way too expensive. Though this option does allow for one interesting thing- Because of the way the Big Mek gets his upgrades, you can take Mega Armour <i>and</i> a Power Klaw, making him the only unit in the whole Kodex that can get <b>Two Power Klaws</b>. This is because the Mega Armour comes with its own, and you can still buy him the other one. *'''Weirdboy:''' Ork psyker. Different from regular Psykers, in that instead of choosing specific powers to use beforehand, he's forced to use one of ''his'' powers randomly every turn. Upgrading him to a Warphead lets him re-roll the random power one time, if he doesn't like his first choice. Might be fun to use in a friendly game, but if you're looking for something more reliable, look elsewhere. Take him in a squad of Boyz as his leadership is affected by Mob Rules, however as such it can only cap out at 11. ** '''Psychic Powers:''' Being a 5th Edition Psyker, the Weirdboy has written-in powers which cannot be exchanged, not even for the new ones in the main rulebook. Can randomly fire off any of the following, love Ork randomness tables. ***'''Headbanger''' - Center's blast template over Weirdboy. ***'''Frazzle''' - a Marine-killing Str 6 Ap 3 Blast ***'''Zzap''' - an auto-hit, 36" range, Str 10 Multimelta ***'''Warpath''' - Attached unit gets +1 Attack for the turn. ***''''Ere We Go''' - Deep strikes Weirdboy and unit, even out of combat and trukks. Happens instantly. With the new Deep Strike rules being called upon, a horde of Orks can appear anywhere on the table! This works best with smaller squads, and Meganobz tend to be the best choice due to their Armor protecting them from getting Warp-fried by bad rolling. Deepstriking 30 boys, while not practical, is worth it to see the look on your opponent's face. ***'''Extra Waaagh!''' - With Waaagh! Planes this allows for more shooting on their part. The Weirdboy becomes a lot more useful now. Even if the Waaagh ability only gets use once it still means firing more shots with your Planes.
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