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==Clanz== ====[[Bad Moons]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Bad Moon Icon.png|Border|75px|left]] | In the grim darkness of the far future, dere's nuffin teef can't buy. <br> This clan is the richest because of how fast their teeth grow. When you can manufacture so much currency, there is no reason not to buy out the best Loot and Gubbinz from the Mek boys and Lootaz. Thus does the clan make very ostentatious displays of their wealth by buying the flashiest guns teef can buy.<br> On the tabletop they are the shootiest of the orks, drowning their foes in more accurate Dakka that's less likely to blow up. <br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – ARMED TO DA TEEF''': Re-roll hit rolls of 1 in the shooting phase. **Helps avoid plasma overheat, useful for any range based army - especially for Lootas. **Stacked with your standard ability to have shots explode, your ranged attacks now have roughly a 50/36 (actually 50.17/36) multiplier compared to what their BS looks like at a glance (and 43/36 of what it really is for any Ork), which is just over a third again as effective. This is still not enough to bring BS5+ up to being equivalent to BS4+, but it ''does'' act as a flat multiplier, regardless of underlying BS. *'''Warlord Trait - Da Best Armor Teef Can Buy''': Your Warlord gets a 4++ invulnerable save, so a proppa-flashy Bad Moons Warlord can be like Ghazghkull! (except nobody is as cool and deadly as Ghazghkull). ''Provides actual protekshun against power fists''. ** Notę that if you take Da biggest boss strategem this one is useless. ** Great for your Shokk Attack Mek that everyone that knows what it does hates. *'''Relic - The Gobshot Blunderbuss''': Replaces the Shoota from Kombi-Skorcha or Kombi-Rokkit, or a whole Kustom Shoota. Range 12", S5 Ap-1 D1 Heavy 2D6 auto-hits. You can basically give your character 3 Skorchas (2 of them with extra range) for 17pts, (and probably a CP as "Da Killa Klaw" is almost mandatory). *'''Stratagem - Showin' Off (2 CP)''': Use after any {{W40kKeyword|INFANTRY}} unit shoots. That unit can shoot again ([https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf and can also target a different unit]). ** It synergizes with both the Bad Moons kultur and DAKKA DAKKA giving unit insane amount of shooting; plus, it also works with "More dakka!", basically giving you two uses out of that stratagem. Alternatively, ''for 1 less CP and more damage'' it can be combined with 'Extra Stikkbombs' on a unit of Tankbusta's to do Knight-killing damage: '''22''' unsaved wounds on average! *'''Psychic Power - Gleaming Gear (WC 6)''': Gives a friendly Bad Moons unit +1 to their saving throws until your next psychic phase. </div> </div> ====[[Blood Axes]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Blood Axes Icon.png|Border|75px|left]] | In the grim darkness of the far future, those gitz won't know wot hit 'em! <br> The Blood Axes are all about using tactics that other factions wouldn't expect them to use, anywhere from sneak attacks to covered advances. Truly, the pinnacle of orkish strategy. These orks tend to be the ones most likely to be hired out by other factions, and they'll tend to use them in their own flashy style. <br> On the tabletop, just imagine if the Ultramarines and Raven Guard were green. And dumb. And used tactics that may or may not be entirely ethical. Or tactical.<br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – TAKTIKS''': When attacked from more than 18" away, always gain the benefit of being in cover. Additionally, they can either shoot or charge (but not both) after falling back. Per the current FAQ, if they're embarked when they try to do so, the transport they're on also has to have this Kultur. **Cover extends to every model, including vehicles, which rarely get cover. 2+ Morkanauts, 2+ ''Stompas!'' (Super-heavy Auxiliary Detachments excluded). Even Dakkajets get cover while in mid-air! **Shooty units get cover more reliably, forcing the enemy to ''get closer to orks on purpose'' or commit extra resources to deal with them. If your unit gets charged you can disengage and keep shooting. As for your melee units, they can guarantee going first (overwatch is rarely a big deal, and if it was, then just don't fall back), which will entice the enemy to burn up CP for Counter Attack. **GREAT FOR TRANSPORTS, since they can fall back without preventing the units inside from shooting (if they are Blood Axes too, unlike Flash Gitz). *'''Warlord Trait - I've Got A Plan, Ladz!''': If you use a stratagem, roll 1 die for each Command Point spent. If you roll a 6, the Command Point is immediately refunded. ''Looted from da [[imperial Guard |humies]]. Good for stratagem focused lists, though not reliable.'' **Still questionable if this stacks with the "Loot it!" stratagem, which seems to suggest that you could actually ''increase'' your CP when used by Lootas and if you're really zoggin' lucky with rolls. *'''Relic - Morgarg's Finkin' Cap''': The bearer receives a warlord trait; this warlord trait cannot be the same as your Warlord's. If the bearer is your Warlord, then he receives a second one; this warlord trait cannot be the one the bearer already has. ** Makes your big ork smart... and smart orks can get very, very deadly. Seriously, a PK Boss with Might is Right and Brutal but Kunning is cheap and fucking dangerous. Other combos await. **If you're only taking 1 relic and you have some Blood Axe character around, just take this as well and choose '''Follow me Ladz''' as your trait. Because you get an additional CP, you will be getting the rest of the benefits for free. *'''Stratagem - Dead Sneaky (1 CP/2 CP)''': Deep Strike a single Ork {{W40kKeyword|Infantry}} unit, paying 1 CP if its Power Level is 8 or less and 2 CP otherwise. **''Notice how this isn't some 9" Scout move like it is for other infiltration factions (RG/AL)''. **Cheaper than 'Tellyporta' when you're deepstriking a small unit - basically 20 Boys, 10 Tankbustas, 5 Nobz, 4 Meganoboz or any character (Weirdboy-deepstrike-Smite spam anyone?). Of course [[Creed]] stole this ability from the Blood Axes! Zoggin humies!!! <span style='color:purple'>''The use of Purple paint is '''NOT''' optional.''</span> *'''Psychic Power - Clever Talk (WC 6)''': Pick an enemy model visible to the user. That model cannot fire overwatch against Blood Axes units and can only fight after all Blood Axes units from your army have done so. '''Special Character''' *'''[[Boss Snikrot]]''': Can infiltrate like Kommandos, and if their Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He's not threatening enough to fight alone unless he's hunting lone and weak characters or shooty units (Don't waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise, he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax. ** He also gets +1 to wound rolls in melee against units wholly inside terrain. *** Don't make him your warlord. The CP refund is best for a guy in the back (like that one mek that nobody notices). </div> </div> ====[[Deathskulls]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Death Skull Icon.png|Border|75px|left]] | In the grim darkness of the far future, findaz keepaz. <br> This is the luckiest clan and the most eager to loot the battlefield. <br> On the tabletop, in addition to a guaranteed save, they also get the best use out of special and single shot weapons. All your {{W40kKeyword|Infantry}}, both vanguard and backline shooters, are good at Stealing and Holding Objectives<br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – LUCKY BLUE GITZ''': All Ork ''models'' get a 6++, and all units can re-roll a single hit, wound, ''and'' damage roll each time it shoots or fights. In addition, all your {{W40kKeyword|Infantry}} units get '''Dis is Ours! Zog Off!''' **'''Dis is Ours! Zog Off!''' is Objective Secured, but for every infantry unit. Kommandos and Stormboys Will take and hold objectives well while back liners like lootas can prevent deapstrikers from stealing yours. **Works better the fewer shots a unit throws out and weapons that have damage rolls. Maximum synergy with Big Meks with either Shokk Attack Guns or Kustom Mega-Blastas. A Mork(or possibly Gork)-send for lone special weapons in a squad, like a unit's Boss Nob's Kombi Rokkit AND to re-roll his Power Klaw punches. *'''Warlord Trait - Opportunist''': Re-roll wound rolls of 1 that target vehicles. In addition, your Warlord can target enemy characters within 18" even if they are not the closest model. ''Like Big Killa Boss but with Sniper.'' **The real [[Ork Snipers]], though most of their character-killing damage actually comes from 8E's precision flamers. Deffkilla Wartrikes have enough dakka to do some damage. A Big Mek on a Warbike can do even more damage, especially if he's using the Gitstoppa Shells Shiny Gubbin (two Dakkaguns + Shokk Attack Gun + Gitstoppa Kombi-Skorcha can kill a Lord Commissar - the biggest possible single-turn kill). **A Warbike Warboss does less damage even with a relic Shoota, and with a S12 Power Klaw, he's got better things to do. While Mega Armoured Big Meks with Tellyport Blastas do less damage, they can get lucky and slay the enemy - no saves against that. *'''Relic - The Fixer Uppas''': The bearer gets the Big Mekaniak ability, if he already has this ability then he repairs 3 wounds instead of d3. **Average wise it's best to put this on a non-Big Mek, as you'll get 4 wounds back each turn as opposed to 3. Do note however that if you only want to repair one vehicle or want reliability then putting it on a Big Mek is better. **Put this on the Deffkilla Wartrike and he gains D3 wounds regeneration. **Put this on a Big Mek, stick him in a Gorka/Morkanaut or a Stompa and you almost have the immortal walker of doom back from 7th ed. ***Given that you have to disembark first in order to repair, that the Stompa already repairs himself and the existence of other much better relics, you probably want to skip this "tactic". *'''Stratagem - Wreckers (2 CP)''': Choose a {{W40kKeyword|Deathskulls}} unit in your army. It can re-roll any Wound rolls that target the enemy {{W40kKeyword|Vehicles}} until the end of the phase. ** Because you really want that Imperial Knight dead. Combine with 'Extra Stikkbombs!' for maximum carnage and do not forget to present ornate tear bucket to your enemy. *'''Psychic Power - Maniacal Seizure (WC 7)''': Enemy unit within 18" gets -1 to hit when resolving any attack, and friendly Deathskulls units attacking the selected enemy unit improve the AP of their attacks by 1. **This one is nuts. Target a scary enemy unit and they get the double whammy of sucking at outputting damage, and being easier to kill in return. '''Special Character''': *[[Mad Dok Grotsnik]]: Only special character in Orks who isn't an HQ. He's a Painboy with T5, a 4+ save and personal 5+ FNP. '''One Scalpel Short of a Medpack''' means he'll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can't bring a Grot Orderly with him or take a bike. Points-wise he's a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don't want your Boyz having their 6+ FNP picked off quite as easily. ** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him. </div> </div> ====[[Goffs]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Goff Icon.jpg|Border|75px|left]] | In the grim darkness of the far future, da 'ardest boyz don't muck around wif all that flash, dey just go to Waaagh! <br> The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn't tend to evolve far beyond the need to get stuck in and apply choppas to the forehead.<br> On the tabletop, they hyper-focus on melee and thus all boyz are as strong as nobz by trading 1CP per unit. They also house the most named characters in the army.<br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – NO MUKKIN' ABOUT''': When a Goff model rolls an unmodified 6 to hit when attacking with a melee weapon, it can perform a single bonus hit roll with the same weapon against its original target (using the same profile), which cannot explode again. **''Generates extra rolls, not attacks, so a Mega-Choppa using Slash generates extra rolls, not extra trios of rolls.'' **Makes Goffs explode in both melee and at the range. Almost all your army wants to be in melee, so this is great not only for big 30 Boyz units (120 attacks on average get 13 extra hits), but anyone with lots of attacks as well. Ghazzghull gets +1A on average, and so do (Mega)Nobz/Deff Dreads with multiple killsaws, as well as G/Morkanauts, all of them hitting with PROPPA weapons instead of mere Choppas. **Acts like a *7/6 WS multiplier, just like re-rolling 1s to hit, but stacks with it. *'''Warlord Trait - Proper Killy''': Add 1 to your Warlords Attack Characteristic. [https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf Also, if you charge, are charged or perform a Heroic Intervention (which should be every turn) add +1 AP to his melee weapons.]: **No longer a dud makes your Power Stabba a proper Power Sword and gives the Big Choppa enough AP to work similarly to a Power Klaw without hit penalty against T4. Doesn't say it doesn't affect relics...so it does. Eadwoppa's Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves. ** Ghazghkull has to take this if he is your Warlord (any of you who is bringing Ghazzy he BETTA BE YER WARLORD OR HE WILL STOMP YA!!!), it gives him AP -4 and 7 A on a charge with Goff Clan Kultur benefits on top. Supreme murder machine; on a good day he can get up to 24 W in a single CC phase, and that is not counting possible stratagems or psychic powers... Enjoy! ***You would have to be extremely lucky, but if you cast Fists of Gork and Warpath on Ghaz at full health, you could do a wopping ''72 DAMAGE'', enough to take down a warlord titan. And that is before you fight again. *'''Relic - The Lucky Stick''': The bearer can reroll any hit and wound rolls in the Fight Phase. In addition, any friendly Goff characters within 6" of the bearer can add 1 to their hit rolls in the Fight Phase. **This synergies well with some kind of HQ spam obviously. One idea I have heard about is putting it on one of 3 Warbosses, Big Mek with KFF, and Painboy, all with PK embark all of them into Gorkanaut and Tellyporta it next to your opponents line. Then begin the carnage. Untested though. *** Hard-hitting and a nice way of reminding other armies that Orks still have deathstars. That said, you need to be exceptionally careful using this. You are placing 700~ points in reserve where the Gorkanaut will not even appear until turn two. While you will want to have a chunky unit, you do not want to throw it somewhere where it will get bogged down and surrounded. That said, you are going to need to maximize its movement to disembark your pain train on turn THREE to get them into charge range. Potentially interesting and devastating if you pick a good target, but Gork (or possibly Mork) help you if your Gorkanaut gets smoked on turn 2 (the 5++ is nice but will probably not stand up to sustained lascannon fire. You 'did' remember to kill the lascannon heavy weapons teams, didn't you?) *'''Stratagem - [[Skarboy]]z (1 CP)''': Use this stratagem before the battle. Select a {{W40kKeyword|GOFF}} Boyz unit from your army (but not those who have been upgraded to 'Ard Boyz) to become a Skarboy unit. Their Strength characteristic becomes 5. Skarboys can only Mob Up! with other Skarboys. ** Incredibly powerful as strength 5 is arguably the most useful strength there is (wound marines on 3’s, custodians on 4’s and knights on 5’s) and having it on a full squad of 30 Boyz with choppaz is just nasty. This will likely paint a huge target on the affected unit, so take the necessary countermeasures (deepstriking, transports, Grot shields, etc). **If you're playing a proper, fluffy, {{W40kKeyword|GOFF}} list then you are probably running at least three big mobs of Boyz. Using this on all of them will not break your CP bank; even running one Battalion you have access to enough CP to get one of the big stratagems off. They are still eligible for 'Unstoppable Green Tide', preserving the worth of those CP. The important thing is that you need to <u>either go all-in on this stratagem or skip it completely</u>: a lone unit of skarboyz will fall apart before they get a chance to deal enough damage for their investment. A lone squad could maybe work as a [[distraction carnifex]], but even then they probably won't be worth it. **Great to combo with Warpath psychic power for up to 150 attacks at S5. Also remember you can still use Loot It to get a 5+ save during the game even without the 'Ard Boyz stratagem. ** Also don’t forget about PK nobz also getting S boost. <i> This stratagem does NOT increase the strength of the Boss Nob, it just sets the boyz' strength to 5 (Which the nob already has).</i> *'''Psychic Power - Bull Charge (WC 6)''': Select a friendly Goff unit within 18", until your next psychic phase if that unit makes a charge roll of less than 7" (after modifiers), it counts as 7". ** Almost never needed, but against things that reduce your charges (Tenebrous Curse, Tremor Shells, Repulsors, Death Watch strat, etc) it can make the difference between winning and losing. '''Special Characters''' *'''[[Ghazghkull Mag Uruk Thraka]]''': The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice. He comes with a statline similar to that of a Primarch. He now packs Gork's Claw and Mork's Roar: the former is a Power Klaw with AP-4 4 D and no penalty to hit, and the latter is basically four big shootas with AP-1. Being the '''Prophet of Gork and Mork''' grants him a 4++ invulnerable save, and with Saga of the Beast it now prevents him from taking more than 4 wounds in a single phase, so now he'll always be able to stick around for at least a couple turns. '''Great Waaagh!''' does the same thing as a regular '''WAAAGH!''', except that it grants the models within 6" who benefit from it (Infantry ORKS) an extra Attack as long as they charged that turn. This is the second-best buff in the Ork army after the WAAAGH!!! Banner. Relative to named character abilities in other armies it is decent but not great (rerolling to wound in CC would be vastly superior for example), but keep in mind he can be used in any Ork clan and not just Goffs (though he only gets his Clan Kultur if he's with them). ** Ghazghkull is a powerhouse by himself and if properly buffed by a weirdboy with fists of Gork he will shred anything in cc. Granted he has to get there, but his new defensive buff makes Overwatch that much less of a problem. ** His bane are models with high inv save. If he is a warlord you can easily get to 9 attacks or even 10 with doubling on both fists of Gork and warpath at S of 16 high mean wounding T8 stuff on 2+, but he has no way to cause mortal wounds. Still, with the potential to cause 36 wounds in one cc phase you can rely on probability alone to deal with that. ** It is a good idea to always keep a retinue of weirdboy and painboy with him. One will buff him and provide some needed mortal wounds second one will heal either Ghazzy or weirdboy in case of miscast. And painboy can hold his own in cc too if you really need those few extra hits. *'''Makari''': Da Big Boss' little sidekick is back! For the low price of 65 points (a point less than 22 grots), you can bring this little guy. He has a M 5" (7" if he is within 3" of ghaz), a WS/BS 4+, S/T 3, 4 W, 2 A, Ld 6, and a 6+/''2++''. If he is within 3" of Ghaz, then every '''GOFF''' unit within 6" of him gets a 6+++. He can also let '''GOFF GRETCHIN''' use his leadership while they are within 12" of him, but it's still not much. Unfortunately, he won't get the clan kultur benefits because he is a grot. His weapon is Makari's Stabba, a S user AP 0 D1 weapon that deals D3 MW instead of normal damage on a wound of 6. In case you were wondering, yes, you can cast Fists of Gork and Warpath to make him better than a space marine in combat. Stack with lucky stikk and a WAAAGH! banner, and you would get 6 attacks (ghaz and psychic stuff) hitting on 3s rerolling 1s, and then wounding MEQs on 3s, with a chance of doing mortal wounds. The strongest grot ever. *'''[[Boss Zagstruk]]''': He is a named Stormboy with 6W and 7A (6 standards plus Choppa) 3 of which can be made with Da Vulcha's Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz, he moves 12" and can advance 6" instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok's Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). ** Overall decent character, but his rule for supporting Stormboyz could be better. ** It might be a good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing the enemy to split fire (and potentially waste shots) while retaining the ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 "free" Command Point. ** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18" S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz. ** Still very cheap at 88pts. *'''Ork Mek Boss Buzzgob (Forge World)''': A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repairs boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he's just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead. **Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ'd Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn't orks have a blender as a melee weapon? </div> </div> ====[[Evil Sunz]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Evil Sunz Icon updated.png|Border|75px|left]] | In the grim darkness of the far future, da red 'uns go fasta! <br> The Evil Sunz are the fastest orks in all the galaxy. They're mean, green, and ready for some speed. <br> On the tabletop, they're fast... No, that's it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move as fast as marines, vehicles that move faster than eldar, and strategems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule. <br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – RED ONES GO FASTA''': Gain +1" of Movement (+2" for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance and charge rolls and ignore penalties to hit with Assault weapons after advancing. In addition, the current Ork FAQ asserts that you get +1 to static advances even when you don't roll, such as from turbo-boost. **Perfect for deep striking units. 2d6 + 1 means you need to roll an 8 to make the charge, which in addition to 'Ere we Go means you're very likely (72.45%) to succeed. **Though you still cannot declare a charge outside 12", it doesn't mean you cannot move 13" if you managed to roll boxcars on your charge move. Use this to get even deeper into the enemy lines. *'''Warlord Trait - Speed Freek''': Your Warlord and any Evil Sunz unit within 6" of him can charge even if they fell back this turn. **Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike's 'Snagga Klaw' and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. I2 Master Race. *'''Relic - Rezmekka's Redder Armour''': Add 1 to the Movement characteristic of any transport the bearer is currently embarked on. In addition, if the bearer is embarked on any transport at the start of your Movement Phase roll d6 for each enemy unit within 1" of that transport. On a 4+ that unit suffers d3 mortal wounds. **Stompas are transported, and with a big model like that, you could zap a lot of enemies with mortal wounds. It would be a funny combo if nothing else. ***Get a Big Mek with this and KFF for the 5++ and have a Wartrike nearby, you can get a first turn charge with your Stompa on anything that is within, on average, 33" (12" Movement +1" Evil Sunz +1" Relic + (3.5+1)" advance + (12.75+1)" Ramming Speed charge with Ere' We Go +1" reach). *'''Stratagem - Drive-By Krumpin' (1 CP)''': Choose a {{W40kKeyword|Speed Freeks}} unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn. <div class="mw-collapsible mw-collapsed"> ** Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so.</div> *'''Psychic Power - Visions in the Smoke (WC 6)''': Select a friendly Evil Sunz vehicle unit within 12" (can only select units with 18+ wounds on a WC roll of 9+), and reroll all hit rolls for that unit until your next psychic phase. ** Can be situational, but if you build a bit around it (say, a Morkanaut hitting on 4’s with “Sparky Bitz”) it can be pretty devastatingly Shooty. '''Special Character''' *'''Zhadsnark Da Ripper (Forge World)''': Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK 'Da Pain Klaw' hits on 2+ unlike a regular Warboss' 3+, is AP -4 instead of -3 and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6" rather than having to roll for distance when Advancing, which gives him an impressive 21" move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for <s>11</s> 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). The guy is a deal. On the downside; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}! **'''Forge World FAQ (as of 2018-11-02)''' - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you'll have to take the Wartrike. ** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior. </div> </div> ====[[Snake Bites]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Snake Bites Icon updated.png|Border|75px|left]] | In the grim darkness of the far future, sometimes all dem shiny gubbinz just don't cut it, and a good ole' choppa is all you need. <br> The Snakebites are the closest thing in 40k that greenskins can get to their AoS counterparts. They're dumb, even for orks, and shun fancy technology for practicality - even though there's no stipulation against taking any mekaniaks. <br> On the tabletop, the Snakebites are somewhat of a mixed bag. Their abilities don't have any synergy, unlike the other clans, but they're thematic as hell, so enjoy playing out scenarios of greenskins hunting down Imperial Knights like animals, or charging ahead with massive swarms of grots. <br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – DA OLD WAYS''': FnP on a 6+++. Models that already have FnP get to choose which one they use, but can't benefit from both. ** Like having an invisible Painboy at all times, and it works on vehicles, too. Remember that your save can block Mortal Wounds, unlike the Deathskulls'. It doesn't stack with other sources of FnP, unfortunately. *'''Warlord Trait - Surly as a Squiggoth''': You can reroll failed morale tests for friendly Snakebites within 6" of your Warlord. Friendly Snakebites {{W40kKeyword|GRETCHIN}} units within 12" of your Warlord automatically pass morale tests. **Your Boyz won't care, but {{W40kKeyword|GRETCHIN}} units don't have Mob Rule to protect them, and this also affects Killa Kanz and Mek Gunz; a Big Mek could make something out of it. Wrapping your Warlord with multiple units of Grots that refuse to run and moving them up the field is especially hilarious, as is wrapping him in Killa Kanz. *'''Relic - Brogs Buzzbomb''': Once per game you can fire a 6" Grenade 3D6 S5 Ap-1 D1 autohitting shots. After you resolve the attack you can choose another enemy unit within 6" and attack it with the same weapon but only 2D6 shots. **No restrictions on targeting characters with that second attack... *'''Stratagem - Monster Hunters (3 CP)''': At the start of any phase, pick an enemy model with 10 or more wounds. For the duration of that phase, all Snakebites in your army add 1 to wound against it. ** Note that despite its name, vehicles that fit the wound prerequisite are also valid targets for this Stratagem. Makes the Snakebites the bane of every Tyranid/Imperial Guard player who relies on big models to carry their army. *'''Psychic Power - Constriction (WC 6)''': Halves the attack characteristic of a unit within 12" until your next psychic phase. ** Low range makes it situational, but if you are able to get up close (As an Ork, you probably are doing so anyway) you can severely neuter your opponents elite unit. ** Note the lack of Keywords for target (ex: Infantry, Monsters.) You can slap this thing on anything. </div> </div> ====[[Freebooterz]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Freebooterz Icon.png|Border|75px|left]] | In the grim darkness of the far future, the pirate'z loif iz fer me! <br> Freebooterz is all about showing off to each other, fighting for teef, and doing whatever they feel like. The Freebooterz are the outcasts of ork "polite" society; each one has been either banished from his tribe or simply wandered off and got lost. Over time, these wayward boyz get together into "krewz" and ply the stars to follow their own interests, blowing people up with kroozer kannons, hoisting the main sail, and wearing cool tri-corn hats. <br> On the tabletop, Freebooterz builds up their steam as they kill gitz, gaining more and more pluses to hit with each unit destroyed. Coupled with their warlord trait, they'll almost never miss in the fight phase, and even when they're shooting they can get more hits off than not. They strike a fine balance between the melee blender of the Goffs and the dakka of the Bad Moons.<br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – COMPETITIVE STREAK''': Add 1 to hit rolls for attacks made by models with this {{W40kKeyword|KULTUR}} if any other friendly unit with this {{W40kKeyword|KULTUR}} within 24" has destroyed an enemy unit this phase. **Situational, as it requires a table state where an enemy unit was destroyed, but you can focus fire/finish a unit in melee. Be careful destroying a unit in the psychic phase, as it'll become a wasted kill. *** Not so situational anymore with beast arises book. Now with custom jobs you can easily get for example MORKANAUT hitting on 3+. A So will work for melee units for that sweet 2+ WS. **''Does'' work with Gretchin - the Gretchin themselves can't benefit from this kultur, but since they have it, their kills can be used to trigger this in units that ''can'' benefit. **Note that as your game gets bigger, this gets exponentially better, as you're getting higher chances to kill something before the end of the phase. *'''Warlord Trait - Killa Reputation''': Reroll 1s to hit in the Fight Phase for friendly Freebootas while they are within 6" of your Warlord. ''Fitting of an Ork Kapt'n''. ** Combos with Waaagh Banner and <s>Boyz</s> anything that wants to be in melee (AKA 3/4ths of your units), especially those Meganobz with Power Klaws that would hit on 4+. It doesn't work with shooty lists. *'''Relic - The Badskull Banner''': You can activate this once per battle at the start of your Morale Phase if you do so then for the rest of it all friendly Freebootas units automatically pass morale tests... Booooooo! *'''Stratagem - Kill Kruisa Broadside (3 CP)''': At the beginning of any shooting phase, choose D3 points at least 6" from each other in line of sight of any of your models. Roll a D6 for every unit (friend or enemy) within 3" of any of these points. On a 5+ (6 if the unit is a character), the unit takes D3 mortal wounds. 1/game. <div class="mw-collapsible mw-collapsed">''Very meh especially for 3 CP. NEVER USE IT.''</div> *'''Psychic Power - Jolly Ork's Glare (WC 6)''': Enemy unit within 18" has its move characteristic halved, and advance and charge rolls get -1 until your next psychic phase. ** Somewhat situational. Can help get the charge but orks usually what to get as close to enemy as possible ASAP. Not delay. ** Can be used on a annoyingly fast unit that you’ve already got tied up/are about to tie up in order to prevent it running away again. '''Special Character''' *'''[[Kaptin_badrukk|Kaptin Badrukk]]''': Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1's to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do ''not'' want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn't get the same '''Gun-Crazy Showoffs''' rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1's may be worth it. ** His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him reroll one hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt). </div> </div> ===Specialist Mobs=== In the Psychic Awakening Orks essentially got more options to choose for our clans. The way Specialist Mobs works is that certain detachments can be designated as such, with every unit in that detachment completely replacing their <clan> keyword and thus losing whatever bonuses they get from it. Unfortunately, these subkulturs don't really stand up well in comparison, and while some of them are nice, they are each individually worse off then many of the actual clan Kulturs because you're missing out on a warlord trait, relic, and your new clan psychic powers in exchange of having a psuedo "your doodz" army. Some of these might be good to put on secondary detachment you created to farm CP, however in many cases another clan kultur will be superior to those. Alternatively you can put your fluff pants on and build entire armies around this stuff. *'''Pyromananiacs- Arsonists''': Re-roll ''any and all dice'' when determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles. Burnas get +1 to wound in melee. For Burna-Bommers' burna bomb ability you can add 1 to each roll. ** Note distinct lack of supa-skorchas on the list. Probably oversight on GW part but don’t count on them correcting it. ** Ok if you run a ton of skorchas and burnas since they do not benefit much from other kulturs. Can also be used to maximize effectiveness of Burna-bommas before they Flying 'Edbutt something (not worth it for their points still). *'''[[Gretchin_Revolutionary_Committee|Grot Mobz]] - Cheeky Zoggerz''': Gives all {{W40kKeyword|GRETCHIN}} 6++, and {{W40kKeyword|GRETCHIN VEHICLES}} re-roll hit rolls of 1. **Pretty sweet for mek gunz, killa kanz, grot tanks and even lowly grots. More than likely the most competitive subkultur in the entire book. Having a battalion with nothing but grots and weirdboyz (who are the least affected from losing their clan kultur) will see only a net-gain in the effectiveness of your WAAAGH!s cheapest units. ** Hands down the best subkultur and only one that can compete with regular kulturs. ** Note that grots from this detachment cannot grot shield your units from other detachments. ***Grots in general can't use ork specific stratagems, meaning that all the command points you got from this detachment are effectively worthless if it is only detachment you have and there are only grots in it (except if you use grots shield to protect your HQ choice), so make sure you bring a separate detachment of orks in addition. *'''[[Ork_Boy#Huntas|Huntas]] - Sneaky Devils''': {{W40kKeyword|INFANTRY}} (excluding {{W40kKeyword|GRETCHIN}}) gain a 5++ while entirely within a terrain feature, and gain +1 AP to melee attacks while either they have that bonus, or are attacking something that is entirely within a terrain feature. **Pretty decent with kommandos, but still overshadowed by normal clan kulturs. *'''[[Ork_Boy#Stikk_Bommas|Boomboyz]] - Blow it Up''': Upgrade the Strength and AP by 1 for anything with rokkits, stikkbombs, the new "Da Booma" kustom job weapon, tankbusta bombs, wing missiles for the Scrapjet, kannons, killkannons, deffkannons, and lobbas. **Considering that almost everything in the codex has the opportunity to take rokkits, and most others have stikkbombs, this isn't necessarily bad. Coupling with the Extra Stikkbombs stratagem could pump out some SERIOUS hurt. It gives you a chance to move away from one big unit of tankbustas deepstriking in and buffing with strats to some smaller squads in vehicles. ** Remember the main gun of Megatrakk Scrapjet is 2d3 shots Rokkit kannon? Klever talk GW. **Pair this with the More Stikkbombz stratagem and laugh as you get 7D6 blast S4 AP1 and 3D3 blast S9 AP3 DD6 grenades. Take that Space Marines! *'''Tin 'Eads - Krush 'n' Krump''': The definitive Dread WAAAGH! specialist mob. It gives {{W40kKeyword|KILLA KANS}}, {{W40kKeyword|DEFF DREADS}}, {{W40kKeyword|G/MORKANAUTS}}, {{W40kKeyword|MEGA ARMOR}}, and {{W40kKeyword|STOMPAS}} +1 to hit in melee. **Ouch. The big dread meks are all hitting on 2s now, and Killa Kans with Buzzsaws are putting out a surprising amount of extra swings with 4+ to hit. Overall not too bad, and if you're running a Dread WAAAGH! detachment, it's worth a consideration. This can get pretty nuts, fast. Your MANz are now hitting on 2s with their basic close combat weapon and 3's on their klaws. Bring a Nob with WAAAGH!! banner and now you're just hitting on 2's in general. If you're bringing tons of Kanz, that WAAAGH!! banner has them hitting on 3's now... *'''Feral Orks - [[Ork_Boy#Wildboyz|Wildboyz]]''': Only affects {{W40kKeyword|WARBOSS}}, {{W40kKeyword|WEIRDBOYZ}}, {{W40kKeyword|NOBZ}}, and {{W40kKeyword|BOYZ}} (Excludes {{W40kKeyword|BIKER}} and {{W40kKeyword|MEGA ARMOR}} units. Those units gain a 6" pile in, and when they advance can roll 3d6 and chose the highest. **This one is bad. If you're looking for speed, keep with Evil Sunz, because at least their benefit affects your whole army and is safer over-all with a flat +1 to rolls (to charges to). *'''Flyboyz - Crucial Velocity''': Units with {{W40kKeyword|FLY}} (this includes stormboyz and deffkoptas, not just your jetz) gain cover from being shot from anything greater than 1" away, and units that charge them get -1 to hit in the Fight Phase for that battle round. **If its in a Air-Wing detachment it would be okay, but consider what you're missing out on when you chose this detachment. *'''[[Ork_Boy#Madboyz|Madboyz]] - Frantic'''" Only affects {{W40kKeyword|INFANTRY}} (again, not Grots) and {{W40kKeyword|BIKERS}}. With this one, roll a D3 at the start of the battle round, and your affected units get a buff depending on each one. Can't be rerolled. **(1) Moroniks: +1 to armor saves. Stacks with cover. **(2) Nuttaz: Affected units auto-pass morale. **(3) Frenzies: +1 Strength. Now we're talking! ***Overall decent, but obviously it's a gamble.
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