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== Clanz == The six main Clans are all here, as well as Freebootaz who have been promoted to full Clan status. ==== [[Bad Moons]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Bad Moon Icon.png|Border|75px|left]] | We'z da best cuz 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, using their dakka from greater range. Overall they are middle of the road choices now. For shooting support Freebotas are better. Their main selling poit is the stratagem with Klan culture and warlord trait being decent but not amazing and relic being pretty meh. 5/10<br> |} <div class="mw-collapsible-content"> *'''Clan Kultur – Armed to da Teef''': All Dakka and Heavy weapons add +6" to their range. Any time a model rolls a natural 6 to wound when shooting, that shot's AP improves by 1. **Sadly no longer makes shooting more reliable, but the boost to range makes your gunlines even less approachable and the extra AP on a wound is nice because it affects weapons that auto hit like Skorchas. ** Note that dakka weapons better profile also benefits from this. Shoota boyz hitting at 24 inches isn't half bad. *'''Warlord Trait - Da Best Armour Teef Can Buy''': Your Warlord gets a 4++ invulnerable save and +1 to armour saves, 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''. ** Note that this is one of the ways to give your megaarmoured warboss AS of 0 (effectively ignoring AP -1 and -2). This is also pretty good on the biker/wartrike/squigasaur bosses since it isn't infantry only. *'''Shiny Gubbin - Da Gobshot Blunderbuss''': Replaces a Kustom Shoota. Range 12", S5 AP-1 D1 Heavy 2D6 auto-hits. Basically 2 scorchas. ** Decent if you go for shooty support character that needs to be relatively close to the enemy but there are better choices. This is also range 18" technically since the Bad Moon trait affects it. *'''Stratagem - Showin' Off (1 CP)''': Use after any {{W40kKeyword|Bad Moons Core/Character}} unit shoots. Any Dakka weapons they use score an additional hit if they score a natural 6 to hit. ** In the same way that dem yellow marines make bolters scarier, this helps make gunlines of more of a threat. This gives you at least a glimpse of how effective such an army can be as your lucky shots help mulch multi-wound enemies even faster than before. ** It is good but being stratagem it means only one unit will benefit from this so to maximize effect you need big unit that is very shooty. It's best for maxed Tankbustas or Lootas. (and it's likely you'll have these embarked, excluding them from being selected for it). This can be really good on a squad of Warbikers. Each one gets 12 shots if you WAAAGH!! and the extra range and AP makes this gross on them. Another funny combo is using it on a Big Mek with Da' Ded Shiny Shoota relic for quite a lot of dakka. </div> </div> ==== [[Blood Axes]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> [[File:Blood Axes Icon.png|Border|75px|left]] {| | We'z da best cuz we use Taktiks! |- | 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. |- | 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. They actually became much MUCH better. With the amount of movement and deepstrike shenanigans this clan can do it can be really hard to handle by their enemies. Overall it is strong mid tier clan. Suitable for several different lists but highly specialised. Kultur is middle of the road, useful but not super amazing, its warrior trait is good, relic is solid and can easily win you the game with tons of reserves shenanigans (3 Gorkanauts in reinforcements for 0 CP anyone?) and its stratagem enables redeployment of infantry across the table. Snikrot while cheap is unfortunately not amazing. Score of 6/10. |} <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. ** Cover part has very VERY nice synergy with kommandos giving them impressive 3+ save when they are over 18” from enemy, **GREAT FOR TRANSPORTS, since they can fall back without preventing the units inside from shooting (if they are Blood Axes too). *'''Warlord Traits:''' **'''I've Got A Plan, Ladz!:''' After the army is set up, you can choose up to three {{W40kKeyword|Blood Axes}} units and redeploy them or throw them into combat reserves without paying additional CP. *** That's very good especially as you can go above your normal deep strikers limit and react to enemy deployment. *** If you plan to put a lot of guys into reserves this is very cheap way to do it. **'''Extra Kunnin':''' Once per battle round, reduce the CP cost of a Strategic Ploy Stratagem by 1 to a minimum of 1. Future usages of that Stratagem cost the normal amount of CP. **'''Counta-Taktics:''' {{W40kKeyword|Blood Axes Core}} units within 6" may Heroically Intervene as if they were a Character. **'''Duk N' Covva:''' At the start of your opponent's Shooting phase, if the WL is wholly within a terrain feature, select one {{W40kKeyword|Blood Axes Boyz}} or {{W40kKeyword|Blood Axes Kommando}} unit wholly within the same terrain feature. Until the end of the phase, that unit can't be selected as a target by enemy models more than 12" away from the terrain feature. *'''Shiny Gubbinz:''' **'''Morgog's Finkin' Cap:''' Each time during the command phase, you gain a bonus CP on a 4+. It's a bit gambling, but free CP is not something to easily deny, especially if they're big ones. 4+ is also more reliable than typical 6+ and it works even if you do not use any CP. **'''Straight Shoota:''' Replaces a kustom shoota with a 24" Dakka 14/10 S5 AP-1 D1 shoota that ignores Look Out, Sir and inflicts an extra mortal wound on unmodified wound rolls of 6. **'''Fight Detecta:''' If your opponent has set up Reinforcements within 12" of the bearer at the end of their movement phase, you may select one {{W40kKeyword|Blood Axes Core}} unit not within Engagement Range of enemy models and within 6" of the bearer. That unit may immediately charge the Reinforcements, adding 2 to their charge roll. **'''Noise Box:''' Enemy units within 6" of the bearer must subtract 1 from their Leadership characteristic and Combat Attrition rolls. If the bearer has killed at least one enemy Character, subtract 3 from the Leadership characteristic instead of 1. *'''Stratagems:''' <tabs> <tab name="Battle Tactic"> *'''Youngbloodz (1 CP/2 CP):''' Add 1 to the strength of a {{W40kKeyword|Blood Axes Stormboyz}} unit selected to fight in the Fight phase. 1 CP for a unit with 10 or less models; 2CP otherwise. *'''Got'Em Trapped (2 CP):''' In the Fight phase, select one enemy unit within engagement range of two {{W40kKeyword|Blood Axes}} units, excluding Characters. Each time a {{W40kKeyword|Blood Axes}} unit makes an attack against that unit, unmodified hit rolls of 6 score one extra hit. *'''Trigga Discipline (1 CP/2 CP):''' In the Shooting phase, select a {{W40kKeyword|Blood Axes Lootas}} unit and an enemy vehicle. That Lootas unit may reroll hits against that vehicle. 1 CP for a unit with 10 or less models; 2CP otherwise. </tab> <tab name="Requisition"> *'''Speshul Ammo (1 CP/2 CP):''' Use when a {{W40kKeyword|Blood Axes}} is selected to shoot. Until the end of the phase, shootas in that unit including the shoota portion of a kombi-weapon are buffed to Dakka 4/2 and AP -1. 1 CP for a unit with 10 or less models; 2CP otherwise. </tab> <tab name="Strategic Ploy"> *'''Ded Sneaky (1 CP):''' One {{W40kKeyword|Blood Axes Infantry}} unit without the {{W40kKeyword|Mega Armour}} keyword that walks within 3" of the table edge can head right back into reserves. What's sneakier than walking your lootaz to one edge of the table just so you can dump them out in a much more advantageous edge of the table where they can blast apart something very vulnerable or drop them on enemy backline objective if he is not sitting on it. *'''Surprize! (1 CP):''' At the start of the Fight phase, select one {{W40kKeyword|Blood Axes Kommando}} unit wholly within a terrain feature. Enemy units within Engagement range cannot fight first and never count as having made a charge, and must subtract 1 for hit rolls against that unit. *'''Gloryboyz (1 CP):''' Select an enemy unit that was the target of a charge by a {{W40kKeyword|Blood Axes}} unit. Until the end of the phase, {{W40kKeyword|Blood Axes Stormboyz}} add 2 to charge rolls against that unit. *'''Spotted Em'! (1 CP):''' At the start of your shooting phase, select an enemy unit within 12" and visible to a {{W40kKeyword|Blood Axes Kommando}} unit. For the rest of the phase, that unit does not benefit from cover against shooting attacks by {{W40kKeyword|Blood Axes}} units. *'''Taktical Awareness (2 CP):''' At the start of any phase, select a {{W40kKeyword|Blood Axes}} unit. Until the end of the turn, that unit may perform an action even if it advanced, shoot without failing any actions, and use aura abilities while doing an action if it's a Character. </tab> </tabs> *'''Special Character:''' **'''[[Boss Snikrot]]:''' Can infiltrate like Kommandos, gives nearby gangs of them +1 to their hit rolls and gets +1 to his own wound rolls when close to scenery. He makes nearby enemy units suffer -2 Leadership. 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 - preferably while hiding next to some setpieces so he can add +1 to wound. 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 95 points. Take him and some Weirdboyz if you want to limit the HQ Tax. ***Don't make him your warlord. The CP refund is best for a guy in the back (like that one mek nobody notices). ***While many of the named characters are permitted to join armies outside of their klans, Snikrot sadly has been passed up. What a loss. It is weird as with amount of characters in specialist mobz section one would think Blood Axes, being famed for their ways as mercenaries, would actually get their man there. </div> </div> ==== [[Deathskulls]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Death Skull Icon.png|Border|75px|left]] | We'z da best cuz we find all da shinyiez! <br> This is the luckiest clan and the most eager to loot the battlefield. <br> On the tabletop, in addition to a guaranteed save and FNP against mortal wounds, they also get the best use out of special and single shot weapons with their per unit reroll. All your {{W40kKeyword|Infantry}}, both vanguard and backline shooters, are good at Stealing and Holding Objectives. Despite being heavily nerfed from previous codex 9ed Deathskullz are still strong. Clan Kultur is amazing with obsec and with very few rerolls overall this is even better. Warlord trait and stratagem are very situational and needs a lot of setup to use. Gubbinz is decent tho but limited to big mek. Overall 7/10<br> |} <div class="mw-collapsible-content"> *'''Clan Kultur – Lucky Blue Gitz''': All Ork ''models'' get a 5+++ against Mortal Wounds, and all units can re-roll a single hit or wound roll each time they shoot or fight. In addition, all your {{W40kKeyword|Infantry}} units get ObSec. ALL OF THEM. Except the grots, sadly... **Works better the fewer shots a unit throws. 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. ** This one is good kultur. Having infantry get obsec is really funny and very useful, plus having the FNP save plus 1 extra re-roll per unit can be very good. ** This is ''the'' KMB Kultur. Not only can the reroll mitigate overheating or help to more reliably wound T8, but the 5+ against MW can prevent the bearer from exploding 1/3 of the time. *'''Warlord Trait - Opportunist''': Gain 1 CP for each enemy vehicle destroyed within 6" of the Warlord. In addition, your Warlord can target enemy characters within 12" even if they are not the closest model. ''Like Big Killa Boss but with Sniper.'' ** This one is not that good as first part is situational and dependent on your build and enemy list working more often with cc boss. In contrast second part is obviously designed for shooty bosses. Seems like the best recipient would be a Deffkilla Wartrike; he’s fast enough to zip in close and finish off vehicles with his Klaw and meltagun-like shooting, and he has three boomsticks and a skorcha equivalent to snipe characters. It’s still not an ideal setup, but if you really want to use this trait this is the best way to do it. **For ultimate cheese put this on a Big Mek in Mega Armour with the Ded Shiny Shoota and a Tellyport Blaster. Deepstrike him 9" away from an important character and light it up with 14 shots at S5, AP -1 and D2. If that doesn't gib the character then the Tellyport Blaster will. *'''Shiny Gubbin - The Fixer Uppers''': Mek or Big Mek only. Any time they patch up a vehicle, they can restore an additional wound on a 2+ and deal d3 mortal wounds on an enemy vehicle within 12" at the same time. **While sad that you can no longer use this to make meks out of warbosses, this does give you the means of dealing additional damage outside of another round of shooting wile also leaning into the repairs. *'''Stratagem - Wreckaz (2 CP)''': Choose a {{W40kKeyword|Deathskulls Core/Character}} unit in your army during the fight or shooting phase. It gains +1 to wound enemy vehicles during this phase. ** Kind of on the expensive side for what it does, but can be very nice when cast on something with a lot of low S attacks tagging a vehicle. *'''Special Character''': **[[Mad Dok Grotsnik]]: Only special character in Orks who isn't an HQ, instead relegated to Elites. 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. *** 9E has seen him finally free to join whatever army he wishes but he will not get klan kultur. Aside form that this enables you to create Ghazz retinue... He will not be able to fix Ghaz for some reason tho. </div> </div> ==== [[Goffs]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> [[File:Goff Icon.jpg|Border|75px|left]] {| | We'z da best cuz were da biggest and don't Muck about!! |- | 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. |- | On the tabletop, they hyper-focus on melee. They also house the most named characters in the army. Their Kultur is brutal and will multiply the melee power of any squad significantly, and as orks can easily go 100% melee power... the warlord trait and relic are not amazing but ok. The stratagem, on the other hand, doubles down on the clan trait, potentially changing a scary melee unit into pure terror. The only downside is that it is all focused on melee and nothing else. Easily 8/10. |} <div class="mw-collapsible-content"> *'''Clan Kultur - No Mukkin' About''': Add +1S whenever a unit attacks after charging or performing a Heroic Intervention. When a model rolls an unmodified 6 to hit when attacking with a melee weapon, it scores a bonus hit with the same weapon against its original target (using the same profile). **''Generates extra hits, so a Mega-Choppa using Slash generates 1 extra hit for every 6, not 3.'' **The exploding hits is mathematically equivalent to +1 to hit, only with better synergy with things like full re-rolls to hit. For ''melee'', that makes this strictly better than the Freebooterz trait, as you don't need to murder a unit to turn it on ''and'' you get +1S on the charge. *'''Warlord Trait - Proper Killy''': +1A, -1AP to melee attacks. Ghazghkull uses this to lethal efficiency. **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 the 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. *'''Shiny Gubbin - Da Irongob''': An off-turn weapon that deals d3 MWs to an unfortunate bastard on a 2+. Its fluff is hilarious and awesome. It is also good way to put some much needed mortal wounds on secondary characters. The fact that this is done after all the other attacks your bearer has can make this quite the funny idea, especially if you [[Grimgor Ironhide|manage to kill Abaddon with this thing]]. *'''Stratagem - Unbridled Carnage (2 CP)''': At the start of the fight phase, pick one {{W40kKeyword|Goff Core/Character}} using this kultur. The extra hits now trigger on a natural 5+, making your mobs even more brutal. ** This one can be really useful if you really want something dead right and propa. Typically it doubles number of extra hits but it is not good enough to use it every turn. =====Special Characters===== Goffs get all the good stuff, the best Warboss, the only character with a Rokkit Pack, the only mob in Headquarters, and the only musician. Gitz... *'''[[Ghazghkull Mag Uruk Thraka]]''': DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. [[Ragnar Blackmane]] of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armour equipped with "Looted Macro Capacitors." Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking ''Redemptor Dreadnought'' than a Warboss and carries the {{W40kKeyword|Monster}} Keyword as a result, and 9E amps up his ego by adding {{W40kKeyword|Supreme Commander}}. This means he can be taken in supreme detachment freeing some much needed HQ slots elsewhere for no extra cost. His new weapons include the Mork's Roar (a freakin' Quad Heavy Bolter using Dakka, this unfortunately means you will rarely see him fire out of CC as he needs to be in CC to shine and you want to advance him every turn), Gork's Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the '''Prophet of Gork and Mork''' not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. His '''Great Waaagh!''' that combos the base Waaagh! and SpeedWaaagh!. He can further buff any Ork you take with Da Boss is Watchin', which negates combat attrition penalties for all nearby {{W40kKeyword|Orks}} (mediocre but it helps). On top of that, he also grants all {{W40kKeyword|Goff}} units within 6" of him a re-roll of to Hit with Melee attacks. That's right, it's not like how Chapter Masters, who now only pick ONE model, it's EVERYONE. And it is much needed as rerolls are now few and far between in our codex. On top of all that he can hilariously be put inside battlewagon, taking 18 out of 20 transport capacity no less. It is bonkers to even try to imagine his massive frame sitting on top of battlewagon or trying to squeeze himself inside XD. ** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|Character}} now with more than 10 Wounds, he can and obviously ''will'' be targeted by everything on your opponent's board right from the get go. In addition, being a {{W40kKeyword|Monster}} now means the only way to get him anywhere in a hurry is your questionable battlewagon transport tactic. Note ghazz is no longer eligible for Tellyporta. On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless your opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy's no longer just a flat upgrade to a normal Mega-armoured Warboss but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. Being a {{W40kKeyword|Supreme Commander}} also makes him impossible to ignore for enemies. **{{W40kKeyword|Monster}} keyword is a big handicap to him as he is unable to gain most synergies with the rest of the army. Painboys or Painbosses cannot heal him at all for example (medi squig stratagem is gone). **In regards to throwing him in non-Goff Armies: You'd be perfectly fine to, though you're sacrificing his very important re-roll to hit aura in order to do so. If you're just looking for a massive motherfucker who wants to smash things and keep your lesser boyz in place, then he'll do that just fine. **Note that if you decide to use him with Battlewagon there are risks involved. Always take two meks to accompany him and negate 1/6 chance of losing him when enemy shreds it. His big base also means that enemy surrounding battlewagon well can mean his demise even with use of emergency disembark. *'''[[Makari]]''': HOLY FUCK IS HE BACK. He's a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything...until you fuck up. Then you'll quickly learn the follies of being a Grot Character. Stick with some other grots because he'll let any such mob within 12" use his less-than-stellar Ld6 to keep in the fight (not worth it). Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that's an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he's within 3" of his best pal Ghazzy, he projects a 6+ Feel No Pain aura for all {{W40kKeyword|Goff}} nearby, as well as a boost to his Movement speed which lets him to keep up da boss. He also do not take force org slot if Ghazzy is present. **He counts as a {{W40kKeyword|Goff}}, but he will never get a Kultur. Silly Grots, abilities are for Boyz! **If you run Ghaz he can easily replace a painboy if you are not too interested in healing those 2 wounds on something. Ghazz cannot be healed either way. Since he does not take a slot this might be quite viable. ** Funny enough right now there is a very weird exploit with him and grot shields. Since he is a grot he can use grot shields but since he is character with less than 10 wounds he is also a target for the Look Out, Sir! rule. This means that with proper setup whatever Makari is protecting cannot be targeted and Makari cannot be targeted either. Your opponent would have to kill whatever provides Look Out, Sir! to Makari rather than Makari (no easy feat due to 2+ inv) and only then could target the intended unit. However this looks like oversight from GW and will probably be FAQed sooner or later. Use only if you feel like being THAT guy. **if you do use Makari just avoid Vindicares *'''[[Boss Zagstruk]]''': He is a named Stormboy with 6W and 7A (6 standard plus Choppa) with a power axe tier set of Vulcha's Klaws for ripping up marines. 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 T6 now so pretty decent with 6W 4+ save and 5+++ Cybork body making him quite survivable. Nearby Stormboy units that fail their attrition checks while within 6" halve how many of those boys leg it, which make sure that your rocketboyz aren't completely hosed from a bad fight. **As this morale thing is one of very few rules that really helps with those terrible morale tests it is very welcome and makes stormboyz that much useful. Note that it specifically states number is rounded down and there is no statement of minimum one. This means that if you would lose 1 stormboy to morale you lose none. ** It might be good idea to take multiple small Stormboy units with him instead of one big blob forcing enemy to split fire (and potentially waste shots) while retaining ability to mitigate losses and gain better manoeuvrability. If you can, take maximum of 3 Stormboy units. **Codex replaces his Stikkbombs with Blitz Missiles, basically a d3 shot Range 18" S6 Ap-1 Dd3 Blast, a more direct way of blasting mobs. Note this weapon luckily retains Assault property. **Relatively cheap at 110p. *'''[[Mek Boss Buzgob]] (Forge World)''': Clan {{W40kKeyword|Goff}}. Need update as all forgeworld stuff. Forge World Compendium's out, and Buzzgob has had some changes, the biggest of which are that he's LOST his Kustom Force Field, and gone up in price AGAIN to 100 points! A Big Mek with better BS, T, W, A, and LD. No wargear options, but he comes with Mek Arms as an alternate melee weapon (they generate 2 extra attacks per fight now instead of 3 hits per attack, and can only be used twice each fight for a max now of A4, but have S×2 D2 and still no AP though), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is now 40 points 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 Big Mek anyway, consider carefully spending the extra 40 or so points to get Buzzgob instead. **'''Buzzgob's Dredheadz''': A new addition, during the Command Phase he can let one friendly {{W40kKeyword|Goff}} {{W40kKeyword|Deff Dreads}}, {{W40kKeyword|Mega Dread}}, {{W40kKeyword|Meka Dread}}, {{W40kKeyword|Killa Kans}}, {{W40kKeyword|Gorkanaut}}, or {{W40kKeyword|Morkanaut}} unit within 6" of him add +1 to every To-Hit roll. Holy Mork this is bonkers! Really. Now that warbosses grant +1 to hit in melee this obviously should be used for shooting - slap this on 6 killa kans with rokkits (which now have d3 shots and vehicles don’t suffer for moving and shooting) for some ridiculously cheap and strong shooting **'''Named Characters''': Buzzgob MUST take the '''Inspiring Leader''' Warlord Trait from the Core Book. Nope, he doesn't even get an Ork Warlord Trait anymore. **<strike>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?</strike> Nerfed like crazy, someone doesn't want us having any fun. </div> </div> ==== [[Evil Sunz]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Evil Sunz Icon updated.png|Border|75px|left]] | We'z da best cuz wez da fastest and da reddest!<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 faster than marines, vehicles that move faster than eldar, and stratagems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule (that is rather inconsequential now). Evil sunz got hit hard in new edition. Their Clan Kultur is really bad now, however both relic and warlord trait are AMAZING. Stratagem is nothing to scoff at as well. Overall 5/10 <br> |} <div class="mw-collapsible-content"> *'''Clan Kultur – Red Ones Go Fasta''': Gain +1" of Movement (+2" for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance rolls. All units ignore penalties to hit with Assault weapons after advancing. ** Gone is their main selling point of +1 to charge as well as most assault weapons so second part of their trait is almost totally inconsequential. ** They were hit the most by a nerf bat overall and dropped from top tier alongside Defskullz to low tier their only saving grace is their gubbinz. *'''Warlord Trait - Fasta Than Yooz!''': During the command phase one {{W40kKeyword|Evil Sunz Core}} unit within 6" of the warlord can charge even if they advanced or fell back this turn. **Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike's 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. ** Mediocre in comparison to other stuff but not useless. Note that during WAAAAGH!!! turn this is totally inconsequential for advancing units but can still allow stuff to fall back and charge. ** Relatively useful in combination with SPEEEDWAAAAGH!!! as it allows for mini WAAAAGH!!!like effect on top of shooty boost without taking Ghazghull. *'''Shiny Gubbin - Rezmekka's Redder Paint''': {{W40kKeyword|CHARACTER}}, it includes vehicles and bikes too. Add +2" to the bearer's Movement characteristic. In addition, if the bearer is engaged with enemy units, they now have to fight last, allowing you to get some retinue to fight first or at the very least munch another model or two before the enemy strikes back. It CAN be taken on vehicle but doesn’t have to. Slap it on squig rider, or even boss in mega armour to make him run faster than Eldar. And obviously to freeze enemy units till he rips them apart. Fun stuff. ** This is hands down one of most powerful relics for close combat warboss and if you put it on that kill rig you can tag A LOT of units with this. **Also decent on Wartrike due to its significant footprint. *'''Stratagem - Drive-By Dakka (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. ** 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. ** For one CP it is Not bad. With things like deffkoptas or warbikes this lets them go almost anywhere on the table, which might be a game changer especially in later turns when you just have to grasp that objective to win. IF you take a full squad of 6 Deffkoptas, this can be really powerful just hopping forward to shoot rokkits, then hop back behind obscuring terrain all game long. That's 12d3 rokkitz every turn popping in and out. '''Special Character''' *'''[[Zhadsnark|Zhadsnark Da Ripper]] (Forge World, Legends)''': Clan {{W40kKeyword|Evil Sunz}}. As all things Forgeworld he needs an update before being usable in any semblance of coherent way. Now more of a sidegraded Warboss on a bike in the Forge World Compendium, with an almost identical statline to a generic biker boss but with 1 LESS Toughness; 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, though he does get Stikkbombs which a regular biker boss doesn't. But still, all that with near-Warboss-level abilities for only 5 more points than a regular biker boss with Killsaw. **The guy isn't quite as much of a deal as he once was. A Combination of Da Killa Klaw Shiny Gubbin and either the '''Brutal But Kunnin''' or '''Best Armour Teeth Can Buy''' Warlord Traits can make a Warboss on Warbike vastly superior. **On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this's gone. The only way he helps Warbikers now's through his '''Speedwaaagh!''' Special Rule. ** Until he is updated skip him. Even his model from FW was just renamed Warboss on Warbike. </div> </div> ==== [[Snake Bites]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Snake Bites Icon updated.png|Border|75px|left]] | We'z da best cuz wez follow da old ways! <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 received a nice power boost. Pretty convenient that those new Beast Snaggas just so happen to synergize with Snakebites, huh... Their abilities have been retooled to make them tankier and killier, while still being thematic as hell, so enjoy playing out scenarios of greenskins hunting down Imperial Knights like animals. Their clan kultur can be very powerful, but most of its punch comes from squigs (which is why you're taking it anyway). Warlord trait is very good letting your character stay on the table one more turn. Gubbinz is quite meh and stratagem, while situational, can be very useful in a pinch. Note that currently the most OP character in the book belongs to this clan. Overall 6/10. <br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs – Da Old Ways''': 9E's overhauled this to a considerable degree, making it less laughable than previously. Now any attacks below S8 will never wound on a 1-3, making them quite tanky against anything short of plasma and power mauls. In addition, all {{W40kKeyword|Squig}} models that charged or made a heroic intervention add +1 to wound. ** This one is kind of situational. First part resembling limited transhuman (transorky?) physiology means it works exclusively on weapons of S6 and S7 (only S7 in case of T6 models and largely inconsequential for T7+ models. The second bit benefits only a select few models, but considering they're all either solid picks or phenomenal ones, a detachment of squig cavalry is well worth considering. **This makes squigs on the charge capable of wounding nearly everything in the game on no worse than a 4+ ** It moved from not being used ever to situational. So low to mid tier. *'''Warlord Trait - Surly as a Squiggoth''': The first time your warlord dies, they can get back up instead with d3 wounds and outside of engagement range. If your warlord is acting as your central beatstick, then this will at the very least give them another turn to fight on. Mozrog grabs this. ** Pretty decent stuff if enemy have tools to one shot your boss. *'''Shiny Gubbin - Brog's Buzzbomb''': Once per game you can toss a 6" Grenade 3D6 S5 Ap-1 D1 '''Blast''' that hits on a 2+. After you resolve the attack, all units within 6" of this target suffer a mortal wound. ** It is nice but one shot only makes it questionable and the splash damage is token. ** It is fluffy as hell but pretty meh otherwise. *'''Stratagem - Mystic Chanting (1 CP)''': One unit can deny a psychic power as if they were a psyker. You've seen it with the Templars, you've seen it with the World Eaters, it's always welcome. ** Decent especially if you don't have weirdboy or he is out of range for that one crucial power. '''Special Characters:''' *'''Mozrog Skragbad:''' The tamer of the White Squig, a legendary squigosaur with a 4++ Invuln on top of the damage reduction native to such beasts. Aside from buying a thumpgun, this boss also carries a special S+1 AP-2 D3 claw, providing a decent enough answer to heroes. ** Frankly this guy is INSANE for measly 170 points. He will be extremely hard to kill, and than he can get back up. And he will positively murdefy anything he targets in CC (partly due to his great white squig being able to dish scary numbers of mortal wounds). *'''Zodgrod Wortsnagga:''' A strange nutter who values grots as test subjects, this weirdo can take one mob of {{W40kKeyword|Core Gretchin}} and make them add +1 to hit for the entire game as well as be able to shoot on top of any objective actions. That first part there is actually quite powerful since you can make those grots a nasty surprise when grouped up. Also helping things is that he makes enemy monsters within 6" fight last, allowing him and his tiny terrors to wear down the beast - and as a {{W40kKeyword|Beast Snagga}}, that's what he does best. ** He is pretty situational. Grots have maybe only two uses, both of which involve dying, and his modest price isn't quite modest enough for the boost. His ability against monsters is okay, but he's not killy enough compared to other HQ options to go after this rule specifically. ** Furthermore, though he boosts grots' effectiveness, he himself does little for them in the middle of the game. Beyond saving them from their in-built morale flaw, taking a second runtherd and having Zodgrod run ahead with the lads (where his weapon and other ability will be more useful) might be more beneficial. </div> </div> ==== [[Freebooterz]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> [[File:Freebooterz Icon.png|Border|75px|left]] {| | We'z da best cuz wez piratez!! Nothin elsa ta say. |- | 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 tricorn hats. |- | On the tabletop, Freebooterz build 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 and the dakka with some interesting shenanigans on top of that. Those guys are awesome now competing with goffs. They are not as killy but they are much more rounded and have many more tricks. Their Clan Kultur is pretty amazing, their warlord trait is okish, and both their stratagem and relic are simply game-changing. 9/10. |} <div class="mw-collapsible-content"> *'''Clan Kulturs – Competitive Streak''': Each time any other friendly unit with this Kultur destroys an enemy unit this phase, all units gain a +1 to hit **''Does'' work with Gretchin - the Gretchin themselves can't benefit from this kultur, but since they have the {{W40kKeyword|<Klan>}} keyword, 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. ** As many armies use MSU units to keep objectives, this can be easily triggered on them. ** A massive nerf to the previous version in the same edition. **Got bought back to +1 to hit rolls again! *'''Warlord Trait - Killa Reputation''': Friendly units within 6" add +1 to their Leadership score while enemies within 3" take -1 Leadership and take a -1 to combat attrition checks. All very morale-based, and thus really dependent on you actually killing enough things to force them to break. ** With MASSIVE nerf to mob rule +1Ld is not inconsequential enabling Ld6 vehicle units not to risk morale losses after losing only 1 model. *'''Shiny Gubbin - The Badskull Banner''': Enemies within 6" of the bearer lose ObSec. That's right, this steals ObSec, breaking a pretty important task that most troops need to work: capping. **This works on vehicles too, so you can throw this on a Wartrike for a MASSIVE bubble of anti-capping. ** It synergises very nicely with the stratagem below basically making your character able to sit on an objective and hold it regardless of circumstances. And since we can build pretty durable characters.... *'''Stratagem - Get Da Loot (1 CP)''': Pick a {{W40kKeyword|Freebooterz Infantry}} unit. They have ObSec until your next command phase. ** This is awesome. You can make whatever you need ObSec for 1 turn, both denying and taking enemy objectives even if they have superior numbers. *'''Special Character''': **'''[[Kaptin_badrukk|Kaptin Badrukk]]''': Gives all nearby {{W40Kkeyword|Flash Gitz}} (''not'' Freebooterz - he'll buff the Flash Gitz of other Klans, and won't buff his own klan if they're not Freebooterz) re-rolls on 1s to hit (including him, since he has the keyword). He has the {{W40Kkeyword|warboss}} keyword but not the warboss rule, so he can declare a Waaagh! but doesn't have the +1 to melee hits aura a warboss normally has. With decent stats and a 3+/4++ save he can handle a fight in melee reasonably well for a shooty git, but you do ''not'' want him there. You want him running with Flash Gitz shooting stuff. Maybe a bit pricey (95-100, depending on if you buy him an ammo grunt), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1s may be worth it. ***His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is effectively a heavily modified Kustom Mega-Blasta: 24" Heavy 3 S7 AP-3 D2, overcharges to S8 D3 and if any 1s are rolled to hit in each burst of 3 shots, the shooter suffers a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he re-rolls 1s to hit, so the odds of him actually suffering the 1 mortal are negligible - slightly more than 8.1%. That means if he shoots 5 times, he still only expects to suffer slightly more than a third of a mortal wound. If you buy and use an ammo grunt, the danger goes up very slightly, because normally a 2 or 3 to hit is just a miss that doesn't hurt him, but with the grunt, you might re-roll into a 1, but it's just not that big a deal. ****If you're still worried about mortals from his gun, you can strap a painboy or painboss to him. ***Also worth noting his re-roll hit rolls aura applies to all attacks made by Flash Gitz, including melee. Flash Gitz are not a melee unit by any means, but if they do get into melee combat, it certainly helps. </div> </div> ===Specialist Mobs=== You can upgrade ''one'' unit ''per detachment'' into a specialist mob, replacing their {{W40kKeyword|<Klan>}} keyword with the appropriate subkultur. Since you can bring only one of them, you have to value which one is the one your army would benefit the most from. This also means that '''any subkultur Warboss will be alone''' [[Fail|unless you bring yet another detachment]]. Overall most of them are ok if you have an odd unit in a detachment that does not benefit from a clan trait the rest of the army uses. For example, tankbustaz in a Goff detachment. Most are pretty meh and you will use them just because it is small boost here and there. Also keep an eye open for any Armies of renown, the Speed Mob for example are worded such that they don't get a Kultur but get another benfit instead, so it stakes with the specialist mobs. *'''Big Krumpaz - Krumpin' Time ({{W40Kkeyword|deff dread, morkanaut, gorkanaut, mega armour nobz, mega armour character}})''': +1 to hit in melee, offsetting the penalty for using klaws or killsaws. Ouch. The big dread meks are all hitting on 2s now. ** This one is very nice and can be considered to replace even good klan traits, especially if said clan trait is shooting oriented, i.e. Bad Moonz or Freebootaz. *'''[[Ork_Boy#Stikk_Bommas|Boom Boyz]] ({{W40Kkeyword|Big mek, mek, warboss, nob, tankbustas, deffkoptas, wagon}})''': Blast weapons gain -1AP. Read "Tankbustas become AP-3". There is effectively no reason not to give this to your Tankbustas, unless they're Freebootaz or maybe Bad Moons. *'''[[Deff_Skwadron|Flyboyz]] ({{W40Kkeyword|Blitza-bommer, burna-bommer, dakkajet, deffkopta, wazbom blastajet}})''': Gain light cover against being shot by anything greater than 6" away. ** None of these units particularly benefit from any Kultur, aside from Bad Moons or Freebootaz, especially the planes. *'''[[Ork_Boy#Madboyz|Madboyz]] - Frantic ({{W40Kkeyword|biker, cavalry, character, mob}})''': Roll a d3 at the start of each battle round, and your affected units get a buff for that turn. Can't be re-rolled. *# Rash: Pile in 6" instead of only 3". *# Inspired: When this unit shoots or fights, you can re-roll ''one'' failed hit or wound roll. *# Frenzied: +1S. Now we're talking! Unless it's Beastsnagga boys, then it may not matter. **Fun but totally unreliable, because you're skipping on a kultur yet you don't know what you'll get. All of the effects can be reliably gained elsewhere, so it can be useful for, say, formerly Evil Sunz Squig riders, who'd gain very little from their clan rules. *''''Orrible Gitz ({{W40Kkeyword|gretchin core}})''': The unit gains ObSec, and any units that aren't Runtherds within 3" suffer a -1 to hit with a gun on account of their hideous stench. **Adds some use to Grots, effectively making them an obsec blob that inflicts -1 to hit on melee enemies. You do have to get them all the way up there though. Besides who even uses grots anymore. *'''Pyromaniacs ({{W40Kkeyword|Burna boyz, burna-bommer, boomdakka snazzwagon, kustom boosta-blastas, deffkilla wartrike, nob, warboss}})''': When determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles, the result can never be below 3. Flamers usually don't benefit from many kulturs, so this is okay for, say, a Burna Boyz unit. **Supa-skorchas are not mentioned, because GW does not acknowledge FW products on their codices. Do ''not'' give it to a Snazzwagon: it literally has a single flame weapon to benefit. *'''Sneaky Gitz ({{W40Kkeyword|Warbosses, Boyz, Nobs, Kommandos}})''': -1AP in melee when the target is "receiving the benefit of cover". AP-2 choppas! Good because it stacks with regular Kommando buffs. Justifiable for Kommandos in the same detachment as otherwise shooty kulturs, like Bad Moonz'. *'''Trukk Boyz ({{W40Kkeyword|boyz, nob, warboss}}):''' Trukk Boyz can jump out of a trukk after it makes a normal move, and any Trukk carrying Trukkboyz has +1 to hit while shooting (which also affects the passengers because "any modifiers that apply to the transport also apply to the passengers"). This gives you extreme threat range: move 12", disembark 3", move another 5". You just cleared 20" in one go and are going to begin the charge mere 4" away from the enemy deployment zone. Even further forwards when using Waaagh! Definitely the best Spec Mob we have. This our new Da Jump. Combine it with the old Da Jump, though. **Page 197 (end of first paragraph) of the core book states that "The pluralization (or not) of keywords do not affect which units the rule in question applies to", meaning this kultur affecting a "NOB" (Nob with Waaagh banner) also affects "NOBZ" (Nobz squad, Mega Armored Nobz squad). A full squad of those with klaws or saws is a lot scarier than boyz with choppas. **Bear in mind that the ''riders'' become a specialist mob, not their ride. That means the trukk is eligible for a custom job, and still benefits from the detachment's kultur: A Trukk Fortress on Wheels is harder to destroy, which any smart opponent would try to do ASAP, and Blood Axes, Snakebites and Deathskulls can further help with durability. Meanwhile, an Evil Sunz trukk goes fasta, and with Squig-hide Tyres becomes M14.
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