Editing
Warhammer 40,000/7th Edition Tactics/Orks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tips and Tricks== *'''Mob Rule and boyz:''' Always keep the Mob Rule table in the back of your head. Either equip your Boyz with a way to negate the wounds they inevitably suffer from rolling a 2-6, or make sure the odds of getting forced to throw on the table are as low as possible. The first is done by having your units upgraded with 'Eavy Armor or FnP, at least granting you a chance against the wounds you take, as the hits you will take for failing Mob Rule are AP-. With FnP, this means you get to take your 6+ t-shirt save as well as your 5+ FnP check. It's roughly as efficient as 'Eavy Armor. If you're truly autismal about losing boyz (why should you be? You're playing orks.) you can just give them both upgrades. Or you can just throw them in a Battlewagon for safe keeping. The second option is done by cranking up the mob's Leadership by adding a Big Mek, a Warboss or Grotsnik to the unit, upping their Ld to 8, 9 or just giving good old Fearless. These options are expensive, mind, but will add some reliability to the mob, because the odds of being forced to throw on the table are lessened. Also, always take a Nob with a Bosspole, just in case. *'''Mob Rule and small units:''' Mob Rule poses an entirely different problem for small units. At first glance it sounds nice, being able to pass Ld checks by taking a few wounds, regardless of unit size, but the chart is deceiving. I am not talking about taking D6 Str4 hits, I am talking about not meeting the conditions on the Mob Rule table and outright running off the board or getting pinned. Most small units will not run more than 5 models, and if they run over 10, they are abysmally expensive and will generally only be done by Lootas. Having less than ten models in your unit means a 50% chance of your unit not succeeding on the Mob Rule table and legging it. The problem is increased if you roll a 1. Most of our small units do not want to be in close combat, or only reluctantly so. Meganobz are the main exception here. But think about Lootas, Burnas, or God forbid, Deffkoptas. Which brings us to the last problem. Not having any characters in your unit further increases your chances of fucking up on the table by 33%. This means Deffkoptas will fail on the Mob Rule table 100% of the time, unless you are in close combat, because max unit size is 5 and they cannot have any characters unless you add an HQ on a bike. Lootas suffer from the same problem, but this can be solved by buying an HQ Mek and attaching it to the squad, at least guaranteeing the Character requirement on the table. In short, when taking small units with Mob Rule always take a character with you, always take a Bosspole when possible because the reroll is worth its weight in gold, and always try to get 10 models unless the unit is a throw-away, like a MANz missile in a trukk. *'''More Reliable Shokk Attack Gun:''' If you take the Shokk Attack Gun there are several pieces of wargear that will help you drastically. The downside to this is that you have to put a lot of points into the Big Mek which could be for naught if you roll double 1's. Note that none of this allows you to reroll the strength. Wargear as follows: **'''Gitfinda''' - Gives the Big Mek BS3 if stationary that turn. Helps to mitigate the scatter. **'''Mega Armour''' - Slow and purposeful grants the entire unit Relentless. Note the ''unit'' needs one model with Mega Armor; the Big Mek can't take it with the Shokk Attack Gun. **'''Warbike''' - Gives you speed, survivability and... relentless. ***BE AWARE: Per the most recent FAQ, a Gitfinda does not stack with Relentless of either type (bike or mega armour). *Ork tears inbound* **'''Da Lucky Stikk''' - This allows re-rolls of To Hit or Armor Save. This means that they can re-roll scatter once per attack. **'''Ammo Runts''' - Cheap expendable counters that allow you to reroll the scatter. Nothing new here. **'''Tank bustas'''- Attach your Big Mek to these guys to pick up Tank Hunters for him. *'''Zhadsnark's Psycho Deffstar''' A hilarious bike-heavy Evil Sunz deathstar reserved only for the maddest of Speed Freaks who reminisce to the good old days of Armageddon and are pissed that GW removed Wazdakka from the book. Here's what you will need: **'''Zhadsnark Da Rippa''' - FW Biker Hero (see above) **'''Biker Warboss''' - With Gazbag's Warbike and a klaw (You will probably just use your old Wazdakka conversion that's gathering dust) **'''Painboy on Bike''' - This git is important, protect him. **'''Warbikers/Nob bikers''' - It's up to you which type of bike you field, but Warbikers are much cheaper and will gain the Scout rule when joined by Zhadsnark **'''Big Mek on Bike w/ Shokk Attack Gun''' - This is optional. Nothing stops you from using a SAG and a bike, and doing so will allow you to shoot on the move **'''Big Mek on Bike w/ Big Boss pole''' - Also optional. Ally into the Ghaz supplement and pick up the relic bosspole, granting fearless and fixing any LD issues **'''Big Mek on Bike w/ KFF''' - Also optional, but a nice way to keep your bikers safe from nasty ignores cover weapons. If you really have the spare points and want to make them even harder to kill, take the Mega Force Field The idea is pretty simple, a massive terrifying mob of bikers lead by several power HQ's, all protected by a painboy's FNP. But the presence of Zhadsnark provides some interesting bonuses. For starters he will make all your Warbikers into troops, either letting this unit or other Warbiker mobs in your army score easier, not only being very fluff-accurate for any Evil Sun players want the focus to be on bike lists. Zhadsnark's Skilled Rider special rule grants 1+ to cover saves (Adding to the Warbike passive rule, giving a 2+ when Turbo boosting) and you ignore the dangerous terrain checks needed when driving over difficult terrain. These effects will benefit his entire unit as long as he remains alive. He also gives his own warbiker unit the option to Scout which in turn, grants the ability to also Outflank should you choose. Nothing is better than seeing the look on your opponents face as your horde of biker's makes a free 12 inch move towards him before the game has even begun. Or they simply roll on from one of the table edges, unleashing their vast and brutal Dakkagun fire. Don't forget that Gazbag's Blitzbike is ap3, and as he wields a kustom klaw that strikes at initiative 4 Zhadsnark can krump almost any Monstrous creature he runs into, even weaker HQ's will need a decent invuln if they have any hope of surviving. Defensively, the unit is as tough as you would expect and Zhadsnark's lack of any kind of save or invuln is negated by the painboy being around. Whilst not the most reliable or cheesy Deathstar around, this will catch the gits at your LGS unaware, and is the fluffiest way to portray a classic Speed Freak army. *'''Strength in... Somewhere:''' Unless you are running 180+ boys (because Tau/AM/Eldar exist and because you're asleep most of the time) look to the other troops choice. Use Grots like combat-squaded Marines, or 6-man Fire Warrior teams: do nothing but sit on an objective. 40 Points vs whatever you're running for Boyz; the less points spent on Boys the more points you have for toys! Consider not bringing Power Klaws with your Boyz either, because if you can't drown it in weight of dice, maybe you should think twice. Be very, very cognizant of every points trade you can make, and everywhere you can save points for better value elsewhere. Think specifically Elites and Fast Attack FOC. All the walkers are trash. But sacrificing a squad of Tankbustas to take out two Wave Serpents isn't a bad trade. Speeding some Burnas into the fleshy underbelly of your opponent's army is satisfying. Lootas and Mek Guns can provide all the firepower you need whilst using <s>Buggies</s> Grot Tanks, Kommandos, and some of the better formations to handle back/mid/fore-field disruption. Or just run ALL Grots... no nothing else... All Grots Motherfucka.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information