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===Fast Attack=== *'''Deff Koptas:''' Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, while their twin-linked rokkits and/or buzzsaws make them good tank-hunters since they can very easily get into a position where they can fire at the side or better yet the rear armor of a vehicle, though they'll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides. Oddly, since those two are so far the only vehicles with AV 14 on all sides, Deff Koptas are actually better against super heavies than they are against LRs and Monoliths. They are also pretty good at knocking out Power Fields or Void Shields (S 8 AP 3 vs AV 12 that goes away upon a glancing or penetrating hit) The biggest problem from using them is their leadership; basic Ld is 7, no option for a Bosspole, and their maximum unit size of 5 means you can't take advantage of Mob Rule!. Coupling that with a rather high point costs means that they should be fielded in small units of 1-2 outside of Apocalypse games. Make sure to play "Ride of the Valkyries" when they outflank. Thanks to the Fifth Edition starter set, it is easy to find some models online for dirt cheap. *'''Warbuggies/Wartrakks:''' These guys aren't actually in the list of usable codex units, but they can come in handy, and the book provides their stats father on. These still-underpowered little buggies are useful enough in Vehicle lists that they warrant being here. While fragile, their speed and ability to provide support weapons are very useful to the Ork advance, especially if squadroned up. Although the Big Shoota is cheap, barring range it adds little beyond normal Ork shooting; the Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles. They aren't quite as good at moving into a position where they can strike at an enemy vehicle's rear armor as Deff Koptas though since terrain is actually a problem for them, but few things are funnier than the look on your opponent's face when you blow up his Baneblade by rearshotting it with Rokkit Launcha warbuggies. **'''Role:''' Aside from providing fast-moving special weapons, Warbuggies are cheap. As vehicles, assaulting them in melee is generally inadvisable, and shooting them requires dedicated AT. This means even should no appropriate targets exist, the Warbuggies remain expendable for movement-blocking, and objective-contesting. **'''Unit synergy:''' Rokkit Warbuggies make good escorts for Battlewagons, on account of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. This becomes especially true should one of the Wagons have a Mek; A unit of three Buggies, stretched out with maximum coherency between them, can cover a lot of area, while proving annoyingly tough to truly kill. Inversely, Warbuggies provide much-needed anti-tank firepower for Wazzdakka lists, while maintaining a low-enough profile that one can easily provide cover saves for the Buggies by using the Bikes to screen... *'''Killa Kan Attack Mob:''' You know Kans. You love kans. Now your Kans are Fast Attack that come in squads of 3-5. Thank you, god. If you don't already know about Kans, go read the first [[Warhammer 40,000/Tactics/Orks| Ork Tactica]]. That said, this is everything Ork players ever wanted. In many armies, you cannot go wrong with a squad of Kans. *'''Grot Tanks (Forgeworld):''' An odd unit. You get another vehicle squadron of Armor 10 all-around Methul Bohkes, seemingly the orky specialty. They get 5+ invo. saves from all shooting attacks that *aren't* ordinance, which gives them surprisingly uncharacteristic durability, even as a vehicle squadron. They also count as Tanks, so you can Tank Shock things, too. What makes them really fun is their Ballistic Skill. Its 3. BS 3. For ORKS. This tends to make them work like Killa-Kans as far as shooting goes, but you don't feel that weird need to throw them into close combat or anything. Their statlines give them an advantage to using orky weapons, but the big shoota and skorcha feel like a waste of opportunity. Pretty much see the Killa Kans entry for how weapons should go. Their only real caveat is their unreliable 2D6" movement. This could give them anywhere from Fast vehicle status to a horrific 2" movement. Plus, if you roll double-ones, one of them takes a Penetrating Hit. Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations. **'''Unit Synergy:''' Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing. * '''Warkoptas''' BAAWWW!! I play everything ''but'' Spees Mahreens and I don't get Land Speeders in any of my armies! Well, SUCK IT beakies, da Orks now have ''Land Speeders''. These things are just goofy. You get 1-3 in a squad, and being Skimmers they are more durable than a ''10-all-around open-topped'' thing should be, but this isn't [[Warhammer 40,000/Tactics/Dark Eldar|Dark Elfdar]] time. The basic guns on these guys are a Big Shoota and a Twin-linked Deffgun. It can swap its Big Shoota out with other basic heavy weapons. That's okay for infantry popping, but you want moar. GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but it done goofs on a double-1. But that's okay, because you just ''ate that [[Warhammer 40,000/Tactics/Eldar|Guardian]] squad for breakfast''. Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spair time! You want a Storm, HAVE A STORM. You want a Tempest? HAVE A TEMPEST! There you go, ''Friggin Orky Land Speeders''.
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