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====[[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 β 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>
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