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==== [[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 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. ** Cover part has very VERY nice synergy with kommandos giving them impressive 3+ save when they are over 18β 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>
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