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===Heavy Support=== *'''Burna-Bomma:''' A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry that the Orks don't necessarily need, but love to take anyways. *'''Blitza-Bomma:''' A main-table variant of the Forge World Bomma, the Blitza-Bomma works best as anti-tank with a large, LARGE margin of error. Also, it can kamikaze. "Good ol' Killboy, attit agin!" Like any good Ork unit you have to roll a table to see the result, all of them are good even "Faster! Waaagh! Uh oh..." could be argued as pretty good. Funny, but impractical. If you don't like that, why are you playing Orks? Great for crashing into termies. *'''Lootas''' One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], or [[Warhammer 40,000/Tactics/Imperial Guard|Squishy Umie]], this is annoying, as the bad guyz Dakka on your army. Lootas for da win. Yes they're static and you only get three squads at most (never take three, get bigger squads, heavy support is important), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in a majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your Orks. They work quite well on Panzee Skimmers, and they will cause any Dark Panzee player to panic and splinterdakka the fuck out of this unit until they are dead. These [[brits|blokes]] are a godsend to Basic Dred Lists, letting you soften and cripple enemy vehicles which would otherwise hamper your Dreds' advance, giving the Dreds full reign to finish the job. **'''Transport:''' You can actually buy a looted wagon as a dedicated transport for them, which means you can snap shot those Deffguns after a 13" cruise! And in a vehicle heavy list like this, it's a good idea to give them a transport anyway, so they aren't the only infantry unit on the field. *'''Big Trakks:''' This is the variable-use workhorse of the Vehicle list. This thing can take EVERY big gun the orks have in this list, INCLUDING the Flakka Guns AND Supa-Kannon. The Big Trakk can also take Deff Rollas (win), and 'ard Case, which doesn't change anything in respect towards transported unit effectiveness. Your first choice should be to give one of these a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody (which you do). Remember that you can only have three, and they will probably be dead by endgame, so try not to deck them out too bad. **'''Transport''' There is a rather odd thing you can do with this unit. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing up, Deff Rolla some point-guarders, and drop out 12 Spannas with Mek to point-guard while the Trakk deals metric tons of lighter Snap Firepower. This strategy is untested, and could just be a waste of a Heavy Support slot. *'''Looted Wagon:''' No, just no. They've got paper-thin armor, are unreliable (rolling a 1 ''really'' sucks), compete with Deffrolla-equipped Battlewagons (see below) and Killa Kans, and taking a Boomgun ups it considerably as a target while doing little to hide that it's a short-ranged Rhino-equivalent. They're just not worth it. *'''Lifta Wagon:''' It's a wagon with motherfucking lifta-droppa - fabulous stompa-sized gun, which throws tanks and planes around like your little brother. It uses normal orky BS (what the...?!), and deals D3 glances, insta-explodes your target, or does something really nasty to itself. Due to the need to hit now, it's pretty useless. 225 points for an average of 2 hits in during the ENTIRE game is just overpriced! (and the opponent will try to kill this fuckin' huge gun, so 1 hit is more likely...). Transport capacity of 6 is just BEGGING for a squad of burnas with 3 meks and a Big Mek with KFF. 4 repair rolls per turn and a nice cover save is too good to pass up. Drawback is, that Lifta-wagon absolutely useless against non-vehicles. Awesome idea behind this wagon, but you better use you're points elsewhere. *'''Mega-Dread (Forgeworld)''' This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws and Kill Saws wreck everything in close combat. The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and having base strength 10 (handy when your klaw is busted). Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Supa-Skorcha, but the Killkannon can eat Marines at farther ranges. You can even replace your klaw with an extra Killkannon (no longer twin-linked, so with ordnance rules, that second gun becomes useless), or go for two CCW's. Don't even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24"), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers. 3 HP, as normal.
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