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=== Heavy Support === *'''[[Bomma#Burna-Bommer|Burna-Bomma]]''': (Bomber) A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry and light-vehicle eraser that the Orks don't necessarily need, but love to take anyways. It does have a lot of ignore cover weapons, which is Gork-(or Mork-)sent against pesky, jinking skimmers and jetbikes. It can take up to 6 skorcha missiles as well, but don't get too much carried away with it; usually you'll end up dead/off table, before you could use all of them. *'''[[Bomma#Blitza-Bommer|Blitza-Bomma]]''': (Bomber) Is suddenly absolutely amazing. Its bombs now strike at S7, ap2, Large blast and armorbane, so it can fuck up just about anything you point it it. And as dropping a bomb is not technically a shooting attack - it's a bombing run - it can target invisible units and the enemy can't opt to jink against it. Add in the flying patterns' Ignore cover or Tank Hunter bonus to remove nearly any kind of enemy armour around. Still has the table of fun things that can happen when you drop the bomb, but you are orks and you live to watch your own dudes self destruct, so that shouldn't be an issue. Rolling dakka-dakka-boom got even better, as the free gun hits now get automatic back armor but it doesn't work RAW cause you won't be able to draw line of fire from it's weapons after it's finished the move over an enemy, so make sure your opponent doesn't mind a little RAW violation as codex writers might have overlooked it. With the nerf to Waaagh plane hurting the dakkajet real bad, the blitza-bomma's time is nigh. Great distraction to draw fire. *'''[[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! *'''[[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]]''': Paper-thin armour and a special rule that causes it to move to its maximum movement distance possible (though it doesn't have to go Flat Out) makes this a risky prospect. However, with the removal of the Boom Gun there is a silver lining, in that you can get a dirt cheap Killcannon platform that doesn't lose its transport capacity. Would be a very decent choice were it able to be taken in squads of 1-3, but as it is it is a cheap way of getting a sneaky bit of armour, troop protection and ordnance into low point games. *'''[[Battlewagon|Lifta Wagon]]''': It's a wagon with motherfucking lifta-droppa - fabulous stompa-sized gun, which throws tanks and planes around like your little brother. If you face that, your opponent is a fluff player, no diggity. You can easily pump the price of a Land Raider into a battlewagon-equivalent vehicle, which is useless against non-vehicle models and vehicles above 4 HP. Plus it uses normal orky BS with a Heavy 1 gun, yielding you an average of 1 or 2 hits during the entire battle - provided you live long enough to shoot that many. Even after hitting, there's 1/6 chance that the gun fucks up your own army. When not, it usually deals D3 glances on your target. The D6" scattering would be nice, were it tank shocking the targets, but the vehicle stops 1" away from other models. On a 6 it insta-explodes its target, and scatters it 2D6" before. Transport capacity of 6 is just BEGGING for a squad of burnas with 3 meks and a Big Mek with KFF which is a huge trap, clocking its overall cost around 400 points. *'''[[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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