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====[[Goffs]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Goff Icon.jpg|Border|75px|left]] | In the grim darkness of the far future, da 'ardest boyz don't muck around wif all that flash, dey just go to Waaagh! <br> The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn't tend to evolve far beyond the need to get stuck in and apply choppas to the forehead.<br> On the tabletop, they hyper-focus on melee and thus all boyz are as strong as nobz by trading 1CP per unit. They also house the most named characters in the army.<br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs β NO MUKKIN' ABOUT''': When a Goff model rolls an unmodified 6 to hit when attacking with a melee weapon, it can perform a single bonus hit roll with the same weapon against its original target (using the same profile), which cannot explode again. **''Generates extra rolls, not attacks, so a Mega-Choppa using Slash generates extra rolls, not extra trios of rolls.'' **Makes Goffs explode in both melee and at the range. Almost all your army wants to be in melee, so this is great not only for big 30 Boyz units (120 attacks on average get 13 extra hits), but anyone with lots of attacks as well. Ghazzghull gets +1A on average, and so do (Mega)Nobz/Deff Dreads with multiple killsaws, as well as G/Morkanauts, all of them hitting with PROPPA weapons instead of mere Choppas. **Acts like a *7/6 WS multiplier, just like re-rolling 1s to hit, but stacks with it. *'''Warlord Trait - Proper Killy''': Add 1 to your Warlords Attack Characteristic. [https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf Also, if you charge, are charged or perform a Heroic Intervention (which should be every turn) add +1 AP to his melee weapons.]: **No longer a dud makes your Power Stabba a proper Power Sword and gives the Big Choppa enough AP to work similarly to a Power Klaw without hit penalty against T4. Doesn't say it doesn't affect relics...so it does. Eadwoppa's Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves. ** Ghazghkull has to take this if he is your Warlord (any of you who is bringing Ghazzy he BETTA BE YER WARLORD OR HE WILL STOMP YA!!!), it gives him AP -4 and 7 A on a charge with Goff Clan Kultur benefits on top. Supreme murder machine; on a good day he can get up to 24 W in a single CC phase, and that is not counting possible stratagems or psychic powers... Enjoy! ***You would have to be extremely lucky, but if you cast Fists of Gork and Warpath on Ghaz at full health, you could do a wopping ''72 DAMAGE'', enough to take down a warlord titan. And that is before you fight again. *'''Relic - The Lucky Stick''': The bearer can reroll any hit and wound rolls in the Fight Phase. In addition, any friendly Goff characters within 6" of the bearer can add 1 to their hit rolls in the Fight Phase. **This synergies well with some kind of HQ spam obviously. One idea I have heard about is putting it on one of 3 Warbosses, Big Mek with KFF, and Painboy, all with PK embark all of them into Gorkanaut and Tellyporta it next to your opponents line. Then begin the carnage. Untested though. *** Hard-hitting and a nice way of reminding other armies that Orks still have deathstars. That said, you need to be exceptionally careful using this. You are placing 700~ points in reserve where the Gorkanaut will not even appear until turn two. While you will want to have a chunky unit, you do not want to throw it somewhere where it will get bogged down and surrounded. That said, you are going to need to maximize its movement to disembark your pain train on turn THREE to get them into charge range. Potentially interesting and devastating if you pick a good target, but Gork (or possibly Mork) help you if your Gorkanaut gets smoked on turn 2 (the 5++ is nice but will probably not stand up to sustained lascannon fire. You 'did' remember to kill the lascannon heavy weapons teams, didn't you?) *'''Stratagem - [[Skarboy]]z (1 CP)''': Use this stratagem before the battle. Select a {{W40kKeyword|GOFF}} Boyz unit from your army (but not those who have been upgraded to 'Ard Boyz) to become a Skarboy unit. Their Strength characteristic becomes 5. Skarboys can only Mob Up! with other Skarboys. ** Incredibly powerful as strength 5 is arguably the most useful strength there is (wound marines on 3βs, custodians on 4βs and knights on 5βs) and having it on a full squad of 30 Boyz with choppaz is just nasty. This will likely paint a huge target on the affected unit, so take the necessary countermeasures (deepstriking, transports, Grot shields, etc). **If you're playing a proper, fluffy, {{W40kKeyword|GOFF}} list then you are probably running at least three big mobs of Boyz. Using this on all of them will not break your CP bank; even running one Battalion you have access to enough CP to get one of the big stratagems off. They are still eligible for 'Unstoppable Green Tide', preserving the worth of those CP. The important thing is that you need to <u>either go all-in on this stratagem or skip it completely</u>: a lone unit of skarboyz will fall apart before they get a chance to deal enough damage for their investment. A lone squad could maybe work as a [[distraction carnifex]], but even then they probably won't be worth it. **Great to combo with Warpath psychic power for up to 150 attacks at S5. Also remember you can still use Loot It to get a 5+ save during the game even without the 'Ard Boyz stratagem. ** Also donβt forget about PK nobz also getting S boost. <i> This stratagem does NOT increase the strength of the Boss Nob, it just sets the boyz' strength to 5 (Which the nob already has).</i> *'''Psychic Power - Bull Charge (WC 6)''': Select a friendly Goff unit within 18", until your next psychic phase if that unit makes a charge roll of less than 7" (after modifiers), it counts as 7". ** Almost never needed, but against things that reduce your charges (Tenebrous Curse, Tremor Shells, Repulsors, Death Watch strat, etc) it can make the difference between winning and losing. '''Special Characters''' *'''[[Ghazghkull Mag Uruk Thraka]]''': The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice. He comes with a statline similar to that of a Primarch. He now packs Gork's Claw and Mork's Roar: the former is a Power Klaw with AP-4 4 D and no penalty to hit, and the latter is basically four big shootas with AP-1. Being the '''Prophet of Gork and Mork''' grants him a 4++ invulnerable save, and with Saga of the Beast it now prevents him from taking more than 4 wounds in a single phase, so now he'll always be able to stick around for at least a couple turns. '''Great Waaagh!''' does the same thing as a regular '''WAAAGH!''', except that it grants the models within 6" who benefit from it (Infantry ORKS) an extra Attack as long as they charged that turn. This is the second-best buff in the Ork army after the WAAAGH!!! Banner. Relative to named character abilities in other armies it is decent but not great (rerolling to wound in CC would be vastly superior for example), but keep in mind he can be used in any Ork clan and not just Goffs (though he only gets his Clan Kultur if he's with them). ** Ghazghkull is a powerhouse by himself and if properly buffed by a weirdboy with fists of Gork he will shred anything in cc. Granted he has to get there, but his new defensive buff makes Overwatch that much less of a problem. ** His bane are models with high inv save. If he is a warlord you can easily get to 9 attacks or even 10 with doubling on both fists of Gork and warpath at S of 16 high mean wounding T8 stuff on 2+, but he has no way to cause mortal wounds. Still, with the potential to cause 36 wounds in one cc phase you can rely on probability alone to deal with that. ** It is a good idea to always keep a retinue of weirdboy and painboy with him. One will buff him and provide some needed mortal wounds second one will heal either Ghazzy or weirdboy in case of miscast. And painboy can hold his own in cc too if you really need those few extra hits. *'''Makari''': Da Big Boss' little sidekick is back! For the low price of 65 points (a point less than 22 grots), you can bring this little guy. He has a M 5" (7" if he is within 3" of ghaz), a WS/BS 4+, S/T 3, 4 W, 2 A, Ld 6, and a 6+/''2++''. If he is within 3" of Ghaz, then every '''GOFF''' unit within 6" of him gets a 6+++. He can also let '''GOFF GRETCHIN''' use his leadership while they are within 12" of him, but it's still not much. Unfortunately, he won't get the clan kultur benefits because he is a grot. His weapon is Makari's Stabba, a S user AP 0 D1 weapon that deals D3 MW instead of normal damage on a wound of 6. In case you were wondering, yes, you can cast Fists of Gork and Warpath to make him better than a space marine in combat. Stack with lucky stikk and a WAAAGH! banner, and you would get 6 attacks (ghaz and psychic stuff) hitting on 3s rerolling 1s, and then wounding MEQs on 3s, with a chance of doing mortal wounds. The strongest grot ever. *'''[[Boss Zagstruk]]''': He is a named Stormboy with 6W and 7A (6 standards plus Choppa) 3 of which can be made with Da Vulcha's Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz, he moves 12" and can advance 6" instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok's Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). ** Overall decent character, but his rule for supporting Stormboyz could be better. ** It might be a good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing the enemy to split fire (and potentially waste shots) while retaining the ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 "free" Command Point. ** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18" S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz. ** Still very cheap at 88pts. *'''Ork Mek Boss Buzzgob (Forge World)''': A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repairs boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he's just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead. **Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ'd Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn't orks have a blender as a melee weapon? </div> </div>
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