Warhammer 40,000/3rd Edition Tactics/Orks: Difference between revisions

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*'''0-1 [[Battlewagon]]''' The OG Battlewagon, absolute unit. You get three twin-linked Big Shootas base, with the option to exchange any of them for twin-linked Rokkit Launchas or Skorchas for free, and one of them for one of the three Big Gunz for +15pts. You can also fit up to five more Big Shootas for +10pts each, which must be operated by passengers.
*'''0-1 [[Battlewagon]]''' The OG Battlewagon, absolute unit. You get three twin-linked Big Shootas base, with the option to exchange any of them for twin-linked Rokkit Launchas or Skorchas for free, and one of them for one of the three Big Gunz for +15pts. You can also fit up to five more Big Shootas for +10pts each, which must be operated by passengers.
*'''0-1 [[Looted]] Wagon''': You're limited to only [[Space Marine]] [[Rhino]] and [[Land Raider]] variants, or [[Imperial Guard]] [[Chimera]] and [[Leman Russ]] variants, and they use the rules as written in their own codexes, so you'll need two codexes in order to field one. They can take any weapon upgrades listed in their original profiles and their points costs remain the same, but they can only take non-weapon upgrades from the Ork armoury, and their BS is reduced to 2, so they struggle to compete with their non-looted brethren. They also suffer from the '''Looted Vehicles''' rule, which forces you to roll a D6 for each Looted Wagon at the beginning of every turn, and if you get a 1 you need to roll again on a '''Breakdown''' table, with such [[Fun]] results as a fanbelt snapping and not being able to move this turn, or suffering a short-circuit and accelerating 2D6 straight forward.
*'''0-1 [[Looted]] Wagon''': You're limited to only [[Space Marine]] [[Rhino]] and [[Land Raider]] variants, or [[Imperial Guard]] [[Chimera]] and [[Leman Russ]] variants, and they use the rules as written in their own codexes, so you'll need two codexes in order to field one. They can take any weapon upgrades listed in their original profiles and their points costs remain the same, but they can only take non-weapon upgrades from the Ork armoury, and their BS is reduced to 2, so they struggle to compete with their non-looted brethren. They also suffer from the '''Looted Vehicles''' rule, which forces you to roll a D6 for each Looted Wagon at the beginning of every turn, and if you get a 1 you need to roll again on a '''Breakdown''' table, with such [[Fun]] results as a fanbelt snapping and not being able to move this turn, or suffering a short-circuit and accelerating 2D6 straight forward.
{{Warhammer_40k_Tactics}}

Revision as of 20:32, 24 May 2020

This is an old Edition's Ork "tactics". The 5th Edition Tactics are here while the 2nd Edition Tactics are here.

Unit Analysis

Headquarters

  • Warboss: A very different beast to the lovable guy we're familiar with in later editions, he's only T4.
  • Warboss's Bodyguard: A motley crew of lackeys for the boss. You can choose from Nobz, Mekboyz, and Mad Doks.
  • Big Mek
  • Big Mek's Bodyguard
  • Painboy: He's a HQ this time around, and he doesn't get Dok's Tools by default, though it is just a 1pt upgrade.
  • Painboy's Bodyguard: Each Painboy can also take a bodyguard of between four and nine Cyborks if he wants, which are considered a single unit with him if taken, so feel free to Counts As with a Looted Techmarine and Servitors. They can't take any upgrades so you're stuck with the base Sluggas and Choppas, but they all get a 5++ invulnerable save and T5, making them pretty resilient.

Elites

Troops

Fast Attack

Heavy Support

  • 0-2 Big Gunz Battery
  • Lootas
  • Deff Dred
  • Killa Kan
  • 0-1 Battlewagon The OG Battlewagon, absolute unit. You get three twin-linked Big Shootas base, with the option to exchange any of them for twin-linked Rokkit Launchas or Skorchas for free, and one of them for one of the three Big Gunz for +15pts. You can also fit up to five more Big Shootas for +10pts each, which must be operated by passengers.
  • 0-1 Looted Wagon: You're limited to only Space Marine Rhino and Land Raider variants, or Imperial Guard Chimera and Leman Russ variants, and they use the rules as written in their own codexes, so you'll need two codexes in order to field one. They can take any weapon upgrades listed in their original profiles and their points costs remain the same, but they can only take non-weapon upgrades from the Ork armoury, and their BS is reduced to 2, so they struggle to compete with their non-looted brethren. They also suffer from the Looted Vehicles rule, which forces you to roll a D6 for each Looted Wagon at the beginning of every turn, and if you get a 1 you need to roll again on a Breakdown table, with such Fun results as a fanbelt snapping and not being able to move this turn, or suffering a short-circuit and accelerating 2D6 straight forward.


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>