Warhammer 40,000/3rd Edition Tactics/Orks
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.
Special Characters
- Ghazghkull Thraka: Clan GOFF. Only available for use in armies already over 2,000 points, and then only if all players in the battle agree to using special characters, so if That Guy doesn't want you to use him, he can totally say no. As a GOFF, he carries certain army restrictions, and you MUST have at least one Skarboyz mob, but can only have up to ONE each of Kommandos, Burna Boyz, Warbuggies or Wartrakks, Warbikes, Big Gunz, Lootas, and Looted Vehicles. Once per battle, Ghazghkull can call a Waaagh!, giving him a 2++ invulnerable save for the remainder of the turn, and making all Orks on the TABLE pass all Leadership and Morale tests for the duration as well as double their Initiative in close combat as if they had charged, though Gretchin aren't affected.
- Nazdreg Ug Urdgrub: Clan Bad Moon. BACK WHEN HE STILL HAD RULES, I'M NOT CRYING. Just like Ghazghkull above, your army must be over 2,000 points to use Nazdreg, and an elegan/tg/entlemans' agreement to use special characters. He's a real force multiplier for an Ork army, allowing you to include one additional Heavy Support choice, and one Elites or Troops mob of twenty models or less can stay in reserve and enter the battle by either the Infiltrators or Deep Strike rules. To balance that out though, you can't bring more than ONE of Skarboyz, Stormboyz, Kommandos, Slugga Boyz, and Stikk Bommas. He packs his Kustom Blast-X, an Assault 1 Plasma Cannon.
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.
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| Votann |
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| Votann |
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