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==Tactics/Stupid Tricks== Stupid tricks may catch your opponent off-guard the first time. They aren't a sure-fire path to victory by any stretch but are worth mentioning due to the relative surprise they can pull. *'''The Slingshot:''' Say you want your Warboss to get into 'da fight faster. This trick requires a unit of 2 Deffkoptas, and that your Boss be bike-mounted. The Warboss starts deployed centrally in another unit (for example, Lootas) while the Deffkoptas scout forward. The Kopta unit shall spread out to max coherency, and a single line can be drawn between both Koptas and the Warboss. On turn 1, the Warboss moves 12" to within 2" of the rearmost Kopta and is now part of the unit. This gives the boss the ability to be pulled into an assault (except not, because you can't scout and assault anymore....) up to 12+2+2+2+2+6=26" away from him on the first turn, if done correctly. **'''Note:''' This trick is completely useless against Grey Knights, for they can bring Servo-Skulls. Likewise, the trick is better for gaining the initiative rather than causing damage; against heavy MSU armies, the disruption from this trick is relatively negligible. *'''Meat Grinder Assault Phase:''' This works best on a small table, preferably so you won't have to put up points for trukks and battlewagons. Take Ghazghkull, another WB and then fill up your troops and elites with full mobs of boyz and nobz. If your enemy is built for slaughtering hordes this isn't quite so effective but when you get the charge mother of god you will need at least two extra pairs of hands to roll all those dice. *'''Artillery Is My Shield:''' The purpose here is to soften your opponent as you proceed to close in. Loota Squads and Big Guns are used to bust open Transports and create clean firing lanes for you to march, WALK(er), or drive through reaching the softer side of the enemy. Allies that bolster this method greatly are Havocs, Missile Sides, Heavy Weapons Teams, and Night Scythes/Annihilation Barges. Remember, Allies for Orks should be kept cheap and efficient. So use Ally HQs and Troops to supplemnt the force you've mobilized. *'''Psykik Hazzmat Teem:''' This is a tactic that makes playing your army [[Dwarf Fortress|fun]]. Take a squad of Meganobz, preferably with a Grotsnik somewhere giving them Cybork Bodies, and put a Warp'ead Weirdboy in the squad. The Mega Armor will soak up bad rolls on the Weirdboy Psychic powers roll, and act like a buffer for damage coming the Weirdboy's way. Start the game with them embarked in a Transport, and move the whole crew towards something hard to kill, like a Land Raider or angry Character and retinue. Blast away with the Weirdboy every turn, at anything that you can, and prepare for fun. Once the Weirdboy rolls an "'ere we go!" result, warp out of the transport and directly into an enemy squad or behind enemy armor. Wreck everybody's day. Be warned, this is an expensive tactic points-wise, so make sure to protect the transport while moving into position, and try to account for the random Weirdboy rolls. *'''Dread Mob Lite:''' Not recommended for competitive play, but very funny. Every Big Mek you take can take a Deff Dread as a troop choice. Two Big Meks with two Deff Dread troops, then a few Killa Kan squads as fire support. If you want to achieve maximum shits and giggles, 10 Deff Dreadz and 4 Big Meks in a 2000 point game. Bring your riggers though. For the love of Gork (AND MORK) bring your riggers. *'''Speshul Forces:''' Douchebaggery ahoy. Warbosses can take Nobz as troop choices and Nobz can take battle wagons as dedicated transports. Disregard everything you learned about boys before toys! Take two warbosses, two squads of four nobz. Throw in Klaws, Choppaz, twin linked shootaz, Pain Boyz... FUCKING EVERYTHING. Put them in similarly kitted out battle wagons and pretend you're the Gey Knights. Or, using the warbosses and troopnobs to fill up your battlewagon potential to the max, it's possible to have a total of 8 battlewagons WITH deff rollas in under 1500 points! *'''Invisible War Prophet:''' Probably the most douchbaggery thing you can do. Take Ghaszskull Thraka and a troop of Kommandos and give two kommandos burnas. This tactic works best against vehicle driven shooty lists like Tau and IG. Especially if they have troops near vehicles. Snikrot's tactic to come in from any board edge and bring his troop with him is quite nice. However if an HQ is with them, since ambush is not a universal special rule and because the very specific wording of ambush is, it is entirely possible to do so. So when they come in on the board edge. Lets say there is two troops of Tau on each side of a Hammer head near the back edge of your opponents board edge. <s>The kommandos come out and flamer one of the troops and assault them. The Ghazskull thraka then comes after the hammer head and totals it from behind. the other squad cannot possible run away and dies next turn. Its not quite competitive but it can be if you roll lucky and your opponent does not know about this. I surprised an entire Ard boys semi finals along with the judges with this.</s> Sorry son, no more assaulting after coming from a table's edge in 6th edition. *'''Waaaghplane Air Force:''' Take two Weirdboys in your HQ section (and Gazzie in 2000+ games) and 3/6 dakkajets with fighta aces and 3 twin linked supashootas each. Every turn, reroll any psychic power result that isn't Waaagh, allowing you to double up your dakkajets' shooting for horrifying amounts of strength 6 dakka. *'''What The Fuck Do I Shoot:''' Might not work as well with very experienced players, but may be hilariously effective at your FLGS (at least at mine it was). Take a biker group of a Warboss and 5 Nobs with a Painboy and all those other delicious upgrades. Also take three (yes, THREE) Battlewagons filled with Boyz and a Big Mek with KFF in one. Throw in at least one Dakkajet and 10+ Lootas for supporting fire and if you want, a very small IG attachment to bring along Lascannons and to hold back objectives. All of this is possible at 2000pts. Now, the fun part. Pay attention to your opponent's deployment and/or army list, and put your bikers at either the left or right flank, and the three Battlewagons on the other. When the game starts, run both up the board as fast as you can. You are giving your opponent two very scary and very hard to kill groups that are moving towards him at an alarming rate. Unless your opponent gets really lucky, at least one of your flanks will reach your opponent's deployment zone at roughly the same time as your Dakkajet(s). Call a WAAAGH! and watch the beautiful carnage you are about to create. Your Lootas and IG allies will, on average, take care of any threats headed towards your side of the table. BONUS POINTS: Ask your opponent, "Are you sure you want to do that?" after move or attack he makes, good or bad. *'''Zog Yer Tank Git.''' Take a Battle Wagon, with a Deff Rolla, Wrecking Ball, and 4 Rokkit Launchers. Fill it with the Killiest Mob you can. 20 'ard Slugga Boyz, a pack of 10 Nobs, Meganobs, whatever, just make it killy. <s>Then, Disembark when you're near an Enemy Vehicle. Afterwards, Ram the vehicle you want dead. This works, because vehicles can move Six Inches after a Disembark, and a Ram takes a minimum of Six Inches.</s> Sorry mate, 6th Ed. rules make it so you can't Ram/Tank Shock after disembarking. Once you (Hopefully) pop it, charge whatever was inside the METAL BAWKS, and mop up. I've used this to destroy expensive units, like Deathwing Termis, and Abbadon and his Friends. This tatic can work, with a mob of Burnaboyz, by ramming the vehicle, then dumping 15 Burna templates on the squad that it was carrying, and if the vehicle explodes, you don't have to care, because of AV14.
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