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== Stratagems == No more Kleverest Boss; most of the stuff that wasn't a patch from Psychic awakening was UTTERLY LOST. Same as Unstoppable Green Tide, Loot It, Mob Up, Fight again, Flying Edbutt and whatever thing you may have liked. Gone. Also, they said "{{W40kKeyword|beast snagga}} are not primaris orks", yet a fifth of the stratagems are Snagga-only. Very CP hungry stratagems: '''only 7 out of 25 of them cost 1 CP'''. Overall, stratagems were heavily nerfed to be rather situational without many that are auto-include. Thank goodness we've got some stellar relics and warlord traits to spend CP on. <tabs> <tab name="Battle tactic"> *'''Careen! (1-2 CP):''' When an ork vehicle that is ''not'' within engagement distance explodes, you can use this to move it up to 6" before resolving the explosion. Trukk of peace. Costs 2CP if the vehicle is either Titanic or, sadly, a {{W40kKeyword|Wagon}}. ** It is nice to snipe stuff or save your guys, but vehicle needs to explode first. *'''Get stuck in, ladz! (1-2 CP):''' You know how other factions got their "fight twice" stratagem locked to a single unit? <U>Well you don't get that</U>: When one of your {{W40kKeyword|Boyz}} or {{W40kKeyword|Beast snagga boyz}} unit gets selected to fight, move +3" when they pile in or consolidate, not cumulative with other sources of additional movement. 2 CP if the unit has 11 or more models. ** Frankly not worth it with exceptions of bodies on objectives situations. It would be most useful on big blobz but not for 2CP. Another proof GW is preferring MSU now. *'''Ramming speed (2 CP):''' The vehicle rolls 3d6 for the charge (which is still locked to targets up to 12" away). Roll 1d6 for one unit within movement range of it, they suffer d3 MW on a 2+. **The Megatrakk Scrapjet and Kustom Boosta Blasta both inflict MWs on the charge, which can stack with Ramming Speed's. The Scrapjet also has a melee weapon to actually fight with. ** Very solid and stacks with Er' We Go. *'''Gun crazy show offs (2 CP):''' A Flash Gitz unit can shoot twice, targeting the closest eligible enemy unit. ** Decent if you run big unit of Flashgitz.... which you probably do not. *'''Hit 'em harder (2 CP):''' +1D to a Meganobz unit's power klaw or killsaw. Of use when attacking 3W targets, plague marines or when using killsaws so they can't do only D1. ''Bonk.'' ** Great stuff to make sure you kill entire models if they are 3W or have some FNP shenanigans. *'''Tough as squig-hide (2 CP):''' Beastsnagga transhuman. A {{W40kKeyword|Beast snagga infantry}}, {{W40kKeyword|cavalry}} or {{W40kKeyword|monster}} can't be wounded on anything other than a natural 4+. ** The more obvious effect is reducing effectiveness of S6-S10 weapons against your snaggas, but keep in mind it will deny any "+x to wound rolls" modifiers as well. *'''Breakin' Heads:''' If a non-Gretchin unit fails a morale test next to a {{W40kKeyword|<clan> Warboss}} or {{W40kKeyword|nobz}} unit, it suffers D3 MW but the test is passed. Rip. ** This is rather terrible. We are limited to one Warboss per detachment, you need to pay 2 CP, you are hit with MW and you need to be close to Warboss or Nobz. We will use it as there are no other ways to stop losing models from morale, but man IT IS SOOO BAD! It has some mileage with Deathskulls as their 5+ against MW can make it so that multiwound models like Nobs or MANZ can take the hit without complication. It's still expensive but it's not useless given proper circumstances. </tab> <tab name="Epic Deed"> *'''Orks is never beaten (2 CP):''' Before one of your characters is removed from play, it can still attack (meaning if he already fought this will not work). Use the lowermost stats bracket when the character's profile changes as it takes damage. Like Ghazghkull's...or the Kill Rig. ** Not useless but another nerf. *'''Da bigger dey iz... (2 CP):''' +2D for melee when the {{W40kKeyword|beast snagga warboss}} (Beastboss, Beastboss on Squiggosaur and the named Snakebites dude) fights a {{W40kKeyword|titan}} target. ** For all your imperial knights killing needs. </tab> <tab name="Requisition"> Single use unless it's a Strike Force battle (where it's 2 uses) or an Onslaught battle (where it's 3). *'''Extra gubbinz (1 CP per use):''' +1 relic. *'''Big Boss (1 CP):''' Select a character that isn't your warlord, he gains a warlord trait. </tab> <tab name="Strategic Ploy"> *'''Tide of Muscle (1 CP):''' A non-gretchin core unit can ignore charge modifiers. ** For 1CP it is very good to negate terrain modifiers and or enemy shenanigans (cough... Custodes... cough). *** It is reasonable and will help in places where 'Ere We Go nerf would hurt us the most. *'''Unstoppable momentum (1 CP):''' Now locked to the {{W40kKeyword|nob on smasha squig}}, so <U>you may no longer combine it with rammin' speed</U>. It allows the Nob on smasha squig to charge again if there are no models in engagement range of it, presumably because it dealt so many Mortal Wounds that it killed it on contact. ''Remember back then when GW assured us mortal wounds would be rare?'' ** Another element to MW killing machine. *'''Grot shields (2 CP):''' At the start of the enemy shooting phase, that is, before they actually choose targets, select one of your infantry units within 6" of {{W40kKeyword|gretchin infantry}}. That unit cannot be chosen as a target if the gretchin unit is a closer eligible target. No "they take MWs as they intercept the shots", they simply cannot be selected as a target, which would even screw with enemy snipers, hilariously. ** Decent if grots were only a little less crap. As is skip. ** RAW there is very THAT GUYish exploit involving MAKARI with it. Will be FAQed probably but for not do not do it. *'''Tellyporta (2 CP):''' Select a non-{{W40kKeyword|monster}} (AKA not Ghazghkull) ork unit of 20 Power or less (Morkanauts are 19P), and you can deepstrike it, even if it is a transport full of orks. **If you use this on a transport, it will often arrive on turn 2 due to mission restrictions. That means whatever is inside it will attack on turn 3 at best (unless trukkboyz), and <u>Boarding Plank is gone</u>. Keep that in mind. **You can deepstrike a whole Dread or Speedmob, and can use Ramming speed to net the charge. Megatrakk scrapjets are among the buggies that benefit the most out of it, as it's one of the two slowest buggies. Morka and Gorkanauts are also among the only Lords of War that can deepstrike. *'''Lumbering strides (1 CP):''' <u>Pay 1 CP to use the old version of 'Ere We Go</u> rule for Morkanauts, Gorkanauts and Stompas; they can reroll one of the dice for the charge roll instead of both, e.g.: you rolled a 1 and a 6, reroll just the 1. Unknown how it reacts when combined with Ramming Speed but RAW it does. *'''Burn 'em all! (1 CP):''' When a Burna-Bommer attacks with its skorcha missile racks, each unit within 3" of the target (doesn't specify only foe) suffers 1 mortal wound. ** This actually is pretty good as you can bomb something after flying off the board, then come back and shoot a missile at something for mortal wounds. If you hit a unit of Termagants or something, that's 3 inches from the ENTIRE unit, so you can easily hit 5-6 other nearby units. That's a lot of mortal wounds from the 1st bomb and then this strat. *'''Monster Hunterz (2 CP):''' Use at the start of any phase. Select one enemy {{W40kKeyword|Vehicle}} or {{W40kKeyword|monster}} and up to three friendly {{W40kKeyword|beast snagga}} units. +1 to the wound roll when the chosen units attack the target. </tab> <tab name="Wargear"> *'''Cuttin' flames (1 CP):''' Burna Boyz melee becomes AP-2. ''Losing their melee weapon is price of having normal flamers.'' ** Previously burnas had it built in. Now it is strat... Probably tradeoff for d6 12" flamers but still paying CP for something he had build in previously. Not exactly a buff ey? *'''More Dakka! (2 CP):''' A unit's Dakka weapons are considered to be in half range. ''Most Dakka weapons are mounted on fast vehicles and are 30". That means <u>the slowest buggy has a Dakka range of 25", 1" longer than no man's land</u>. Niche. For 2 CP rather underwhelming and useful only on stuff with a LOT of dakka. So probably only some rare Dakkajet situation when you not have him fly close to the enemy.'' ** A little bit on expensive side but can be devastating on say Dakkajet. *'''Cloud of Smoke (2 CP):''' Select a {{W40kKeyword|speed freeks vehicle}} at the beginning of your opponent's shooting phase. Until the end of the phase, any {{W40kKeyword|speed freeks vehicle}} within 6" of that one gets -1 to be hit. Especially good for protecting Deffkoptas, Squigbuggies, Boosta Blastas, Scrapjets and Dragstas, which do not have the inherent -1 to be hit Snazzwagons and Warbikers do. ** It is mostly useful for massed buggies lists obviously. Sadly do not work on Dread Mob guys. *'''Tankbusta bomb (1 CP):''' A model in a unit with the {{W40kKeyword|tankbusta bombs}} unit can use one of these instead of attacking that turn. If the attack hits, inflict 2d3 MW to an enemy vehicle. **not bad to take down something tough with only few wounds left. **models with the {{W40kKeyword|tankbusta bombs}} are Boyz, Kommandos, Tankbustas *'''Snagga Grapple (2 CP):''' Completely unrelated to the still-useless Wartrike's snagga klaw. Select a {{W40kKeyword|beast snagga boyz}} unit at the start of the enemy's movement phase; on a 4+ an enemy unit cannot fall back from it. Doesn't work on {{W40kKeyword|titanic}} or {{W40kKeyword|fly}} models, though it does work on tanks lol. So, <u>2 CP to fail half the time</u>. Epic. ''Can be used with '''Get Stuck In''' to create a big mass of no-falling-back, half the time''. ** Can be used for mind games against desperate breakout. *'''Groundshaker Shells (1 CP):''' Halve the movement characteristic and substract 2" from advance and charge rolls of a non {{W40kKeyword|titanic/fly}} unit when attacked by a 'eavy lobba. ''What units have a 'eavy lobba? That is besides the NEW KILL/HUNTA RIG TM!'' *'''Force Field Boosta (2 CP):''' Pay CP to have the old 5++ KFF. But at least it's not wholly within anymo- <u>AT THE END OF THE TURN THE KUSTOM FORCE FIELD OVERLOADS AND CAN NO LONGER BE USED FO R THE REST OF THE BATTLE</u> '''"Go get fucked. t. GW"'''. ** Frankly new KFF was heavily nerfed. Yes, it is for those inside 6" without wholly, but downgrade from 5++ to 6++ is terrible. We can't get new good things without nerfs it seems. This would be a way to mitigate it for a price, but making it one time only and then render the KFF useless is just a dick move. It can still reap some benefits first turn when enemy goes first and have a lot of firepower but you are paying basically cost of KFF mek on top of 2CP to do it once... Overkill if you ask me. </tab> </tabs>
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