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====Forgeworld==== *'''Grot Tanks:''' An odd unit. You get ''another'' vehicle squadron of 2HP Armor 10 all-around Metul Bawkses, seemingly the Orky specialty. They get 5+ invulnerable. saves from all shooting attacks that ''aren't'' Ordinance, Destroyer, or Armorbans which is uncharacteristically neat. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill. Having BS3 gives them an advantage to using Orky weapons, all of which are listed below. The Grot Tank's only real caveat is their unreliable 2D6" movement. Plus, if you roll double-ones, one of them takes a [[FAIL|Penetrating Hit]]. Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations. ''Modeling note: Don't bother with Forgeworld. Easy to build and make look better than Forgeworld for MUCH cheaper.'' **'''Unit Synergy:''' Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing. Additionally, since these guys count as Elites, you can exchange them with Warbuggies and vice versa to swap similar units around your force organization chart. ** Can prove to be more useful than Kans due to higher numbers, a full squad of 6 can pack 7 weapons as opposed to 3 and becomes far more deadly. This will cost you a lot more points-wise, so take that into consideration. Decide what you want them to do and use a squad of Kanz or a Mega Tank with different weapons to balance out. Keep some Meks close by though. **'''Grotzooka -''' 14 SMALL BLASTS! Fucking cheese, especially against horde armies like 'Nids. Simply smack them into the centre of the mass and drink your opponents tears. **'''Big Shoota -''' Owing to the BS3, this makes for a nice little way to hurt enemy infantry and be more threatening to enemy vehicles while saving on points. **'''Skorcha -''' You still need to get close, and given the variable movement, this doesn't seem very useful when you could be bringing the dakka at range, but if screening your boyz, might be good to ruin up a critical unit before a charge. If they haven't been destroyed first... **'''Mega-Blasta -''' Still comes with the risk of getting hot, and with the risk of rolling double 1's on movement means that this makes your tanks even more [[Fail| fragile]], although the 5+ invuln at least gives you a chance to save it. Not worth the risk and points. **'''Rokkit Launcha -''' Fantastic at ruining a vehicles day, especially with working alongside Deffkoptas. Chuck out some rokkits to the front while the Deffkoptas roll for [[FATAL| anal circumference]]. However the Str 8 AP3 also means they are superb at crippling Marines or any other toughness 4 units too. *'''Mekboy Junka:''' The Mekboy Junka looks like an Ork Looted Wagon with a price hike on it in exchange for getting three Big Shootas and a quirky Turbo-Boosta ability; the Turbo-Boosta lets the vehicle elect to become Fast on a 2+, but risks Immobilization on a 1 (fortunately without HP loss), so having Mekboys on-hand becomes paramount. This vehicle has a lot of options to the poi that that it looks like it ''cannot'' decide what it is or it wants to do, and it's very easy to get carried away on spending points to upgrade it. The question then becomes what you want to do with this customizable vehicle. *Supa-skorcha? **Big-Zzappa? **''Kustom Force Field?!'' **'''Two Grot Bombs:''' The alphastrike option, a Mek Junka can take two Grot Bombs for the cost of a Trukk. Though it can only fire one each turn due to them being Ordnance, they provide a cheap and relatively accurate barrage weapon, allowing for the ability to murder Power Armor or chip hull points from vehicles, all while ignoring intervening cover. Don't feel bad about only having two bombs; it's not like Junkas are durable and meant for protracted engagements. ** TURRET-MOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some pretty heavy ordinance. ** Don't forget that it also counts as a dedicated transport for a Big Mek, so you can have one without it eating up your precious Elites slot, so long as you have a Big Mek. (And you do have a big mek, right? What self respecting Ork army doesn't have one?) Just remember to not actually put your Big Mek in the Junka, because that consolidates your KFFs and negates the whole point!
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