Editing
Warhammer 40,000/7th Edition Tactics/Orks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Fast Attack=== *'''Stormboyz:''' Slugga Boyz that pay 3 pts for a freaking rokkit stuck on their backs. They are Fast, really fast, even faster than normal jump pack infantry, (they get to run 2d6, but must take dangerous terrain if doing so) and ded killy with 30 of them, all for not much more than an average boy. With the option to use your Jump pack once per turn you can trade in the 12" move for a reroll on your charge dice that also has hammer of wrath. The guyz can perform insane charges from time to time. When you call a WAAAGH! they can fly 12" then run 2d6 and then charge 2d6 with 1 dice rerollable. That's an average of 23-27" charge range. Watch out for your opponent's jaw flipping the table on the way to the ground when you perform a charge across half the board. Especially effective in an army of footsloggas that lack such spead and threat range. A squad of ~10 stormboyz with a pk/bp nob for ~130 pts is possible to hide behind blobs or in good cover and still be choppy enough to kill stuff dead even after rokkitpack losses and overwatch. But don't try attacking a gunline with five. It's not going to tie them up for a turn. Orks take fire due to large numbers - attacking alone with a small unit they'll get massacred. *'''Deffkoptas:''' Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. T5 and '''2 Wounds''', even though they aren't nobs who fly them. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, especially when accompanying groups that have might not be able to Overwatch, like Burnas and MANz. Their twin-linked rokkits and/or buzzsaws make them good tank-hunters since they can very easily get into a position where they can fire at the side or better yet the rear armor of a vehicle. They can take a 4+ jink but have to fire snap shots next turn. They'll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides, though they can at least glance it to death. The biggest problem from using them is their leadership; basic Ld is 7 and no option for a bosspole, a character or a squad of 10 or more. Meaning they will automatically fail on the Mob Rule table unless they are in close combat (why would you want them to be?) or unless you attach a character on a bike. They should be fielded in small units of 1-2 outside of Apocalypse games.**They got cheaper and weapon upgrades are free! **Alternative take: These guys are jet bikes with scout, meaning that their scout move is 12" or they could outflank. Combo that with the big bombs for s4ap5 lg blasts. If you have first turn scout and take the full 12" movement to see if you can destroy any infiltrators or scouts that the enemy has. if you go second then outflank and use the big bombs to harass enemy GEQs. **Alternative take: These things are great never leave home without them. They are dirt cheap, our best objective grabbers in the game and a perfect suicide squad to absorb overwatch. **Alternative take: Take a single Deffkopta and attach a Warboss on a Bike with a Power Klaw, Da Lucky Stikk and all the upgrades that make him super killy. Scout the Warboss up first turn and get into an ideal position to start krumping turn two, using that Deffkopta as Overwatch fodder. If the Deffkopta is still alive, use it for Linebreaker with a 24" turbo-boost or making a mad dash towards an Objective. **Alternative Alternative take: Take five Deffkoptas, give them Buzzsaws, attach a kitted-out Warboss and Painboy on bikes. Laugh as your toughness 5, 2 wound '''DEFFSTAR''' (it sounds so much better) tanks anything from Lascannons to Thunder Hammers to the face all the while ravaging your opponents [[anal_circumference | anus]] worth of tanks and Space Marines. Just don't send them up against anything with a substantial invuln (+4 or better). *'''Warbikers:''' Really. ''Really.'' FUN. These guys are the core of any mobile Ork army. Surprisingly durable; Toughness 5 for the bikes, 4+ Armor Save base and +1 to cover saves after turbo boosting, which when combined with jinking leads to copious tears when your enemy's guns fail to kill anything. Bikers are also great because they have their hilarious Dakkagunz, Twin-linked, Strength 5, AP 5, and Assault 3 lets you move 12", send home (on a normal squad) about 3 really solid shots into the infantry you're assaulting, and then crash right into the opponent's lines and send thirty Furious Charge attacks their way, plus some Initiative 10 Impacty goodness. The only obvious downside to the Bikers is their point cost. They are really pricey, at 3 times the cost of a normal Ork Boy, and their squads are only practical in 5+ man squads. They are best for larger games, where they can safely suck up points and use their Nob+Bosspole+Power Klaw to full effect, but using "Look Out, Sir!" is only for dire circumstances. Watch out for stuff that ignores their cover saves. Heavy Flamers will ruin your Bikers' day, just like they do to all of your infantry. On a final note, you CAN field squads of 12, letting you use Mob Rule, but they become nigh-impossible to move without getting stuck in terrain or moving into the open. However, thanks to their 4+ jink cover save (come on, you're BS2 TL, of course you take it), they're a lot more survivable out in the open than your Boyz are. *'''Warbuggies/Wartrakks:''' Now that twin linked rokkits are free and the squadron can outflank, Buggies are extremely useful as a cheap distraction unit, and also has a high chance of stripping some hull points to boot. Their speed and ability to provide support weapons are very useful to the Ork advance, but are rivaled by their cousin the Deff Kopta. The Big Shoota adds little beyond normal Ork shooting. The Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles. A good tactic is to use two Big Shootas and two Skorchas. Any more Skorchas likely won't get in position and will waste their shot, whereas one or more Big Shootas can continue to fire regardless and make the unit useful. **'''Warbuggies vs. DeffKoptas:''' While they aren't quite as good at moving into a position where they can strike at an enemy vehicle's rear armor as Deff Koptas (since terrain is actually a problem for them), Warbuggies are vehicles and don't struggle with leadership like Deff Koptas do. In regards to durability, S4 weapons glance Buggies on a 6+, wound Koptas on a 5+. S5 weapons wound Koptas on a 4+, but now start to pen Buggies on a 6+. Open-topped means a heavy bolter can blow up the Buggie, whereas S10 is required to ID the Kopta. On the flipside, S3 weapons can still wound the Kopta while doing nothing to the Buggie. The Kopta can jink, however, thus increasing the chance of your opponent wasting shots. But 1-2 casualties means they will most likely fly away and never come back. Buggies can lose most of their squad and one will still be zoomin' around and shootin' stuff. Then there's close combat. Vanilla Marines hit Buggies on a 3+, glance on a 6+, and receive no damage (unless a powerfist blows one up). They hit Koptaz on a 4+ and wound on a 5+ (to a 4+ save) then take some shots from the pilot. Plus Koptaz can shoot at vehicles then charge them to finish the job, or charge units to keep them from shooting for a turn. The Buggie gets left out in the cold there, with no ability to tank shock and ram (wishlist). Warbuggies can upgrade to use Skorchas (getting the Trakk upgrade in the mix), so it does have a weapon option the Kopta doesn't (and a fairly significant one on such a fast platform). So which one is better? Who cares? Take both. **'''Unit Synergy:''' Rokkit Warbuggies make good escorts for Battlewagons, on the accounts of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. Warbuggies provide much-needed anti-tank firepower for Zhadsnark lists, while maintaining a low-enough profile that one can easily provide cover saves for the Buggies by using Bikes to screen ''them''. **'''Trakk Upgrades:''' Basically works like Reinforced Ram, allowing re-rolls on difficult terrain. Upgrading to a Skorcha includes Trakks in the cost. ***You can now take up to 5 Buggies in squadron. *'''Dakkajet:''' (Fighter) AV10 flier with two S6 assault 3 supa-shootas attached. Spend 20 points on a third supa-shoota and 15 on a flyboss for +1 BS against air targets (which includes skimmers and jetbikes too). Thanks to Death from the skies, Fighters now have a -1 BS against ground targets, but with built-in Strafing run you're shooting them with BS2 all the same. Against Air targets the hilarity grows, if you use formation bonuses. Add in Unmerciful attack pattern, and hammer those jets with a successive rounds of BS3-BS3-BS4 TL shots. Declare a Waaagh! and you go from 9 to 12 shots that turn. If you want you can go ahead and paint it red too for 5 points, just to get that incredibly-important extra inch, especially when you can fly 36 inches already and you need to throw away five points. Can be a rape machine against infantry, light vehicles, and air targets in the proper formation. Only downside is starting in reserve. Contrary to popular belief, they are passable at shooting down enemy flyers. Dakkajets are probably the squishiest flier in the game and taking one against an opponent without anti-air is not too unbalanced, especially against MEQ's. However, with their 110 points they're at the cheap end of the price scale, along with the Space Marine flying bricks. **'''Anecdote'''- my Dakkajet has taken down Flyrants, Flying Daemons, and the occasional Daemon Prince. If you need anti-air and you want Lootas to shoot elsewhere, the Dakkajet is your boy Unless you can't be bothered to take a battery of Traktor Kannons (see below) or you can't afford the Β£28 price tag on a 40 point model. *'''Burna-Bomma:''' (Bomber) A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry and light-vehicle eraser that the Orks don't necessarily need, but love to take anyways. It does have a lot of ignore cover weapons, which is a Gork-(or Mork-)send against pesky, jinking skimmers and jetbikes. It can take up to 6 Skorcha Missiles as well, but don't get too much carried away with it; usually you'll end up dead/off table before you could use all of them. That being said, there's some merit to slamming every Skorcha missile into a prime target (heavy support infantry in cover, huge tarpits, jink-happy things, T5 Tyranid squads) on the first change you get. Ork flyers aren't typically tough, so squeezing every point out as soon as possible may maximize your value. *'''Blitza-Bomma:''' (Bomber) Is suddenly absolutely amazing. Its bombs now strike at S7, ap2, Large blast and Armorbane, so it can fuck up just about anything you point it it. And as dropping a bomb is not technically a shooting attack - it's a bombing run - it can target invisible units and the enemy can't opt to jink against it. Add in the flying patterns' Ignores Cover or Tank Huntesr bonus to remove nearly any kind of enemy armour around. Still has the table of fun things that can happen when you drop the bomb, but you're Orks and you live to watch your own dudes self destruct, so that shouldn't be an issue. Rolling "dakka-dakka-boom" got even better, as the free gun hits now get automatic back armor, but it sadly doesn't work RAW cause you won't be able to draw line of fire from its weapons after it's finished the move over an enemy, so make sure your opponent doesn't mind a little RAW violation as codex writers might have overlooked it. With the nerf to "Waaagh Plane" hurting the dakkajet really badly, the blitza-bomma's time is nigh. Great distraction to draw fire. *'''Wazbomb Blastajet:''' (Attack Flyer) The Wazbom Blastajet is an interesting Ork flyer, which also happens to look totally badass. It contains an impressive amount of dakka, coming with a Smasha as well as a Twin-Linked Kustom Mega-Kannon as default, which can be swapped to avoid gets hot with a twin-linked Tellyport Mega-Blasta for peanuts. The only problem is the range on the Smasha and the Tellyporta don't synergize all that well, so take it for what you will. The good thing is that the Tellyport Mega-Blasta is affected by both the Waagh Plane special rule and the More Dakka Wing Leader ability. If you happen to have both, feel free to rake the battlefield with 3, potentially insta-gibbing blast markers! You can take a Twin-Linked Supa-Shoota with Interceptor at the fairly expensive price of 20 points if you're really worried about other fliers. The Blastajet also comes with a Stikkbomb Flinga, which can be used once per each shooting & dogfight phase for a 5+ invuln save against a glancing or penetrating hit. Perhaps more interesting is that the Flinga can be swapped with a Kustom Force Field, but at the cost of 25 points. This seems to be for the purpose of running the jet in a wing or with other Ork flyers, but by that point you've probably sunk 300+ points into the damned things (the fully decked out blastajet is almost 200 points by itself) only to have their crummy AV10 cause them to fall out of the air anyway, and in my experience my opponents have typically wanted this thing dead. ====Forgeworld==== * '''Warkoptas''' (6th Edition Dread Mob Update): 1-3 AV10 Skimmers that can carry 10 models (except MANz). The basic guns on these guys are a Big Shoota and a Twin-linked Deffgun. It can swap its Big Shoota out for the other basic heavy weapons, and while that's okay for infantry popping, you're gonna want more. GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but if you roll double 1's, it's automatically destroyed (a Mek can still repair it). Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spare time! **'''Note:''' If you don't like the idea of using AV10 transports, check out the Heavy Support section. The ork codex might give you the idea that this and the battle wagon are our only transport options. But the truth is that we have the most transport options avalable of any codex in the strange thing is most of them are crammed into the heavy support section. *'''Fighta-Bommer:''' Your Focke-Wulf. The '''FOUR TWIN-LINKED''' big shootas are kind of good for hammerin' out dice at everything, but as most flyers tend to have AV 10 somewhere, they'll still ward off most fliers, as long as you attack the weak areas. Additionally as far as aircraft go they are pretty damned tough mofos, but the main reason you want these is the absolutely nasty ordinance they can carry, Grot bombs are more outright destructive but can't be used against aircraft while rokkits can bring the pain to anything in the game. Shame about the limited ammo though. With Imperial Armour Aeronautica, these ground-pounders do best loitering around the battlefield and waiting for the perfect time to strike, then heckling and drawing fire. Honestly, it feels a little underpowered, but can still serve as an anti-armor Burna-Bomma. Use it as a Fighta-Bommer ya git! It's in IA:Aeronautica, and it allows ya to use it in regular games. It's even got amazing Apocalypse-only munitions. Man up and don't use any panzy Burna Bommer. Pretty much to closest thing to a Thunderbolt the Orks will get, while other units can do one thing better, the utility of the Fighta-Bommer allows you to use it in anti-infantry, light anti-tank, and air-superiority duties. *'''Fighta:''' Your Messerschmitt. Pretty useless now since the Dakkajet does everything it did better, can be upgraded to BS3, and isn't Forgeworld. *'''Grot Mega Tank:''' (Imperial Armour Apocalypse II) This is an interesting vehicle. The Mega tank has the same 5+ invul as its smaller brethren, but is still too fragile with 12/11/10 and only 3 HP. It mounts 5 Killa Kan weapons, 2 of which are Twin-linked, and it has BS3 and fires weapons independently, which makes it potent on the battlefield. It's pretty cheap, but its point cost reflects its survivability. Auto-comes with a Dozer Blade, Reinforced Ram, and Grot Riggers, meaning it [[meme|does as it pleases]] and has a chance to recover when the the enemy decides to [[Meme|FIRE THEIR LASCANNONS]], but it ''is'' still Armor 12 11 10. Boom Kanisters help deter those pesky Meltabombers and Haywire-welders, but don't guarantee anything. You need to take a mob of Grot Tanks alongside it, so you already have a cover screen (pray for some 4-ups!). **'''Unit Synergy:''' You need to dish out weapons amongst the Grot Tanks and the Mega Tank equally. Form them up and give them fitting weapons for what you want them to do. Remember you lose 5 of 'em when your Mega Tank becomes shaken. However, as it is able to independently fire all of its guns, adding a mix of various weapons remains a viable possibility. Staying in the middle of the field, it can then rapidly respond to a variety of threats. Modeling note: These are VERY fun to model on your own and are easy to do. I suggest you make your own instead of buying from forgeworld.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information