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=== [[Dred_Mob|Dread Waagh!]] === {{W40kKeyword|Big Meks, Gorkanauts, Morkanauts, Deff Dreads, & Killa Kans}} gain the {{W40kKeyword|Dread Waagh!}} keyword, for your inner Mekboy to unleash a whole army of truly ded 'ard Orks. Especially Gork(and possibly Mork)anauts, as this detachment's buffs are ranged for the most part; Goffs looking for melee buffs aren't going to find them here, but other clans, and especially {{W40kKeyword|Deathskulls}}, can make good use of the buffs. * Worth taking if you're taking 3 of Gorky/Morkanauts, or a single SAG with the Shiny Gubbin, nearly useless on anything else. '''Stratagems''' *'''Kustom Ammo (2CP):''' Pick a {{W40kKeyword|Dread Waagh!}} unit in the Shooting Phase. It can shoot twice with all of it's ranged weapons in that phase. **Like a {{W40kKeyword|Bad Moons}} "Showin' Off" that works on a Morkanaut's Kustom Mega-Zappa/Gorkanaut's Deffstorm Mega-Shoota, so they can behave like the small Stompas they are, works for a Mek with Souped-Up Shokka as well if rolls are decent.. though Deff Dreads've neither the BS nor the numbers to make much out of this Strat. ** A '''Deathskulls''' Big Mek with the '''Souped up Shokka''' can fire 2d6 shots, re-rolling 1s to hit, wound, and damage at AP-5, and then do it again with this Stratagem; you can also use a CP-reroll to bump the shots or S up. This will blow away Land Raiders by looking at them, and if lucky (cos Deathskull...) you can wreck an Imperial Knight. Also, as a Deathskull, if you're within 18"... you can snipe a character with enough ordnance to slag a titan. ** For an anti-infantry Mek, give a Bad Moons boss on a Warbike a Kombi-Skorcha with the Blunderbuss for 3D6 Heavy Flamer shots, or 2 Kombi-Flamers for 4D6 autohits. ** The recent FAQs now allow this to be used on Killa Kans to spurt out a decent amount of firepower from a 6 Kan unit. Still probably best used on a Naught. *'''Mek Connections (1CP):''' Used at the end of the Movement Phase on a {{W40kKeyword|Dread Waagh!}} unit next to a '''Mek Workshop'''. If it gets a "Kustom Job", the "Somethin' Extra Special" ability triggers on a 4+ instead of a 6+. **Very on the nose shilling by GW, yet of little value to both Deff Dreads or Killa Kans, which'll be too far away for it to matter, and lack the dakka to make it count. Morkanauts are worthy, and yet you're still paying 1CP for a 50% chance of nothing. ** And don't forget your expensive war machine will spend turn doing nothing waiting for the upgrade... Skip it. '''Warlord Trait - Dread Mek:''' Can only be taken on a model with the '''Big Mekaniak''' ability. Whenever this ability's used on a {{W40kKeyword|Dread Waagh!}} model, it regains +1 Wound. *Synergizes with the {{W40kKeyword|Deathskulls}} Da Fixer Upperz Shiny Gubbin, which together guarantee 4 Wound repairs. Da Fixer Upperz also confer the Big Mekaniak ability on their own, so you could give it to a Warboss and fluff him as a Mekboss. Not saying you should do it, only that you can. * Weak in comparison to other, more viable stuff in the Codex. Skip it. '''Shiny Gubbin - Da Souped-Up Shokka:''' A Shokk Attack Gun with 2D6 shots instead of just 1D6. *A {{W40kKeyword|Deathskulls}} Big Mek with maximum dakka (Warbike's 2xDakkaguns + Mega-Blasta + Souped-Up Shokka) can use the 'Opportunist' WT to snipe SM Lieutenants and above. And he'll be extra difficult to fight against, because he'll be surrounded by big metal boyz he can repair. * Unlike the stock SAG, this thing has a decent chance of actually working. That is actually how a SAG should look like, stock, but alas. Still very random, but finally worth its points. Unfortunately, that doesn't make it worth taking an entire detachment just for that, ''and'' paying CP. So if you took it for something else, take it, otherwise skip it. Alternatively, this's one of the best units Ork have to kill something scary like a Knight, unit of Dragoons or any big vehicle, and's almost considered a 'Must Take' in competitive Ork army lists. *Make the Big Mek your warlord and give him the Big Killa Boss Warlord Trait, so he'll get +1 to wound against vehicles. Then if you roll S2 he's still wounding your opponent's centerpiece model on a 5+, and with a 1 CP re-roll has decent odds of getting a 2+ to wound against Knights. Give him a Grot Oiler to eat sniper shots, because he's going to attract a lot of them. * Although, this gun alone can take out a tank or equivalent in one turn, so for the threat alone it's worth having - watch your opponent turn inside out trying to get out of your Mek's eyeline whilst still being able to hit the rest of your army.
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