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====Forgeworld==== *'''Big Trakks:'''AV 12 front. Can be taken in squadrons of up to 3. This is the variable-use workhorse of the Imperial Armour 8 vehicles list and the next step up in durability from a Looted Wagon. The Big Trakk can also take 'ard Case, which makes it a inferior as a transport, but tougher as gunboat. Your first choice should be to give one of these a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody with Orky Earthshakers (which you do). Remember that you can have three in a squad to manage your Heavy Support slots. They will probably be dead by endgame, too, so try not to deck them out too hard. **'''Transport:''' These vehicles are somewhere between a Battle Wagon and a Trukk. They give a significant armor bonus, and can mount 4 infantry-portable weapons just like a Battle Wagon. If they are Open-Topped, they make a good assault transport, but they are still vulnerable to Lascannons in ways that Battlewagons just aren't. Due to the changes to scoring in 7th Edition, using a Big Trakk as a point-taking cavalry is a good idea, particularly because of how well it deals with terrain. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing onto a point, and drop out a 12-ork squad of Burnas with a Mek to point-guard while the Trakk deals metric tons of lighter Snap Shot firepower. The greater ruability of the Big Trakk paired with a mek or two could really earn their points. This strategy is untested. **'''Dedicated Anti-Tank-Weapon:''' You can slap a Big Zzappa on this thing (works just like a regular Zzap gun, but with more range and d3 shots), along with up to ''4'' Rokkit Launchas. That's potentially 7 shots per turn, 4 spelling doom for light armour, d3 being anything from s5-10. ***While a Big Trakk with just the Big Zzappa is actually ''cheaper'' than an un-upgraded battery of Zzap guns, it also has a random number of shots each round, has to deal with the drawbacks of not being crewed by Grots (namely, BS2; but then again, you also can't fry said Grots) and is a lot easier to destroy. On the plus side, it can be repaired, and if you choose to pay for the upgrades, you can slap the aforementioned 4 Rokkit launchas on it (note that it comes with 2 Big Shootas inbuilt, so you already have a good measure of protection against 'Weapon Destroyed' results). Best set up behind an Aegis line, with a squad of Lootas (including a Mek or two) nearby to facilitate repairs. *'''Mega-Dread (Imperial Armour Apocalypse II):''' This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death. The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and has base strength 10 making for a tasty HoW. Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Twin-linked Supa-Skorcha that will make MEQs do the burny dance like there's no tomorrow, but the Killkannon can eat Marines at farther ranges. Don't even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24"), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers. *'''Kustom Meka-Dread (Imperial Armour Apocalypse II):''' A more badass cousin of the Mega-Dread. It can take a Kustom Force Field, freeing your Big Mek to be doing other things, and providing more sorely-needed 5++ protection for your force. The Mega Charga allows you to have Fleet, which is nice because the Meka Dread should be in close combat all the time (rolling a 1 really sucks, though). The Rokkit-Bomb Racks counts as Lobba that can fire D3 shots a turn, but it has 1/3 chance of running out of ammo any time you fire it, so it tends to be a waste of points. Remember, then, to only take the KFF. It can also replace one of its Rippa Klaws with a heavy weapon (Rattler Kannon recommended), though you may want to keep the close combat krumpiness. And holy shit those Fixin' Klaws! It adds '''2''' attack on the charge, ''and'' the Meka Dread can attempt to repair itself. An AV 13, 3 HP, 5 S10 AP1 attacks, self-repairing monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and needs at least one other Mega-Dread in your standard Ork army to be taken. **'''Vanilla Kan Mob:''' If you don't wanna play around trying to get a version of Imperial Armour 8, get a taste of what you are missing by making the most of your Kustom Meka-Dread's Kustom Force Field (which you took, right?) by surrounding him in Killa Kans. The Kans can screen shots for the Meka-Dread, which will inevitably draw a lot of fire anyway (so circling the wagons isn't exactly a worse attention magnet). The Meka-Dread will give the Kans a 5++, which makes them much more survivable and gives them more time to make good use of their BS3 weapons. Since cover saves stack, your Meka-Dread will be getting 4++, on top of all of its already impressive durability. **'''7th Ed Shenanigans:''' With the revision to how Grot Riggers work, its possible that you could give the Meka-Dread the ''It Will Not Die'' special rule, instead of the older 5th Edition version of Grot Riggers that Imperial Armour 8 assumes. This means that, in addition to the Fixin' Klaws repairing the Dread, you have a 1/3 chance to automagically regain an HP at the end of your turn. *'''Gun Trukks (Forge World):''' These are bog-standard AV 10 all-around Trukks, but with bigger guns in them. Big Lobbas are great for softening up those shooty units that won't stand still long enough for you to charge them, and the large blast makes those scatters a little less painful. You can also take a Supa-Scorcha, creating a fast vehicle with a s6 ap3 template weapon that HAS to be dealt with, taking attention off your important units. Note that these trukks can be put in a squad of up to 5 in a single force organization slot. **'''The Mek Gunz Comparison:''' With the advent of the 7th Edition codex, the orkish field artillery got a whole lot better. When choosing between the new Mek Gunz and the older Gun Trukks, you will need to consider their place in your army. Gun Trukks bring a different variety of weapons to your army than vanilla Mek Gunz, namely kannons and mortars. Mek Guns the benefits of the Artillery unit type namely a large pool of expendable crew, while Gun Trukks enjoy greater mobility. *'''Flakk Trukk (Imperial Armour - Aeronautica )''' This was the primary orkish ground based anti-aircraft unit before Traktor Kannons, it is still not bad. Instead of having two twin-linked Heavy 2 guns like the Hydra, the Flakka-Dakka gun just has a single Heavy 4 weapon. It's very useful against infantry in a pinch, just like its Imperial counterpart, but its lack of twin-linked goodness causes it to suffer somewhat in accuracy. The reason you don't just go straight to a guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka Gunz can move flat out ''and'' fire their weapons, provided their target is a Flyer. This can let you keep up with a Flyer ''and'' move across the board to hit some rear armor next turn. The front and side armor is also higher than a Trukk, and you can get a co-axial bolter to spot for you, giving you that twin-linked goodness you so desperately need (and trust us, with Orkish aiming skills, you need it.) Put on a troll face for when you blast those hideously expensive Thunderhawks out of the sky for a fraction of the price. **'''Alternative take''' Just use loota's in a trukk. They also use a heavy support slot and you get more dakka for your points. **'''Anuver Alternatif?''' Why chase fliers all over the table? Stick a Big Mek with KFF and Gitfinda in an Aegis Defense Line with an Icarus Lasscanon. Up to three ammo runts for to-hit re-rolls, if you feel like it. That's between 175 and 184 pts but it can give a red nose to any enemy flyer AND to any enemy AV14 vehicle virtually ANYWHERE on the table within LOS. Remember that your orks will also allways need effective long-range anti-armour support. 175/184Γ·2= 87/92 pts for each capability (AA and AT). You can drop the KFF if you still think it's expensive (125/134Γ·2=63/67 pts) and it will remain more survivable than any Flakk Trukk or Flakk Trakk. It can't move but it doesn't have to either, because of the 92 inch Icarus fire range and because you wanna shoot every turn with BS3 anyway. Place it on an objective in your backfield. It is a relatively small and difficult target for even large-blast barrage weapons and at the same time is not too expensive so as to be considered a DEFFSTAR. This set is by no means a game-winner either, but after you popped his first Stormraven/Land Raider (maybe even on turn one if you're lucky), it will become a huge distraction for your oponent and would have already redeemed its points-value. This is a virtual heavy support that doesn't compete with other heavy support choices for a slot in the FOC and threatens flyers and tanks at the same time from the very begining of a game. Oh! By the way: Scratch-build the Aegis and Icarus models in orky fashion, out of a discarded lascannon and some unused imperial dozer blades. It'll be money-wise more economical than any FW/GW product. Now you tell me: how's that for a combo? *'''Flak Trakk (Forge World):''' AV12 front. Just imagine a Flakka-Dakka gun on a Big Trakk and you are done. *'''Gun Wagon (Forge World)''' Av13 front. It's an AV13 Battlewagon with half of its transport capacity and less gun options, that can be bought in squads of 3 for twice the cost of a Trukk. This thing might be called Gun Wagon but it doesn't have to take a Big Gun, and it is actually not bad transport capacity for its point cost. These guys are a venerable Forge World model, from days long past. *'''Lifta Wagon (Imperial Armour Apocalypse II):''' AV14 Front. An other unit that took a huge hit with the IA Apocalypse update. It's a Battlewagon with ''motherfucking titan weapon'' strapped to its back. Unfortunately the Lifta Droppa got nerfed into the ground. Now, in contrast to the proppa version of a Lifta Droppa, it gently moves vehicles a few inches. It only hit on 5+ now (but Mork save you if you roll a one), but it deals d3 Glancing Hits or a single Explodes! result regardless of what you roll on the scatter die to move the vehicle. The enemy can take Cover Saves against the Lifta Droppa, so be wary of terrain, smoke, sneaky Eldar Fields and Jink saves. It can also target Flyers now, but snapfires. Almost too random for its cost, even for the most mental mekaniaks. *'''Big Squiggoth (Imperial Armour Apocalypse II):''' A monstrous transport, this is an odd one. Check your rulebook nope you are not mistaken that creature type does not exist so expect a lot of strange rule situations with this one. FW makes 'em but they can also be made out of old dino toys, green stuff and plasticard if you're the inventive sort. It's a big dumb beastie that's part angry dinosaur, part tank. Treat it like a support Carnifex that can eat almost all the dakka sent at it with impunity (although the [[Dark Eldar|spiky panzees]] will love you for fielding it), then dive into a squad of (nearly) any infantry and mulch it while the 15 boyz up top either hang out the top shouting expletives or pop out and support it. Unfortunately the daft thing needs some encouragement to not run away with its pathetic LD 5, so your Boyz may need to get stuck in with it, if only to provide ''emotional'' support. It can carry a small artillery piece (in the Kannon, Lobba or Zzap gun variants), and it has Dead Space Marine<sup>TM</sup> barding providing a nice 3+ save. At WS2 they don't hit much in close combat, but conversely with Toughness 7 it also takes a lot to wound it back. That said it has a few tricks up its sleeves to offset the poor Weapon Skill: Trample gives you d3+1 Hammer of Wrath hits when you charge in, and the Wild Rampage rule gives it d6 additional attacks (much like a Chaos Spawn) on top of the measly 2 it has base, after losing at least 1 of its 6 wounds. Lastly, for 15 points more, the Snakebitez can jam-pack it full of <s>[Doomrider|cocaine!]</s> dodgy drugs that send it into a tizzy, letting you roll once on this chart after deployment: # Start the game with one less wound! Unlucky, but thankfully can only happen once. On the plus side Wild Rampage is now active from turn one. #The drugs make the Squiggoth go all red, gains Fleet. Very useful, but maybe not worth 15 points. #Lets you re-roll the dice determining the amount of attacks for both the Trample and Wild Rampage rules, vastly improving ability to dish out damage. #Preferred Enemy (Infantry). Being a bit more reliable in close combat isn't a bad thing, but it's not ''that'' great either. #FNP (5+), aww yeah! You can't get much tankier than that! #You lucky git! You get to roll on this chart again, ''twice''. Any more 6s are re-rolled until you get any other result though, no exploding dice. *'''Grot Bomm Launcha (Imperial Armour 8)''': Forge World still produces these. Used to be unknown where they fit, but ITC places them here in Heavy Support, squadrons of 1-3. Basically a Buggie with a Shoota and Grot Bombs: 24-72" S8 AP3 Barrage Ordnance pie-plates, which count as Twin-Linked but can only fire once per game. Hilariously cheap for something that can evaporate entire squad of marines in a heartbeat, or blow holes in any vehicle. Once they launch all their bombs, you can Flat-Out the buggies into the middle of battleground, blocking enemy paths and LoS like those pesky Humie Land Speeders.
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