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=== Lord of War === ''Note: Don't waste yer [[toof|teef]] on da stuff [[GW]] sells, an' don't get yerself arrested punchin' out dere teef neither. Make yer own lords of war. Ell more den wun git built imself a stompa outa a mister potato head!'' *'''[[Ghazghkull Mag Uruk Thraka]]:''' Inexplicably moved to Lord of War, despite his profile remaining the same as before... He costs a metric shitload, but his 5++ Cybork body has been nerfed to a FnP 6+. He's immune to Instant Death and is a close combat monster on his Waaagh!, which makes his 2+ save into a 2++, and due to his Warlord trait also grants Fearless to the army with his sheer amount of power and beef, but watch out, as it only lasts one turn now instead of two. In his Waaagh, Ghazzy can take on almost every HQ in the game in a 1-on-1. Take him when you absolutely positively got to kill anything or anyone in a challenge. Be wary of Eternal Warrior with 3++ or better foes (he will get crushed every time guaranteed) and you won't have to worry about anything other than incredibly unlucky/lucky rolls. Feel free to give him a Nob guard for some Look Out Sir! meatshielding, so you can direct his phenomenal number of Power Klaw attacks into whatever you want to die without worrying so much about the initiative problem. ''Prophet of the Waaagh!'' is now not as shitty, as it allows Mega-nobz and Ghazzy to run on that turn (in addition to the usual Ork effect of allowing charges after running). **Don't forget to give him an Attack Squig! Now that Ghazhgkull can take anything from the Runts and Squigs section, there's no reason why you shouldn't buy him a pet squig to help him tear shit up in close combat. *'''Gargantuan Squiggoth IA 8:Raid on Kastorel Novem:''' A fun, strange and sadly overcosted unit. Gargantuan Creature and counts as an open-topped transport that moves 20 boyz straight into the thick of the fighting, then beats up on people with super-high strength attacks at ''WS 2'' (thank Gork for the Stomp attack). Ignores strength 4 and below attacks, making [[Awesome|bolters useless]], and since it's a gargantuan creature, poison and sniper weapons can only hurt it on a six. Can carry bigger artillery pieces and two of them to boot, as well as 6 passenger-fired Big Shootas. Armor save poor for what will come its way. The only big downside (aside from its point cost) is the huge fire magnet taped to its back. Deathmarks, Vortex Grenades, Railguns, Hammer Blows, Dreadnoughts, and pretty much any other high-strength weaponry will ruin it's day. Even '[[Autogun#Autocannon|Autocannons]]' will ruin your day. Three Defilers, Ironclad Dreadnoughts, or enemy Deff Dreads will just outright butcher you. ====Stompas==== *'''Stompa (Codex: Orks):''' a massive superheavy walker with 13/13/12 and 12 hull points. it comes equipped at with a Supa Gatler, 3 Supa Rokkits, a few Big Shootas, and a Skorcha. Not to mention the S10 AP1 goodness that is the Deff Kannon. But this comes at a cost of 770 points- and for 30 more points, it can have ''It Will Not Die''. Oh, and the Supa Gatler cannot pump out infinite shots in a single phase anymore. It's 3 shots at S7 AP3 Assualt 2d6- each 2d6 can be fired at a different target. However, after the first firing, a doubles roll for number of shots causes it to run out of ammo. ** If you have access to IA8 and don't mind using some of the stranger rules Forgeworld has to offer, then go with the Kustom Stompa. It gives you more upgrade options and is cheaper in points. even if you made the exact same Stompa for around 170 pts less. See below for more info. **One of the nastiest things you can do is fill it with as much meks as possible by using several 5-man squads of Burna Boys/Lootas with 3 Meks in the Stompa, mek boyz and big meks. Depending on the Stompa load out, that's up to 18+ repair attempts a turn, making it all but impossible to destroy the Stompa unless you manage to do it within a single turn. And since superheavies ignore any vehicle damage except loss of hull points, you don't even have to worry about accidentally bangin' yer own krew ova da hed wiv a spanna (Dem softies shoulda stopped kumplainin' ennewayz). **Really don't get carried away with it. I assumed it was indestructible the first time I used it and it lost all 12 of its hull points during Turn 2 in a 1500 point game. Surround it with enough Ork Boyz to protect it from any ridiculous anti-armour units (hyper-upgraded Hive Tyrant and 3 Tyrant Guard with crushing claws), since even the most OP unit isn't going to get through 30 Fearless Orks in a turn. It shoots better than it fights, remember that. Although, to be fair, it did annihilate the Tyrant back by standing on him. *'''Kustom Stompa (Forge World):''' An interesting and varied titan choice. This unit was designed to be fully-customizable Stompa-maker for kitbashers and kustomizers, so that you can build goofy Stompas and make them game-legal (with fair price tags). These guys can do anything you want, including bullet-spamming, pie-plate dropping, and [[Rip and tear|rip-and-tearing]] (for the right price, of course). The only problem is that this Stompa is generally weaker-skinned than other Stompas, having fewer Power Fields than the Big Mek Stompa and fewer Structure points than some of the other Stompa variants. All this compounds with the points cost if you go overboard on the guns. And you ''want'' to go overboard on the guns. ''So much.'' All-in-all, this is unit is whatever you want it to be. Send cheap hordes of them armed with Titan CCWs at your enemy, or stand back and watch just one release game-breaking firepower from functionally ''6 main titan-class weapons '''at once.''''' Definitely lives up to the classic Gargant name in terms of [[Dakka]]. ** NOTE: You can give this thing '''3 Gigashootas''' allowing for '''18D6 Str 6''' shots per turn! *'''Klawstompa (Forge World):''' A cheap (points-wise) and fun titan. You can make one by taking a Kustom Stompa and equiping it with two (Str D) claws. It doesn't have his own entry in the book, but it should, since it's so different from a normal Kustom Stompa. You will miss out on most ranged weapons, but it gives you close-combat buffs instead and the option of a guaranteed 12" charge range upgrade. This makes him a close combat monster, but still has the option of a big flame-thrower S6 AP3 Hellstorm-template weapon. Who doesn't want automatic S6 hits? Bonus hint, always equip it with an other cheap ranged weapon to do the Imperial Knight Stubber Trick. *'''Buzzgobs Mek Stompa (Apocalyse, 6th Edition Dread Mob Update)''' So you want a Stompa with all the gunz, but you don't want to pay the points for it. Don't worry Buzzgob might just know the way to smuggle one in using the ITC rulings. More on that later. This is your goofy and shooty Titan. Comes with Lifta-droppa, for dealing with those pesky Land Raiders, and an extra shield for soaking up those Volcano Cannon kame-hame-has coming your way. Unfortunately it's not that good in practice, given the high points cost and the fact that its single-shot strength-D Gaze of Mork and Lifta-droppa both have to hit on BS2. The best thing you can do is stuff it full of Lootas and Meks to keep it moving and give it an all-around shooting boost. **'''How to get it for a discount'''. Play the ITC rules and get it as an upgrade for Big Mek Buzzgob and get a stompa as a 300 point upgrade. You will have to know the secret link to this outdated FW document and you will have to use multiple dubious interpretations of the text in but that doesn't matter for the ITC. If do use those rules Buzzgob can sneak one of those monsters in and you will now have a stompa that is not in the codex or any supported document. Here is the link: [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf] ====Tanks==== *'''Kustom Battlefortress: (Imperial Armour Apocalypse II)''' the Battlewagon's super heavy big brother. They are and look like looted Baneblades variants. Use it exactly like you would a regular Battlewagon, just on 'roids. Has a massive 30-man transport capacity, Open-Topped by default, and comes with 3 Big Gunz of your choice, mix and match, built right into the starting cost. You can pay to replace the Big Buns for ''bigger'' gunz (sacrificing some transport capacity for certain guns) or enjoy the novelty of having a relatively cheap Super-Heavy that can take 30 Boyz into the thick of it (likely) unharmed. A wide array of options for pintle-mounted guns are also available, just in case you want to add more dakka. **'''Note 1:''' This is also a legitimate way to take Grot Bomms, as they currently have no CAD slot on their own, but can be mounted on this. **'''Note 2:''' A Kustom Battlefortress setup with Kannons, Supa-kannons and max rokkits makes the Battlefortress one hell of a Gun-wagon, but still pales in comparison to the Kill Bursta. *'''Kill Tanks (Imperial Armour Apocalypse Second Edition):'''These come in three flavors, the '''Kill Krusha''', the '''Kill Blasta''' and the '''Kill Bursta'''. Creative, yes. One thing of note is that all of these can transport up to 12 models and count as open topped. So those of you who take battlewagons filled with nobz equipped with killkannons, go nuts, these can do the same but better. Oh so much better. **A note on the kill tanks: they ONLY count as open topped for the purpose of embarking or disembarking. Every other rule regarding O.T is ignored. ** '''The Krusha's''' Kannon comes with a variety of sexy shells which are all pretty good, but still no Bursta kannon. The main two are Boom Shells ('''60" range, S8 Ap3, 5" Blast''') and Tankhammer ('''S10, Ap2, no blast''') while the other two are pansy anti-infantry crap that you'll never use. The Krusha Kannon (and Kill Krusha itself) can go a little wonky on occasion, so be mindful of how much pressure you put on this tank to perform on the front lines. This tank, more than the others, is an up-scaled [[Leman Russ Battle Tank|Leman Russ]], a Apocalypse-scale middle-range Main Battle Tank. It should be in the front, heckling "classic" tanks while avoiding the [[Baneblade|Apocalypse heavy-hitters]]. ** '''The Blaster's''' Giga Shoota is somewhat meh, giving you 6D6 S6, Ap4 shots. In theory that should be nice. Mathematically, the average is 21 shots, and 90% of the time you should get at least 16. However, when it really matters rolling a few ones can make his thing next to useless. In general this tank supports infantry advances well, and tends to eat enemy infantry and light vehicles. Though Apocalypse being what it is, those two tend to come in bushels or not at all, relegating this behemoth to lumber behind your Green Tide and protect it from other infantry-eaters. It's not ''bad'', but for the points you spend on a kill tank, there's so much better: ** '''The Bursta''' is where the real class is , although for some (complete bullshit) reason it comes with the actually good (see below) Belly Gun as standard and you need to buy the motherfucking Bursta Cannon. Anyway, once you've bought it you are able to seriously bring the pain. It's essentially a [[Vindicator|Demolisher Cannon]] on steroids. It only has a 36" range, but it's a '''Destroyer weapon with Ap 2 and a 7" Blast'''. And it is pure ''fucking'' class. It'll blow MASSIVE holes in ''anything'' you point it at. Terminators? ''Land Raiders?'' Pfft. '''Fuck''' that shit. All dead in one shot. If you can land ''one blast'' on a reasonably pricey unit, you'll pay for it twice over, and that's why the Bursta's amazing. Particularly if you scratch build them (and why wouldn't you? You just need a box with tracks and a ''big fuckin' gun''), then even getting them Laser-Destroyer'd in the second turn after you rape an HQ/terminator/GK paladin/ANYTHING squad is still just as sweet because you paid ''nothing at all'' for the privilege to do so. *** ''In defense of the Belly Gun'': Now, hold on just a minute there. While I'm not going to say that the bursta isn't pure ''fucking'' class, and It's certainly worth the 50 extra points it costs (the tank itself is 350, you can afford it), I find that the Belly Gun actually has potential. S7 AP3 vaporizes any MEQ it catches, but the amazing part is the area of effect. Each time you fire, it has a blast radius of 3d6". '''Radius''' (as the special rule specifically states). At worst (.46% or the time or 1 in 200 shots) you've got a battle cannon with -1S and a slightly larger (6") blast. 90% of the time you're getting at least a 7, throwing a ''large dominoes pepperoni pizza'' downrange. 90% of the time! On other far end, again at .46% of the time (1 in 200), you roll that holy 18, and put down a ''three fucking foot'' blast (thank Gork it's 36"!). Go ahead and clear half the table. Mork'd be roight proud. Sure, it's not strength D. It's not going to be clearing termies and land raiders like the Bursta Cannon will. But if you're going up against Nids, Deldar, blob guard or other Orks, consider giving this thing a try. At it's worst it's merely okay, and randomly it'll be awesome. If you're playing orks then you know that as far as random guns go, this ain't half bad. Frankly it's kinda sad that these two amazing weapons are both strapped to the same tank. The bursta cannon is so very good and so badly needed to handle enemy superheavies (almost all of whom can blast massive holes in your army and so demand an effective answer) that the belly gun just gets kinda forgotten. Even performing at it's worst it'll demolish a squad per turn. If you're playing big games consider taking one of each. the belly gun will either take the heat off your titan hunter, or it'll force your opponent to respect the potential 3' blasts. Possibly both. Seriously when was the last time you needed a blast marker bigger than a manhole cover? *(Alternate take: Be prepared to get into tons of arguments / be banned from using this model / never get a game again as while this is certainly RAW - and basic math terminology - this is certainly not RAI)* ==== Non-Lord of War Super Heavies ==== =====Tanks===== *'''Skullhamma Battle Fortress (Apocalypse):''' If the Battlewagon is the Ork equivalent of a Land Raider, then the Battle Fortress is the Ork version of the Baneblade. Can carry a metric shit-ton of orks and royally wreck the shit of anything that gets in their way. Very customizable like the Battlewagon, and generally if it works for the Battlewagon it works for the Battle Fortress. Unlike the Wagon, the Skullhamma Fortress gets some really sweet guns, and it can carry full sized mobs into the midst of the enemy. *'''Dethrolla Battle Fortress (Imperial Armour 8)''' One take on the Deathrolla Fortress is that it is a nice, cheap Super-Heavy Tank. Another take on the Deathrolla is that it's just really an 'ard-Cased Battlewagon with twice as many hull points, +1 to Side and Rear armour values, and a big gun for thrice the cost. To be fair, that sounds pretty good when you take into account that it won't immediately explode under anti-tank fire like the normal Battlewagons tend to. Dethrollas like ferry huge swaths of Boyz to the front lines, and act then like infantry support tanks. The actual usefulness of this Super-Heavy transport role is up to you. =====Fliers===== FW doesn't make the models for these super heavy fliers, so you have to make them yourself. *'''Bomma (Imperial Armour 8) :''' Your Heinkel. Like the Fighta-bommer only bigger and slower with more dakka and ordinance. Enough defensive weaponry is on this thing to see off waves of interceptor aircraft, while it carries enough ordinance weapons to pretty much wipe out an entire formation on turn one. Just one of these can spit out enough supa-rokkits to wipe an Leman Russ company off the gameboard or drop enough grot-bombs to turn six full sized Gaunt Broods with an accompanying Hive Tyrant ''with'' Tyrant Guard ''and'' Warrior Prime (about to tear into your front lines) into a few scattered bugs and a lonely Hive Tyrant who will be blown apart by your Lootas next turn. It also comes with ''eight'' (8!) Big Shootas mounted along the flanks, which can shoot at differing targets. *'''Blasta Bommer (Imperial Armour 8) :''' Your Henschel, AKA: the ''Panzerknacker''. Much like the Marauder variant for Imperials, instead of bombs and ordinance this thing carries lots of heavy guns for ground attack. Think of this as an Orky A-10 Warthog (the Orkiest of all airplanes). It can crank out a hilarious amount of Shoota, Zzap Gun, and Rokkit hits to mow down large numbers of enemies, while having the range to buzz around, loitering out of reach of the enemy's guns. The lack of Blast weapons means this is more suited for destroying a few hard targets over obliterating large formations, playing counterpart to the traditional Bomma. However, it is the death of Titans, MEQs, and any vehicle anywhere. Just think of it in terms of it's gun: 120" Range, Str 9, Ap 3, Heavy 3D6, plus D3 Supa Rokkits.
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