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==Secondaries== 9th edition makes orks to be brutal, but kunnin'. We need to choose and plan the secondaries right. And it is not easy, because a lot of them simply do not fit the ork army playstyle of any kind. <tabs> <tab name="Battlefield Supremacy"> One of these definitely works with your list. *'''Engage on All Fronts:''' 2 VP if you have 3 units wholly within 3 quadrants of the board, 3 if it is all four and none of those units are within 6" of the center. Works good with buggy list and kommandos. The fact is, that Engage is counted on the end of your turn, so enemy can't stop you and it's ok to be in the midfield. Linebreaker makes you keep 2 units alive in enemy deploy. But gives you more VP. *'''Linebreaker:''' 3 VP at the end of your turn if you have two non-AIRCRAFT in your opponents deployment zone. Now you can take this either two ways: place as many units as you can back there and completely outnumber him, or take two or three extremely tough things like g/morkanauts and have them wreak havoc from the backline. ** With Blood Axe shenaningans this is walk in the park. *'''Domination:''' 3VP at the end of your turn if you control more than half (usually 4) of the objective markers. Perfect for when you are taking swarms. See the Milk Da Skullz! the tactic by yours truly (Just L) at the bottom. *'''Green Tide:''' Similar to Engage On All Fronts, but requires a unit with 11 or more models to score, and only needs 2 of the table quarters to net 3 VP, and gets you 5 for all four. Not bad for footsloggers, but a more trukk or buggy-heavy list will probably prefer the former. ** Since GW is pushing hard for MSU units making maxed squads of infantry all but obsolete it will not see much play. ** Now, rules as written, you divide the board into four equal quarters when you select this one. Nothing saying you can't divide it up into four equal columns, perpendicular to your deployment zone, instead of four squares... and hypothetically, it'd be reeeeeeal kunnin' to have a big blob of whatever gitz you want running up the board while still remaining in each of those objective columns. </tab> <tab name="No Mercy, No Respite"> *'''Thin their Ranks :''' You gain 1 VP for every ten destroyed models. Does not give you enough VP even against other orks. Only remotely worth if playing into Necrons with buckets of Warriors. *'''Grind Them Down:''' You gain 3 VP if you kill more units than the enemy. Could work. If not you are losing either way. *'''While We Stand, We Fight :''' This got changed to where it is now your top three most expensive ''units''. Very useful when you have those 10 flash gitz in a battlewagon or you deepstrike a gorkanaut and don't bring it in until turn 3... If you play buggies, opponent need to kill all 3 of the buggies from the original unit. This could work... *'''Stomp'em Good:''' Gain 3 VP for destroying more units in melee than your opponent did each round, plus 1 VP if it's at least 2 units and double your opponent's total. Destroyed grots don't count. ** Okish for melee heavy goff armies. </tab> <tab name="Purge the Enemy"> *'''Titan Hunter:''' 10, 12, and 15 points if you kill 1, 2, and 3 TITANIC units, respectively. If there is even 1 titanic thing, take it. *'''Bring it Down :''' 1 point for every vehicle you kill with <10 wounds, 2 if it has 10-19 wounds, and 3 if it has 20+ wounds. It's pretty sucky now after FAQ 1/21, except pretty rare lists like Guard with 10 Leman Russes or something like that. Definitely not autotake anymore. On the other hand, this change boost our buggy lists and smashagun spam lists pretty well. *'''Cut off the Head:''' Slay the Warlord. It has a different name, but you get a certain amount of points for killing the warlord, with the max you can get being 13. The VPs go down the longer it takes to kill them. If you play with 4 planes, or the enemy warlord is a Tank Commander and you have tons of long-range anti-tank, try it. Otherwise, skip. *'''Assassinate:''' For each dead character, get 3 VPs. Only take this if you can't take anything else since your opponent usually won't have 5 characters, or if they do, they will be as tough as a grot's rear end. *'''Da Biggest and Da Best:''' Get VP for letting your Warlord go ham on the enemy. Each task he completes in a turn is worth 3 VP, but you can only score a max of 5 VP per turn from this objective. That's Ork math for you. His to-do list includes killing a MONSTER or VEHICLE in melee, killing a CHARACTER in melee, and destroying 5 or more models. </tab> <tab name="Shadow Operations"> *'''Raise the Banners High:''' At the end of the movement phase, perform an action with {{W40kKeyword|INFANTRY}} at an objective marker that doesn't have any bad guys within range of it. You get 1 VP for every banner raised at the beginning of the Command Phase, and 1 for every banner raised at the end of the game. If the bad guys take control of the objective, it's bye-bye banner. Do you have enough lads to secure all your fancy flags? *'''Investigate Sites :''' Sitting in the center of the battlefield with no enemies around for a couple of turns? Srsly? Skip *'''Teleportation Homer :''' 4 VPs for pass the action with your INFANTRY in the enemy's deployment zone until the end of your next command phase. Sounds nice, but you need to do it 3 times at least to have enough VP. Really hard to do. Skip. *'''Get Da Good Bitz:''' Up to three objective markers that aren't in deployment zones get a "Good Bitz" token, and da Boys can take an action to loot it for 3 VP. Only {{W40kKeyword|Orkz <CORE>}} units can pull this one off, which doesn't mean much with how much of your boyz have it. ** It is highly dependent on the misssion as it is definately not worth it if there are 1 or 2 objectives in the middle ground. </tab> <tab name="Warpcraft"> (Note: Our psychic stuff kind of sucks, even though we are the best psykers around. You are going to want to skip all of these, but you should look at them anyway.) *'''Abhor the Witch:''' 2 points for killing a non-character PSYKER, 3 for killing a character PSYKER. Can't take it if you have a psyker. After 1/21 FAQ and CA2021 not so great even against GKnights and Thousand Sons. *'''Mental Interrogation:''' Psykers fight 18β warp charge 4 and you have to pass it 4 times in 5 turns. Again the same story - how to do it with one Weirdboy? Skip. *'''Psychic Ritual:''' Choose a Weirdboy and complete this ritual 3 times within 6β of the center of the battlefield. Could work but it's hard to justify wasting one HQ Weirdboy's casting for 3 turns... Even worse if you grab a Kill-Rig, as now you're wasting artillery. *'''Pierce the Veil :''' To get 15 VPs you need to get a psyker within 6β of the enemy edge and 6β away from any enemy unit. No idea how to do it with a single weirdboy. Skip. </tab> </tabs>
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