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== Unit Analysis == In general, Orks've a pretty good selection of units to choose from in every FOC slot. Except Fortifications, we don't talk about that... === HQ === You get Big Meks, Warbosses, and Weirdboyz to lead your Waaagh! *'''[[Warboss]]''': <tabs> <tab name="Warboss"> This Orky beat-stick automatically comes with a Kombi-Rokkit, PK, and two Sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (free). He has a high Strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Only costs 5 points). He also gets 5++ now. * He has a 6" aura of +1 to hit for characters and core. Pretty good, but if you want the buff for everyone, then take the WAAAGH! Banner Nob. </tab> <tab name="Mega-Armour"> Back with a brand-new model. Like the big man above, only with a slightly reduced movement speed, an additional Wound, and a sweet 2+ save. Sadly, his loadout is static, toting only a 'Uge Choppa and his grot-mounted Big Shoota (which actually hits on a 4+). This pretty much forces him into being thrown at the biggest things that the choppa would need to be used on - and why would anyone want any different? 5++ is present as well. *Want to have a save of 0+? All you have to do is take this dude, give him the Bad Moons WL trait (4++, +1 save) and Da Krushin Armour (same as Bad Moons WL trait, plus damage when you charge), and voila! A save of 0+. Can also be done with the MA Mek. </tab> <tab name="Warbike (FW)"> With the new FW update, this is a pretty cool dude. Gets the base stuff of your stock Warboss (4+/5++, S6, A5), and it comes with a few upgrades as well. It can take a killsaw (still go with PK for da killa klaw), toughness and wounds of 7, and the ability to auto advance 6". This is one of the guys that are great to go around and smack everyone they want, but still take a bike squad to protect it while getting to combat. </tab> </tabs> *'''Big Mek:''' <tabs> <tab name="Big Mek (Legends)"> The deprecated Nob mechanic. Can replace its Slugga with anything from the Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace ''both'' the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the '''Big Mekaniak''' rule, allowing a friendly Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}} (there is nothing that states you cannot repair units with fly) within 3" of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek's 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be "on the tabletop" to elect a vehicle within 3" to be repaired, so he can't use it inside transports. </tab> <tab name="Kustom Force Field"> Like the classic Big Mek, but comes with an obligatory Kustom Force Field at the same points as a Choppa Slugga Mek. Units within 6" of the mek gain a 6++ invuln. Note this says units within, not wholly within, so you need only one model to touch the field. This makes it useless for Beast Snaggas and slightly useful for anyone else as it now works in melee as well as at range. *This upgrade benefits smaller units more often than larger ones. It's a 6" bubble measured from the 1.5" base of a Big Mek means you have an effective diameter of approximately 22" - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit. *6++ is not amazing in comparison to old 5++ but it is something. ** Note the stratagem to buff it to 9" and 5++ for one turn. It would be good stuff for 2CP if it did not destroy KFF afterwards. I am not entirely sure if the KFF stops functioning altogether or if the strat just cannot be used again, but in the case of the former, paying 2CP for that is not worth it outside of very specific circumstances. </tab> <tab name="Mega-Armour"> A heavier, more armoured version of the Big Mek. Comes with an extra Wound, a Kustom Mega-Blasta and the option to take either the Tellyport Blasta or a KFF. Probably the best version of Mek thanks to the good armour save (albeit without invulnerable saves). He can provide some utility thanks to the KFF, though its mostly useful for a single round. With the proper relic it can transform him in a dangerously shooty boss thanks to his improved BS of 4+. He's vulnerable in close combat though not a completely useless chump thanks to the high strength of the Power Klaw. *The Tellyport Blasta got a serious reworking, making it unable to kill things as easily. Now it's a classic Assault d6 S8 AP-2 D3 Blast weapon, shifting the focus slightly from monsters more to mobs of Necrons or Space Marines, where that high strength would do more than just gib whatever it hits. Not that the gibbing hurts or anything, but you have better weapons to use for that. * With Da Ded Shiny Shoota and a Tellyport Blasta and his improved BS of 4+, he can deal serious damage and make for an excellent secondary HQ. ** With proper warlord trait this guy can be made into interesting assassin unit, as he can drop in from a tellyporta inside 12" of characters and murdering them despite Look Out, Sir. This will of course only work against relatively squishy characters without significant invulns. </tab> <tab name="Warbike (Legends)"> Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the '''Big Biker Mekaniak''' rule, which means that he can only repair friendly Ork Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLES}} (there is nothing that states you cannot heal repair units with fly) within 1", and only if he didn't move more than 5" that turn. Also doesn't have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles). *...But now that you can't use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5". **One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters. </tab> <tab name="Shokk Attack Gun"> Proof that GW still doesn't understand statistics, or that none of the rules creators actually play Orks. No longer has the random table to roll on and instead fires D6 shots at a Strength of 2d6 and AP-5. Any Strength roll of 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporising your Big Mek. On paper these changes seem nice; unfortunately this weapon is a serious victim of template removal. Though Blast makes it less likely to whiff and vaporise only one sad Cadian, BS4+ isn't exactly the most desirable for firing such a massive heap of random. Fun trivia: it does sport one of the longest ranges (60") in the entire codex. *This guy will cause 1 hit with d6 wounds and AP-5 on average, for 110 points. Skip him. *The Souped Up Shokka is a kustom job that for 15 points changes d6 into 2d3... to say it is underwhelming it is understatement. Why would you pay 15 points for one more shot on average? *A big downside is that you have to select a target first, so you cannot choose your target based on the strength rolled. </tab> </tabs> *'''[[Deffkilla Wartrike]]''': The shiny cousin to the Warboss on Warbike, which allows use of SPEEDWAAAGH!!! Currently it is the only non FW model to do that. ** His melee damage is lower than a PK; he only gets +2 Strength but does have rerolls to wound, so basically a not as good PK. He does throw down six S5 boom stick shots as an insurance policy, plus his exaust burna doubles as a flamethrower or meltagun equivalent, which he can shoot into melee bechause he's a {{W40kKeyword|vehicle}}. His melee damage potential is nothing to write home about and definitely worse than Warboss on Warbike. However, its role is now different; he is now more the support character because: *** SPEEDWAAAAAGH! *** Pop-up Cloud of Smoke stratagem from its large base to get -1 to hit to your buggies. *** Give him a Freebootaz relic Da Badskull Banna and you get a very nice 6” anti-obsec “not an aura” measured again - from its large base. *'''Beastboss:''' <tabs> <tab name="Beastboss"> The {{W40kKeyword|Beast Snagga}} edition of the Warboss, meaning he'll only be useful if you focus your army on those newfangled greenskinz. He's not something to sneeze at, as while he only has a measly shoota that hits on a 4+, his melee weapons (a choppa with AP-2 and D2 and a power klaw-alike with S+4 AP-3 D2) are nothing to sneeze at, especially when focusing on what Beast Snaggas do best: Killing big things. * He's kind of in a weird place in between regular warboss and mega-armoured or squigosaurus warboss. </tab> <tab name="Beastboss on Squigosaur"> Man, sure sucks that Warbosses never got something like this. You're buying a slightly tougher but considerably beefier monstrosity, carrying not only 9 wounds (just enough to not be visible behind cover) but also reducing all incoming damage by 1. Probably central to this entire shindig is the squigosaur's jaws: three extra attacks which can practically gobble up terminators, especially if you roll a 6 to hit and score 3 mortal wounds. This guy is awesome. Cheap at 140p, killy as hell and very durable. Take him if you only have free slot. </tab> </tabs> *'''[[Weirdboy]]''' <tabs> <tab name="Weirdboy"> Nob psyker. Has a melee weapon staff S+2 and Damage D3. Has the '''Waaagh! Energy''' rule which lets them cast a second power when there are over 20 friendly Ork models (counts vehicles but not Gretchin) within 10". Bonuses to cast are gone so Da Jump will fail 50% of the time. *'''Da Jump''' allows them to teleport entire {{W40kKeyword|INFANTRY}} units across the field, following normal deep strike rules, and can be used turn 1. *If the older model doesn’t strike your fancy, then the Orruk Weirdnob from AoS is a perfect substitute. </tab> <tab name="Wurrboy"> The {{W40kKeyword|Beast Snagga}} edition. Unlike the base Weirdboy, this guy only has a ranged attack, the "Eyes of Mork". Though fairly short-ranged, these beams are quite strong at S6 AP-3 D1d3. His powers are okay, but he will probably not see play as the Killrig is far superior and supports the same set of powers. </tab> </tabs> *'''Painboss:''' Da bigga Painboy. He's something of a stronger Painboy, but he also acts as a Warboss. That said, being a {{W40kKeyword|Beast Snagga}} (and gaining access to their 6++ Invuln and bonus to hit big things) can only go so far when you lack any shooting and have to rely on either your base power snappa or the bigger beast snappa klaw (Essentially a power klaw, but more scrappy) to defend yourself. To this end, you should be hiding behind your mobs, using your medical skills as best you can before finding your prey and ripping them to pieces. ** Note that unlike Painboy he is a HQ, which makes him a good pick if you do not have enough Elite slots available. And since you will spam Kommandos and Stormboyz like crazy.... ** Word of warning, however. This gits' sawbonez ability is designed only for Beast Snaggas and bikers. As a result, while he can still provide a FnP to all the lads around him, he can only HEAL other Snaggas and bikers. Which, unless you're spamming said options, drastically reduces his effectiveness. === Troops === Now we have 3 choices instead of 2. Sadly, one of them is unusable so we are practically back to two. *'''[[Boyz]]''': They're now 8 points. They hit on a 3+ and S4 in melee and are T5. Choppas got AP-1 so they are now vastly superior to taking shootas, to the point of shootas being totally obsolete - especially as they lost assault, and have not gained any range. The biggest problem with Boyz now is the massive nerf to morale with how Mob Rule works now. If they're within 6" of another {{W40kKeyword|<Klan> Mob}} unit, they'll never count as being below half-strength. This means that big blobz of Boyz will lose a lot of models to morale if the enemy kills only a few of them per turn. Granted, you will still lose them at 1/6 rate, but the enemy can just split fire and kill a few from every squad to force multiple morale checks, and you can save at best 2 units of them with CP. This in many cases will cause enough casualties to remove all the models we would have kept thanks to T5. With the nerf to 'Ere We Go as well, big blobz of 30 are not very viable anymore. It might be worth considering taking more MSU units of Boyz. **As a counterpoint, it takes 10 Bolter shots (on average) to kill enough Boys to not automatically pass the Morale check. **The Boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. With Warpath, they are kicking out 4 attacks each and with WAAAGH!!! they can go up to 5. No 6A per model like in the old codex though. **'''Sluggaz and Choppas''': Pistols for everyone! And, of course, 3 S4 AP-1 attacks per model with WS3+. There are two ways to buff the amount of attacks (Weirdboyz, Goff trait). **'''Shootas''': Instead of Choppa/Slugga you get a Dakka 3/2 18" shoota, losing that extra attack in melee as well as AP-1. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting (60 shots from 30 boyz, or 90 when up close) is not that good against anything other than chaff due to lack of AP. Also don’t shoot what you intend to charge (unless it's a knight, but why would you charge a knight with boyz?), as you will make your charge harder. *** Though the new Dakka type makes firing up close far much more dangerous, this cripples your Boyz' mobility by the simple fact that they're no longer Assault, and thus can't fire after advancing. *'''Beast Snagga Boyz''': A 2 point-per-model upgrade to the Slugga Boyz that gets you a bump to S5, all the other Beast Snagga perks like the 6++ save, and a free power snappa for the nob. Point for point, they tend to break even with Slugga Boyz unless you can take advantage of their special rule and stratagems. Their maximum mob size is 20 models to the Sluggas' 30 though, so if you run big blobs do keep in mind you'll have notably less models make it to CC. ** One per 10 snaggas can trade his choppa for an Assault d3 S6 AP-1 Dd3 '''Blast''' Thump Gun. Given orky shooting, paying points for it on a purely CC unit is a wash in most situations, but it's definitely worth its weight if your opponent has any T5/T6 light vehicles that you can shoot at, since Beast Snaggas' +1 to hit bonus ''does'' also affect shooting attacks. ** Keep their unique stratagems in mind to get the most use out of them: *** '''Snagga Grapple''' is pretty expensive for what it does, but denying your opponent Fall Back on a coinflip might deter them from even trying. *** '''Tough as Squig-Hide''' will deny any +to wound bonuses and reduce effectiveness of S6+ weapons, like Heavy Onslaught Gatling cannons and analogs, which are the preferred means of dealing with orky hordes. *** Ordinary snagga boyz are not the best primary benefactor for '''Monster Huntaz''', but do make a valid candidate one of for the stratagem's three targets - with it boyz will hit most vehicles on 2+ and wound on 4+, and with the sheer volume of cc attacks orks pump out you're guaranteed to shave a couple wounds off even with just AP-1. Consider pulling a surprise charge if any vehicle happens to be in range and one of your other Snagga units can benefit too. *'''[[Gretchin]]''': They don't get ''''Ere We Go!''', '''Clan Kulturz''', '''Objective Secured''' or '''Mob Rule''', and Runtherds buff them a little but do nothing for their morale (which is an issue with their Ld of 4). With their cost still at 5ppm, they are probably the worst unit in the entire codex. They have no damage output, no staying power (despite bumping them to T3 and giving them 5+ AS in cover) and will run when someone farts in their general direction. Oh, and they are not ObSec unless you use your one-per-detachment specialist mob on one of their units... Why would anybody take them is beyond me. Especially as 5 Kommandos that are superior in literally every way cost exactly same points. ** The Grot Shields strat is only real use for them, but even that is not worth point investment or CP. It is better now that the protected unit cannot be targeted at all. But it is not like removing grots will be a problem so you probably only gained one turn. It is much easier to just hide the unit in question behind some building. **20 grots runs a measly 100 points for a unit to squat on objectives in your backline while the units you actually care about are busy doing things up front. If the opponent bothers to do something about them then they've taken time to kill off a unit whose sole purpose is to sit there and die. On the other hand, 110 points gets you a squad of ten Boys with a kombi-rokkit and a rokkit launcher, a hefty amount of firepower that's Trukk-portable. === Dedicated Transports === Trukks. Yep. That is pretty much it these days. *'''[[Trukk]]''': Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you'd think thanks to ramshackle. Its capacity is 12 and this limits stuff somewhat. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin' Ball on there) and has a good chance to survive assuming the target wasn't a dedicated melee unit. ** '''Mounted Gun''': Comes with a Big Shoota that can't be removed, but you can swap for a Rokkit Launcha via Warhammer Legends. ** '''Melee''': Can take either a Grabbin' Klaw or Wrecking Ball. The trukk's number of attacks and strength degrades with wound loss, not it's recommended to take. ** Trukk Boyz looks promising. Especially for Nobz or Meganobz. *'''[[Looted#The_Looted_Wagon|Kart]] (Open Play, Chapter Approved 2018)''': The first of the Looted Wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk's open top, but it has a Big Shoota on top and the option to buy a fuckton of Shootas to compensate, and grab a Stikkbomb Launcha and either 2 Skorchas or 2 [[MOAR_DAKKA|more]] Big Shootas. While it's now a constant S6 T7 and rocks a spiffy 3+, it lacks '''Ramshackle''' and it loses BS as it takes damage. **'''Big Red Button''': Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6", +1S to all guns, regen 1d3 Wounds) === Elites === Small note on Elites: It's now extremely easy to fill up an Ork Detachment relying on Elites, since you can simply fill the slots with Painboyz, Nobs with WAAAGH! Banners, or Meks. ==== Da Lonerz ==== Your specialists (mechanics, standard-bearers, medics, and slavers) that are too cool to travel about in mobs, and thus strut across the battlefield all by their lonesome. Keep them close to other units so they don't get sniped. *'''[[Mekboy]]''': Restores a lost wound to one {{W40kKeyword|Vehicle}} (there is nothing that states you cannot repair units with fly) within 1" at the end of each Movement phase (a vehicle can't be repaired more than once turn, so no stacking). Once per battle an accompanying '''Grot Oiler''' can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your {{W40kKeyword|Vehicles}} that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can't heal as well, but is a budget alternative if you don't have a lot of vehicles. ** Kustom Mega-Slugga can only be replaced by Legends weapons. ** He is pretty useless but there is one use for him. If you run Ghazzy in a battlewagon take 2 as they are the cheapest singular models in the codex and put them in the two remaining slots to protect Ghazghull from death due to the vehicle being destroyed. *'''[[Nob#WAAAGH!_Banner_Bearer|Nob with WAAAGH! Banner]]''': The banner gives {{W40kKeyword|<CLAN>}} units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2+ or 3+ if killa saws/PK's. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster. **It stacks with extra banners or Warboss ability but due to +1/-1 limit it will only remove negative modifiers imposed by the enemy, unless you are running PK/killsaws, than hitting with PKs on 2+ :). ** Removes penalty for using Power Klawz. Sadly, he can no longer grab one without Legends, making him a bit lackluster as a fighter. ** They are somewhat overcosted for what they do and in many cases just redundant when a warboss with his similar buff is around. However, do note his buff works even with non-CORE units, allowing a +1 to hit in melee for things which normally have no access to this, such as Killa kans. *'''[[Painboy]]''': {{W40kKeyword|<CLAN>}} {{W40kKeyword|Infantry}} or {{W40kKeyword|<CLAN>}} {{W40kKeyword|Biker}} units within 3" ignore wounds suffered on a 6+ thanks to '''Dok's Tools'''. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armour save or invul. He can attempt to heal a multi-wound model within 1" of 2 wounds on a 2+ (which you can rerolled once with the '''Grot Orderly'''). You want this guy near your big 20+ Boy mobs if you run any or as many key units as possible. In melee he has access to a Power Klaw and 'Urty Syringe (which always wounds on a 2+ for Infantry and 6+ for Vehicles/Monstrous Creatures). **This guy lost a lot of his value due to nerf of big blobz of infantry. For smaller units he is not worth that much. **Note that medi-squig strat is gone so no extra healing or healing Ghazghull. *'''[[Painboy|Painboy on Warbike]] (Legends)''': Same as above, except with 14" Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He's more expensive than a Warboss on a bike with PK. *'''[[Runtherd]]''': He's got 4 wounds and has 3 attacks. He doesn't take up a Slot if you have some grots. At 40pts he is equal to ~8 Grots, so not that expensive either. To be worthwhile you need at least 3 units of Grots around him. Almost mandatory if you are using '''Grot Shields'''. Can take various crude implements such as Grot Prod gives {{W40kKeyword|Gretchin}} one of two 3" auras: ** Ignore modifiers for Combat Attrition checks(#FeedTheSquig) ** Add 1" to movement. ** Utterly useless due to how bad grots are and how much he costs. Skip. ** No longer an Elite. You can only bring one for each unit of {{W40kKeyword|Gretchin}} {{W40kKeyword|Infantry}} you have. ==== Da Mobz ==== Aspect Orks that excel in their one particular field, but are pretty bad at everything else. Think of them as the 'shot' to the Ork Boyz' 'pike' in your 'pike and shot' formation. *'''[[Burna Boyz]]''': Their main downfall is lack of armour and high numbers to mitigate deaths by shooting. Burnas were changed to be d6 12" S4 but lost -2 AP in CC. This makes Burnas a dangerous to low save blobz of enemies but makes them ineffective against anything with half decent saves (though a large mob can make it up a bit in sheer volume). You also have to take 1 spanner for every 4 burnas taking away 3 burnas in maxed squad. And while you can give spanner other kinds of weapons (most notably KMB) this makes their role kind of unfocused. Spanners can repair nearby vehicles though. Spanners cannot have burnas. KMBs seem to be the best option here since they cost the same as Rokkitz, don't suffer from -1 to hit, and have better stats overall. The different weapon options are: **Codex: ****Big Shoota - No AP. ****Kustom Mega-Blasta - probably best of codex choices. You don't care if spanner dies really. ****Rokkit Launcha - bad because of heavy. ***Legends: ****Slugga and Choppa ****Kombi-Weapon with Rokkit Launcha ****Kombi-Weapon with Skorcha - This one is the best by far but also pricey. ****Kustom Mega-Slugga *'''[[Ork Kommando]]s''': Slugga Boyz that come in a smaller mob with vanguard deployment (anywhere 9" away from enemy deployment zone) and gain massive bonuses while in cover, bringing their save to 3+ and gaining a bonus to wound rolls (consider making them a Sneaky Gitz specialist mob to double up on this one). These are now essential in 9th edition for grabbing objectives and doing your secondaries. Try and keep in cover the whole game to get more mileage out of them, as otherwise they'll drop as fast as any Boyz unit, and the smaller mob size does not do Kommandos any favours here. **They have a number of wargear options available if you run 10-15 bodies in the mob (which you should, but not for these). Most are not worth taking as you can only take one of each per squad and they actively ''downgrade'' your boyz by taking away their choppas in exchange for something that doesn't fit the unit's purpose: ***'''Breacha Ram''': A discount powerfist that has no hit penalties and denies enemies cover, excellent against MEQ and usually the only option actually worth the points. ***'''Burna''': Your run of the mill flamer and the other one actually worth any consideration, although as with most flamers it's only really effective against GEQ. ***'''Shokka Pistol''': A puzzling pistol with extra damage against vehicles. The only option that doesn't replace a choppa, but still hardly worth the points as you might go the entire game without shooting it even once due to 6" range and Blast (preventing it from being shot while in cc). If not for Blast, would otherwise be fairly straightforward upgrade to a slugga, although still not worth the points as it's half the price of another boy in the mob. ***'''Big Shoota''': Fits poorly with the unit that's otherwise made to be entirely CC. ***'''Kustom Shoota''': Same as the Warboss', essentially two shootas strapped together. Again, doesn't have much of a place in this unit. ***'''Rokkit Launcha''': Same deal as Boyz, 10 points for a Heavy weapon on a strictly cc infantry unit that hits on 5+. Hard pass. ** There are also two other special additions which you get at the same squad size, both of which are absolutely worth taking: *** '''Distraction Grot''': Count as being in cover and gain the +1 to wound rolls bonus, once per battle when selected to fight. This is for that important turn when your sneaky boyz finally get out of cover to punch something. *** '''Squig Bomb''': Orks are breeding them like crazy these days. Some extra mortal wounds on a 3+, which can also be released if you decide to fire Overwatch. Note that unlike Overwatch shots, this is a special ability, so it'll still hit on 3+ even then. ** The Nob gets his own choice from the usual Big Choppa or Power Klaw. Unlike other units, they cost the same for the Kommandos' boss, so pick whichever you like. *'''[[Meganobz]]''': 3 Wounds, T5 and a 2+ save (No invul save) and movement 5". No longer slowest infantry unit in the game. They suffer against higher AP weapons. Kombi-Weapons can now fire both guns at the same time, at the cost of subtracting 1 from all To Hit rolls, which usually only matters if you take a Kombi-Rokkit. It's now possible to replace the default loadout for 2 Killsawz which gives an additional Attack. If you have CP to spare, the Tellyporta lets them take a page out of the Terminators' book while also compensating for their slow movement. ** '''PK/Killsaw and Kombi-Skorcha:''' This provides decent shooting, a nice charge deterrent. ** '''PK/Killsaw and Kustom Shoota:''' Keeps unit cheap, lose shooting reliability. ** '''Double Killsaws:''' Deprives them of their shooting and pricy, but they are better at killing TEQ and vehicles. **Note they can use stratagem to get +1 to their damage with PK or Killsaws. This makes them very reliable against certain targets. *'''[[Nob]]z''': Primaris boys before Primaris were cool. Nobs hit on 3's, are S5, and have a 4+ save. The main problem with Nobz is that their wargear can quickly make them very expensive. ** People struggle to find the Nobz the right place in the list. The only succesful way seems to be the combination of 2 squads of 10 Big Choppa + Choppa Nobz + 1 Warboss. All as Trukkboyz (so you need 3 detachments). Trukkboy Warboss gives +1 to hit to Trukkboy Nobz = you have 60 Big Choppa attacks + 30 Choppa S5 attacks all hitting on 2+ and all able to move (12+3+5)=20” + (advance) + charge in T1. ** '''Equipment''': You can basically go for any combination of 2 weapons from the range Slugga, Choppa, Big Choppa, Power Klaw, Killsaw or Power Stabba. In fact, you take either 2 choppas or some big CC weapon like PK or BC in combination with Choppa. Killsaw and Power Stabba makes no sense right now. But if you want to waste some points, you can give a Nob a PK and a Big Choppa and choose which one to use according to the enemy. Or you can take one Kombi Weapon instead of both. ***Swapping weapons in the Codex requires swapping out both their Choppa + Slugga, but the Index requires swapping out a Choppa for a Melee weapon and/or Slugga for a Shooty weapon. If you take a shoota or kustom shoota you can't take an extra choppa or other wargear. ** '''Power Stabbas''': Give AP-2 for cheap so they can hit like marines with power axes. Makes them Anti-MEQ. ** '''Kombi-Skorchas''': Full squad of Nobz with Kombi-Skorchas is scary (and expensive). Put them in a Trukk and then fire from its '''Open Top'''. With added Trukk survivability this is even better. Then see your opponent cry when they burn his units to ash. ** '''Killsaws''': Basically same as on meganobz but on faster, cheaper unit. *'''[[Nob#Biker_Nobz|Nobz on Warbikes]] <sup>Forge World</sup>''': As with all fW stuff pending update they are somewhat problematic. T5 and ''3 wounds''. Also has '''Keepin' Order'''. Deadly to vehicles or monsters but very squishy. Do not go near any kind of infantry, especially big squads or dedicated CC units. They will just destroy them outright. They suffer from the same problem as Warbikers being overcosted for both survivability or damage output. They can work as anti-vehicle but Meganobz or tankbustas are better. ** Can use '''Billowing Exhaust Clouds''' stratagem to give -1 to Enemy shooting To Hit rolls. ** Only available models for this unit are the expensive Forge World Ork Nob Warbikes upgrade kit, kitbash the normal Warbikers and Nobz kits, each Warbiker kit comes with one Nob so if you have a lot you can make a Nob Biker kit. Alternatively if you don’t mind giant Boars, then the Gore Gruntas from Ironjawz makes a good counts-as (this actually works really well if you’re doing a Snakebite army). Basically "konvert all yer shit" is the point here. *'''[[Tankbustas]]''': '''Tank Hunters''' lets them get +1 to hit against anything with {{W40kKeyword|Vehicle}} (also works in melee, but you'll get most benefit from it while shooting). They are absolute monsters at killing {{W40kKeyword|Vehicle}}, but unreliable when shooting non-vehicles. High Strength and Blast makes your expensive tank hunters into surprisingly effective infantry-mulchers and a very dangerous objective-squatter. **'''Rokkit Launchas''': Default weapon. Great for anti-vehicle, no need to swap out. Note it is Heavy d3 now so moving them will impair their shooting. **'''Pair of Rokkit Pistols''': One every 5 models. Doubles number of attacks for less range and threat. But can be used in melee, if the target doesn't die or kill them first. **'''Tankhammer''': One every 5 models. Exchange rokkit launcha for a suicide attack to cause massive damage, which adds to your morale tests. Since Tankbustas want to stay out of melee, not recommended. **'''Bomb Squigs''': You can get two Bomb Squigs for every five Boyz. You can release only one per shooting phase or overwatch and they can do d3 mortal wounds on 3+ or 2+ against vehicles. That's incredible. Overall, they are very good and a reliable sources of MW and I would always take the max. ==== Special Characters ==== Not as crowded as Headquarters, both options are pretty good at what they do. Grotsnik's a {{W40kKeyword|Deathskulls}}-exclusive super-Painboy, the other's a Gretchin hero that buffs his fellow countrymen. *'''[[Mad Dok Grotsnik]]''': Clan {{W40kKeyword|Deathskulls}}. Only special character in Orks who isn't an HQ. He's a Painboy with T5, a 4+ save and personal 5+ FNP. '''One Scalpel Short of a Medpack''' Changed significantly. He can always ALWAYS charge even if he advanced or fell back from CC, but he also HAS to charge if charge is at all possible. Unlike regular Painboyz, he can't bring a Grot Orderly with him or take a bike. Points-wise he's a little more expensive than a basic Painboy at 85pts, but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don't want your Boyz having their 6+ FNP picked off quite as easily. ** Can heal any Ork '''INFANTRY''' or '''BIKER''', not just clan only. And he can be taken in any klan detachment without disrupting it. He will not get any kultur beside his own though. ** His model is rather outdated and undersized. The plastic Painboy model's a great base for converting him but with how weird this guy is you can let your imagination wild. ** Very unlorewise he is unable to heal; Ghazghull despite being his personal "physician". *'''[[Gretchin_Revolutionary_Committee|Da Red Gobbo]] (Legends)''': He may still be a Grot, but the leader of Da Revolushun can still take more of a beating than most Gretchin and can share his Ld score with any Grots that are nearby him. His Icon of Da Revolushun isn't strong but can still fish for Mortal Wounds and his Kustom Grot Blasta has just enough power in it to harass two-wound units. His most flavorful trick (befitting his Christmas-themed getup) is "Has yoo been a good little Grot this year?": pick a unit of Gretchin (Kans and Mek Gunz included) within 3" after the movement phase, and on a 2+ they gain Stikkbombs for the rest of the battle. Granted, on a 1 they take a mortal wound instead, but let's be honest, that's not a big loss. I'm just gonna leave this here, but he also benefits from the Grot Lash that Runtherdz carry, and surprisingly, with a 4+ WS (the coat must have some reality-bending drugs in it), he has an even better chance of decking the halls of everyone bigger than him. **Also also, a 30-Grot unit is already hitting on 3+ and with '''Dakka Dakka Dakka''', that's a lot of shots going through, and since they'll be more often than not close enough to throw grenades, you may as well give them some Stikkbombs. If they've been good, that is. ** Bear in mind unit can throw only one stikkabomb so it is not like this is massive. At best 5 extra shots. ** Extremely good little Grots <s>can use Extra Stikkbomb strategem</s> and throw 10D6 granades hitting on 4+ plus Dakka Dakka = cca 20 hits 3/0/1. Have 20+ grots in the unit? Even more!:) Sounds like a New Years party - loud, explosive, expensive and definitely fun! (Except no grots don't get no stinkin stratagemz) ** Since he is LD 6 improvement of ld is not like supermassive but it helps. ** He's slightly less useful as grot support than runthered for the same points. However, he additionally fills an Elites slot for cheap. ** Sadly he was immediately assigned to Legends. So in some setups like tournaments and stuff he'll be probably disallowed. Thanks GW. === Fast Attack === Another FOC slot bursting at the seams, with a bunch of different ways you can arrange your army, which mostly fall into one of four subcategories for your convenience. ==== Da Squiggly Fings ==== *'''Squighog Boyz:''' So for a long time, Warhammer Fantasy was the only place where Orcs had boars...well, now with the new Beast Snaggas da Orkz got some hogs as well. These goons are quite strong, with the squig's jaws and the ork stikkaz providing power able to overpower marines and dent monsters while the saddlegit weapons providing some annoyances. The stikkaz and also provide some short-ranged shooting that improves at 6", meaning it's more worth it when charging. If you're facing a tank, you can buy bomb squigs to chuck at them. They are obviously subject to "new models" syndrome being very good and resilient (T6 3W no less) for 25p. They are also designed as backbone of squig heavy army. **How do they compare to the bikers? Well, they're the same price, but are forced into smaller mob sizes (3-6). They are tougher but slower, more scary in CC but lack any serious shooting or protection against enemy shots and lastly they don't have nob with them which translated to no special weapons and Ld of 6 (so bettrer take them in MSU). That said, they're offered all the benefits that come with being Beast Snaggas. Of course, the welcome buffs to Strength and Toughness make them capable of splattering GEQ like nobody's business. ** Boar boyz from wFB/AoS can be VERY easily converted as alternative models. *'''Nob on Smasha Squig:''' Another new model. You can buy up to two nobz without taking a slot when taking squighog boyz. They are useful for keeping up with those oversized squigs and provide some mortal wounds on the charge (5 dice causing MW on 4+ each). His combat output suffers though, as he only has a slugga for shooting and the big choppa plus some squig attacs to add some variety in combat. Overall not bad for 65p. ** Note they can be outfitted with extra relics and warlord traits to turn them into MW missile with big gob and Edwoppa Killchoppa for example. ==== Da Littla Buggies ==== Everything small and nippy on wheels, so your Warbikes and every variant of the OG Warbuggy. Some are good, some are less so. *'''[[Warbikers]]''': They look good now. For 25p per model you are getting solid amount of shooting back but not insignificant CC power. With their speed they can invoke their 5/3 Dakka gunz pretty easily for a total of 10 S5 shots per model at close range and then charge. That is A LOT of firepower. Each biker has 3 Choppa attacks, T5, 4+ AS, and 3W (4 on the Nob). They can also advance 6 inches automatically if need be and have built in -1 to hit them in shooting. Their max size was cut down to 9 tho. ** They can be taken in MSU for pretty good harass/objective grabbers or maxed squads for some serious Dakka, but than they are susceptible to morale and it sucks to lose 50-75 points to morale in one go. *'''Nobz on Warbikes (Forge World)''' A very similar unit to the warbikes, in term's of stat's it has +1 strength, attacks, and wounds and any model can take a nob weapons (big choppa, choppa, killsaw, power klaw, power stabba). The draw back is the unit is 5 points more expensive base, the fancy toy's can be expensive to take on a whole unit, and you lack Big Red Button so your slower when you advance, and Cloud of Smoke so your easier to damage. So ironically there more of a glass cannon compared to the regular bikes, expensive if you go for a lot of toys but can do a heck of a lot of damage. *'''[[Warbuggies]] (Legends)''': T5 and 5 Wounds with 4+ armour. More like a cavalry unit with WS3+ and 4 melee attacks. Take the Twin Big Shoota to kill infantry and the Rack of Rokkits if you wish to threaten vehicles. The buggies can also arrive as reinforcements from a board edge thanks to '''Outriders''', and dive straight into the enemy's back line. Buggies are extremely useful as a cheap distraction unit, and also have a high chance of stripping some Wounds to boot. Their speed and ability to provide support weapons are very useful to the Ork advance, but are rivaled by their cousin the Deffkopta, which isn't stuck in Legends. The Twin Big Shoota adds little beyond normal Ork shooting. The Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles. **'''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. **[[Neckbeard]]s swore by them and so should you, no friendly game should be without some. *'''[[Wartrakks]] (Legends)''': Warbuggies that trade 2" Movement for one more Wound, at a cost of 5 extra points, other than that no different so refer to above. *'''Skorchas (Legends)''': Wartrakks that trade their Twin Big Shootas for a (surprise surprise) '''Skorcha'''. Their points costs and abilities are identical to Wartrakks (other than the gun, of course). Skorchas are awesome - and the Wartrakk's high Movement enables them to position well for a barbecue. You can freely Advance close to the enemy, flame them, and then do it again if they try to charge you. They are fragile and being charged from more than 8" denies their overwatch. A good tactic is to use two regular Warbuggies or Wartrakks with Twin Big Shootas, and two Skorchas. Any more Skorchas likely won't get in position and will waste their shot, whereas one or more Twin Big Shootas can continue to fire regardless and make the unit useful. *'''[[Grot Bomm Launcha]] (Forge World, Legends)''': As with all things FW this needs and update. Now in the Forge World Compendium Legends PDF, giving it an actual points cost again. A Wartrakk equipped with nothing but a single use 72" Heavy 2D6 S8 Ap-3 D2 '''Blast''' Grot Bomb. You don't need line of sight and you get BS2+ when you're shooting it. Very cheap now at 50 points, and has the potential to nuke your enemy's armour from across the board turn 1, but becomes almost completely useless afterwards, except perhaps for holding back to contesting a late-game objective. **If you actually want to make a couple of these (for whatever reason - no judging), just use some blitza-bombs and extra fins from the Ork Flyer kit and stick them onto some Wartrakks. Grots are also relatively cheap and easy to get - we'll let you figure out what to do from here. **Some rumoured to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That's simply beyond [[The_Wonderful_Misadventures_of:_Inquisitor_Fob_and_the_Classy_Marines|class]]. ==== Da Bigga Buggies ==== The newer and bigger wheeled vehicles that replaced the old Warbuggies, all are pretty solid choices that will serve you well. All of those have new Ramshackle rule increasing their resilience against S7 or lower multiwound weapons. Their main downside is that they are static monobuild models without options. Not helping things is how the November 9th balance dataslate has locked each unit here to being 0-1, meaning that you can't group up on the ones you really need. *'''[[Boomdakka Snazzwagon]]''': One of two units in the codex with a built-in -1 To Hit (other is warbikers). It no longer explodes on 4+ for 6" d3 Mortal Wounds, and now just explodes on a 6 like everything else. ** Don’t forget that the Snazzwagon can fire '''ALL''' of its weapons. Even though it’s at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ and some MEQ for breakfast. *'''[[Kustom Boosta-Blasta]]''': Torch anyone within 8" or foolish enough to charge at that range with x4 Burnaz (no d6 12" sadly). Also brings to bear a 36" 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition). <s>An important caveat: since the exhausts are 4 separate weapons they each score maximum (3) hits against units with 6 or more models.</s> Generally flame weapons and these Burna Exhaust weapons do not have the Blast special rule, so they just shoot d6 times each. *'''[[Megatrakk Scrapjet]]''': One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 3d3 Rokkit shots, plus a single wing missile (also rokkit stats) per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to it having two twin bigshootas with one firing 10 shots at 5+ and the other hitting on 4s with +1 to hit due to grots fora total of 20 shots from each buggy. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee. ** No splitting them into units now and only unit of 1 can take kustom job and of course corkscrew was removed... ** Point for point is probably the best of the new buggies. *** Deff Skwadron boyz on the table is a happy happy sight indeed :). *'''[[Rukkatrukk Squigbuggy]]''': Winner of 9th ed among the buggies. It got much cheaper at 90ppm. Its squig launchers lost multiple profiles but the new one is solid S5 AP-2 D2 Blast, and most importantly neither of those require line of sight. Heavy one have better range 2d6 instead of 1d6 and have +1 to hit due to grot gunner. Their kustom job adding 1 to to wound roll on heavy squig launcher is very good as well, unfortunately it requires it to be in unit of one... As with other buggies it can fire all its weapons including secondary, like shotgun and stikkbombz. Rukatrukk is also not terrible in CC with its 4 S7 AP-2 D2 attacks and WS of 4+. *'''[[Shokkjump Dragsta]]''': This one was nerfed the most in 9th. M14" makes this one of the quickest Ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24" two shot Plasma Cannon. This is also one of few assault weapons left in the codex which lets it always shoot. On top of that this buggy supports single rokkit and sawblades similar to ones from rukatrukk. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9" from an enemy model; on an additional 4+ the model receives d3 Mortal wounds. ** It has decent anti-armour capabilities due to its weapon. It hits on 3+ (4+ when it advances) and can go up to 2+ with freebootaz. Additionally, every 6 on to wound rolls causes extra mortal wounds on the target. ** This vehicle is probably best utilized with Deathskulls kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur. ** Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+. The main gun is assault, so an Evil Sunz Dragsta can teleport and still hit on 3+. ** Gyroscopic whirling can be applied only for unit of one which is pretty bad combined with number of MW being upped to d3 and loss of jump shoot jump stratagem. ** Overall for its cost this buggy do not support enough firepower and most of its shenanigans are very limited. ==== Da Buzzy Fings ==== Anything that flies, be that by strapping a Rokkit to your back or replacing a Warbikes' wheels with propellers. *'''[[Stormboyz]]''': Slugga Boyz (including obligatory Nob) that fly 12". They have built-in deepstrike 9" from enemy units. They can no longer advance and charge on their own, their full throttle rule instead giving them a flat advance of 6 with rolling a d6; a result of 4+ means 1 MW applied to the unit as one of rickety jump packs explodes (or implodes) and these losses count for morale. They are also limited to unit size 5-15 now with GW pushing hard for smaller units. ** Best use for them seem to be deepstriking MSU to hold objectives or bigger 10-15 squads to flank and attack infantry that is hiding outside of line of sight. ** Boss Zagstrukk is a nice add-on to them if you run a lot. *'''[[Deffkoptas]]''': New models compatible with AoBR ones.... Finally! They can deepstrike using their "Swoopin' Down" rule and interestingly enough are {{W40kKeyword|VEHICLES}} and {{W40kKeyword|SPEED FREEKS}}. They're still one of the fastest Ork units with M14" and auto advance of 6". They are still very fragile. <br>They now come in squads of 3-6 models at 50 points each, meaning they are sadly no longer the cheap Fast Attack option they once were to grab objectives and such. <br>Kopta Rokkits are 2D3 now but became Heavy instead of Assault, so you can't fire them after advancing (but you also don't get a penalty for firing while moving either, because Vehicle). <br>Heavy Shootas and Killsaws are gone (thanks a bunch GW from all those that painstakingly converted them or gods forbid have GorkaMorka models) but one in three models can take a Kustom Mega Blasta and Big Bomb for +5 points. <br>The Big Bomb comes with a pseudo Template rule, where you pick a spot the Kopta moved over and every unit (friend '''or''' foe) takes D3 mortal wounds on a 4+ (5+ for non Vehicle/Monster Characters). <br>Their Spinning Blades make 3 hit rolls per attack now at S5 AP-1 D1. Perfect against small squads of GEQs. ** Their cost means that they will have to be used differently. No longer objective grabbers, but fast anti tank. ** KMB+boom bomb combo does not seem like it is worth it. Losing shots is never a good thing on a BS5+ model and you can only swap 1 in 3 so you will almost never utilise its assault capability. We have better sources of mortal wounds (unfortunately it comes as a fixed loadout with the new kit, so hopefully you have enough unused Rokkits around to convert one). ** Great candidates for the Ramming Speed strat. Start them behind obscuring terrain, fly them up, then ramming speed, or put them in deepstrike for free and ramming speed for 3d6 charge. Should be an easy 9 inch charge. Their large bases make it easy to move block enemies too if you only take a squad of 5. ==== Da Uvver Stuff ==== And last but not least, the slightly heavier stuff that still belongs in the Fast Attack category. *'''[[Grot Tanks]] (Forge World)''': As with all FW stuff those guys are pending update. The Forge World Compendium is out, and they're still a weird unit - their Movement stat is 6+1d6 that changes every turn, which is more reliable than the 2d6 they had previously but can still hurt their short-ranged weaponry. They've also lost their Invulnerable Save of 6+, which wasn't great but did help, though it's mitigated slightly by giving them '''Ramshackle''' instead, the same thing that keeps Trukks running. The Grotzooka is the only weapon that's different from other vehicle guns - with Heavy 2d3 and +1S over a Big Shoota. It's a better anti-infantry choice than a Big Shoota, but is 18" range. **No longer need a Big Mek in the detachment in order to be taken, so all-Grot flotillas are back in business. Also once again in the Fast Attack slot, after inexplicably being moved into Heavy Support in the 2020 Munitorum Field Manual and 2020 Power Ratings Update. ** Minimum 7" Movement on a vehicle is unreliable for getting into position compared to other buggies you can take, but still a vast improvement over the previous system, as it actually gives them a chance to get their firepower out there. ** If you want Grotzookas in your army (They aren't great compared to other options), take Grot Tanks over Kanz. Grot Tanks are cheaper by 5 points, have '''Ramshackle''', come in flocks of up to 8 instead of 6, and are at least a little bit faster (but swingy). **Now for the cons - they can't melee like Kanz with 1 worse WS, S, W, and A, they have wonky movement (but you can re-roll if you REALLY need to), and they suffer from morale (which Kanz also do). If you want a cheap weapons platform with crap range use this, but if you want a better variant that's more reliable try a Grot Mega Tank. ***If you want Grot Tanks in your army, but think [[Forgeworld]] prices are too high, you can substitute them for [[Grot Trakbike]]s. Shown off in [[White Dwarf]] 452 as a [[Games Workshop]] employee's custom-job, each Trakbike is basically just one [[Chimera Transport|Chimera]] track unit, with a Gretchin driving it from a sidecar with a pintle-mounted gun. You can make two Trakbikes from a single Chimera, giving you four scratch-built Grot Tanks for only £60, instead of four purpose-built ones for £74, and the two spare Chimera hulls can be used as well once you patch up the holes in the walls, maybe as bunkers or something. ***If you want Grot Tanks in your army, but don't think Forgeworld prices are high enough, you can substitute them for Rebel Grot Cuttas and Big Luggas from [[Gorkamorka]], available occasionally on Ebay whenever a particularly [[Neckbeard|beardy]] individual has a clear-out. Not needing them to carry loads of Gretchin, they've plenty of space for the big guns, and them being sail or pedal-powered still fits in with their random movement. *'''[[Grot_MegaTank|Grot Mega-Tank]] (Forge World)''': As with all FW stuff those guys are pending update. Forge World Compendium, Forge World Compendium, Forge World Compendium! With a wide variety of weapons and better stats than the normal Grot Tank, it's tougher, doesn't have to deal with morale, and now doesn't suffer from randomness overload either. '''Grot Revolt''' is gone, so no more rolling a d6 every Shooting Phase and on a 1, you can't shoot at all, and on a 6 you gain +1 to hit but all your guns can only target one unit. On the other hand '''Grot Revolt''' in itself was a fluffy rule, and it'll surely be missed by many a Rebel Grot player. Even its biggest drawback of random movement is sort of fixed, having 6+1d6" whilst at full health, though that progressively goes down after damage until you get to 1d6" in the lowest bracket, but by that point you're only on 2 Wounds anyway and aren't likely to last much longer. **'''Important''': Make sure to roll your movement before you declare your advancing. This is very useful because the guns are generally so close range that a bad movement roll will leave you unable to shoot anyway. **'''Ramshackle''': Just like the [[Weeaboo|chibi]] versions below, the Mega-Tank has this, improving its survivability a tad. **Mek Gunz are a more reliable alternative for heavy firepower, especially as the Mega-Tank can only mount infantry-sized weapons, but it can mount a lot of them like a [[Land_Raider#Crusader|Land Raider Crusader]]. **Can choose to load up 7 Rokkits per turn at BS4+. Better at shooting TEQ units than Tankbustas, and thanks to a slight points drop, a Mega-Tank is now equivalent to 9 tank-hunting Orks. You lose 2 Rokkits, but you're more likely to hit with the ones you do have, and they're on a much tougher and faster platform. **Grot Tanks and the larger Grot Mega-Tanks are some of the coolest models produced by Forge World (though you should save your precious teef and make them yourself out of hot wheels cars!) If you disagree, I sincerely recommend you consume a primed stikkbomb, [[Anal_Circumference|and you know how]]. ***Just like the smaller Grot Tanks below, you can [[Counts_As|substitute]] Mega-Tanks with Trakbikes, using [[Baneblade]] track units instead of those of Chimeras. With two Mega-Trakbikes and a Supa-Kannon for a Battlewagon or something for £85, that's almost two Mega-Tanks for the price of one (£79). === Heavy Support === This's now a very heavily-contested slot, with a whole host of different options to choose from. Generally speaking though, all these units fall into one of four rough categories, which can help when it comes to picking for synergy. ==== Da Boyz ==== You've got two mobs available here, Lootas and Flash Gitz, very different units that seem to be going after the same target but in their own unique ways. One's long-range and packing massed [[Autocannon]]s, and the other's short-range and totting suped-up [[Heavy Bolter]]s. Both are good anti-MEQ, but suit opposite playstyles, so pick whichever one fits in with your meta. *'''[[Lootas]]''': Lootas have always been polarizing- either players love them or hate them, and this didn't change much in 9E. Their Deffguns are Dakka 3/2. They're the best long range shooting infantry the Orks have at 48" but come at a hefty price of 14 pts per model. Tankbustas and Flashgitz are better in small squads, but with Lootas it's go big or go home - a max squads of 15 is near-mandatory. D2 is useful in Marine-heavy metas, bringing down Firstborn and Primaris marines with ease but less effective versus W3 targets like Terminators or anything in Gravis armour. They are a stationary backfield unit holding an objective - which sits somewhat ill with 9E missions where mobility is key. AP-1 is also kind of lackluster for heavy firepower most people want them to provide. **Possibly the best candidates for More Dakka! strat, especially with Bad Moons. *'''[[Flash Gitz]]''': ''Dakka Nobz''. They gained <CLAN> keyword this edition. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24" range). Snazzguns got killier, can now threaten even light vehicles with S6, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. '''Gun-crazy Showoffs''' is a stratagem now that allows them to shoot second time - but only closest enemy unit and it of course costs CP. **Always get the Gitfinda Squig; it's five points and adds +1 to hit for da Kaptain. Also take Ammo Runts whenever you can afford them - the reroll is nice. Ammo runts are not separate models anymore so no soaking damage but no extra slots in transport either. **These guys are Nobz. As such, they can break faces in a combat...but you can't shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don't close in, you're paying for 3A you're not using. So there best targets are enemies you soften up with shooting then can charge and kill off in the melee. ==== Da Wheelz ==== You've got a lot, and I mean A LOT, of specialised Battlewagon variants, covering every base from troop transport to assault tank to mobile artillery. It's rivaling the [[Leman Russ Battle Tank]] in terms of mods, making a Spearhead Detachment blitz brigade all the more viable. There're also the Big Trakk and Looted Wagon knocking about, but they're not in the best place right now, having lost of lot of their former options of editions gone by. Battlewagon variants while interesting are basically artificial creations concerning 1 model kit. GW did this to inflate codex after cutting all the stuff that had no current models. *'''[[Battlewagon]]''': Like most other Ork vehicles it benefits from 'Ere We Go. The base Battlewagon is highly customizable and pretty tough (especially now with Ramshackle). It can be upgraded to deliver a fair amount of dakka on its own, and its melee capability can be upgraded to make it a serious threat as well. However, its most important qualities are that it's an Open-Topped vehicle that can transport up to 20 Boyz (or 10 Meganobz). (It can also now transport Ghazghkull Thraka who hilariously takes up 18 of 20 slots.) The Battlewagon can therefore function either as a rolling bunker for shooty Orks, or as a battle taxi for choppy Orks. The Battlewagon can also be upgraded with a variety of Kustom Jobs. However, a Battlewagon with no upgrades or weapons at all costs 105 points, and the price only goes up from there. **Every weapon on the 'Wagon is an optional extra: **''''Ard Case''': It'll be more durable(+1 T), but your passengers can't shoot. More of a sidegrade, and a highly situational one at that. ** <tabs> <tab name="Choppy Bitz"> **Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option. A Choppy Battlewagon should be used to ferry models, after which it can turn into a MEQ-chewing lawnmower that can also soak overwatch from something that would shred its occupants. ***'''Deff Rolla''': It's AP-2, and any attacks with it are at WS 2+ at Str 9 and doing 2 wounds each. 15 points is a pretty decent price for this upgrade since it turns the Battlewagon from a "Meh" melee threat into a "holy crap" melee threat. ***'''Grabbin' Klaw''': The Klaw allows you to make one additional attack with this weapon, and this weapon only. It uses the base WS of 5+ which isn't great, but it does at least allow your wagon to make more attacks than it would otherwise be able to for only 5 points more. ***'''Wreckin' Ball''': Like the Grabbin' Klaw, for 5 points the Wreckin' Ball adds one additional attack that can only be made with this weapon. Compared to the klaw it has higher strength and lower AP. </tab> <tab name="Shooty Bitz"> *Big Gunz: A Battlewagon may be equipped with either a Killkannon, Kannon or Zzap Gun. Be wary of the typical poor Ork BS, however, not to mention that the only gun worth taking (the Killkannon) also reduces the transport capacity to 12. If you want to take these weapons, use the Gunwagon instead. **'''Killkannon''': A hybrid Kannon that that fires heavy high-explosive shells similar in effect to a single shot from a [[Leman Russ Battle Tank]]. Again, save this for the Gunwagon. **'''Kannon''': The Frag shell is comparable to 1-6 Boys shooting Sluggas. The AP shell will only hit once every three turns. Don't waste the points. **'''Zzap Gun''': Random strength is unreliable especially at low number of shots and BS of 5+. Don't waste the points EVER. *More Dakka: Due to their low cost and high shot output these are the guns you'll most likely equip your Battlewagon with. **'''Big Shoota''': While these aren't particularly powerful they have good range, and Dakka 5/3 means that they can spit out quite a few shots at half range or closer. Don't forget that they can shoot in melee due to Big Guns Never Tire. **'''Lobba''': Long range indirect fire. Can hit models out of line of sight and can be thrown on top of any other gubbinz you take. Almost worth it due to the fact that Orks have so few indirect fire options. **'''Rokkit Launcha (Index only)''': 4 Rokkit Launchas opens up some tactical possibilities for this vehicle. However, let's face it, BS 5+ is still a problem, they're expensive, and you aren't going to convert your Battlewagon to have a Legends-only loadout anyway, so don't bother. </tab> </tabs> * '''[[Gunwagon]]''': Battlewagon variant 1. Designed in theory to be shooty. Comes with 'Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default. In exchange it has a Periscope that grants +1 to hit with its main weapon. Unfortunately it lost the ability to fire the main gun twice somewhere in the transition to 9th Edition. Waaaaay overcosted for what it does. **'''Killkannon/Da Booma:''' A Killkannon upgraded with a Kustom Job to Da Booma is virtually mandatory. Unfortunately all the other Big Gun options are garbage even with a conditional BS of 4+, so they can be skipped. **The Gunwagon is otherwise a good platform for Big Shootas and if you're going to take a Lobba, it's going to be on here. * '''[[Bonebreaka]]''': Battlewagon variant 2. Designed for close combat. Takes 'Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Base cost 175 again. So kind of steep. Forget the ranged options, none of its weapons are assault and you want it to get into close combat asap. This thing only worth the +20 points compared to the regular Battlewagon if you gear it up to close combat with a kustom job, lest it becomes a huge point sink. ** '''Dedicated Melee:''' Skip Red Rolla it costs 20p and changes d6 into d3+3. Another casualty of kustom jobs nerf. Goffs may give additional hits, Blood Axes allow you to fall back and charge every turn until you're wrecked, while Evil Sunz allow you to close in the distance even faster. Naturally, it synergizes with the Deffkilla Wartrike and with the Evil Sunz warlord trait so you can still charge in after falling back. This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. However, this setup also makes it a priority target so consider placing it in reserve (strategic, or Tellyporta) and even then you might want to spend on Ramming Speed to ensure your charge connects. This can easily cost you anywhere between 2 to 6 CPs so plan accordingly. ** Overall overcosted, probably to force Kill Rig down our collective throats. ** This is a prime candidate for Ramming Speed on turn 1 if you go second. Another option is to put it in reserves and drop it in and then ramming speed, but that's 4 cp worth of strats. Could be a good distraction, though. *'''Hunta Rig''': So with all the stuff the Beast Snagga's got, the one slot they couldn't fill in was the Heavy Weapons slot. This gives you both a giant artillery platform and a wagon to carry your beast snaggas and NOTHING ELSE (but they are not primaris orks noooo...), all in a giant squig-powered chariot. It's chief weapons are the 'Eavy Lobba to smash hordes, even from behind any LOS-blocking terrain, while the Stikka Cannon gives you something specially tailored to nail the favored prey of the beast snaggas with a re-roll to hit and keeps them from running away. It's no slouch in melee either, as it not only has the squig itself fighting, but also a bunch of boyz to hack away. Its most dangerous weapons are the saws, but they're also the most affected as the rig decays in health. **The Groundbreaker Shells stratagem halves the movement of whatever you hit, which can prove to be especially evil if you also have a mob of boyz waiting in the wings to sweep in and clear the herd afterwards. **The rig is a particularly good target for the Ramming Speed stratagem, as it not only throws it at an enemy from further away but it also drops some MWs on top of that, which can help with wiping the mob. *'''Kill-Rig:''' 30 points more than the Hunta Rig slaps a big ol' Wurrboy Tower on there, eating up some transport slots (10 spaces instead of 15) and turning this wagon into a Character. On top of the two Beasthead powers you now get, you also get a special cannon that auto-hits with a ferocious S9 AP-3 but is hamstrung by being Dd6 - meaning that it could just dent a monster instead of outright blasting it to bits. **Incidentally, while it's only Assault 1, it can improve to Assault d3 whenever the rig casts something - this can help a bit with mitigating the randomized damage. ** Superior to hunta rig due to amount of shenanigans one can take due to it being characters not to mention psychic powers potential. ** Note its warlord trait is set and cannot be changed. *'''[[Big_Trakks|Big Trakk]] (Forge World)''':Improved Trukk with a 14” move, T6, and W12, transport capacity of 12, '''Open-Topped''', '''Spiked Ram''' dealing Mortal Wounds in charge, '''Ramshackle''' like an old good Trukk, plus 2 Big Shootas for the nice price tag of 85pts. Now you can rumble forward with the boyz faster and crush into the enemies in a more spectacular way than with old Trukk, and much cheaper than with a Battlewagon. Or take the Tankbustas for a ride! **A Big Trakk can take a Killkannon and reduce its transport capacity to 6, or a Supa-Kannon and reduce it further to 0. But honestly, face to the fact, the Big Trakk has BS5+ and no dakka improving abilities, why take it? If you want the Killkannon, take a Gunwagon. Wanna Supa-Kannon? Take Kannonwagon. **One of the coolest models we have btw. **Good target for Ramming Speed stratagem. In combination with '''Spiked Ram''' and little bit of dakka from two Big Shootas, this annoying small light infantry units are finally dead and the reach is impressive. **Should be Dedicated Transport. There is almost always better Heavy Support to take. *'''[[Kannonwagon]] (Forge World)''': As with all FW models update is needed. This thing has had a major (40) points drop in the Forge World Compendium, going from 210pts in the 2020 Munitorum Field Manual to only 170, the cheapest it's been in quite a while! Transport capacity is reduced to just 6 when compared to a regular Battlewagon and you don't have the option for an 'Ard Case to give it T8, but in exchange you've a big gun that's dead killy. The Supa-Kannon's 60" Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) '''Blast''' - dead killy. It's kinda a better Ork [[Vindicator]]. This thing was made to bring down anything big, but '''Blast''' means it can also now delete blobs of heavy infantry once you've eliminated enemy armour. 2D6 shots is however pretty random. **'''Kannonwagon Grot Gunners''': BS4+ when [[Meme|firing main cannon]], meaning you actually stand a chance of hitting something. ** Three '''Big Shoota''' for free for more fun. *'''[[Lifta Wagon]] (Forge World, Legends)''': Everyone's favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target's Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin' Ball/Grabbin' Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don't need to roll to hit with an Ork BS5+ and it inflicts mortal wounds. **The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can't do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon. *'''Open and Narrative Play only:''' **'''[[Looted#The_Looted_Wagon|Wagon]] (Open Play, Chapter Approved 2018)''': Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it's T8 and exchanges its transport capacity for the ability to keep on firing. ***'''Mobile Fortress''': PoMS, now orkified. Fire heavy weapons and drive without penalty! ***'''Shoot 'Em Again''': If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again. ***'''Big Red Button''': Once per battle during shooting, you can roll d3 for a random result (Instant move 6" which fucks shooting, +1S to all guns, heal d3 wounds). ==== Da 'Ard Stuff ==== This is anything with legs, be they metal or fleshy, all are equally stompy. Your walkers range in size from [[Sentinel]]-class Killa Kans and [[Dreadnought]]-shaped Deff Dreads, giving you all the tools you might need to tackle any job. The Squiggoth's pretty solid too, but's more of a transport that can also krump, rather than a krumper that can also transport. Gorkanauts and Morkanauts were moved to Lords of War unfortunately, so now you either need 3 to fill out a Superheavy detachment or one in a Superheavy Auxiliary detachment for 1CP (and thereby forgoing your klan trait). *'''[[Killa Kan]]s''': Lacks ''''Ere We Go!''', '''Mob Rule''' and '''Clan Kultur'''. Unlike Deff Dreads, these little guys don't split up on deployment so Leadership 6 and lack of '''Mob Rule''' can see things go very wrong very fast, especially as casualties that '''Explode''' will always wound their squad mates. Not even a Warboss' '''Breakin' Heads''' is an option to work around morale, since they have the {{W40kKeyword|Gretchin}} keyword. A minimum-sized unit is 3 now, so no singular Kans anymore. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S8 AP-3 D3 Kan claw melee attacks per Kan. They are admittedly WS 4+ but they also get +1A if there's more than two in a unit, thanks to '''Scrag 'Em'''. The lack of ''''Ere We Go!''' means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a '''Kan Klaw''', and a '''Big Shoota''' which it can replace with one of the following: **'''Grotzooka''': Decent for mowing down infantry at range with 2d3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Its short-ranged (18"), making it pretty lackluster all things considered but it is at least free. Skip. **'''Kustom Mega-Blasta (Index only)''': As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for 1d6 rather than 3 flat Damage, but you wound yourself on 1s. **'''Rokkit Launcha''': As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's 1d6 and no wounding yourself on 1s, but one less AP. Overall best choice if you want to capitalise on your 4+ BS and need anti-tank, but on the expensive side for extra 15p. **'''Skorcha''': Your BS4+ isn't terrible, so not an auto take compared to other Orks units, but if you're going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, and it's also not that expensive at 5p per model. ** '''Big Shoota''' Default choice. It is kind of lackluster but its free. Probably the best choice if you want to shoot GEQs while heading towards CC. ** After some games I love those nasty rascals. Multiple wounds and some toughness makes them somewhat durable, and people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you're lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage. ** They're still pretty cheap at 40 points with a Big Shoota. They hit on 4s in melee, but can get WS 3+ with a Waaagh! banner and make 4 (or 5 with WAAAAGH!!!) attacks each, which isn't bad considering they are T5 W5 Sv3+. **They are also decent screen with their big bases and can even be distraction carnifex thing. **Problem is in bigger units they suffer heavily from morale. Losing a 40p model due to morale after losing one or two others is really bad. *'''[[Deff Dred]]s''': Start organised as a 3-model unit, but split into individual units during deployment (as per '''Dread Mob'''). They are in a really good place now for their base cost of 85ppm. Keep them away from large groups of basic troops, as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two '''Dread Klaws''' and two '''Big Shootas''' as standard, and can replace any of them with these (and you typically will as big shootas are a bad choice for this guy): **'''Kustom Mega-Blasta''': 10 extra points per gun for d3 S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s. An important note is that these weapons retained the Assault type, being one of only a few Ork weapons that did, and as such can be shot even if the Dred advances (potentially without loss of accuracy dependent on the klan). *** You want to go all or nothing with this. A Kustom Mega Dredd with 4 of those is on the expensive side but 4d3 plasma shots is nothing to scoff at. ***If you're playing Deathskullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating. **'''Rokkit Launcha''': 10 extra points per gun, your alternative d3 shots of S8 firepower. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. Decent choice overall but we can get rokkits elsewhere with better chances to hit. **'''Skorcha''': Some close-range firepower for a close-combat Dread that wants auto-hits. Costs only 5 extra points and d6 S5 and AP -1 is a great deal. Frankly with BS5+ this is the best option as it both works as a Charge deterrent and can bbq some enemies on the Dred's way into CC or even after he's already TheRE. **'''More Dread Klaws''' : These do not cost anything, so a 4-klaw Dred that will positively shred any hard target in CC is very viable option now. Each Klaw gives +1A to the Dred's three base attacks. ***With usage of Tellyporta stratagem they are decent anti-armour with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY to let them get in and wreck face!!!... though you are probably better off with 10 Meganobz anyway. *'''[[Mega-Dread#Meka-Dread|Meka-Dread]] (Forge World)''': As with all Forge World units, an update is needed. Lacks '''Mob Rule'''. As of the Forge World Compendium, it has been stripped of almost everything, as it no longer has access to a Kustom Force Field, Mega Charga, Rokkit Bomms, Big Zzappas, Rattler Kannons, and Shuntas, so immediately it's less of an alternative to a Morkanaut. Hope you magnetised those arms... In exchange, it gets the same '''Ramshackle''' that Trukks get, and the ability to fix one friendly vehicle within 1" for 1d3 lost Wounds which can't be itself... yay? **'''Dread Rippa Klaws''': The basic weapon loadout consists of one of these and a Killkannon, but you can swap either for one of the other or a Dread Killsaw. It's an okay CCW with S×2, AP-3, and D1d3+3. Only 4 attacks base, though +1 if there are 2 Klaws. **'''Dread Killsaws''': The alternative melee option, only S+1 D2, but AP-4 and +1 attacks with this weapon when you fight. Only Strength 8 to the the Klaws' Strength 14, but has an easier time of getting through thick armour. *'''[[Mega-Dread|Mega Dread]] (Forge World)''': As with all forge world update is needed. Once again a playable option in the Forge World Compendium, but functionally very similar to the Meka-Dread, with the same weapon options available. The difference between the two, is that instead of being able to fix things, this one can roll an additional dice for it's Charge distance and discard one of them. It also has a couple of Boombits, which are R12" Assault 1d6 S5 AP0 D1 auto-hit, which is nice I guess? *'''[[Squiggoth]] (Forge World)''': As with all forge world update is needed. More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth's own gun can fire their weapons normally from it if an enemy is 1" or less away (i.e. in melee range with the Squiggoth), but can't target that particular enemy. '''Stampede!''' inflicts 1d3 Mortal Wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs. Also if you don't want to pay the outrageous Forgeworld price tag, the Stegadon from Age of Sigmar could make a great conversion. ==== Da Gunz ==== Two classes of batteries to bring along to the fun, big and small. The smaller Big Gunz are your [[Heavy Weapons Squad]]s, able to provide close fire support for your Boyz and Grots, or rain down suppressive barrages from out of sight. The bigger Mek Gunz are your [[Basilisk Artillery Gun]]s and [[Griffon Heavy Mortar Carrier]]s, more aimed at engaging heavy armour whilst the footsloggers do their own thing. *'''[[Mek_Gunz#The_old_Big_Gunz|Big Gunz]] (Legends)''': Benefit from Grots' 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they've only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy the type of gun (15 or 20 points) for each model. This works out to 23 (Kannons/Zzap Gun) or 28 (Lobba) points each. **'''Kannon''': Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It's one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit. *** A single missile launcher heavy weapons team is 27 points, Kannon team is 23 points. Orks lack 12' of range and access to orders (which are both important) but we have a much tougher platform. **'''Lobba''': D6 S5 hits that ignore line of sight and an impressive 48" range, but doesn't have AP. The appeal of these doesn't come from their potency on the battlefield, it comes from their dirt cheap utility. Now you have a 48" range poking stick, ''plus'' a rear-line screen against Deep Strikers or Infiltrators. They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment. **'''Zzap Gun''': Its gun's random 2d6 Strength. If you roll 11+, you don't roll To-Wound, this model takes 1 Mortal Wound and inflict 3 Mortal Wounds to the target. The gun platform has to take the Mortal Wound, but you can keep a Mek nearby to fix up the damage. **Take a look into Mek Guns to see some Mathammer. *'''[[Mek Gunz]]''': Those guys were almost auto include in 8th. Now not so much. They benefit from Grots' 4+ ballistics skill but not from Clan Kultur rules, which is a shame. The chassis and the crew are 45 points and operate as single models, then there's one of 4 variants applied for free on top of that. The model is expensive monetary for what it is, so kitbash or make your own models (You can easily make mek guns out of stompa parts). Currently they can be taken in units of 1 to 3 (sorry for all of you who sold a kidney to have 18). They are still decent but since they are Ld4 and do not split after deployment morale is a big issue. Losing only 1 cannon gives you 50/50 chance of losing second 45 point model or potentially even all 3 and limiting it costs CP and prevent you from saving other units. **'''Bubblechukka''': Random as hell. It now rolls once and this point to choose one of 3 profiles for its gun good against different things. The roll only occurs after a target has been picked so it's very tricky to ever get this right! It was made faster to play and slightly more reliable but still so random it is still questionable. Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon. **'''Kustom Mega-Kannon''': It's fantastically lethal but lose some range in exchange (36"). If you are taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Gun itself is typical plasma equivalent S8 AP-3 D6 damage. Could be a good idea to outflank these from reserves with 1 or 2 full squads. They come in, shoot with 3d6 super plasma, then die gloriously. *** By far best of the mek gunz now. *** Take few with Freebootaz buggies to trigger the clan culture. **'''Smasha Gun''': D3 shots, but it lost its cool unusual rule of wounding that circumvented transhuman. It is flat S8 AP-4 D6 blast weapon now. It wins over Kustom mega variant with its 48" range and lack of gets hot, but KMK is probably better overall. **'''Traktor Kannon''': No longer autohit. Now it is Heavy 1 but it adds 1 to hit or 2 if target is aircraft (so it typically negates rules like supersonic and add 1 to hit). It is S8 AP-2 and d3+3 or d6+3 against aircraft. Frankly 1 shot with 3+ is not great and should be skipped in favor of KMK. === Flyers === Ork Flyers don't get ''''Ere We Go!''' or '''Mob Rule'''. You've a Flyer for every occasion; the Dakkajet, Fighta, and Fighta-Bommer are generalists, whilst the Burna-Bommer's anti-infantry, the Blitza-Bommer's anti-vehicle, the Wazbom Blastajet's anti-tank, and the Warkopta's a transport. *'''[[Bomma#Burna-Bommer|Burna-Bommer]]''': Anti-infantry firepower and bombs. For 135 ppm it is kind of affordable. Gone is 'Edbutt and exploding on 4+ with 3 flat MW. It was too much, admittedly, but they've gone too far other way. You get two Burna Bombs, and can drop one per turn on a point you fly over. You roll a D6 for every model inside 6". No restriction on the number, so if you can bomb a lot of units in close proximity to each other this can mean a lot of dice, but typically just reasonable amount. On a 5+, or 6+ vs {{W40kKeyword|CHARACTERS}}, units that those models belong to take mortal wounds. The Twin Big Shoota gets +1 to hit thanks to its '''Grot Gunner'''. You can also buy some supa shootas and scorcha missiles for an extra 15p (decent 2d6 blast weapon). ** Overall this guy is nowhere near as auto-include as it was, but it's also far from useless, especially against armies with significant chaff. *'''[[Bomma#Blitza-Bommer|Blitza-Bommer]]''': A bomber that's a little more focused on attacking vehicles. Its guns are still anti-infantry (with the '''Grot Gunner''' giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} as three models when working out how many dice they get to roll for Mortal Wounds - and they inflict Mortal Wounds to all targets on 4s, while Burna-Bommers' Burna Bombs require 5s for non-{{W40kKeyword|Infantry}}. Bomb squadrons of smaller vehicles for maximum pain. *'''[[Dakkajet]]''': Your basic fighter. No bombs, but it instead has 4 supa shootas. You can get up to 2 more for 10 points each. It is very cheap for a flyer at 100p, but realistically you will always take the 2 extra super shootas for a total of 120p. Each super shoota is Dakka 6/4 S6 AP-1 D1, so at half range this one will get 36 shots. Pretty decent. It also has standard flyer abilities '''Airborne''', '''Hard to Hit''' and '''Supersonic'''. It hits on 5s and there is no way to make it +1 to hit outside of Freebootaz trait, but the volume of shots compensates for that. ** Combining it with Speedwaaagh bumps it to 42 shots at AP-2, which will positively shred most non-TEQ or non-vehicle units. ** Realistically, this model is the only viable target for the More Dakka kustom job. *'''[[Wazbom Blastajet]]''': Your anti-tank plane. At base it costs 170p but it'll go as high as 200-210p if you pay for the extra gubbins. It has BS4+ since it's manned by a mek and they're all BS4+ now :). That is really nice considering how many guns it has. It has built-in smasha gun (heavy d3 S8 AP-4 damage D6 Blast) and 2 wazbomb mega kannonz (36' Heavy d3 S10 AP-3 D6 blast and standard Gets Hot rule), and can take 2 supa shootas or swap the KMK for tellyporta mega-blastas. **'''Tellyport Mega-Blastas''': 20pts extra. You can replace both. It loses some range and 1 point of S and 2 points of AP for d6 shots and d3+3 damage which is more reliable. Probably worth it since this is a flyer so range is typically no issue. **'''Blastajet Force Field''': You can swap out the Stikkbomb Flinga (which is mostly useless) for one of these for 20pts. It is probably a good idea if you have multiple aircraft since it is 9" 5++ inv but works only for ORK AIRCRAFT. **'''Supa Shootas''': You can drop 20 points on a pair of these if you feel the need for even more dakka (6/3 S6 AP-1) which, let's face it, you probably do. **It is quite decent but most expensive of all the flyers as you can easily take two Dakkajets for one of those but BS4+ and very good anti-tank weapons is worth it. *'''[[Fighta|Attack Fighta]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book. Same profile as other Ork flyers, now with 12 Wounds to bring it in line with the others. Comes with twin Twin Big Shootas, and either '''Small Bomms''' (roll 1d6 for each model in one unit you flew over in the Movement Phase up to a max of ten dice, and cause a Mortal Wound on every 5+, but can only be used twice per battle) or Wing Missiles (24" Assault 1 S8 Ap-2 D3). **This's what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it's easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn't even fun enough to bring to a friendly Open Play game. **It basically looks like something between a proper Ork flyer and a Deffkopta, having the worst characteristics of both without most their benefits. When it eventually got points in the Forge World Compendium Legends PDF, its saving grace was that it was dirt cheap, at 120pts and 6PL. *'''[[Fighta-Bommer]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book. 8PL instead of the 6PL for the Attack Fighta, but much more useful. Has three Twin Big Shootas, and you can switch out its '''Small Bomms''' for two Wing Missiles or two Grot-Guided Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better. *'''[[Warkoptas|"Chinork" Warkopta]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book. No longer a Dedicated Transport as of the Forge World Compendium, even though its statline's much more in line with the Trukk it was once an alternative to, to the point that you can now proxy it by replacing a Trukk's wheels with propellers. You can use it to Deep Strike ten ladz, but weight limits mean they can't bring Mega Armour or Jump Packs with them. Movement of 16" plus 6" advancing gives a 22" movement. A much more worthwhile take than a Trukk, assuming your enemy doesn't have a strong anti-air presence. Now with '''Open-Topped'''. **'''Deffguns''': Gets two of these Loota weapons for free. **'''Rattler Kannons''': Can swap the Deffguns for two of these, and they're now completely different weapons to the previous iteration. Heavy 1d6 24" S6 AP-2 D1 shots apiece. So the number of shots has halved but it's stronger. Sounds nasty. Two of them will generally average two saves for anything T4 or T3, which sounds meh, but AP-2 and D1 means that could leave a mark; just be careful what you aim at. ***Also comes with a Big Shoota, which can be swapped for a Skorcha, Rokkit Launcha, or Kustom Mega-Blasta. Sadly the Skorcha'll be out of range if you deep strike (8"R, must Deep Strike >9" away), but given that you can move it 22" then fire a Skorcha at full effect, you're obviously going to deploy it normally if you take these. ***No longer has to worry about moving and shooting thanks to '''Big Guns Never Tire'''. **'''Bigbomms''': You can get two of these and they cost 10 points each. Drop them on units you move over, and they deal a Mortal Wound to each model in the unit on a 5+, up to a maximum of 5. === Lords of War === '''DISCLAIMER:''' As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it's a zoggin' mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by ''certain others'' in a community setting. Unless you're just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether. Which is a shame, since they all look really Zoggin' cool. ==== Da Wheelz ==== All your Kill Tanks and Battlefortresses go here, as well as any super-heavy vehicles looted from other races. *'''[[Kill Tank]] (Forge World)''': As with all FW things it needs update to be in line with 9th age book. Seemed nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which brought it up to about 420+ pts. [[Meme|But everything changed when the Forge World Compendium attacked.]] A 4+ save improved to a 3+. A transport capacity of 12 ladz remained but lost its patented pseudo-open-topped rule that lets ladz inside fire but hit on sixes. It's BS4 became BS5 with 1+ to hit when it's main gun is within half range. The main gun's still either a Bursta Kannon or a Gigashoota, and it comes with a Skorcha and a Twin Big Shoota as well. And the price for all of this? 275pts for the [[Kill_Tank#Kill_Blasta|Kill Blasta]], 325pts for the [[Kill_Tank#Kill_Bursta|Kill Bursta]]. **'''Bursta Kannon''': A R36" Heavy 3d6 S10 AP-3 D3 creature that'll vaporise whatever you hit, having gained an additional dice worth of shots. **'''Giga Shoota''': A R48" Heavy 30 S6 AP-2 D1 monstrosity that'll likely be getting ''a lot'' more hits than it used to. Changing from Heavy 6d6 reduced its maximum number of shots slightly, but really improved its average and minimum. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -2, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. This one is the most efficient for encouraging close combat for the tank. When you're stuck in cc, you can just back up and blast away hitting on 4s, or if you're stuck you're still hitting on 5s with the plus 1 to hit. Putting More Dakka on this doesn't feel so bad since you're guaranteed 30 shots instead of 3d6 which can be swingy. **'''Reinforced Ram''': S+1 AP-1 D3, deals 1d3 Mortal Wounds to the charged unit on a 2+, which coupled with the 8 S9 attacks and the WS4+ makes close combat a friendly place to be for the Kill Tank. **'''Kill Tank Grot Riggers''': It can regain 1d3 Wounds each turn, which's neat, I suppose. **All in all it's your cheap super-heavy (though not in money terms, FW being who they are), but since you're an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would. *'''[[Kill_Tank#Kill_Krusha|Kill Krusha]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book.It's a Kill Tank with a Krusha Kannon, which has four different firing profiles; **'''Boom Shells''': 60" Heavy 2d6 S8 AP-2 D2 '''Blast'''. **'''Tankhamma Shells''': 60" Heavy 1 S10 AP-3 D6, re-roll To-Hit against {{W40kKeyword|Vehicles}}. **'''Scrap Kanisters''': 18" Heavy 3d6 S5 AP-1 D1, auto-hit. **'''Blast Burnas''': 48" Heavy 3d6 S5 AP-1 D1 '''Blast'''. **'''Grot Riggers''': It regains 1 Wound every Command Phase, not as good as the regular Kill Tank's but better than nothing. ***It can also take any two of Twin Big Shootas, Rokkit Launchas, or Skorchas. Generally less effective than the Kill Bursta or the Kill Blasta at their respective specialties, but much more flexible than either, a jack-of-all-trades deal. In between the two in price at 290pts. *'''[[Battlefortress#Deathrolla|Deff Rolla Battle Fortress]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book.In all respects a bigger, badder, better brother of the Battlewagon. It has similar stats, but with 24W and built-in T8 with '''Open-Topped'''. Stock it has a pair of Zzap Guns and one Kannon that can be exchanged in any combination for Kannons, Lobbas or Zzap Guns, a Deffrolla which's the same as on the Battlewagon, so it ALWAYS hits on 2+ as its worst WS is 5+, and the Deffrolla adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing's in CC. **It also has two Twin Big Shootas, Skorchas or Rokkit-Launchas, and additionally up to five Big Shootas too. **There're also '''Grot Riggers''', but with the amount of Wounds this thing has, regaining one every Command Phase's nothing to write home about. **Overall it seem to be designed do do exactly same thing as a Battlewagon, ferrying 20 models (or 10 if they're Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than a Battlewagon (better resilience, better shooting, no limits on the number of models due to weapons, more guns), but costs more. **In comparison to the Battlewagon, it also doesn't have the option to take more or bigger guns to turn it into a moving artillery piece at the expense of carrying capacity. *'''Open and Narrative Play only:''' **'''[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)''': The third and biggest of the Looted Wagons. It's already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It's also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun. ***'''Krushin' Tracks''': Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain. ***'''Battle Fortress''': As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1" with the twinned guns. Unfortunately, don't expect cover to save it unless you have at least half the behemoth covered. ***'''Big Red Button''': The random roll for all looted wagons, selected once per battle during shooting (move 6" with all cargo inside, +1S to all guns, heal d3 wounds). ==== Da 'Ard Stuff ==== Just like in Heavy Support, you have a couple of different Stompas to suit your needs, as well as a larger version of the Squiggoth. Both 'nauts are now here which is unfortunate. *'''[[Stompa]]''': Yay, the Stompa got cheaper. It now runs a total of 675pts, which doesn't bring it to the point of being actually good (for that you would need to cut out 100-150 more points), but much closer. It was also somewhat buffed in some places, but it retains some of its problems. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armour. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket (not likely with amount of shooting coming its way). It also has four levels of bracketing which is one of worst things about it, as that negates many of the benefits of having 40W. It can Fall Back over {{W40kKeyword|INFANTRY and SWARMS}} models and charge freely. At its top bracket, it boasts WS3+ and 6 attacks at S20, with its Mega-Choppa causing a flat 9(!) wounds per failed save at AP-5, or it can make the slash attack for triple the number of attacks at AP-2 and d3 damage. Points-wise it's probably still better to take two Gorka/Morkanauts but to go for a full Super-Heavy detachment you would need 3 of them (so around 1000 points). Its ranged weapon compliment is fairly impressive but inconsistent and less effective than it seems at a first glance due to BS5+. ** '''Supa-Gatler''' is an infantry-mulching Dakka 24/16 S7 AP-2 D1 (gone is psycho-dakka-blasta rule, which is sad if only due to epicness of its name). ** '''Supa-Rokkit''' No longer one-time use that can fire Heavy d6 100" at S8 AP-3 D6 Blast. Would be nice if it ignored LOS, but nope. ** '''Da Deffkannon''', which clocks in at 72" Heavy 3d6 S10 AP-4 Dd6 Blast. Nice, but suffers from BS5+ ** Aside from that, the Stompa supports an array of standard secondary weapons: 3 big shootas, a twin big shoota and a scorcha. **'''Clan Kultur''': Because of the changes to the Supreme Command detachment, the only way these guys give a command point bonus is if you take a Super Heavy detachment. And let's be honest, that ain't happening in a 2,000 point game. But for Apocalypse games, here is the rundown for each of the main kultures: *** '''Goffs''': Fair. Melee focus for being more stompy. *** '''Evil Sunz''': Mediocre. Increases mobility. *** '''Bad Moons''': Mediocre. Increases shootiness. *** '''Blood Axes''': Good. Gives 2+ save at 18" or more and shooting after falling back (apparently it can then charge due to the bigger and stompier rule). *** '''Deff Skulls''': Good. Makes it slightly more durable with resistance to mortal wounds spam and slightly more reliable with To Hit and to wound. *** '''Snakebites''': Useless. No impact on T8 vehicle. *** '''Freebootaz''': Decent. +1 to hit on that amount of heavy weapons is not insignificant. However it requires a trigger, which can be problematic. ** It got a lot more affordable after 3 editions of being severely unplayable due to costing 200% of its real value in points, but it's still overcosted by around 150p. Still nowhere as bad as it was. *'''[[Gorkanaut]]''': Clearly the winner of this edition despite being moved to Lords of War section. The halfway house between a Deff Dread and a Stompa. For 365 points it is not cheap, but 24W S8 T8 orky goodness is very nice indeed. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of Dakka 30/20! S6 AP-1 shots. It also comes with 2 Twin Big Shootas (another 20/12 shots), a couple of Rokkit-Launchas (2d6 rokkits) and a Skorcha (12" now) if you felt it didn't have enough guns. It lost 1 A but this giant metal abomination can still throw down 5 S16 AP-4 flat 6 damage (instead of previous d6) attacks or 15 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun. *'''[[Morkanaut]]''': The Morkanaut had not fared as well as the Gorkanaut, which got almost exclusively buffs all around the board. It can take a Kustom Force Field for 30p, which is a steep price for 6++ aura. Previously, keeping all models within 9" of it was an issue, but it was worth it due to massive base size of the 'nauts. Nowadays, not so much - it is almost always better to take an extra Big Mek with KFF instead. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart. Its secondary guns got similar upgrades as Gorkanaut and general changes to the standard weapons (it comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta) but its main gun, unlike most stuff in the new codex had not been upgraded at all at 3d3 S8 AP-3 Dd6 shots. 'Big n Stompy' means it can fall back and charge, but not shoot, which is unfortunate for gun platform. It can carry 6 regular infantry models. It is also somewhat overpriced for what it does in comparison to other stuff in the book Clocking at 350p or 380p with KFF, but high amount of wounds (24) and a solid 3+ armour save makes them durable. In close combat it has the same weapon as the Gorkanaut but with 1 less A (3 fewer if smashing) ** Nerfs to the KFF and not upgrading its 3d3 main gun hurt this model significantly, especially with it becoming a LoW, so the return on points has to be higher to justify the CP expenditure. **'''Economical Consideration''': The '''Stompa''' has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a '''Stompa'''. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value. You could buy Stompa for extra bitz and convert a ‘nought. *'''[[Stompa#Mek's_Stompa|Kustom Stompa]] ([[Forge World]])''': As with all FW things it needs an update to be in line with the 9th edition book. This thing is now stupid good with the FW update and you should always take this over the regular one, since it is much cheaper and has better guns (the one bad side is you can't take the Kustom Job, but screw that for how amazing this thing is). It has the Deffkannon, Supa-Gatler, and Kustom Stompa Rockets (same stats as regular but you have an infinite amount). You also have an absolute murder melee weapon as well, which is S x2 AP'''5''' D'''9''', and you can also cause D3 mortal wounds on a wound roll of 4+. It can be swapped out with the Mega-Choppa, but you don't want to take that. Instead, take the Stompa Lifta Droppa, which is four smasha guns but you roll 3D6 to wound and the damage is D3+3. It still has the Belly Gun, which got nerfed against infantry, but buffed against everything else as it is now 3D6 shots instead of the 2/4D6. The best part? Having all of the guns and no melee weapons, this thing only costs 850 points, which is around 60-70 points cheaper than a regular Stompa, and it is more deadly. Always take this over a regular one. ** '''Evil Sunz''' '''Visions in the smoke''' psychic power gives you full reroll on hits and '''More Dakka''' makes your shooting exploding on 5+ and ignoring all -1 to hit modifiers. Pure shooting '''Kustom Stompa''' has 27-90 shots minimum, so it worth every teef! *'''[[Squiggoth#Gargantuan_Squiggoth|Gargantuan Squiggoth]] ([[Forge World]])''': As with all FW things it needs an update to be in line with the 9th edition book. Ever wish your Battlewagon was bigger, 'arder, greener, killier and even more expensive? Well, here you go. Transport capacity of 20, two Twin Big Shootas, and two Supa-Lobbas, with the option to buy up to four Big Shootas and/or replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it's in combat (except at the unit it's fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don't forget you need to buy a unit to ride in it too (if you're going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). '''Stampede!''' inflicts D6 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]]. === Fortifications === *'''[[Mekboy Workshop]]''': The new codex changed a lot and almost made it worth taking. It would make it worth it if Kustom Jobz were not so heavily nerfed. Firstly, the costs were reduced by 15 points. Secondly the effects and special rules got an overhaul: ** (Big) Meks now repair an additional wound when within 1" of the main building. This one you will not used much as most of static gunline build is gone. ** Including a Mekboy Workshop lets you take each Kustom Job twice (still only one per Model). Not massive as Kustom jobs were heavily nerfed and mostly kind of meh, not being worth 70pt investment on top of their normal cost but could be useful in certain very specific builds... still probably not worth it. ** (Big) Meks within 1" gain a unique action. This lets them affix a Kustom job onto a vehicle within 3" without spending any points or increasing the Power Level. While it is stated that the restrictions of how many of each Kustom Job can be included in your army still apply, it says nothing about giving an additional Kustom Job to a vehicle. The only downside is that at the end of each round you roll a D6 for each Kustom Job gained that way and a 1 means you lose that job and also can't regain it again. This one is fluffy but requires one of your vehicles to stay behind. It might be viable on a stompa or something big or very, very fast to hang back a turn before zooming into the fight with it's new chrome rims. Very orky, but again kustom jobz are kind of crap now... So probably not. *'''[[Big'ed Bossbunka]]''': Because of course Orkz needed new setpieces. This is essentially a Gargant's head that got ripped off and turned into a fortress. It looks cool as hell and is as fluffy as they go. By default it comes with the Gaze of Gork - a dual-mode weapon that can either turn into a line-of-death that can reliably ding monsters and splatter anything below them at S9 AP-4 D3 or a massive blast that spills over to others nearby the initial target. Of course, this is also open-topped so you can throw a pack of boyz to bunker in here and open fire, and you have the option for big shootaz to pile it on. ** You can buy the Shoutin' Pole, which can make an encamped Warboss' aura become even bigger. While this is appreciated by covering more boyz, it also requires that you camp your boss in here - and that's not proppa orky. ** for 75pt it is quite nice piece to hide lootas or tankbustas in. However range is a problem as its most effective weapon is only 18". Since ork Static gunline is non existent this limits its usability significantly. ** There's nothing stopping you from tellyporting this in for 2 CP and dropping a bunker full of Lootas behind your enemy's army or right smack in the middle of the table… except the enemy screening.
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