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=== 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.
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