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=== 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 donβt 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.
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