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==Formations and Detachments== The Orks just got a new version of WAAAGH! Ghazghkull, featuring a decurion-style version of The Great WAAAGH! detachment. This whole section needs an update, so please do some editing where you see fit. ===Detachments=== *'''Ork Horde (Codex):''' This was a big thing when our codex dropped since this was the first alternative detachment, but has since dropped far off the deep end in usefulness since the dawn of the Decurion. All this adds is three more Troops units (one more compulsory) and a third HQ. However they DO NOT get the "Objective Secured" rule that the CAD gets, instead they get a special rule where if an Ork Unit contains 10 or more models, and rolls a 10 or more on charge distances, they all get Hammer of Wrath for that charge. This strategy favors high model counts of Orks versus high unit count of Orks. Units that have high enough body counts to have more than 10 boyz in a squad by the time they reach the enemy to charge Boyz and Stormboyz. This combines well with Da Finkin' Cap as it allows Orks to roll on strategic trait's chart from the main rulebook, giving the possibility of outflanking up to 3 units. Remember that most Ork models with 'Ere We Go are S3, so this will likely lose effectiveness against high toughness, low model count armies. *'''The Great Waaagh! (Waaagh Ghazghkull)''' You must take 1+ core choices (warband or goff killmob), with 1-10 auxiliary and 0-1 command choices. For your trouble, you get the Biggest an' da Best and Da Boss iz Watchin (meh....), a reroll on the warlord trait table, hammer of wrath on units of 10+ orks whenever they make a charge (not just a charge of 10+ inches now), and the ability to call a Waaagh every turn INCLUDING the first. This can help you get stormboyz and trukk mobz into combat, and help your boys get a charge infiltrator/scout units, as well as assault themed armies that are going to meet you half way and advance (if you go second). This can also make your orks fearless if you take ghazkull or roll a 1 on the ork warlord trait table. The problem is that to get Ghazghkull you have to spend 600+ points on the Council of the Qaaagh, AS WELL AS 600+ points on a core unit. On top of this, you get the biggest and da best/da boss is watchin, which are somewhat detrimental. Personally, I'll continue to play the formations separately just to not deal with the 2 shitty rules, while still having access to multi-waaaghs for the majority of the game, a 1/6 rerollable chance of getting fearless from turn 2 and on, and possibly access to the Orkimedes' Kustom Gubbinz. **'''Biggest an' Da Bestest''': Warlord must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. This shit sucks. Orks have access to wound rerolls on our warlord traits and with the lukky stik. You never want to be forced to take a challenge you can't win with your warlord. Some say it's the orky way to blindly accept challenges. I say it's even orkier for the big boss to shove a few boyz in front to deal with a formidable opponent before it's your turn to krump em (kunnin eh?). **'''Da Boss iz Watchin'''': Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits. Yeah, you better pray that you pass morale, because the price for failing got much higher. *'''Great Waaagh! Detachment:''' It was not reprinted in the Waaagh! Ghazghkull re-release, but the FAQ says this and the Green Tide formation are still valid. Take your typical CAD and add an extra 2 Troops and 2 Elites. 1 HQ, 2 Troops, and 1 Elite are compulsory. For using this, you have to deal with '''Biggest an'da Best''' and '''Da Boss iz Watchin'''', which is rather painful. The 'benefits' are the customary Warlord Trait re-roll and the ability to roll a die for each unit from this detachment, adding +1 to any unit that is classified as Troops. Any result of 6+ gives that particular unit Deep Strike. **'''Biggest an' Da Bestest''': Warlord must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. This shit sucks. Orks have access to wound rerolls on our warlord traits and with the lukky stik. You never want to be forced to take a challenge you can't win with your warlord. Some say it's the orky way to blindly accept challenges. I say it's even orkier for the big boss to shove a few boyz in front to deal with a formidable opponent before it's your turn to krump em (kunnin eh?). **'''Da Boss iz Watchin'''': Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits. Yeah, you better pray that you pass morale, because the price for failing got much higher. *'''Air Superiority Detachment (Death from the Skies):''' The very same, as all other factions get with an access to air-force. Really, not much to talk about, if your enemy brought the same detachment, most of your perks are being nullified anyway, and you don't have transports to capitalize on the Object Secured planes. Look rather for the Ork Skwadron, or the Kustom Wazmob formation. ====Da Great Waaagh!==== Coming with the re-release of this book was an Ork Decurion. However, it's clear that this was very phoned-in. *'''Command Benefits:''' There are three benefits. The first is being able to reroll your Warlord Trait if rolling on the Ork Table. The second one is '''Stampede''' which states that if your Warlord is a Warboss from this detachment, you can Waaagh every turn. The final benefit is called '''The Greenskin Hordes''' which states that every time a unit from this Detachment which starts the Assault Phase with 10 or more models manages to successfully charge an enemy and roll a 10 or more for charge distance, it gets Hammer of Wrath. Extra hits are appreciated, though sadly they're only S3 hits. [[Wat|It must be confusing that Gretchin benefit from this too]]. =====Core (1+):===== *'''Waaagh!-Band:''' [[Fail|Literally the exact same Formation as the Ork Warband in the basic Ork Codex, with a different name. The benefits are exactly the same as the Great Waaagh, meaning this effectively gets no bonus]]. *'''Goff Killmob:''' A Warboss (possibly replaced by Grukk) joins a pack of Nobs, 3 bands of Boyz, 1 pack of Kanz, a Gorkanaut and 2 Deff Dreds. In exchange, the Infantry units from this formation may reroll their charge distance. Although the benefit is better (since it stacks), it does mean taking a Gorkanaut... =====Command (0-1 per Core)===== *'''Council of da Waaagh!:''' Pretend you're in 5th Edition all over again! Ghazghkull and Grotsnik get to grab 2 Warbosses, a Big Mek, and a mob of Nobs with a banner. They now count as a squad. Aside from netting the bonus rules standard for the supplement, they net +1 WS on the bosses and the ability to roll for two Warlord Traits from the supplement and add them both to Ghazzy's default trait. The Banner-bearer also gives THE ENTIRE SQUAD AN ADDITIONAL +1 WS (on top of the normal +1 of the banner), as well as giving all Orks within 12" a re-roll on failed Morale and Pinning tests.Some people may argue that you only get the +1 WS on the Nobs, but the Waaagh! banner does say the unit gains the bonus, just like in a standard group of a Warboss and a Nobz squad with Waaagh! Banner, the Warboss would gain that bonus there too.As close as you'll get to your Herohammer deathstar and can be quite tanky to boot. Give the Big Mek the relic force field, take the Nobz in a small as possible squad and give the Warboss' Mega-Armour and 1 of them the Eternal Warrior relic. This will run you up 800~ points but will still fit in any transport, be mostly Toughness 5, have a 2+ and 4++, and FnP and EW on the 2 main damage soakers. Will also put out enough S10 attacks to kill anything* in a single turn of combat: 16 + D3*3 if you're outnumbered at WS8 (on the warbosses (+1 from formation, +1 from Waaagh! banner and another +1 for the special banner)).Warning Terms and Conditions apply on "Anything". Your 4+ invuln save is only good against shooting and all klaws are still I1. Any real close combat squad will laugh at these wannabees. *'''Oddboyz:''' Your non-Warboss HQ choice. Just grab a Mek, Big Mek, Painboy, or Weirdboy. =====Auxiliary (1-10 per Core)===== *'''Ghazghkull's Bully Boyz:''' 3 separate units of 5+ Meganobz. As a very melee-based formation, they not only get Fear and Fearless, but they also get +1 WS, making them even more of a threat in combat. There's still a lot that can blow them up though, and S&P will make it easy to wreck them. This formation does, however, fix the main problem with Nobz - their piss poor LD. Fearless means their LD7 no longer matters which is the main reason they suck. Put the whole formation in Battle wagons and you can be sure the enemy will have to kill every last Nob. Take Kombi Skorchas on every Nob so you have 15 single use heavy flamers to melt any tarpits that get in your way. *'''Da Vulcha Skwad:''' Zagstruk grabs 3 packs of Stormboyz. This formation is sadly trash [[fail|since it must start in Deep Strike Reserve, while lacking the ability to charge from Reserves or mitigate Scatter. Furthermore, the entire Formation makes a single Reserve roll and Orks do not have innate Reserve manipulation and so unless you sink extra points into a comm-relay, there is a 1 in 3 chance that the Formation fails to arrive. The only other bonus is that the Formation can merge into a single unit, yet do you really want to Deepstrike a mob of 30+ unarmored Orks in an easy-to-pieplate group]]? *'''Badrukk's Flash Gitz:''' Badrukk grabs 2 bands of Flash Gitz. A surprise formation, Badrukk joins up with 2 mobs of 10+ Flash Gitz. They can join into a single superblob similar to the Vulcha Boyz, [[fail|but this is not worth it since they can only shoot one unit at a time and you do not get bonus points for overkill]]. Their other bonus is that their Snazzguns gain Master-Crafted; however, each Snazzgun fires three shots, and Master-Crafted only lets you reroll one miss per weapon. [[rage|Say you have 20 Flash Gitz in your super-unit: they do not roll 60 shots before rerolling up to 20 misses. Rather, you roll three shots at a time, rerolling up to one miss, and repeat this process a total of 20 times. Your opponent will hate you not for the damage you do, but the amount of time it takes to resolve the attack]]. In short, this Formation is another hard pass; take Flash Gitz if you want, but not in this Formation. *'''Boss Snikrot's Red Skull Kommandoz (Waaagh! Ghazghkull)''' - Boss Snikrot grabs four Kommando Mobs; no more, no less. This formation gets the same ability to jump in on any side of the table and get Shrouded when they arrive, but they also get a re-roll on a failed cover save if they don't shoot the turn they arrive. *'''Blitz Brigade:''' Five Battlewagons, all with either rams or deffrollas. Surprisingly, they get Scout, which is pretty hard to imagine for an Ork vehicle, but if they do so, anyone embarked on them won't be able to charge on the first turn, unless you take turn two, then you can charge away, otherwise they are useful as delivery for either shootas or flash bitz or as mobile cover for other chargers. With the new update of Waaagh! Ghazghkull, all battlewagons ram at S10. Sweet. **However, with this formation a good choice would be killkannons. Firstly, taking 'ard case wouldn't be a problem if units inside can't charge out of it turn 1 anyway. Secondly that scout move gets them up and into range turn one. with five large blasts at S7 AP 3. Your opponent is gonna have to duck and cover in order to survive that kind of on salvo turn 1. *'''Gorkanaut Krushin' Krew:''' Grab 3 Gorkanauts that will become huge fire magnets not only because of their standard mega-ness, but because they get additional rules as the game goes on. On Turn 2, they get Rage. On Turn 3, they get Hatred. After that, they get Shred. Keep them alive that long, and you'll have the ability to crush anything you get near. Just remember to keep them in the best possible positions (in close combat, hidden from Lascannons, screened by smaller units, etc), because until they start [[meme|gettan gud]], they are only basic Orkanuats, and basic Orkanauts are basic bitches. *'''Dread Mob:''' A Big Mek and Painboy grab 2 Gorka/Morkanauts in any combination and 3 each of Killa Kanz and Deff Dreads. *'''Air Armada:''' 3 Dakkajets grab a Burna-Bommer and Blitza-Bommer. *'''Dakkajet Skwadron:''' 3 Dakkajets *'''Burna-Bommer Skwadron:''' 3 Burna-Bommers. *'''Blitza-Bommer Skwadron:''' 3 Blitza-Bommers. *'''Speshulists:''' Grab a pack of speshul boys: Kommandos, Flash Gitz, Burnas, Tankbustas, or Stormboys. *'''Speed Freeks:''' Grab a pack of Warbikes, Warbuggies, or Deffkoptas. *'''Mekboyz' Big Stuff:''' A Stompa, Morka/Gorkanaut, Battlewagon, or Mek Gunz. Whatever fits, really. ===Dataslate Formations=== *'''Painmob (Start Collecting! Orks box)''' - This formation requires a Painboy, a mob of Boyz, a mob of Nobz and a Deff Dread. The pros are that you get a free Painboy slot, which is definitely welcome, and the other units aren't restricted to a specific size (you needed a big blob of Boyz anyway, right?). A mob of Nobz can be kept cheap (minimal with no upgrades is around 50 points) and small enough to be kept as a hidden backfield objective holder, or you can kit it out to be brutal. The only real tax unit here is the Dread, which doesn't really synergize with the rest of the formation as-is. To offset that, you get the special rule Pile On Da Pain, which lets all the units in this formation, once per game, get an extra round of Close Combat during the Movement phase if they're already stuck in, and the enemy can't hit back. But since GW gives with one hand and takes with the other, all units with this rule need to perform it at the same time. If you're taking this unit, at least stick some Killa Kanz around the Dread so it won't be dead before it hits enemy lines. *'''Ork Warband''' - This requires 1 Warboss, 1 Mek, 1 unit of Nobz/Meganobs, '''6''' units of Boyz & 1 unit of Gretchin and gives you all the same benefits as the Ork Horde detachment (re-rollable traits + HoW if 10+ models roll more than 10" charge). In addition your Warboss can call a Waaagh [[Awesome|EVERY TURN AFTER THE FIRST]] You'll never have to play a battleforged army ever again! Just add unbound Ork units after you've qualified for the formation. **This formation is easily overlooked and underestimated: when taken bare-bones it forms the core of a 1000pt army that still has room for more Nobz, Boyz, or a few good toys and upgrades that lets you overwhelm an opponent with superior numbers. Waaagh-ing every turn even the first will let you shoot up the board faster than your opponent can anticipate with more bodies than they can deal with unless they take very specific lists. And even then, HoW hits are much easier to achieve. Additionally, all the required units have a use on the field: Grots maintain their use as a screen or backfield objective holder, while a small 3-Nob squad can do the same job while being just as easily ignored by the enemy. That Mek can babysit Mek Gun batteries, help Lootas with Mob Rule or take challenges for a PK Nob/Boss. And while you can't count on it to happen, rolling a 1 on the Ork traits table (with the reroll this formation allows) means '''your army is Fearless every turn even the first''', assuming you can protect the Warboss. Putting a (cheap) Finkin' Kap on that (cheap) Warboss allows for further shenanigans. This formation gives a ton of strategic opportunities that your opponent WILL underestimate. The one downside is model count; not for a new player, but it's a way to keep your footslogging army from previous editions viable. *'''Grukk's Rippin' Krew (Stormclaw)''' - All of the Unique Stormclaw formations go here. Thankfully, Grukk allows everyone to re-roll morale (Cowardly Grotz included), and the ability to Deep Strike. If you decide to pull everyone in Reserves (which'd be kinda ridiculous) they'll all automatically arrive on the first turn so you can shock them by not being automatically disqualified. This formation would be great if you weren't forced to use the named units of the storm claw box that are all kind of oddly equipped. *'''Dread Mob (Waaagh! Ghazghkull)''' **NOT the same as the Apocalypse formation. This one has a Big Mek and Painboy joined by 2 Gorka/Morkanauts, 3 Deff Dreads, and 3 squads of 3 Killa Kans. With the new units put onto this unit (one of which has dubious use here), the entire formation gets a re-roll on one charge dice and d3 HoW hits, which make the walkers slightly more killy. Most important to note: if you take another detachment with a Warboss as warlord, the fact that all the walkers have '''Ere We Go!'' makes them benefit from calling a Waaagh!, allowing them to run and then charge in the same turn, just like da boyz! To make the best of this formation you are going to want to get those walkers into close combat by any means necessary, including screening the larger walkers by way of the Kans. Hordes of Boyz may end up blocking the metal death machines from getting stuck in as soon as possible, so <s>don't be stupid</s> play accordingly. *'''Green Tide (Waaagh! Ghazghkull)''' - Another remade formation, this one limits the Warboss to staying with 10 mobs of boyz. The only thing that remained this do-over is the ability to Waaagh! on end. The unit becomes more valuable now, as they're now worth 11 VP if they're entirely destroyed, which kinda kills the incentive to use them, especially now that they can't just grab any more boyz to boost their numbers. They also get HoW if they charge 10+ and the ability to allocate wounds if they roll anything other than a 1 on Mob Rule, which kinda keeps them alive, but it's not as good as the Apoc form. Although giving your Warboss a Big Bosspole means the unit is Fearless, negating Mob Rule entirely. Since the Formation allows you to take Unbound units while keeping the Formation's special rules (you weren't going to bother with ObSec in this list anyway), tossing in a single Painboy gives the entire blob FnP, and a KFF or two near the front/sides/rear of the unit - basically moving to wherever your opponent is hitting you from - helps keep your boyz much more protected than your opponent will anticipate. Orks: it's all about underestimation! This formation has proven to be very powerful. But not easy to master as it's a helhuge single squad with all it's goods and bads. The goods are that the buffs like FNP and Fearless affect everyone. The bads are you're running a single freaking squad that can get stuck into an invisible or hardy enemy attacking from the flank, so positioning and support are VERY important. *'''Gorkanaut Krushin' Krew (Waaagh! Ghazghkull Supplement Update)''' - 3 Gorkanauts that will become huge fire magnets not only because of their standard mega-ness, but because they get additional rules as the game goes on. On Turn 2, they get Rage. On Turn 3, they get Hatred. After that, they get Shred. Keep them alive that long, and you'll have the ability to crush anything you get near. Just remember to keep them in the best possible positions (in close combat, hidden from Lascannons, screened by smaller units, etc), because until they start [[meme|gettan gud]], they are only basic Orkanuats, and basic Orkanauts are basic bitches. *'''Mogrok's Bossboyz (The Red Waaagh!)''' - A Warboss grabs 3 Big Meks and an ML2 Weirdboy. One of your Meks gets Kunnin' But Brutal, giving him some extra protection with his KFF (which you took, right?). You also get +1 on the Seize and can give d3 units Outflank and Acute Senses for extra sneeky if you use this alongside Snikrot's boyz. Of note, you can outflank ANY unit, including [[Creed|Stompas and Orkanauts]], right into your opponents lines (bonus points for Burna-laden trukks)! (TAKE IT FOR THE GREEN TIDE! THE LULZ JUSTIFY EVERYTHING) *'''Skyboss Wingnutz' Sky Armada (The Red Waaagh!)''' - Pack in 3 Dakkajets (one with a Flyboss) with a Burna-Bomma and a Blitza-Bomma. This is meant to purely piss off anyone aiming at them, as they can jump off the Table to Ongoing Reserves, restoring their HP and One-Use weapons before going again. *'''Grukk's Goff Killmob (The Red Waaagh!)''' - Grukk and Skrak's Skullnobz have to join 3 mobs of 20+ bare-bone boyz, a Gorkanaut, 2 Deff Dreads, and a 3-Kan mob. They get Fear for joining up, but the Boyz and Nobs also get a re-roll on the Charge just to make sure they make it. Not much else, though. *'''Ork Skwadron (Death from the Skies)''' - A formation-level alternative of the air superiority detachment. You must take 3 wings from Dakkajets, Burna Bommerz, or Blitza Bommers in any combination. One wing gets +1 BS and agility, plus the Skilled rider USR. The whole formation move flat out and can shoot, provided all the wings are in an attack pattern, and they are not more than 24" far away from each other. Shame, that it can be nullified by shooting out one wing (or at worst, a single plain from a 2 plane-strong wing). *'''Kustom Wazmob (Death from the Skies)''' - A speshul wing, which is led by a Wazbom Blastajet (with a compulsory kustom force field), followed by three other planes (Dakkajet, Burna Bommer,Blitza Bommer, or Wazbom Blastajet, in any combination). If you fly in a Fortitude pattern, you'll get 3+ invulnerable save. RAW it can be used against hits from the Clipped 'im! results on you Blitza Bommers' bombing runs. Still can be nullified by shooting down a single plane from the formation, but the whole lot can be fielded just under 500 pts.
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