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==== 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.
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