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====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.
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