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==== Da 'Ard Stuff ==== This is anything with legs, be they metal or fleshy, all are equally stompy. Your walkers range in size from [[Sentinel]]-class Killa Kans and [[Dreadnought]]-shaped Deff Dreads, giving you all the tools you might need to tackle any job. The Squiggoth's pretty solid too, but's more of a transport that can also krump, rather than a krumper that can also transport. Gorkanauts and Morkanauts were moved to Lords of War unfortunately, so now you either need 3 to fill out a Superheavy detachment or one in a Superheavy Auxiliary detachment for 1CP (and thereby forgoing your klan trait). *'''[[Killa Kan]]s''': Lacks ''''Ere We Go!''', '''Mob Rule''' and '''Clan Kultur'''. Unlike Deff Dreads, these little guys don't split up on deployment so Leadership 6 and lack of '''Mob Rule''' can see things go very wrong very fast, especially as casualties that '''Explode''' will always wound their squad mates. Not even a Warboss' '''Breakin' Heads''' is an option to work around morale, since they have the {{W40kKeyword|Gretchin}} keyword. A minimum-sized unit is 3 now, so no singular Kans anymore. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S8 AP-3 D3 Kan claw melee attacks per Kan. They are admittedly WS 4+ but they also get +1A if there's more than two in a unit, thanks to '''Scrag 'Em'''. The lack of ''''Ere We Go!''' means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a '''Kan Klaw''', and a '''Big Shoota''' which it can replace with one of the following: **'''Grotzooka''': Decent for mowing down infantry at range with 2d3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Its short-ranged (18"), making it pretty lackluster all things considered but it is at least free. Skip. **'''Kustom Mega-Blasta (Index only)''': As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for 1d6 rather than 3 flat Damage, but you wound yourself on 1s. **'''Rokkit Launcha''': As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's 1d6 and no wounding yourself on 1s, but one less AP. Overall best choice if you want to capitalise on your 4+ BS and need anti-tank, but on the expensive side for extra 15p. **'''Skorcha''': Your BS4+ isn't terrible, so not an auto take compared to other Orks units, but if you're going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, and it's also not that expensive at 5p per model. ** '''Big Shoota''' Default choice. It is kind of lackluster but its free. Probably the best choice if you want to shoot GEQs while heading towards CC. ** After some games I love those nasty rascals. Multiple wounds and some toughness makes them somewhat durable, and people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you're lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage. ** They're still pretty cheap at 40 points with a Big Shoota. They hit on 4s in melee, but can get WS 3+ with a Waaagh! banner and make 4 (or 5 with WAAAAGH!!!) attacks each, which isn't bad considering they are T5 W5 Sv3+. **They are also decent screen with their big bases and can even be distraction carnifex thing. **Problem is in bigger units they suffer heavily from morale. Losing a 40p model due to morale after losing one or two others is really bad. *'''[[Deff Dred]]s''': Start organised as a 3-model unit, but split into individual units during deployment (as per '''Dread Mob'''). They are in a really good place now for their base cost of 85ppm. Keep them away from large groups of basic troops, as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two '''Dread Klaws''' and two '''Big Shootas''' as standard, and can replace any of them with these (and you typically will as big shootas are a bad choice for this guy): **'''Kustom Mega-Blasta''': 10 extra points per gun for d3 S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s. An important note is that these weapons retained the Assault type, being one of only a few Ork weapons that did, and as such can be shot even if the Dred advances (potentially without loss of accuracy dependent on the klan). *** You want to go all or nothing with this. A Kustom Mega Dredd with 4 of those is on the expensive side but 4d3 plasma shots is nothing to scoff at. ***If you're playing Deathskullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating. **'''Rokkit Launcha''': 10 extra points per gun, your alternative d3 shots of S8 firepower. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. Decent choice overall but we can get rokkits elsewhere with better chances to hit. **'''Skorcha''': Some close-range firepower for a close-combat Dread that wants auto-hits. Costs only 5 extra points and d6 S5 and AP -1 is a great deal. Frankly with BS5+ this is the best option as it both works as a Charge deterrent and can bbq some enemies on the Dred's way into CC or even after he's already TheRE. **'''More Dread Klaws''' : These do not cost anything, so a 4-klaw Dred that will positively shred any hard target in CC is very viable option now. Each Klaw gives +1A to the Dred's three base attacks. ***With usage of Tellyporta stratagem they are decent anti-armour with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY to let them get in and wreck face!!!... though you are probably better off with 10 Meganobz anyway. *'''[[Mega-Dread#Meka-Dread|Meka-Dread]] (Forge World)''': As with all Forge World units, an update is needed. Lacks '''Mob Rule'''. As of the Forge World Compendium, it has been stripped of almost everything, as it no longer has access to a Kustom Force Field, Mega Charga, Rokkit Bomms, Big Zzappas, Rattler Kannons, and Shuntas, so immediately it's less of an alternative to a Morkanaut. Hope you magnetised those arms... In exchange, it gets the same '''Ramshackle''' that Trukks get, and the ability to fix one friendly vehicle within 1" for 1d3 lost Wounds which can't be itself... yay? **'''Dread Rippa Klaws''': The basic weapon loadout consists of one of these and a Killkannon, but you can swap either for one of the other or a Dread Killsaw. It's an okay CCW with SΓ2, AP-3, and D1d3+3. Only 4 attacks base, though +1 if there are 2 Klaws. **'''Dread Killsaws''': The alternative melee option, only S+1 D2, but AP-4 and +1 attacks with this weapon when you fight. Only Strength 8 to the the Klaws' Strength 14, but has an easier time of getting through thick armour. *'''[[Mega-Dread|Mega Dread]] (Forge World)''': As with all forge world update is needed. Once again a playable option in the Forge World Compendium, but functionally very similar to the Meka-Dread, with the same weapon options available. The difference between the two, is that instead of being able to fix things, this one can roll an additional dice for it's Charge distance and discard one of them. It also has a couple of Boombits, which are R12" Assault 1d6 S5 AP0 D1 auto-hit, which is nice I guess? *'''[[Squiggoth]] (Forge World)''': As with all forge world update is needed. More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth's own gun can fire their weapons normally from it if an enemy is 1" or less away (i.e. in melee range with the Squiggoth), but can't target that particular enemy. '''Stampede!''' inflicts 1d3 Mortal Wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs. Also if you don't want to pay the outrageous Forgeworld price tag, the Stegadon from Age of Sigmar could make a great conversion.
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