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=== Flyers === Ork Flyers don't get ''''Ere We Go!''' or '''Mob Rule'''. You've a Flyer for every occasion; the Dakkajet, Fighta, and Fighta-Bommer are generalists, whilst the Burna-Bommer's anti-infantry, the Blitza-Bommer's anti-vehicle, the Wazbom Blastajet's anti-tank, and the Warkopta's a transport. *'''[[Bomma#Burna-Bommer|Burna-Bommer]]''': Anti-infantry firepower and bombs. For 135 ppm it is kind of affordable. Gone is 'Edbutt and exploding on 4+ with 3 flat MW. It was too much, admittedly, but they've gone too far other way. You get two Burna Bombs, and can drop one per turn on a point you fly over. You roll a D6 for every model inside 6". No restriction on the number, so if you can bomb a lot of units in close proximity to each other this can mean a lot of dice, but typically just reasonable amount. On a 5+, or 6+ vs {{W40kKeyword|CHARACTERS}}, units that those models belong to take mortal wounds. The Twin Big Shoota gets +1 to hit thanks to its '''Grot Gunner'''. You can also buy some supa shootas and scorcha missiles for an extra 15p (decent 2d6 blast weapon). ** Overall this guy is nowhere near as auto-include as it was, but it's also far from useless, especially against armies with significant chaff. *'''[[Bomma#Blitza-Bommer|Blitza-Bommer]]''': A bomber that's a little more focused on attacking vehicles. Its guns are still anti-infantry (with the '''Grot Gunner''' giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} as three models when working out how many dice they get to roll for Mortal Wounds - and they inflict Mortal Wounds to all targets on 4s, while Burna-Bommers' Burna Bombs require 5s for non-{{W40kKeyword|Infantry}}. Bomb squadrons of smaller vehicles for maximum pain. *'''[[Dakkajet]]''': Your basic fighter. No bombs, but it instead has 4 supa shootas. You can get up to 2 more for 10 points each. It is very cheap for a flyer at 100p, but realistically you will always take the 2 extra super shootas for a total of 120p. Each super shoota is Dakka 6/4 S6 AP-1 D1, so at half range this one will get 36 shots. Pretty decent. It also has standard flyer abilities '''Airborne''', '''Hard to Hit''' and '''Supersonic'''. It hits on 5s and there is no way to make it +1 to hit outside of Freebootaz trait, but the volume of shots compensates for that. ** Combining it with Speedwaaagh bumps it to 42 shots at AP-2, which will positively shred most non-TEQ or non-vehicle units. ** Realistically, this model is the only viable target for the More Dakka kustom job. *'''[[Wazbom Blastajet]]''': Your anti-tank plane. At base it costs 170p but it'll go as high as 200-210p if you pay for the extra gubbins. It has BS4+ since it's manned by a mek and they're all BS4+ now :). That is really nice considering how many guns it has. It has built-in smasha gun (heavy d3 S8 AP-4 damage D6 Blast) and 2 wazbomb mega kannonz (36' Heavy d3 S10 AP-3 D6 blast and standard Gets Hot rule), and can take 2 supa shootas or swap the KMK for tellyporta mega-blastas. **'''Tellyport Mega-Blastas''': 20pts extra. You can replace both. It loses some range and 1 point of S and 2 points of AP for d6 shots and d3+3 damage which is more reliable. Probably worth it since this is a flyer so range is typically no issue. **'''Blastajet Force Field''': You can swap out the Stikkbomb Flinga (which is mostly useless) for one of these for 20pts. It is probably a good idea if you have multiple aircraft since it is 9" 5++ inv but works only for ORK AIRCRAFT. **'''Supa Shootas''': You can drop 20 points on a pair of these if you feel the need for even more dakka (6/3 S6 AP-1) which, let's face it, you probably do. **It is quite decent but most expensive of all the flyers as you can easily take two Dakkajets for one of those but BS4+ and very good anti-tank weapons is worth it. *'''[[Fighta|Attack Fighta]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book. Same profile as other Ork flyers, now with 12 Wounds to bring it in line with the others. Comes with twin Twin Big Shootas, and either '''Small Bomms''' (roll 1d6 for each model in one unit you flew over in the Movement Phase up to a max of ten dice, and cause a Mortal Wound on every 5+, but can only be used twice per battle) or Wing Missiles (24" Assault 1 S8 Ap-2 D3). **This's what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it's easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn't even fun enough to bring to a friendly Open Play game. **It basically looks like something between a proper Ork flyer and a Deffkopta, having the worst characteristics of both without most their benefits. When it eventually got points in the Forge World Compendium Legends PDF, its saving grace was that it was dirt cheap, at 120pts and 6PL. *'''[[Fighta-Bommer]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book. 8PL instead of the 6PL for the Attack Fighta, but much more useful. Has three Twin Big Shootas, and you can switch out its '''Small Bomms''' for two Wing Missiles or two Grot-Guided Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better. *'''[[Warkoptas|"Chinork" Warkopta]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book. No longer a Dedicated Transport as of the Forge World Compendium, even though its statline's much more in line with the Trukk it was once an alternative to, to the point that you can now proxy it by replacing a Trukk's wheels with propellers. You can use it to Deep Strike ten ladz, but weight limits mean they can't bring Mega Armour or Jump Packs with them. Movement of 16" plus 6" advancing gives a 22" movement. A much more worthwhile take than a Trukk, assuming your enemy doesn't have a strong anti-air presence. Now with '''Open-Topped'''. **'''Deffguns''': Gets two of these Loota weapons for free. **'''Rattler Kannons''': Can swap the Deffguns for two of these, and they're now completely different weapons to the previous iteration. Heavy 1d6 24" S6 AP-2 D1 shots apiece. So the number of shots has halved but it's stronger. Sounds nasty. Two of them will generally average two saves for anything T4 or T3, which sounds meh, but AP-2 and D1 means that could leave a mark; just be careful what you aim at. ***Also comes with a Big Shoota, which can be swapped for a Skorcha, Rokkit Launcha, or Kustom Mega-Blasta. Sadly the Skorcha'll be out of range if you deep strike (8"R, must Deep Strike >9" away), but given that you can move it 22" then fire a Skorcha at full effect, you're obviously going to deploy it normally if you take these. ***No longer has to worry about moving and shooting thanks to '''Big Guns Never Tire'''. **'''Bigbomms''': You can get two of these and they cost 10 points each. Drop them on units you move over, and they deal a Mortal Wound to each model in the unit on a 5+, up to a maximum of 5.
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