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=== Lords of War === '''DISCLAIMER:''' As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it's a zoggin' mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by ''certain others'' in a community setting. Unless you're just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether. Which is a shame, since they all look really Zoggin' cool. ==== Da Wheelz ==== All your Kill Tanks and Battlefortresses go here, as well as any super-heavy vehicles looted from other races. *'''[[Kill Tank]] (Forge World)''': As with all FW things it needs update to be in line with 9th age book. Seemed nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which brought it up to about 420+ pts. [[Meme|But everything changed when the Forge World Compendium attacked.]] A 4+ save improved to a 3+. A transport capacity of 12 ladz remained but lost its patented pseudo-open-topped rule that lets ladz inside fire but hit on sixes. It's BS4 became BS5 with 1+ to hit when it's main gun is within half range. The main gun's still either a Bursta Kannon or a Gigashoota, and it comes with a Skorcha and a Twin Big Shoota as well. And the price for all of this? 275pts for the [[Kill_Tank#Kill_Blasta|Kill Blasta]], 325pts for the [[Kill_Tank#Kill_Bursta|Kill Bursta]]. **'''Bursta Kannon''': A R36" Heavy 3d6 S10 AP-3 D3 creature that'll vaporise whatever you hit, having gained an additional dice worth of shots. **'''Giga Shoota''': A R48" Heavy 30 S6 AP-2 D1 monstrosity that'll likely be getting ''a lot'' more hits than it used to. Changing from Heavy 6d6 reduced its maximum number of shots slightly, but really improved its average and minimum. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -2, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. This one is the most efficient for encouraging close combat for the tank. When you're stuck in cc, you can just back up and blast away hitting on 4s, or if you're stuck you're still hitting on 5s with the plus 1 to hit. Putting More Dakka on this doesn't feel so bad since you're guaranteed 30 shots instead of 3d6 which can be swingy. **'''Reinforced Ram''': S+1 AP-1 D3, deals 1d3 Mortal Wounds to the charged unit on a 2+, which coupled with the 8 S9 attacks and the WS4+ makes close combat a friendly place to be for the Kill Tank. **'''Kill Tank Grot Riggers''': It can regain 1d3 Wounds each turn, which's neat, I suppose. **All in all it's your cheap super-heavy (though not in money terms, FW being who they are), but since you're an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would. *'''[[Kill_Tank#Kill_Krusha|Kill Krusha]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book.It's a Kill Tank with a Krusha Kannon, which has four different firing profiles; **'''Boom Shells''': 60" Heavy 2d6 S8 AP-2 D2 '''Blast'''. **'''Tankhamma Shells''': 60" Heavy 1 S10 AP-3 D6, re-roll To-Hit against {{W40kKeyword|Vehicles}}. **'''Scrap Kanisters''': 18" Heavy 3d6 S5 AP-1 D1, auto-hit. **'''Blast Burnas''': 48" Heavy 3d6 S5 AP-1 D1 '''Blast'''. **'''Grot Riggers''': It regains 1 Wound every Command Phase, not as good as the regular Kill Tank's but better than nothing. ***It can also take any two of Twin Big Shootas, Rokkit Launchas, or Skorchas. Generally less effective than the Kill Bursta or the Kill Blasta at their respective specialties, but much more flexible than either, a jack-of-all-trades deal. In between the two in price at 290pts. *'''[[Battlefortress#Deathrolla|Deff Rolla Battle Fortress]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book.In all respects a bigger, badder, better brother of the Battlewagon. It has similar stats, but with 24W and built-in T8 with '''Open-Topped'''. Stock it has a pair of Zzap Guns and one Kannon that can be exchanged in any combination for Kannons, Lobbas or Zzap Guns, a Deffrolla which's the same as on the Battlewagon, so it ALWAYS hits on 2+ as its worst WS is 5+, and the Deffrolla adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing's in CC. **It also has two Twin Big Shootas, Skorchas or Rokkit-Launchas, and additionally up to five Big Shootas too. **There're also '''Grot Riggers''', but with the amount of Wounds this thing has, regaining one every Command Phase's nothing to write home about. **Overall it seem to be designed do do exactly same thing as a Battlewagon, ferrying 20 models (or 10 if they're Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than a Battlewagon (better resilience, better shooting, no limits on the number of models due to weapons, more guns), but costs more. **In comparison to the Battlewagon, it also doesn't have the option to take more or bigger guns to turn it into a moving artillery piece at the expense of carrying capacity. *'''Open and Narrative Play only:''' **'''[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)''': The third and biggest of the Looted Wagons. It's already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It's also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun. ***'''Krushin' Tracks''': Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain. ***'''Battle Fortress''': As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1" with the twinned guns. Unfortunately, don't expect cover to save it unless you have at least half the behemoth covered. ***'''Big Red Button''': The random roll for all looted wagons, selected once per battle during shooting (move 6" with all cargo inside, +1S to all guns, heal d3 wounds). ==== Da 'Ard Stuff ==== Just like in Heavy Support, you have a couple of different Stompas to suit your needs, as well as a larger version of the Squiggoth. Both 'nauts are now here which is unfortunate. *'''[[Stompa]]''': Yay, the Stompa got cheaper. It now runs a total of 675pts, which doesn't bring it to the point of being actually good (for that you would need to cut out 100-150 more points), but much closer. It was also somewhat buffed in some places, but it retains some of its problems. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armour. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket (not likely with amount of shooting coming its way). It also has four levels of bracketing which is one of worst things about it, as that negates many of the benefits of having 40W. It can Fall Back over {{W40kKeyword|INFANTRY and SWARMS}} models and charge freely. At its top bracket, it boasts WS3+ and 6 attacks at S20, with its Mega-Choppa causing a flat 9(!) wounds per failed save at AP-5, or it can make the slash attack for triple the number of attacks at AP-2 and d3 damage. Points-wise it's probably still better to take two Gorka/Morkanauts but to go for a full Super-Heavy detachment you would need 3 of them (so around 1000 points). Its ranged weapon compliment is fairly impressive but inconsistent and less effective than it seems at a first glance due to BS5+. ** '''Supa-Gatler''' is an infantry-mulching Dakka 24/16 S7 AP-2 D1 (gone is psycho-dakka-blasta rule, which is sad if only due to epicness of its name). ** '''Supa-Rokkit''' No longer one-time use that can fire Heavy d6 100" at S8 AP-3 D6 Blast. Would be nice if it ignored LOS, but nope. ** '''Da Deffkannon''', which clocks in at 72" Heavy 3d6 S10 AP-4 Dd6 Blast. Nice, but suffers from BS5+ ** Aside from that, the Stompa supports an array of standard secondary weapons: 3 big shootas, a twin big shoota and a scorcha. **'''Clan Kultur''': Because of the changes to the Supreme Command detachment, the only way these guys give a command point bonus is if you take a Super Heavy detachment. And let's be honest, that ain't happening in a 2,000 point game. But for Apocalypse games, here is the rundown for each of the main kultures: *** '''Goffs''': Fair. Melee focus for being more stompy. *** '''Evil Sunz''': Mediocre. Increases mobility. *** '''Bad Moons''': Mediocre. Increases shootiness. *** '''Blood Axes''': Good. Gives 2+ save at 18" or more and shooting after falling back (apparently it can then charge due to the bigger and stompier rule). *** '''Deff Skulls''': Good. Makes it slightly more durable with resistance to mortal wounds spam and slightly more reliable with To Hit and to wound. *** '''Snakebites''': Useless. No impact on T8 vehicle. *** '''Freebootaz''': Decent. +1 to hit on that amount of heavy weapons is not insignificant. However it requires a trigger, which can be problematic. ** It got a lot more affordable after 3 editions of being severely unplayable due to costing 200% of its real value in points, but it's still overcosted by around 150p. Still nowhere as bad as it was. *'''[[Gorkanaut]]''': Clearly the winner of this edition despite being moved to Lords of War section. The halfway house between a Deff Dread and a Stompa. For 365 points it is not cheap, but 24W S8 T8 orky goodness is very nice indeed. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of Dakka 30/20! S6 AP-1 shots. It also comes with 2 Twin Big Shootas (another 20/12 shots), a couple of Rokkit-Launchas (2d6 rokkits) and a Skorcha (12" now) if you felt it didn't have enough guns. It lost 1 A but this giant metal abomination can still throw down 5 S16 AP-4 flat 6 damage (instead of previous d6) attacks or 15 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun. *'''[[Morkanaut]]''': The Morkanaut had not fared as well as the Gorkanaut, which got almost exclusively buffs all around the board. It can take a Kustom Force Field for 30p, which is a steep price for 6++ aura. Previously, keeping all models within 9" of it was an issue, but it was worth it due to massive base size of the 'nauts. Nowadays, not so much - it is almost always better to take an extra Big Mek with KFF instead. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart. Its secondary guns got similar upgrades as Gorkanaut and general changes to the standard weapons (it comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta) but its main gun, unlike most stuff in the new codex had not been upgraded at all at 3d3 S8 AP-3 Dd6 shots. 'Big n Stompy' means it can fall back and charge, but not shoot, which is unfortunate for gun platform. It can carry 6 regular infantry models. It is also somewhat overpriced for what it does in comparison to other stuff in the book Clocking at 350p or 380p with KFF, but high amount of wounds (24) and a solid 3+ armour save makes them durable. In close combat it has the same weapon as the Gorkanaut but with 1 less A (3 fewer if smashing) ** Nerfs to the KFF and not upgrading its 3d3 main gun hurt this model significantly, especially with it becoming a LoW, so the return on points has to be higher to justify the CP expenditure. **'''Economical Consideration''': The '''Stompa''' has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a '''Stompa'''. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value. You could buy Stompa for extra bitz and convert a โnought. *'''[[Stompa#Mek's_Stompa|Kustom Stompa]] ([[Forge World]])''': As with all FW things it needs an update to be in line with the 9th edition book. This thing is now stupid good with the FW update and you should always take this over the regular one, since it is much cheaper and has better guns (the one bad side is you can't take the Kustom Job, but screw that for how amazing this thing is). It has the Deffkannon, Supa-Gatler, and Kustom Stompa Rockets (same stats as regular but you have an infinite amount). You also have an absolute murder melee weapon as well, which is S x2 AP'''5''' D'''9''', and you can also cause D3 mortal wounds on a wound roll of 4+. It can be swapped out with the Mega-Choppa, but you don't want to take that. Instead, take the Stompa Lifta Droppa, which is four smasha guns but you roll 3D6 to wound and the damage is D3+3. It still has the Belly Gun, which got nerfed against infantry, but buffed against everything else as it is now 3D6 shots instead of the 2/4D6. The best part? Having all of the guns and no melee weapons, this thing only costs 850 points, which is around 60-70 points cheaper than a regular Stompa, and it is more deadly. Always take this over a regular one. ** '''Evil Sunz''' '''Visions in the smoke''' psychic power gives you full reroll on hits and '''More Dakka''' makes your shooting exploding on 5+ and ignoring all -1 to hit modifiers. Pure shooting '''Kustom Stompa''' has 27-90 shots minimum, so it worth every teef! *'''[[Squiggoth#Gargantuan_Squiggoth|Gargantuan Squiggoth]] ([[Forge World]])''': As with all FW things it needs an update to be in line with the 9th edition book. Ever wish your Battlewagon was bigger, 'arder, greener, killier and even more expensive? Well, here you go. Transport capacity of 20, two Twin Big Shootas, and two Supa-Lobbas, with the option to buy up to four Big Shootas and/or replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it's in combat (except at the unit it's fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don't forget you need to buy a unit to ride in it too (if you're going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). '''Stampede!''' inflicts D6 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]].
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