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== Tactics == === General tips === It's easy to kill the Orks. You gain very much if you go first. So focus on how to survive going second. With Orks it's super easy to lose before you move. *Cover your army in KFF ** This is much less viable with 6++ only. But it can help first turn if orks are going second. Be ready to burn that field off. ** … or play the list with the in-built invuln like Speed Mob or Beast Snagga *Hide behind the terrain and make sure, you have enough terrain to play regular 9th edition game on the table. *OVERSATURATE ENEMY FIRE with a lot of targets OF ONE TYPE. Look at the winning lists from large tournaments. All these armies tend to be one type of target. Wanna play Boyz? So play pure (or almost pure) INFANTRY and make enemies anti-tank fire useless. Wanna play buggies? Vice versa. *Plan your casualities. Wanna keep your buggies safe? Block your opponent's movement with front deployed Kommandos and harass with the jets above their head. Buy your buggies a turn or two. Our new Stratagems mostly suck. Spent your Command points for extra detachements - specialists and WARBOSS CHARACTERS are great but limited to 1 per detachment. Plus you want most of the VEHICLE units in as small units as possible because of morale - buggies, mek guns, deffkoptas. So you need A LOT of slots. === 9th ed tactical tips === 9th edition and the new Nachmund GT mission pack changed the way how to do the proper Waaagh. The point is, you need to be more kunnin! Good list is just the half of the work. You must have a plan with secondaries. And build the list around this plan. Good old times of building the list and looking for some right secondaries after that are over. To do it right, follow few rules: *Do not bet on “selective killing” secondaries like killing the characters, vehicles or psykers. Most of the good opponents do not offer you enough easy VP. Have a plan for all 3 regardless on the opponent. **Example is ES Speed Mob with 2 large squads of Koptas, squad 3 Squigbuggies, 3 x 6+ squad of warbikers and 2 jets. ***Koptas and Squigbuggies will be the most expensive but either sitting in back or running away via strategems - so really hard to kill. Great units for To The Last. That is the first secondary. ***Squads of Speed Mob Warbikers can move 20” and do the Nachmund Data with 100% sucess rate. So this is the second secondary. ***Jets and Warbikers will be in different quaters regularly = Engage all Fronts is your third secondary. *General killing secondary No Prisoners is after last update however pretty cool for Orks. Because we kill mostly a lot. So you can be pretty sure, you score at least something. *Do not forget, it is not necessary to score high or be alive on the end. Important is scoring MORE than your opponent. So valid tactics is to be focused on scoring denial - flooding the table with a lot of obsec models, screen the quaters to deny Nachmund data and occupy objectives in first turns. *This is important especialy with the primaries. It' s easy to score 4 every turn. And pretty much fine to score 8. But hard to score 12. It is just 4 x 8 = 32VP from 45 you can score quite easily. But if you flood the table and manage to score 12 in first turns, you can be dead on the end, but with 2x12 + 2x8 = 40VP on primaries. And that is a lot. And this is the point of the second most common ork list of these times - Goff preasure list. *Do not underestimate the mission specific “extra missions”. There is usually about 15 VP that can be scored. *Only one of the Ork Codex secondaries is pretty much OK - Get da Good Bitz. Propably not the best secondary on the table, but can work. Do not bother with the rest. === Most common lists Nachmund Spring 40.2022 === We' ve got a new Codex last summer and krumped a lot with the Freeboota Buggy spam until crescendo of nerfs before the Christmas. However, we' ve got not only nerfs, but also the new extension in Warzone Octarius: Critical Mass. This changed our playstyle significantly. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> *SPEED MOB - no infantry, super fast moving, obsec bikers, Koptas disappering into da sun and two jets for sure! One of the two most productive types of the list is based on Octarius extension. **You can see Evil Sunz Speed Mob for extra moving sheneningas with two units od Deffkoptas. **The second valid option are Blood Axe with less Koptas and more buggies for free reserves and deepstrike tricks protecting your valuable Wazbooms and Scrapjets and - of course - for extra CP' s. All Speed Mobs are very CP hungry. **Last but not least are the Freebootas. +1 to hit on 2 Wazbooms is very nasty and do a lot of damage. Keep them save in T1, mostly in reserves! Your obsec biker warboss will be able to score high with the anti-obsec freeboota Banner. **Secondaries mostly based on TTL, Engage and some other stuff like Telyport Homers, Good Bitz or Nachmund Data *GOFF PREASURE LIST - point of this list is to charge and press your opponent deep in his part of the table and score and deny scoring early, because you will be propably dead on the end. You can see a huge ammount of the variation. Some of them are not even Goff, but Deathskull for extra obsec on MANz or Blood Axe. Some of them are very much pure infantry, some of them rely more on the vehicles. A lot of Trukkboyz, Squighog Boyz, mighty Beastboss on Squigosaur or a lot of footsloging Warbosses. There are generaly two subtypes: **Alpha strike version relying on T1 charge = Trukkboyz, Killrigs, Warbikers, Kommandos, etc. The point is to get most of your army in close combat in T1. Preferably in opponents deployment zone. **Beta strike version with more Squighog boyz, Battlewagons, MANz etc. trying to punch harder with stronger units in turn 2. And now comes the list from the chapter called “interesting experiments with results”: *GOFF TRIPLE KILLTANK or variations with Squiggoths - take 3 Kill Tanks and Ghazzy. Fill the tanks with Beast Snagga Boyz and MANz, add some Warboss/Big Mek in MA with KFF. And put aside two squads of Squighog Boyz for objective grabbing. Declare and Great Waaagh and see what happens… Pretty clever. Kill Tanks are very cheap T8 wounds. Kill opponents anti-infantry while he's trying to kill your 72W with T8 and 6++/5++. Typical list by Marcus Robinson - 1st on Warhammer World Matched Play Event / Sep 21 <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ++ Patrol Detachment -2CP (Orks) [46 PL, 9CP, 825pts] ++ Clan Kultur: Goffs Detachment Command Cost [-2CP] + No Force Org Slot + Nob on Smasha Squig [4 PL, 65pts] + HQ + Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta Warboss in Mega Armour [6 PL, -1CP, 115pts]: 4. Brutal but Kunnin, Da Krushin’ Armour, Stratagem: Big Boss + Troops + Beast Snagga Boyz [5 PL, 115pts] . 8x Beast Snagga Boy: 8x Choppa, 8x Slugga . Beast Snagga Boy w/ Thump Gun: Thump Gun . Beast Snagga Nob Beast Snagga Boyz [5 PL, 115pts] . 8x Beast Snagga Boy: 8x Choppa, 8x Slugga . Beast Snagga Boy w/ Thump Gun: Thump Gun . Beast Snagga Nob + Elites + Meganobz [12 PL, 140pts] . Boss Meganob: Kustom Shoota, Power Klaw . Meganob: Kustom Shoota, Power Klaw . Meganob: Kustom Shoota, Power Klaw . Meganob: Kustom Shoota, Power Klaw + Fast Attack + Squighog Boyz [4 PL, 80pts]: Bomb Squig . 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka Squighog Boyz [4 PL, 80pts]: Bomb Squig . 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka ++ Super-Heavy Detachment -6CP (Orks) [45 PL, -6CP, 875pts] ++ Clan Kultur: Goffs Detachment Command Cost [-6CP] + Lord of War + Kill Tank [15 PL, 325pts]: Bursta Kannon Kill Tank [15 PL, 275pts]: Giga Shoota Kill Tank [15 PL, 275pts]: Giga Shoota ++ Supreme Command Detachment +2CP (Orks) [15 PL, 2CP, 300pts] ++ Clan Kultur: Goffs Detachment Command Cost [2CP] + Primarch | Daemon Primarch | Supreme Commander + Ghazghkull Thraka [15 PL, 300pts] Total: 106 PL, 5CP, 2,000pts </div> *GREENTIDE with 90+ boyz etc. - Does not work anymore. Morale kills you. Skip this at all costs. </div> === General Advice to Avoid Slow Playing === *Make a sheet with all stats and CP counter. Don' t be the guy, that spends most of the time looking in 3 different books the stat of his weapons… *Put weights in their bases to help them stay on their feet. *Use movement trays. *Get married and have kids so the children can help you move all your Ork Boyz. </div></div>
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