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==== [[Goffs]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> [[File:Goff Icon.jpg|Border|75px|left]] {| | We'z da best cuz were da biggest and don't Muck about!! |- | The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn't tend to evolve far beyond the need to get stuck in and apply choppas to the forehead. |- | On the tabletop, they hyper-focus on melee. They also house the most named characters in the army. Their Kultur is brutal and will multiply the melee power of any squad significantly, and as orks can easily go 100% melee power... the warlord trait and relic are not amazing but ok. The stratagem, on the other hand, doubles down on the clan trait, potentially changing a scary melee unit into pure terror. The only downside is that it is all focused on melee and nothing else. Easily 8/10. |} <div class="mw-collapsible-content"> *'''Clan Kultur - No Mukkin' About''': Add +1S whenever a unit attacks after charging or performing a Heroic Intervention. When a model rolls an unmodified 6 to hit when attacking with a melee weapon, it scores a bonus hit with the same weapon against its original target (using the same profile). **''Generates extra hits, so a Mega-Choppa using Slash generates 1 extra hit for every 6, not 3.'' **The exploding hits is mathematically equivalent to +1 to hit, only with better synergy with things like full re-rolls to hit. For ''melee'', that makes this strictly better than the Freebooterz trait, as you don't need to murder a unit to turn it on ''and'' you get +1S on the charge. *'''Warlord Trait - Proper Killy''': +1A, -1AP to melee attacks. Ghazghkull uses this to lethal efficiency. **No longer a dud - makes your Power Stabba a proper Power Sword and gives the Big Choppa enough AP to work similarly to a Power Klaw without the hit penalty against T4. Doesn't say it doesn't affect relics...so it does. Eadwoppa's Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves. *'''Shiny Gubbin - Da Irongob''': An off-turn weapon that deals d3 MWs to an unfortunate bastard on a 2+. Its fluff is hilarious and awesome. It is also good way to put some much needed mortal wounds on secondary characters. The fact that this is done after all the other attacks your bearer has can make this quite the funny idea, especially if you [[Grimgor Ironhide|manage to kill Abaddon with this thing]]. *'''Stratagem - Unbridled Carnage (2 CP)''': At the start of the fight phase, pick one {{W40kKeyword|Goff Core/Character}} using this kultur. The extra hits now trigger on a natural 5+, making your mobs even more brutal. ** This one can be really useful if you really want something dead right and propa. Typically it doubles number of extra hits but it is not good enough to use it every turn. =====Special Characters===== Goffs get all the good stuff, the best Warboss, the only character with a Rokkit Pack, the only mob in Headquarters, and the only musician. Gitz... *'''[[Ghazghkull Mag Uruk Thraka]]''': DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. [[Ragnar Blackmane]] of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armour equipped with "Looted Macro Capacitors." Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking ''Redemptor Dreadnought'' than a Warboss and carries the {{W40kKeyword|Monster}} Keyword as a result, and 9E amps up his ego by adding {{W40kKeyword|Supreme Commander}}. This means he can be taken in supreme detachment freeing some much needed HQ slots elsewhere for no extra cost. His new weapons include the Mork's Roar (a freakin' Quad Heavy Bolter using Dakka, this unfortunately means you will rarely see him fire out of CC as he needs to be in CC to shine and you want to advance him every turn), Gork's Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the '''Prophet of Gork and Mork''' not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. His '''Great Waaagh!''' that combos the base Waaagh! and SpeedWaaagh!. He can further buff any Ork you take with Da Boss is Watchin', which negates combat attrition penalties for all nearby {{W40kKeyword|Orks}} (mediocre but it helps). On top of that, he also grants all {{W40kKeyword|Goff}} units within 6" of him a re-roll of to Hit with Melee attacks. That's right, it's not like how Chapter Masters, who now only pick ONE model, it's EVERYONE. And it is much needed as rerolls are now few and far between in our codex. On top of all that he can hilariously be put inside battlewagon, taking 18 out of 20 transport capacity no less. It is bonkers to even try to imagine his massive frame sitting on top of battlewagon or trying to squeeze himself inside XD. ** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|Character}} now with more than 10 Wounds, he can and obviously ''will'' be targeted by everything on your opponent's board right from the get go. In addition, being a {{W40kKeyword|Monster}} now means the only way to get him anywhere in a hurry is your questionable battlewagon transport tactic. Note ghazz is no longer eligible for Tellyporta. On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless your opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy's no longer just a flat upgrade to a normal Mega-armoured Warboss but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. Being a {{W40kKeyword|Supreme Commander}} also makes him impossible to ignore for enemies. **{{W40kKeyword|Monster}} keyword is a big handicap to him as he is unable to gain most synergies with the rest of the army. Painboys or Painbosses cannot heal him at all for example (medi squig stratagem is gone). **In regards to throwing him in non-Goff Armies: You'd be perfectly fine to, though you're sacrificing his very important re-roll to hit aura in order to do so. If you're just looking for a massive motherfucker who wants to smash things and keep your lesser boyz in place, then he'll do that just fine. **Note that if you decide to use him with Battlewagon there are risks involved. Always take two meks to accompany him and negate 1/6 chance of losing him when enemy shreds it. His big base also means that enemy surrounding battlewagon well can mean his demise even with use of emergency disembark. *'''[[Makari]]''': HOLY FUCK IS HE BACK. He's a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything...until you fuck up. Then you'll quickly learn the follies of being a Grot Character. Stick with some other grots because he'll let any such mob within 12" use his less-than-stellar Ld6 to keep in the fight (not worth it). Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that's an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he's within 3" of his best pal Ghazzy, he projects a 6+ Feel No Pain aura for all {{W40kKeyword|Goff}} nearby, as well as a boost to his Movement speed which lets him to keep up da boss. He also do not take force org slot if Ghazzy is present. **He counts as a {{W40kKeyword|Goff}}, but he will never get a Kultur. Silly Grots, abilities are for Boyz! **If you run Ghaz he can easily replace a painboy if you are not too interested in healing those 2 wounds on something. Ghazz cannot be healed either way. Since he does not take a slot this might be quite viable. ** Funny enough right now there is a very weird exploit with him and grot shields. Since he is a grot he can use grot shields but since he is character with less than 10 wounds he is also a target for the Look Out, Sir! rule. This means that with proper setup whatever Makari is protecting cannot be targeted and Makari cannot be targeted either. Your opponent would have to kill whatever provides Look Out, Sir! to Makari rather than Makari (no easy feat due to 2+ inv) and only then could target the intended unit. However this looks like oversight from GW and will probably be FAQed sooner or later. Use only if you feel like being THAT guy. **if you do use Makari just avoid Vindicares *'''[[Boss Zagstruk]]''': He is a named Stormboy with 6W and 7A (6 standard plus Choppa) with a power axe tier set of Vulcha's Klaws for ripping up marines. Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12" and can advance 6" instead of rolling while risking a mortal wound. He is T6 now so pretty decent with 6W 4+ save and 5+++ Cybork body making him quite survivable. Nearby Stormboy units that fail their attrition checks while within 6" halve how many of those boys leg it, which make sure that your rocketboyz aren't completely hosed from a bad fight. **As this morale thing is one of very few rules that really helps with those terrible morale tests it is very welcome and makes stormboyz that much useful. Note that it specifically states number is rounded down and there is no statement of minimum one. This means that if you would lose 1 stormboy to morale you lose none. ** It might be good idea to take multiple small Stormboy units with him instead of one big blob forcing enemy to split fire (and potentially waste shots) while retaining ability to mitigate losses and gain better manoeuvrability. If you can, take maximum of 3 Stormboy units. **Codex replaces his Stikkbombs with Blitz Missiles, basically a d3 shot Range 18" S6 Ap-1 Dd3 Blast, a more direct way of blasting mobs. Note this weapon luckily retains Assault property. **Relatively cheap at 110p. *'''[[Mek Boss Buzgob]] (Forge World)''': Clan {{W40kKeyword|Goff}}. Need update as all forgeworld stuff. Forge World Compendium's out, and Buzzgob has had some changes, the biggest of which are that he's LOST his Kustom Force Field, and gone up in price AGAIN to 100 points! A Big Mek with better BS, T, W, A, and LD. No wargear options, but he comes with Mek Arms as an alternate melee weapon (they generate 2 extra attacks per fight now instead of 3 hits per attack, and can only be used twice each fight for a max now of A4, but have SΓ2 D2 and still no AP though), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is now 40 points higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he's just a straight points-for-stats upgrade. If you were going to bring a Big Mek anyway, consider carefully spending the extra 40 or so points to get Buzzgob instead. **'''Buzzgob's Dredheadz''': A new addition, during the Command Phase he can let one friendly {{W40kKeyword|Goff}} {{W40kKeyword|Deff Dreads}}, {{W40kKeyword|Mega Dread}}, {{W40kKeyword|Meka Dread}}, {{W40kKeyword|Killa Kans}}, {{W40kKeyword|Gorkanaut}}, or {{W40kKeyword|Morkanaut}} unit within 6" of him add +1 to every To-Hit roll. Holy Mork this is bonkers! Really. Now that warbosses grant +1 to hit in melee this obviously should be used for shooting - slap this on 6 killa kans with rokkits (which now have d3 shots and vehicles donβt suffer for moving and shooting) for some ridiculously cheap and strong shooting **'''Named Characters''': Buzzgob MUST take the '''Inspiring Leader''' Warlord Trait from the Core Book. Nope, he doesn't even get an Ork Warlord Trait anymore. **<strike>Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ'd Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn't Orks have a blender as a melee weapon?</strike> Nerfed like crazy, someone doesn't want us having any fun. </div> </div>
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