Warhammer 40,000/10th Edition Tactics/Orks: Difference between revisions
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===Cons=== | ===Cons=== | ||
*I hope you like green paint because you are going to be swimming in it | * I hope you like green paint because you are going to be swimming in it. | ||
* Green tide turned to green waves: mob sizes have been nerfed to 20 max. | |||
==Faction Rules== | ==Faction Rules== |
Revision as of 22:34, 15 June 2023
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This is the current 10th Edition's Orks "taktiks". 9th Edition Tactics are here.
Why Play Orks
Pros
- "WAAAAAAAAAAAAGGGHHHH!!!!!!!!"
- While other factions lost one or two pips of AP for their basic grunt units, your Boyz retain -1 AP for their Choppas. GEQs and MEQs, beware the Tide!
Cons
- I hope you like green paint because you are going to be swimming in it.
- Green tide turned to green waves: mob sizes have been nerfed to 20 max.
Faction Rules
- WAAAGH!: Kinda similar to last edition, you can call one of these once per game. This lets all Orks charge after advancing, add +1 to the Strength of all melee weapons, and gain a 5++ Invuln.
Detachments
Waaagh! Tribe
Special Rules
- Get Stuck In!: Pretty much gives you all you need by making melee weapons Sustained Hits 1. Orks are good at fighting, get to it.
Stratagems
- Ere We Go (1 CP): An easy spend to give one Infantry unit +2 to any advance or charge rolls they make. If you call a Waaagh, this can stack up to quite a run.
- Orks is Never Beaten (2 CP): When one of your units is attacked in melee, any models that die can still fight before going down. Pretty common sense since you'll be needing every attack you can get.
Enhancements
- Follow Me Ladz: The bearer's unit improves their movement by 2".
- Headwhoppa's Killchoppa: Any melee weapons the bearer has that lack [Extra Hits] gain [Devastating Wounds].
- Kunnin' But Brutal: The bearer's unit can shoot and charge after falling back.
- Supa Cybork Body: Bearer gains a 4+ FNP.
Equipment
Unit Analysis
Characters
- Weirdboy: His 'Eadbanger is now a S6 AP-3 D1 Precision Psychic ranged attack but it can gain +1 Strength and Damage for every 5 models in his unit (rounded down). Watch out, though, because if there are 10 or more models then it also gains Hazardous. He can also hit things pretty hard with his staff in melee at S8 AP-1 Dd3. He also has Deadly Demise D3.
- His Da Jump psychic ability is once per turn at the end of your movement phase on 2+ roll one Weirdboy and his unit are removed from the table, and set back up anywhere more than 9" horizontally from enemy units. On a roll of a 1 that unit suffers d6 mortal wounds
Epic Heroes
- Ghazghkull Thraka and Makari: The big beast is back and now has Makari attached as a hanger-on. Despite that, you can still stick them into another unit (probably just MegaNobz) and let anyone in there add +1 to their hit and wound rolls while any orks within 12" of them when a Waaagh is called get Lethal Hits. The big guy adds quite a bit, being a small monster (as small as T6 W10 with a 2+/4++ save can count as "small") that's now shielded by a mob of Orks as well as Makari's 2++ Invuln that can't be re-rolled.
- Their combat potential is nothing to sneeze at either. Mork's Roar is a literal minigun that can easily mow down GEQ, especially when in Rapid Fire range. Gork's Klaw gives him a super power klaw at S14 AP-3 D4 while Makari's Stabba is a paltry S3 AP0 weapon with Devastating Wounds for a lucky shot.
Battleline
- Boyz:
- Beast Snagga Boyz: Rather beefy boyz with T5 and a 5+ save with a 6+++. Curiously, the nob in charge here has a separate statline and an extra wound. Choppas remain pretty decent with S5 AP-1 while the Power Snappa gives a minor step up at S7 AP-1 D2. Fortunately, Monster Hunters remains to give them a re-roll to hit enemy monsters and vehicles.
Infantry
Vehicles
Titanic
- Gargantuan Squiggoth: The biggest Squig Orks was meant to see, boasting T14 and W30 with only a 3+ save. It's got plenty of transport space too, as it can take up to 20 models without Mega Armour or Jump Pack keywords and let them shoot along the way using Firing Deck 20. If you're feeling overly pompous, you could also just throw in Ghazzy and Makari on top of it and see him living out his own equivalent of the Fortress of Arrogance - He takes up only 18 spots of that carrying capacity of 20.
- As ever, it has some massive tusks it can use to either swat aside MEQs with its sweep or puncture tanks with a high-powered strike complete with Lance. Its lone gun is the rather average Kannon that can fire both frag rounds to cover crowds or solid shells to hit small vehicles. If you buy the Supa-Kannon, you lose out on 5 slots for transportation (and thus can't take Ghazzy) for a high-powered artillery weapon that can more easily pelt tanks and paste TEQs.
<tabs>
<tab name="10th">
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
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<tab name="9th">
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
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Eldar | |
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Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
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<tab name="6th">
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Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
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Imperium (8th) |
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Chaos | |
Eldar |
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Orks | |
Tau | |
Tyranids |
</tab>
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