Warhammer 40,000/10th Edition Tactics/Orks

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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

  • Careen! (1 CP): When your shitty vehicles inevitably explode due to a Deadly Demise roll, you get to make a normal move or Fall Back before it goes up in flames. Situational as balls, but does make it easier to ensure that your ladz make it to the opponent's lines.
  • 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.
  • Unbridled Carnage (1 CP): One Ork unit gets to make Critical Hits on a +5. Get yourself a unit with Devastating Wounds and drag down titans by sheer volume of attacks.
  • 'Ard as Nails (1 CP): One Ork unit has all their attacks' Wound rolls reduced by -1, which is good with your Toughness rates.
  • Mob Rule (1 CP): A Mob unit that is not Below Half Strength and has more than 10 Models give out a 6" aura that allows you to use strategems on Ork Infantry even when Battleshocked. Skip!

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 Attacks gain [Devastating Wounds].
  • Kunnin' But Brutal: The bearer's unit can shoot and charge after falling back.
  • Supa Cybork Body: Bearer gains a 4+++.

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

  • Battlewagon: The partybus is still here and it's real tough to get rid of now. With transport space for 22 Orks Infantry that can all fire out of it as well, at least without upgrades - of which you absolutely shouldn't pick the ranged weapons unless you have some way of improving the wagon's abysmal +5 to hit with all of them. Much more interesting is the classic 'Ard Case (which bumbs it from T10 to T12, same as a Land Raider, but removes its Firing Deck) and the melee weapons, most of which can reduce MEQs to mulch. Lastly, it has an ability to reduce enemy AP against it by 1, which makes it real difficult to shift. Keep it cheap, fill it with Boyz, Nobz or some other melee beatstick and go to town.

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.


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Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

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<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

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<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

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Imperium
Chaos
Eldar
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Orks
Tau
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General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

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Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
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Orks
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