Warhammer 40,000/7th Edition Tactics/Orks
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Contents
Why Play Orks
Orks are one of the easiest armies to learn Warhammer with. Between dirt-cheap, durable infantry, ease of acquiring Fearless, and exceptionally point-efficient anti-infantry shooting and melee, Orks are initially very forgiving of tactical errors. However, the codex hasn't aged too well, the result of 40k becoming increasingly vehicle-based, and Ork ranged anti-tank being sub-par relative to many armies. They aren't as boned as Necrons in this regard, but Ork armies are increasingly becoming dated. It isn't entirely hopeless though; they excel at lower-point games and still are amazing at shooting infantry and light vehicles dead, allowing them some degree of protection against spam armies.
Unit Analysis
HQ
- Ghazgkull Thrakka: A relatively popular HQ for many Ork armies. While costing more than two Mega-Armored Warbosses for a marginal increase in close combat ability (although immunity to Instant Death is nice by all means), the real reason to take him is for his Prophet of the Waaagh ability. The ability to allow all your infantry units to count their Fleet Roll as 6" for a single turn is a potentially very powerful ability, if you can set your army up for the charges. Obviously, this works in some armies better than others; a Loota Gunline backed by Kans as the main defensive element, would have little use for the big Warboss, while for mechanized Orks, the additional threat range provided is priceless. In close combat, he's *decent* but not great, meaning one had best provide him with an escort unit; the exception is on the turns where he declares his WAAAGH, where he is one of the hardest characters in the game.
- Mad Doc Grotsnik: Grotsnik is an interesting character. On one hand, he makes a unit Fearless, and grants it Feel No Pain, provided he remains a part of that unit (he's not allowed to leave units by default). On the other hand, his One Scapel Short of a Medpack rule makes the unit he's with prone to being led about in circles, meaning mobile opponents can throw speedy units to divert Grotsnik's mob from the main battleline. This said and done, he does have his other uses. The ability for any other Ork unit to take Cybork bodies is useful, and can do a lot to lengthen the lifespan of other Ork units; however, in practice this becomes mostly useful for upgrading Meganobz, on account of their normal inability to acquire Cybork Bodies, and the fixed price for the upgrade making it prohibitive expensive to upgrade regular Orks in this manner. The other popular trick is to take him in Snikrot's Mob (see the Kommando Entry).
- Old Zogwort
- Wazdakka Gutsmek: At first glance, Wazdakka doesn't seem too spectacular. He's a more expensive Biker Warboss who loses out on base Strength of 5, and the ability to take an Attack Squig Cybork Body, all in exchange for having 5 Strength 8 shots which can be fired after Turbo-Boosting. This matters little, however, for he has 5 Strength 8 shots which can be fired after Turbo-boosting, providing an additional threat to enemy armor. However, the main reason you wish to take this character is should you wish to field Warbikers in your army. Ork Warbikers have a lot to offer as Troops. With their speed, relative durability, and Dakkaguns, they can mess up enemy infantry badly, and prove a passable threat to enemy light vehicles at range; contrast with their normal state in the Ork army, where they compete with Deffkoptas and Warbuggies. Taking him of course has the opportunity cost that you now have one less Kustom Forcefield, or Nob unit in your army, however.
- Warboss
- Big Mek: A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun lets him lay down AP2 Large Blasts with variable strength, making quick work of Marines, Terminators, and any other high-armored single-wound models. It's prone to mishaps, though, which can make it a risky choice. The Kustom Force-Field allows the Mek to bestow cover saves to nearby units, although it doesn't improve his offensive capabilities at all. An absolutely vital choice to a vehicle-heavy army. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible.
- Weirdboy
Elites
- Burnaboyz: Many Ork players either love or are neutral towards Burnaboyz. For they compete with Lootas and Nobz means they may not be used frequently in many armies, yet for those armies revolving around the use of a Battlewagon convoy, taking a unit of them is a fairly popular choice. The primary reason for this is because every Burnaboy is armed with a Flamer which alternatively doubles as a Power Weapon (though not both on the same turn). Through judicious use of mass tank-shocking, infantry units can be pushed into compacted formation, rendering them prime targets for being torched. The ability to roll 30, 40, even 60 strength 4 attacks which automatically hit, is frightening. Alternatively, to be used as Power Weapons means they can alternatively attempt to deal with Terminator-equivalent units which normally give much trouble to Ork armies. On the flip-side, they're providing excellent anti-infantry in an army that's already has excellent anti-infantry and generally wants some degree of ranged anti-tank.
- Mekboyz: The Burna Boy Mob has the option to swap out up to three models for Mekboyz for free; A Mek may be equipped with a Slugga, Big Shoota, or Kustom Mega-blasta for free, or may opt to take a Rokkit Launcha for a slight point-increase. Mek's maintain the repair capabilities of their Big Mek counterparts for a fraction of the cost, and a minimal-strength Burnaboy unit is the most point-efficient way to repair vehicles in the game. On the other hand, the Open-topped nature of most Ork vehicles means that more often than not, they're prone to outright destruction, the removal of Burnas from the unit reduces its ability to kill, and since the repair roll is made at end of a movement phase, in many cases it's more prudent for the Burnaboyz to simply disembark, and attempt to move out. Taking Mekboyz in a Burnaboy unit is a judgment call on the player's part then.
- Grot Tanks (Forgeworld):
- Kommandos
- Lootas One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing with Panzee, Dark Panzee, or Squishy Umie, this is annoying, as the bad guyz Dakka on your army. Lootas for da win. Yes they're static and get fucked over by Dawn of War, and you only get three squads at most (less, if you wish to take any of the other Elite choices), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into accout. Their main role (which is critical in a majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your Orks. They work quite well on Panzee Skimmers.
- Meganobz: At first, there's a lot to like about Meganobz. Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they're very efficient at dismantling enemy infantry (save for truly dedicated Close-Combat units), or for pulling attacks away from your less-armored Orks. The entire unit can take Kombi Weapons, meaning once per game, they can throw out a decent volley of Rokkit Fire at an enemy light vehicle, possibly stunning or immobilizing it prior to assault, or they can utterly torch light infantry. However, they lack any Invulnerable Save unless you pay to get Grotsnik, and cannot take a Waaagh Banner or Bosspole. However, their main issue is that they are Slow and Purposeful; they *need* a transport to reliably get into assault, and even then, taking Difficult Terrain Checks during the Movement and Assault Phases is problematic for it increases the chance they might not reach assault! Naturally, their Transport will be a high-priority target for this reason. While they're great for providing a combat anvil for defensive armies (Ork Gunlines, etc), or cheap support for Wartrukk-based, they are generally considered average units overall.
- Mekboy Junka (Forgeworld):
- Nobz: Ork Cheeze wonderful Cheeze screw you angry marines we bring the pain. Kit them out all different and watch your whiny opponet moan like a bitch when he realizes he has to do 10 wounds to these guys before one falls. Take the painboy cybork them too. Let them Ride Trucks, Battlewagons and Bikes opponents will bitch and moan.
- Tankbustas:
Troops
- Boyz: Basic unit and right proppa. Remember this, Boyz before Toyz. You can swamp armies with them and remember Run Run Waaagh (its usually how it works) Sure every other git shoots better than you, don't cry, all the weapons are Assault rated. Who sez were stupid; shoot them, charge them, let the grots clean up the mess. Also shootas are Assault 2. If you have a mob of 30 boyz with shootas, bring a bucket of dice. 60 shots means 20 hits, usually 10+ wounds.
- Gretchin
Fast Attack
- Deff Koptas: Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, while their twin-linked rokkits and/or buzzsaws make them good tank-hunters. The biggest problem from using them is their leadership; basic Ld is 7, no option for a bosspole, and their maximum unit size of 5 means you can't take advantage of Mob Rule!. Coupling that with a rather high point costs means that they should be fielded in small units of 1-2.
- Stormboyz
- Warbikers: Really. Really. FUN. These guys are the core of any mobile ork army. This can only be made better by using Wazdakka to take these guys as troops. They are suprisingly durable as compared to a lot of other units; toughness five for the bikes, 4+ armor save base, plus the hilarious 4+ smoke cloud cover save you always get, always. Your opponent will have a fun time trying to take them out with pretty much any gun, and you will have a fun time as you watch your opponet whine and do double-takes when none of your bikers die. I personally have been asked to check codex several times about these rules, they are legal. Bikers are also great because they have their hilarious dakkagunz, which although only adding more anti-infantry onto an already infantry-slaughterfest army, they are perfect for the bikers. Strenth 5 Ap 4 Assault 2 lets you move 12", send home (on a normal squad) about 3 really solid shots into the infantry you're assaulting, and then crash right into the opponent's lines and send thirty WS 4 attacks their way. The only obvious downside to the bikers is their point cost. The are really spendy, at over 4 times the cost of a normal ork boy, and their squads are only practical in 5+ man squads. They are best for larger games, where they can safely suck up points and use their Nob+bosspole+powerklaw to full effect. Watch out for stuff that ignores their coversaves. Heavy flamers will ruin your bikers day, just like they do to all of your infantry. On a final note, you CAN field squads of 12, letting you use mob rule, but they become impossible to move without getting stuck or moving into the open.
- Warbuggies/Wartrakks
Heavy Support
- Big Gunz: A decent unit in lower-level games. For 20 points, you get a 36" Missile Launcher unit with BS 3 for about a third the cost of the Imperial Guard Heavy Weapon squad. You get cheap Ammo Runts to help offset average Ballistic Skill, and a lot of cheap bodies for absorbing wounds. However, abysmal leadership and Artillery Status mean that this unit dies really quickly to concentrated fire; however. As a final note, the other two Big Gunz are generally not worth it. The Lobba provides nice anti-infantry, yet is in an army that doesn't lack for anti-infantry shooting. Likewise, the Zzap Gun's variable strength make it too unreliable for tank-hunting.
- Big Trakks (Forgeworld)
- Deff Dreads: A dedicated close-combat Walker, the Deff Dread is able to dish out a ton of S10 hits in an assault, with the right upgrades. Of course, being an Ork, it's got abysmal ranged capability, so it should usually spend it's Shooting phase running at whatever needs to be krumped. Comes with 2 Dreadnought weapons standard, with two more mandatory weapons choices; popular choices are 2 more Dreadnought weapons, for extra Assault power, or a pair of Skorchas to soften up large units before a charge. Armour Plates and Grot Riggers also highly recommended. As a Heavy Support choice it's often overshadowed by more versatile choices, like Killa Kanz or Battlewagons, but fielding a Big Mek HQ allows a Dread to be fielded as a Troop choice, making it a decent option if you've got the room.
- Flash Gitz: Easily one of the worst choices in the Ork army. They really are that bad. Their main problem lies in them being very expensive, for minimal damage output. For one point more than 4 Ork Boyz, a Flash Git has a 24" shoota with a single shot, and random AP value; while this makes them randomly able to kill Marines in the open, the proliferation of cover saves, and vehicles, means this is a very very situational bonus, relative to being able to drown your opponent in masses of shots. Their shooting is frankly abysmal, and for the investment involved in making them decent at shooting, you could easily get the far-superior Killa Kanz, or a Battlewagon. A Warbike costs the same as a Flash Git, and is more efficient at shooting, and can actually be taken as a Troop unit. *Regular* Nobz can be more effective at shooting for a single turn, through use of Kombi-weapons.
- Gun Trukk Squadron: (Forgeworld)
- Gun Wagon Squadron: (Forgeworld)
- Killa Kans: As a general rule, Walkers in armies are either horribly fragile gun-platforms, or are taken in single squads. Blurring the line between these two extremes is the Killa Kan. Not as durable as a normal Dreadnought or Deffdread, but more durable than other squadded Walkers, lacking extra guns, but packing a Dreadnought Close Combat Weapon, the Kan is a rather versatile unit. Barring the Skorcha option, pretty much every weapon choice is viable for this unit, with Big Shootas keeping them cheap and able to threaten light vehicles at range, Rokkit Launchas providing anti-vehicle firepower, Mega-blastas also providing AP 2, and Grotzookas mowing down infantry at amazing rates(a squad of 3 Grotzooka Kans throws out 6 S6 blasts a turn!). In many armies, you cannot go wrong with a squad of Kans.
- Looted Wagon
- Mega-Dread (Forgeworld)
- Kustom Meka-Dread (Forgeworld)
Transports
- Trukks: Available either to Ork Boy mobs numbering at most 12, Nob squads, or Meganob squads numbering at most 6, the Wartrukk is a mixed bag.
- On one hand, it's a Fast, open-topped vehicle, and can provide your Orks with an amazing assault range. Combined with Ghazgkull's Prophet of the Waaagh ability, and an Ork unit can cover upwards of 27" in a single turn! However, the Trukk is very fragile (AV 10-open-topped), and regular Ork Boyz in Wartrukks are not adept at dealing with enemies in assault save those who shouldn't be in Assault anyway. While they can mess up Tau, or Tactical Marines, the moment they charge into a unit of Grey Hunters, the results aren't pretty. Finally, because of the Ramshackle Rule, should your vehicle be destroyed, there's a very high chance that the Trukk would not become cover for your Orks, leaving them bunched up and vulnerable to anti-infantry templates...Thus, if one were to take Trukk Mobs, they would have to act in support of heavier units.
- When running them, the closest thing to a mandatory upgrade for them would be the Reinforced Ram. The insurance against being bogged down in difficult terrain, as well as the ability to alternatively use your Trukk as a fast tank-shocker. Depending on the point-level, you may be able to take a Rokkit Launcha for your Trukk; while unlikely to make much difference, Orks need all the AT they can get. Aside from this, the vast majority of upgrades are rubbish. The open-topped nature of the Trukk means that Armor Plates, as few shots will be considered "Stunning"; likewise, Grot Riggers are not too useful for as vehicle repair is done in the shooting phase, an Immobilized Trukk might as well be a dead Trukk.
- Battlewagons Da Best of da Orks. The Last word in Ork Tank popping and Forts for you lootas to sit in
Building Your Army
Other Articles
- Place here: Article on Dread Mob variant?