Talk:Warhammer 40,000/6th Edition Tactics/Orks

From 1d4chan

Which codex was this written with? 3rd ed or late 4th ed?

The current Ork Codex is late 4th ed. MagicJuggler 21:17, 6 June 2010 (UTC)

Forgeworld Armies[edit]

So, considering the Ork Dreadnought Army from Imperial Armour 8 is out and about, and there are quite a few different options, should we include it here, or create a sub-page? MagicJuggler 21:17, 6 June 2010 (UTC)

  • I don't think so. Most if not all of the Ork Dred List units can be used outside of that particular army list/codex. Ust follow the Grot Tankss format for showing which units come from where. For units that are Dered List only, just replace Forgeworld with Dred List only. FlintTD 16:21, 5 March 2011 (Pacific Coast US)

More tactics[edit]

I'm putting this sup/tg/ link here so I know where to find it: Ork Taktikz by Blood Axe Smartboy

Wound Exploitation[edit]

I don't know what edition of 40k this article was written for, but page 25 of the 5th Ed rulebook states that you cannot spread wounds around, and must allocate wounds for maximum casualties, making the entire bit on the Nobz invalid.

  • Only in homogeneous groups. The Nobz are cheese precisely because you can make them not homogeneous at all.~~

6th Edition Overhaul[edit]

A lot of the information has become out of date. Be sure to strike out/delete things that have changed since 5th Edition.

6th Edition Rumors[edit]

Taken from Faeit 212:

via Batty (from the Faeit 212 inbox) First we can start with orks what i have heard is that they stay the same with furious charge and mob rules but all orks ( not grots or squigs) will get FnP 6+ as a race because they are basically tough and it takes a lot to kill and stop an ork.

Most weapons will stay the same except choppas are ap6 but gain ap5 on charge and big choppers will be +2s and ap4 and ap3 on charge.

Nobz stay the same but are getting more characterful upgrades available to them, new kinds or grot assistants such as suicide grots(act alot like bomb squigs but prone to blowing up in unit) and ammo runts and attack squigs also more weapon options like Big shootas and such.

new nob mega armour unit with teleporting abilities but its teleporting works differently from conventional deepstrike bit more random. There is a special mek character that can bestow teleportation on D3 units.

special bloodaxe character with rules that can bring back boyz units once they are destroyed, much like an imperial guard special character.

A large multi wound squigoth type creature, not FW, it is ever hungry and uses a hunger points system. if it doesn't fulfill the hunger points in enemy's it will rampage nearest unit friend or foe in order to eat.

Two new ork psychic lists for weirdboys, Mork more offencive and Gork more strategic. Many powers in the lists get more powerful the more orks are around the weirboy, although the more powerful they are the more dangerous they are if they are miscast as they will often misdirect or hit the weirdboy and unit.

New ork only fortifications (including an ork rock) and an ork only warlord chart.

End Line -- 14:00, 9 November 2012 (UTC)

Building an Army WRONG[edit]

Seems like someone was smoking something good when writing a lot of that section. Numbers are wrong, some how taking 15 meks in one squad, and some huge leaps of logic. - -- 04:29, 16 January 2013 (UTC)

Ye olde Zogwort[edit]

What I don't get is why no one reads the Codex right, even the Errata guys it seems. Zogwort has BS0, true. Doesn't change the fact that the two psychic shooting attacks hit automatically, as is stated in their entries. No need to test means dakka go!

Edition change[edit]

This talk page used to be a redirect to the 7th ed talk page. I've put the previous edition discussion here and removed the redirect, as the talk page was a mess and I was tired of seeing the 7th ed talk page start with a question about whether or not it was for 4th or 5th ed tactics. Don't like it? Comment here, or just revert. --Hiddenkrypt (talk) 14:53, 13 January 2015 (UTC)