Warhammer 40,000/3rd Edition Tactics/Orks/Kult of Speed
- 1 Why Play da Kult of Speed
- 2 Special Rules
- 3 Wargear
- 4 Unit Analysis
- 5 Tactics
- 6 Army Building
Why Play da Kult of Speed
The Codex: Armageddon supplement of 2000 was all things to all players, and Orks were no exception, with it introducing an array of new vehicles and a custom Force Organisation Chart to let you muster a fully mechanised combined-arms force, with Warbosses and Nobz on Warbikes, attack aircraft like Deth Koptas and Fighta-Bommers, and self-propelled artillery in the form of Guntrukks. Old favourites returned as well, with Warbikers and Warbuggies as Troops, and even Battlewagons as Dedicated Transports.
Sadly, unlike the various contemporary Space Marine supplements like Dark Angels and Space Wolves, the Kult of Speed as an independent army didn't last into future Editions, with some of its unique units integrated into the main Ork Codex, and others dropped entirely. But for those who want to relive the glory days, this list represents the golden age of Orky motor racing, when Orks were real Orks, Gretchin were real Gretchin, and the Warbikes had a wingspan of several metres.
- MIXED ARMOUR: It's entirely possible for single mobs of Orks to've multiple different types of armour and thus Armour Saves in them, so the normal casualty rules're slightly altered. Basically, when an Ork player's rolling Armour Saves, they use use the best Armour Save in the mob as long as that Armour Save's the majority, else the next highest's used if it's the majority instead, and remove casualties from the members of the mob with the Armour Save used. The idea being that the enemy'll aim for the bigger ones first.
- So, if a Warboss in Mega Armour's joined by his bodyguard of Nobz in 'Eavy Armour and they outnumber him, the Warboss can't be attacked until the number of Nobz with 2+ saves's equal to the number of Warbosses with 4+ saves. In the same way, if a Warboss in 'Eavy Armour's joined by his bodyguard of Nobz in Mega Armour and they outnumber him, the Warboss still can't be attacked until the number of Nobz's just one. This's a massive boon for your characters, as it means they can't normally be targetted until you whittle down their escorts, increases their survivability immensely.
- ORK MOB RULE!: Orks're more resistant to the effects of Morale and Pinning as long as they've got numbers on their side. Mobs role for these tests as normal, but if they fail then they immediately roll 2D6 and compare the number rolled to the number of Ork models in the mob (so not Gretchin). If the number rolled's equal to or less than the number of Orks left, the failure's ignored. By this rule, Ork mobs of twelve or more're essentially considered to always pass these tests, so your thirty-strong mobs aren't going anywhere in a hurry.
- POWER OF THE WAAAGH!: They feel the Waaagh! overtaking them, it's a good pain! When an Ork mob charges, immediately roll 2D6 and compare the number rolled to the number of Ork models in the mob (so not Gretchin). If the number rolled's equal to or less than the number of Orks left, all Ork models double their Initiative for the remainder of that assault phase. Again, this means that Ork mobs of twelve or more always double their Initiative on the charge, allowing them to get the jump on regular Human opponents and trade blows simultaneously with Space Marines.
- MOUNT UP!: Being a fast-moving vanguard roaring into battle at a moment's notice, every infantry model in a Kult of Speed must start the battle onboard a Wartrukk, Battlewagon, or Looted Vehicle. Additionally, any Ork mob may board any vehicle with transport capacity as long as every model in the mob can fit.
- MOBBING UP: Kult of Speed Orks mob up in a different manner to regular Orks, and an Ork mob falling back heads towards the nearest vehicle with an empty transport capacity, instead of the nearest other Ork mob. If there're multiple vehicles that meet the requirements, the mob head towards the one furthest away from the enemy, and if any models in the retreating mob come within 2" of a vehicle with enough space to fit every model during this move, then the mob automatically boards it and counts as regrouped. If there're no vehicles with transport capacity remaining on the board for the mob to board, the mob's destroyed.
- FAST RESPONSE: You can roll for reserves on the first turn instead of waiting until the second, representing the Kult of Speed's ability to quickly adapt to changing battlefield conditions.
- SCENARIOS: The Kult of Speed're an adaptable force, and don't have any restrictions or advantages when playing scenarios.
Faithfully recreated in alphabetical order for your reading pleasure... Y'know, as opposed to, like, something sensible Gork (or possibly Mork) forbid. And your basic Shootas and Sluggas aren't even given profiles in some copies of your own book, as some print runs of Codex: Orks replace the Summary with a photo collage and a quote, leaving you without the stats for all the infantry weapons in your infantry-heavy army. Don't worry Andy, we don't blame you for that.
- Ammo Runt: A single miniature with a Gretchin stat line that follows the Ork you bought him for, that can't be targeted by enemy shooting but can get caught in Blast markers and other templates. Once per battle, one Ork model in base contact with this guy can re-roll one To-Hit dice in the shooting phase, after which the Ammo Runt is removed, and this doesn't count for Morale or Victory Points.
- Attack Squig: A single miniature with a Squig stat line that follows the Ork you bought him for, roughly equivalent to a Human with S and T 3 and two WS3 attacks at I4.
- Choppa: Your basic sword, much more nasty back in the olden days of yore. This thing limits an opponent's saving throw to 4+, making Space Marines that much more easy to puncture.
- Big Horns/Iron Gob: Two different upgrades with the same effect, +1 Ld for your Warboss or Nob. The two can't be combined for +2 unfortunately, so you can't sport both a pair of horns and a metal jaw. Remember that when assembling your minis'.
- Bionik Arm: For when you design your Ork right after playing Assassin's Creed. The Bionik Arm can incorporate all manner of built-in weapons, with examples given such as small pistols, retractable blades, or even cages containing live and livid wild animals. Whichever one you choose is purely cosmetic, as they all give the same bonus of a single automatic melee attack at S4 and I6, and the target of this attack must be in base contact with the wielder. Additionally, it counts as a regular CCW, and can't be taken with Mega Armour.
- Bionik Bonce: Because who doesn't want to cosplay as the Big G? Bestows +1 to your current armour save, which obviously can't be combined with Mega Armour.
- Bosspole: Bought for a Nob but can be carried by one of his Boyz or Grots if he's in a mob, allows you to re-roll any Leadership tests if you fail on the first try.
- Burna: Can be fired in the shooting phase as an Assault 1 template weapon, or swung in the assault phase as a Power Weapon, but not both in the same turn.
- Cybork Body: Your 5++ Invulnerable Save for anyone that wants it. Give it to your Nobz along with Mega Armour and they can pretend they're Terminators.
- Dok's Tools: Limited to healing ONE Ork miniature per turn at the end of the enemy shooting phase, but even models reduced to zero wounds can be brought back if the dice gods be with ye. A roll of 1 results in the Mad Dok actually injuring his patient further, whilst a 6 returns a single wound, and anything else means nothing happens.
- 'Eavy Armour: Gives your Ork a 4+ Armour Save, which can combine with the Bionik Bonce above for a 3+, and if you do this you should totally give him Space Marine Pauldrons.
- Grabba Stik: A tool to increase the range of your Runtherd's melee attacks, allowing him to attack enemy models up to 2" away in close combat, but he can't use any other special weapons like Choppas.
- Grot Orderly: A single miniature with a Gretchin stat line that follows the Ork you bought him for, each one in base contact with a Mad Dok gives +1 on their Dok's Tools roll up to a maximum of +3. Overenthusiasm on the Grot's part however means that a roll of 1 before bonuses always fails.
- Grot Oiler: A single miniature with a Gretchin stat line that follows the Ork you bought him for, each one in base contact with a Mekboy gives +1 on their Mek's Tools roll up to a maximum of +3. Overenthusiasm on the Grot's part however means that a roll of 1 before bonuses always fails.
- Kannon: Heavy gun capable of firing one of two ammo types over 36"; S5 Heavy 1 Blast Frag Rounds, or S8 Heavy 1 Krak Shells. Frags are fired like ordnance, rolling a Scatter dice and 1D6, and moving the Blast marker that many inches in the direction indicated, but if a Hit and a 6 are rolled then a Gretchin Krewman is killed. Kraks count as ordnance against vehicles, rolling 2D6 for armour penetration and picking the highest, and penetrating hits roll on the Ordnance Damage table.
- Kombi-Weapons: A regular Shoota with another gun bolted on to it, usually either a Skorcha or a Rokkit Launcha, which can only be fired once per battle. The Shoota may be upgraded with Kustom Jobs.
- Kustom Mega-Blasta: Orky Plasma Cannon goodness, on a To Hit roll of 1 scores a wound/glancing hit on the Ork/vehicle carrying it.
- Kustom Force Field: Your 5++ Cover Save for all models that fit within a 6" bubble around the model carrying the thing, so you don't need to fit the whole mob in for it to take effect, but only the miniatures within the field will benefit.
- Kustom Job: Comes in three flavours; More Dakka, Shootier, and Blasta. More Dakka makes your Shoota or Slugga Assault 2 instead of Rapid Fire or Pistol, but Sluggas can still be used in melee. Shootier makes your Shoota or Slugga S5 instead of S4. And finally Blasta makes your Shoota or Slugga AP3 at 12" range, and AP2 at 6" range, but like the Mega-Blasta above, on a To Hit roll of 1 it scores a wound/glancing hit on the Ork/vehicle carrying it.
- Lobba: A weapon with a Guess range of 48" and S and AP 5. It's a barrage weapon so roll a Scatter dice and 1D6, and moving the Blast marker that many inches in the direction indicated, but on a Hit and a 6 a Gretchin Krewman is killed.
- Mega Armour: Gives your Ork a 2+ Armour Save, and comes with a Shoota and a Power Claw as standard. The wearer always moves as if travelling through Difficult Terrain so 1D6 random movement, but if actually travelling through real Difficult Terrain gains no additional penalty. Mega Armour built-in weapons may not be exchanged for different ones, but the Shoota can be upgraded to a Kombi-Weapon or a Kustom Shoota. Mega Armoured models can't use Jump Packs, Bikes, Bionik Arms or Bonces, Frag or Krak Stikkbombz, or Tankbusta Bombz, and can't Infiltrate.
- Mega Boosta: Allows Mega Armoured models to re-roll their movement dice.
- Mekboy's Tools: Limited to fixing ONE Ork vehicle per turn at the end of your movement phase, and the Mekboy can't shoot or assault in the same turn. A roll of 1 results in the Mekboy actually damaging his ride further, whilst a 6 repairs either a single weapon or the engine, and anything else means nothing happens.
- Skorcha: Can be fired in the shooting phase as an Assault 1 template weapon, swaps around the S and AP of the Burna.
- Squighound: A single miniature with a Squig stat line that follows the Ork you bought him for, weaker than an Attack Squig by two Initiative, one Attack, and one Leadership. If one is in base contact with a Slaver, they may re-roll Leadership or Morale tests for their Gretchin mob or Big Gun battery.
- Super Stikkbombz: A bundle of Krak Stikkbombz strapped together, rolling an armour penetration of 10+2D6, but if a double is rolled the user suffers an automatic wound with armour save allowed.
- Stikkbomb Chukka: A bit of kit that allows an Ork in Mega Armour to use Frag Stikkbombz, but if they do they can't use their Power Klaw in melee and must fight at base Strength.
- Tankbusta Bombz: Function like Krag Stikkbombz but double the D6 roll for armour penetration.
- 'Uge Choppa: Reduces an enemy's maximum save to 4+ just like a regular Choppa, but gives you +2S in exchange for forcing you to strike last.
- 'Urty Syringe: Always wounds on a 4+ regardless of Toughness, but doesn't affect vehicles, Tyranids, Daemons, Aeldari, Wraithguard, or the Avatar, so don't bring it against Aeldari, is what we're saying.
- Waaagh! Banner: Can be carried by the Warboss himself if he doesn't trust any of his men to do it. If a mob has at least one model within 12" of the banner, they may re-roll their Power of the Waaagh! test when charging.
- Zzap Gun: Auto-hits with random 2D6 Strength and AP2, though an 11 or 12 results in no shot fired and one Gretchin Krewman is killed. Against vehicles, it adds 2D6 for armour penetration.
- Banna Wava (Chapter Approved 2001): A single miniature with a Gretchin stat line that follows the Ork you bought him for, he's just there to carry your Nob's Bosspole or Warboss's Waaagh! Banner, but he can also take a Grot Blasta for a bit of additional firepower.
Ork Vehicle Upgrades
- Armour Plates: Additional 6+++ Feel No Pain protection for vehicles against glancing and penetrating hits, but doesn't help against ordnance. Easy to add to your models by just sticking a load of spare panels to it.
- Big Grabber/Wrecker Ball/Reinforced Ram/Boarding Plank: Functionally identical rules wise, they all allow Ork vehicles to attack enemy vehicles in close combat. You only get one attack per weapon, and can only have one of each, for a maximum of four. Attacks always hit on a 4+ and are S6, but can't be used against walkers, skimmers, or infantry.
- Bolt-On Big Shoota: For Wartrukks only, and has to be operated by a passenger. That's all there is to say, really.
- Grot Riggers: Gives your immobilised vehicle a chance to restart again on a 4+ D6 roll, only once per turn at the start of each turn. Auto-take if you have the points spare.
- Searchlight: Only bring these during missions with the Night Fighting Special Rule, useless otherwise. Each vehicle with a Searchlight can illuminate one enemy unit per turn, allowing themselves and other friendly units to fire at it as if it were day, but consequently all enemy units can also fire at the vehicle doing the illuminating as if it were day too. So either stick it on something expendable that you can live without, or something tough that can tank the hits.
- Spikes 'n' Blades: Enemy infantry that miss their melee swings against vehicles equipped with these babies suffer S3 hits. Can't be fitted to Wartrukks because it doesn't meet the Health & Safety code. Cute but situational, obviously close quarters is where you want your Orks to be, but if your non-Deff Dred and Killa Kan vehicles themselves are dragged into close combat, they won't last long anyway.
- Stikkbomb Chucka: Spelt differently to the infantry-portable one for... reasons? Allows a non-tank vehicle or walker to perform a Tank Shock attack, and gives actual tanks a -1 modifier to their unfortunate target's Morale check. Adds a bit of extra versatility to your smaller buggies.
- Turbo Boosta: +D6" during the movement phase which doesn't count towards shooting or disembarking limits, but must be in a straight line, and on a 4+ the vehicle and passengers can't shoot or disembark. That means you have a 50% chance of not being able to do anything with your vehicle or its compliment, for only the paltry gain of being up to 6" further up the board. Red Paint Job is more reliable.
- Red Paint Job: +1" to all movement distances. You know it, you love it, and available to Orks of all Clans now courtesy of blood splatter.
- Krusher: Comes into play after a Tank Shock where the enemy hasn't fallen back, roll 1D6 for each model involved and on a 4+ they suffer a wound with Armour Save allowed.
- Armoured Top: Makes an Open-Topped vehicle no longer Open-Topped, with all the benefits and drawbacks that entails.
- Force Field: Doesn't provide a Cover Save for your vehicle, but does negate the +1 modifier to Damage rolls for being Open-Topped, losing Fast in the process if it had it.
- 0-1 Warboss: A very different beast to the lovable guy we're familiar with in later editions, he's only T4 poor lad, but can take up to 80 points of wargear from the armoury, so he'll quickly beef up with extra gubbinz. An 'Uge Choppa keeps him cheap and cheerful, whilst a Power Klaw lets him open cans. Can and must take a Wartrukk or Battlewagon. Yes, a Battlewagon as a dedicated transport, rejoice.
- Warboss's Bodyguard: A motley crew of lackeys for the boss, which doesn't take up a HQ choice but may only be taken if you also have a Warboss. You can choose from between five and ten Nobz, up to two Mekboyz, and up to two Mad Doks, all of whom may take whatever equipment they're allowed from the armoury up to 40 points (or 80 points including Mega Armour if they're Meganobz escorting a Mega Armoured Warboss), and can be mounted in a Wartrukk as long as they number ten models or less including Gretchin and Squigs. You want a mob of Meganobz? You can do that. Jealous of Space Marine Command Squads? Hire your own Apothecaries and Techmarines.
- 0-1 Big Mek: Half the price of a Warboss, and he can take anything from the armoury allowed for both Warbosses and Mekboyz up to 60 points, so a good budget option. Doesn't come standard with Mekboy's Tools, but can buy them for tuppence. Can and must take a Wartrukk or Battlewagon, and can be taken instead of a Warboss if you want to minimise the HQ tax.
- Big Mek's Bodyguard: A Big Mek can have his own retinue of between three and five Mekboyz and optional Wartrukk, none of which may have the same weapons loadout courtesy of another nameless Special Rule. They can ALL take Mekboy's Tools though, so the amount of vehicles a full mob can fix in a turn is a true sight to behold.
- Nobz Warbike Mob: Three to five Nobz on Warbikes with all the Special Rules they bring, can't take Mekboyz or Mad Doks, can't be your only HQ choice.
- 0-1 Kult of Speed Warboss (White Dwarf 270): An alternative to the regular Warboss, so you powergamers out there can't've both in one army. Other than having a Warbike along with all the wargear and Special Rules, not much different to a footslogging one, so same tactics apply.
- Kult of Speed Warboss's Bodyguard (White Dwarf 270): The Kult of Speed Warboss lets you take a Nobz Warbike Mob as his bodyguard, in which case they don't take up an additional Headquarters slot.
- Wartrukk: A Fast Open-Topped vehicle with a capacity of ten models, it can take a single Big Shoota or Rokkit Launcha. Can't take a Burna like the Junkatrukk, but also less likely to break down on you.
- Battlewagon: Same as below.
- 0-1 Stormboyz: Can't yet match Slugga Boyz in terms of mob size at only twenty max, and can't take any squad support weapons, but may have Frag and/or Krak Stikkbombz, and their Jump Packs Special Rule gives them extra mobility.
- 'Ardboyz Twenty Slugga or Shoota Boyz with a 4+ Armour Save, a third more expensive points-wise, and can take Frag and/or Krak Stikkbombz. Can and must take a Wartrukk or Battlewagon.
- Skarboyz Twenty Slugga or Shoota Boyz with S4, similarly priced to 'Ard Boyz and with identical options, though they pay two points more for a Burna. Can and must take a Wartrukk or Battlewagon.
- Warbike Squadron: You can only take up to ten of these guys in a mob, and they're armed with Twin-Linked Big-Shootas instead of Dakkaguns by default. They can remove their guns and go as pure assault troops with Sluggas and CCWs such as Chains and Tyre Irons, in which case they're a third cheaper. These guys have a host of their own Special Rules;
- Short Ranged: This limits the range of their Big Shootas to 18", thanks to their lack of suspension making it hard to aim.
- Hard to Hit: Gives them and anyone behind them a 5++ cover save from their exhaust clouds.
- Speed Freeks: Different to Wazzdakka's, and makes them immune to Pinning and Morale effects due to their status as "speed-crazed loons".
- Psycho Blastas: And finally, this lets them strike first on the charge, and shoot their Big Shootas in the first round of close combat instead of chopping normally.
- Warbuggies/Wartraks: Two entirely different models with exactly the same profile, each of the three models in the squadron can have either a Twin-Linked Big Shoota, Twin-Linked Rokkit Launcha, Mega-Blasta, or Skorcha. These guys are Fast, so they can cover a lot of ground in not a lot of time, so treat them like your own Attack Bikes, providing mobile fire support where it's needed to bolster the line.
- Trukk Boyz: A mob of Ork Boyz limited to ten models and a Wartrukk, in exchange they get the Bailin' Out rule which means that when said Trukk is inevitably destroyed with them in it, they only suffer wounds on a 6+ instead of a 4+, thanks to their experience of jumping in and out. The Boyz may have a mix of Shootas and Sluggas & Choppas in the same mob. Thanks to their Special Rule, they can risk getting closer to enemy anti-armour with a good chance of survival, letting them carry on and krump the gits that wrecked their ride.
- 0-1 Tankbustas: Another unit that moved from Troops to Elites in later editions. Each of the ten Tankbustas comes with a Slugga, CCW, Frag Stikkbombz, and Tankbusta Bombz, and up to three may take Rokkit Launchas for a couple of points MORE than other mobs pay for the SAME weapons. Can and must take a Wartrukk.
- Tank Hunters: Their Special Rule allows them to always pass Tank Shock tests, and adds +1 to all Armour Penetration rolls, so these guys are really more aimed at taking down tanks in melee with their Tankbusta Bombz than at range.
- 0-1 Burna Boyz: If only they were Troops in later editions too, though in fairness they aren't nearly so well equipped as their successors. The ten of them come with Sluggas and Choppas as standard, with the options for the whole squad to take Frag and/or Krak Stikkbombz, and up to four can take Burnas. Can be lead by a Mekboy instead of a Nob, who doesn't replace another member, giving them eleven models in total. Can and must take a Wartrukk.
- Deth Kopta Squadron: The original incarnation of them, the awkward ones with the twin-props that fall apart all the time. They share all the same Special Rules as regular Warbikes, as well as all the Special Rules of Jetbikes, and can take a Mek as a free upgrade, but they're limited to a mob size of just three, and the Mek pays extra points for identical gear to a walking one because it all has to be modified.
- 0-1 Fighta-Bommerz Raid: Your air support takes the form of a Preliminary Barrage instead of an actual model, though feel free to dramatically swoop a scratchbuilt one over the board whilst performing the attack. The Raid takes place after all players've deployed their forces but before the first Movement phase, with 1D6 wounds and a Pinning test for all units hit, and can even attack enemy units held in Reserve. If the scenario already uses a Preliminary Barrage, the two attacks're treated separately but their effects stack. Unfortunately, this being Orks, they go by the old adage that if you shoot at it and hit, it's one of theirs, and the Friendly Fire Special Rule means that 1D6 must be rolled before the attack takes place, and on a 1 the Fighta-Bommerz target every unit on the board including the Ork ones.
- Warbike Outriders: A Warbike Squadron with the Scouts Special Rule, meaning they can be deployed even in scenarios that wouldn't normally allow it, and at the start of the game they can make an extra 2D6" move before the first turn.
- 0-1 Battlewagon: The OG Battlewagon, absolute unit. You get a twenty-man transport with three Twin-Linked Big Shootas base, with the option to exchange any of them for Twin-Linked Rokkit Launchas or Skorchas for free, and one of them for one of the three Big Gunz, all of which cost the same so magnetise them and swap loadouts on the fly.
- Bolt-On Big Shootas: You can also fit up to five more Bolt-On Big Shootas, which must all be operated by passengers.
- 0-1 Looted Vehicle: Just like the Lootas above, you're limited to only Space Marine Rhino and Land Raider variants, or Imperial Guard Chimera and Leman Russ Battle Tank variants, and they use the rules as written in their own codexes, so you'll need two codexes in order to field one. They can take any weapon upgrades listed in their original profiles and their points costs remain the same, but they can only take non-weapon upgrades from the Ork armoury, and their BS is reduced to 2, so don't expect them to compete with their non-looted brethren.
- Looted Vehicles: They also suffer from this Special Rule, which forces you to roll a D6 for each Looted Wagon at the beginning of every turn, and if you get a 1 you need to roll again on a Breakdown table, with such Fun results as a fanbelt snapping and not being able to move this turn, or suffering a short-circuit and accelerating 2D6 straight forward.
- Despite all this, they make a good addition to an Ork army, as they can provide several capabilities not native to Ork units themselves, and fill gaps in your army, such as the amphibiousness of the Chimera for waterbourne assaults, or the heavy armour of the Land Raider.
- Due to the wide range of different armaments a Looted Wagon can have, they present a great opportunity to proxy your scratchbuilt or Armorcast 40K-scale Epic vehicles;
- 'Eavy Bomma (Chapter Approved): Example statblock courtesy of the Vehicle Design Rules. It's an expensive Flyer at just over 200 points, but comes with two hull-mounted Twin-Linked Big Shootas, one turret-mounted Twin-Linked Big Shoota, two Rockets, two Bombs, and two Big Bombs.
- Rocket: One-shot weapons with Range Unlimited S8 AP3 Heavy.
- Bomb: One-shot weapons with Range G48" S4 AP6 Heavy Blast.
- Big Bomb: One-shot weapons with Range G12" S6 AP4 Ordnance.
- Guntrukk: One to three mobile Big Gunz without the Gretchin bubblewrap, each can also take a Big Shoota or Rokkit Launcha as well, and if a main gun rolls a result that'd normally result in the loss of a krewman, it just doesn't fire that turn. Like most Ork vehicles, they're only Open-Topped AV10 all round, but as vehicles they're still tougher and more mobile than regular Big Gunz, and can take all the upgrades like Grot Riggers and Armour Plates to make them even more survivable.
Compared to the likes of 9th Edition, Ork Boyz in 3rd Edition're only Human Strength, so you're not going to hit as hard in melee as you might be used to, though the Choppas Special Rule does help in this regard. Exceptions to note're Skarboyz, who get S4 standard, but that's only one unit, so you can't rely on them too heavily to fill the Strength 4 gap in your heart.
Also, since many of your heavier force elements, such as Battlewagons and Looted Wagons, are all limited in terms of how many you can take in an army, large tank formations or artillery batteries aren't really possible.
A much more mobile force than the green hordes of Codex: Orks, though one with a smaller model count, which comes with its own advantages and disadvantages. Your turns'll go along a lot quicker, but each casualty'll hit your overall force harder. And with less in the way of infantry to screen your vehicles with, you're going to want to surround them with Warbikes instead, which you should have in abundance anyway. You also don't get any walkers, so the stompiests you're going to get's a mob of Meganobz in a Battlewagon, and that'll be quite a pointsink in an army full of vehicles.
With mob size limited to twenty or twelve models in order to fit inside a Battlewagon or Wartrukk, Mob Rule' isn't going to be as effective as it used to, so invest in other ways to keep morale up, such as Big Horns, Iron Gobs, and Bosspoles.
Your Army and You
When it comes to mustering your horde, all your units can be roughly divided into four broad categories. First, you have Da Boyz, these're all the ground-pounders, your Shoota Boyz, Slugga Boyz, Nobz, Stormboyz, even Grots. The watchword here is still quality in quantity. Da Boyz're primarily a melee powerhouse, if they're not in close combat then you're muckin' about, but their generally poor armour leaves them vulnerable to gunlines, so you need them in large mobs to maximise the number of ladz that can get stuck in when they reach the enemy after taking fire. Your various specialist mobs, the likes of Tankbustas and Burna Boyz, are the exception to the rule, as they want to hold back out of combat and lay down fire at whatever target their specialism dictates.
Second, you have Da Wheelz, pretty self-explanatory, it's everything the Orks have stuck wheels or tracks onto, Wartrukks, Warbuggies, Wartrakks, a lot of other things starting with "War", you get the picture. Like most Ork units, their armour is their Achilles' heel, with most only sporting AV10, so don't expect then to slug it out with Imperial Guard tank regiments. They are however with very few exceptions Fast, usually heavily-armed for their size, and low to the ground with small profiles. So for them its best to try and avoid incoming fire as much as possible, skirting around available cover in support of Da Boyz as a pesky sort of distraction, either keeping to terrain features or using Grots as Living Shields, and keeping the enemy pinned down until the footsloggers can reach them.
Third, Da 'Ard Stuff, like Killer Kans and Ork Dreadnoughts, again does what it says on the tin. Da 'Ard Stuff has better armour than other Ork units, so they can take a beating, and can give back as good as they get when it comes back around to their turn. The enemy usually needs to dedicated serious firepower to take out these guys, and if they try to just ignore them and send those shots elsewhere they risk having their forces devestated, but Da 'Ard Stuff will go down if focussed on. The trick to keeping them alive and kicking (and punching, and shooting, and...) is to mingle them with Da Boyz, forcing your opponent to split their fire and giving both a better chance of weathering the storm.
And fourth, Da Big Gunz, which get their own category because they act differently to any other units, and should be treated as such. Your own Heavy Weapons Squads pack the meanest punch in the codex, barring some Looted Vehicles however they aren't Orky tech so it doesn't count, but they lack any sort of mobility, so positioning is key. They're glass cannons, which you wouldn't put it past the Orks to take literally, and're vulnerable to both shooting and assault in equal measure, so they need protecting with terrain and infantry to block charges and absorb counter-battery fire.
Next, you need to know how to get these four categories of units to work together effectively, and there're three basic battle plans which work fairly well. Now, I know what you're thinking, "Taktiks?! In an Ork army?!", but Orks're actually quite a nuanced force with a few tricks up their sleeves if they had any sleeves. It's all well and good charging headlong at the enemy, but that's a sure way to lose, and that ain't Orky.
The Wartrakk Rumble involves collecting all Da Wheelz in your force together into a roving flotilla à la Soviet Bronegruppa, and arranging them all over to one side of your deployment zone, with all Da Boyz and 'Ard Stuff on the other side to present a bigger target, with the two sections divided by terrain to block incoming fire and forcing the enemy to choose one or the other. Then when the enemy force takes the bait and engages your footsoldiers and walkers, your transports can sneak around and outflank the enemy line while they're distracted, catching them between the hammer and the anvil, the Gorka Morka so to speak.
A Dread Bash meanwhile is an armoured spearhead, formed by all of your 'Ard Stuff gathered down a short stretch of the Ork line, backed up by Tuff Boyz like Skarboyz, 'Ardboyz, and Nobz. The idea's to focus all of your heavy-hitters into one area and simply plough through the enemy formation at a specific point, wedging and keeping open a narrow doorway for the rest of the ladz to flood through and tear the enemy force up from the inside out.
And last but by no means least, an old favourite, Swamp 'Em. This's the traditional green horde the Orks're known for, and as you'd expect it's centred around Da Boyz, with Gretchin at the front to tank incoming fire (heh), your generalist Ork mobs like Slugga Boyz and Shoota Boyz in the middle to lead the initial charge, and the specialist Ork mobz like Burna Boyz and Tankbustas hanging back behind the first line as a second line, acting first as a safety net to catch any gits that fall back and Mob Up with them, and then as a follow up charge to polish off anyone who survived the first wave. Liberally sprinkle with 'Ard Stuff and Big Gun cover fire, and your opponent'll have too many targets to engage them all effectively, and you'll overwhelm their line all over the place.
Generally speaking, you can still try all three battle plans above with a Kult of Speed, albeit with some minor modifications. The Wartrakk Rumble works as long as you replace Da Boyz with another suitably-enticing target, your more valuable and heavy-hitting Wheelz such as Guntrukks. Dread Bashes're now more Wagon Bashes, with an armoured spearhead of Battlewagons and Looted Wagons instead of 'Ard Stuff. And Swamp 'Em simply uses massed Warbikes instead of Da Boyz.
Whilst you can use your modern Ork army and just adapt its composition to 3rd Edition rules, truly nothing beats the nostalic feel of a new millennium Ork army in all its awkward grinning glory. Most models from this era have been mothballed by GW, with the Deffkopta the last Ork standing thanks to its intended replacement being integral to a now-OOP box set, so you'll have to scour eBay to find them in sufficient numbers unless you want to spam helicopters and have an air assault.
You'll also want an authentic new millennium board to play on, complete with card terrain and aquarium plants. There're plenty of papercraft terrain templates available online for everything from bunkers to tanks of various scales and quality, and with a good paint job some can even be indistinguishable from the real plastic.
The tried and true approach to making a balanced army list is to first grab your compulsory choices, one Headquarters and two Troops. Your army has to be lead by a Warboss, who can be on foot or mounted on either a Warbike or a Boar depending on the army list you use, so that's that taken care of, but you have far more options when it comes to your 'Boss's followers.
For the Codex list, Slugga Boyz and Shoota Boyz're more generalist, whilst Burna Boyz and Tankbustas're anti-infantry and anti-tank specialists, and Gretchin're cannon-fodder. If you're using the optional rules for a specific Clan, you HAVE to fill your two compulsory Troops with that Clan's Core Mobs, picking from Flash Gitz, Kommandos, Lootas, Skarboyz, Huntas, or Warbikes, and these units all play to that Clan's strengths. Flash Gitz're shooty, Kommandos're sneaky, Lootas're light-fingered, Skarboyz're tuff, Huntas're traditional, and Warbikes're fast. The Kult of Speed list also uses Warbikes, Burna Boyz, and Tankbustas as Troops, but also gives you Trukk Boyz and Warbuggies as well, giving you an array of vehicles to choose from for your motorpool. The Feral Orks list meanwhile also uses Huntas, but introduces Wildboyz and Madboyz, who're exactly what they sound like.
A good approach to take when first expanding your army beyond the compulsory core, is to choose one each of Elites, Fast Attack, and Heavy Support. This lets you try out the various different units and learn how the army works, until you get a feel for which style best suits your favoured tactics. Units that work well at this entry level include Warbuggies, Ork Dreadnoughts, and Skarboyz.
When first starting out with an Ork army, the sheer number of models you need to paint can be quite intimidating, but various tricks've been developed over the years to help make this process go along more smoothly. In particular, washes and drybrushing're your friends. The former's a heavily-diluted paint that goes on over the first green coat after the black basecoat, and sinks down into all the crevices to create shading effects, whilst the latter's a style of painting where most of the paint's removed from the brush with a tissue before painting, and grazes the raised details of the model to highlight texture. Drybrushing can also be used to paint rust and dirt on vehicles and equipment, whilst washes give weathering. Teeth and other light-coloured areas can often be tricky if you're using a black basecoat, so it helps to layer them up with first a dark brown or grey coat, and then a light brown or white coat.
Grots and Nobz can be done a little differently to regular Orks to make them stand out, by using lighter or darker colours for the first coat respectively, and age can be signified by skipping the drybrushing to leave individuals darker overall. And there're also transfer sheets that come with most boxes of miniatures, which're basically stickers for your models that can only be peeled off the backing paper once immersed in shallow water for about 30 seconds, a saucer'll do nicely (you have a tea set, right?). For more tips, go see the Painting Guide.
|Warhammer 40,000 Tactics Articles (9th Edition)|
|Warhammer 40,000 Tactics Articles (8th Edition)|
|Warhammer 40,000 Tactics Articles (7th)|
|Warhammer 40,000 Tactics Articles (All)|