Warhammer 40,000/Tactics/Orks(8E)

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This is the current Edition's Ork "tactics". 7th Edition Tactics are here.

Why Play Orks[edit]

Everyone loves them and, of course, because GREEN IS BEST!
If you want a melee horde with an awful lot of loud but inaccurate shooting, crazy gadgets and makeshift giant war machines, the Orks have got you covered.


  • Lots of Great Stratagems, Kultures and Warlord Traits.
  • Units that charge, fight first. Perfect for Melee Glass Cannons.
  • No more templates to rain fiery, frangible death down upon huge, green mobz.
  • You can spend 2 CP to interrupt one of your opponent's combats and swing first.
  • Most units are WS 3+!
  • Quantity over quality in firepower makes for great Overwatch performance plus we get extra shots thanks to DAKKA! DAKKA! DAKKA!
  • Unmatched Leadership for the troops and all units near said troops due to MOB RULE.
  • Almost all our guns are Assault, meaning we can Advance and still shoot them at '-1' to hit. And some do not even get penalty.
  • Ghazghkull has an invulnerable save!
  • Orks are the most customizable army in 40k.
    • Ork Boyz with extra weapons are great for making kitbashed Tankbustas, Kommandos, Lootas, Burnas, and Stormboyz.
    • Warhammer Fantasy and the Age of Sigmar Orruk range is very easy to kitbash with, minimal converting needed. Especially for Snakebitez armies. Be warned, though, that Old School Orcs have been Squatted, so you can only use Bonesplitterz or Ironjawz.
  • New models have been coming steadily for Orks in the last couple of years. The new vehicles are epic.
  • "STOMPA-MOB" - Telyportin' lowdsa Stompaz? - fank Gork n 'Mork!!!
  • The sheer number of options! Typically, no two ork armies are the same.
  • The most fun army in 40k to play as. Full stop. Even if you get tabled, you're guaranteed to have fun while doing so.


  • Requires very large numbers of models to play properly. This can get extremely expensive.
  • 5" movement across the board for most infantry (Meganobs are 4"). Orks are slow and heavily reliant on movement tricks to avoid getting shot to death.
  • Orks only have BS 5+. Partially mitigated by special rules. Many one shot weapons are useless because of this.
  • Cover means that MEQ armies now have 2+ in cover, so most Ork low AP range weapons are less likely to wound. Specifically Shootas and Big Shootas.
  • Ork guns of all types are generally short-to-mid range (12-18"). (Exception of Lootas' Deffguns)
  • Orks have their low armor saves. In 8th every viable Ork tactic relies on spending as little time not in close combat as possible. Anything less than a Battle Wagon is not as durable as Imperial counterparts.
  • Units can Overwatch as many times as there are units charging you until one of them finally makes contact.
  • Moving large number of models is time consuming and can cause opponents to accuse you of slow playing. Some tournaments ban movement trays which help speed up play.
  • Many units are over-costed, such as the iconic Stompa.
    • Wargear is not as reliable as more models on the table.
  • Rather weak buffs from characters in comparison to other armies.
  • Rather limited number of reliable sources of mortal wounds to counter Invul saves.
  • Lack of reliable anti-tank.
  • Burnas (Flamethrowers) are one of the only flamers in the game that are d3 shots as opposed to d6.
  • Orks are extreamly CP reliant. That limit some build options as low CP armies are not very viable.
  • Looted vehicles can't be played in Matched Play, outside of Counts As. They can be used in Narrative and Open Play via Chapter Approved 2018.
  • Craziness of ork stuff was severly limited. This increased reliability granted but took a lot of fun out of playing this army.
  • WAAAGH!!! Rule was modified so there is no need to declare it with ear shattering scream that will tell all players in vicinity ork player is in the room. Sad, sad times indeed.
  • With the new space marine codex coming out, as well as some of the simply newer armies, the Ork codex is starting to become underwhelming in comparison.
    • For example, the Snakebites KKlan kulture gives your army a 6+++ FNP, the Iron Hands chapter tactics give you a 6+++ FNP, 5+ overwatch, AND they have an ability that halves damage table deterioration.

Special Rules[edit]

In general, all your units have these. Exceptions are noted below.

  • DAKKA! DAKKA! DAKKA!: In the shooting phase, each unmodified hit roll of 6 automatically hits, regardless of modifiers, and grants an additional shot with the same weapon (you may use a different profile) the hit roll was for. These extra rolls do not generate additional hits. This is equivalent to a 7/6 multiplier to hit, just like re-rolling 1s, in addition to the benefit of ignoring penalties that take you to 7+ to hit or worse.
    • Codex units only. Index: Xenos 2 units cannot use this ability. Absolutely hilarious.
    • Note the difference between weapon and profile; a weapon with multiple profiles can generate additional shots from one profile to make shots with the other, such as a kombi-rokkit or kombi-skorcha using 6s to hit with the bullets to produce more hits from the other profile.
    • Makes a Shooting-only Ork army far more threatening than it first appears; the first rule is exactly equivalent to (and stacks with) re-rolling 1s to hit or wound, while the latter is like +1 BS per -1 penalty ignored. You still want to stomp the enemy good, but at least your dakka is actually good for something now - especially vs those "-1 to hit" armies.
  • DIS IS OURS! ZOG OFF!: Objective Secured for your Troops units if your army is Battle-forged. Easily the greatest named rule in all of 40K.
  • 'ERE WE GO!: A unit with this rule can re-roll charge rolls, either one or both dice, your choice, making it the superior choice over a CP re-roll. Of course, you can't Tactical Reroll a charge that was already re-rolled with 'ERE WE GO!. Not for GRETCHIN, TRUKKs, BATTLEWAGON variants, or FLYERS.
    • Note that you can re-roll successful charges, if you're worried about not being able to Pile In enough models.
    • Assuming you always choose correctly whether to re-roll both dice or just the smaller one, this will raise the odds of you rolling 9 or more on the dice to 56.94% - 72.45% for an 8 or more, if you're Evil Sunz.
    • Also remember that you can re-roll a die after rolling the other. Sure, it's usually a long bomb, but better than nothing
  • MOB RULE: When consulting the Leadership of a unit, a unit with this rule may use its own Leadership, the number of models in the unit, or the number of models in a friendly unit that also has this ability within 6".
    • Units that can take helpers (grots, runts, squigs....) can count those models for additional leadership as well. GRETCHIN and most vehicles don't have this rule, but that matters mostly for when they're targets for Psychic Powers anyway.
    • If it comes up - probably due to a psychic power - remember that this does not let any given model in a unit with this rule replace its Leadership. For example, this can come up when a Genestealer Cultist psyker casts Mind Control on a model in one of your units - used on a Bomb Squig in a Tankbusta mob, you're trying to defend with Leadership 4.

Clan Kulturs[edit]

The Orky equivalent of Chapter Tactics, determined by the <CLAN> keyword. Note that the GROTS rule means a unit consisting solely of GRETCHIN (Gretchins, Killa Kans, Mek Guns, etc) cannot benefit from any of these. Neither can a unit in a Super-heavy Auxiliary Detachment, so take your Stompas in a Supreme Command Detachment instead.

  • Bad Moonz - ARMED TO DA TEEF: Re-roll hit rolls of 1 in the shooting phase.
    • Helps avoid plasma overheat, useful for any range based army - especially for Lootas.
    • Stacked with your standard ability to have shots explode, your ranged attacks now have roughly a 50/36 (actually 50.17/36) multiplier compared to what their BS looks like at a glance (and 43/36 of what it really is for any Ork), which is just over a third again as effective. This is still not enough to bring BS5+ up to being equivalent to BS4+, but it does act as a flat multiplier, regardless of underlying BS.
  • Blood Axes - TAKTIKS: When attacked from more than 18" away, always gain the benefit of being in cover. Additionally, they can either shoot or charge (but not both) after falling back. Per the current FAQ, if they're embarked when they try to do so, the transport they're on also has to have this Kultur.
    • Cover extends to every model, including vehicles, which rarely get cover. 2+ Morkanauts, 2+ Stompas! (Super-heavy Auxiliary Detachments excluded). Even Dakkajets get cover while in mid-air!
    • Shooty units get cover more reliably, forcing the enemy to get closer to orks on purpose or commit extra resources to deal with them. If your unit gets charged you can disengage and keep shooting. As for your melee units, they can guarantee going first (overwatch is rarely a big deal, and if it was, then just don't fall back), which will entice the enemy to burn up CP for Counter Attack.
    • GREAT FOR TRANSPORTS, since they can fall back without preventing the units inside from shooting (if they are Blood Axes too, unlike Flash Gitz).
  • Deathskulls - LUCKY BLUE GITZ: All Ork models get a 6++, and all units can re-roll a single hit, wound, and damage roll each time it shoots or fights. In addition, all your Infantry units get Dis is Ours! Zog Off!
    • Dis is Ours! Zog Off! is Objective Secured, but for every infantry unit.
    • Works better the fewer shots a unit throws out and weapons that have damage rolls. Maximum synergy with Big Meks with either Shokk Attack Guns or Kustom Mega-Blastas. A Mork(or possibly Gork)-send for lone speshul weapons in a squad, like a unit's Boss Nob's Kombi Rokkit AND to re-roll his Power Klaw punches.
  • Evil Sunz - RED ONES GO FASTA: Gain +1" of Movement (+2" for Speed Freeks instead), as well as +1 to advance and charge rolls and ignore penalties to hit with Assault weapons after advancing. In addition, the current Ork FAQ asserts that you get +1 to static advances even when you don't roll, such as from turbo-boost.
    • Perfect for deep striking units. 2d6 + 1 means you need to roll an 8 to make the charge, which in addition to 'Ere we Go means you're very likely (72.45%) to succeed.
    • Though you still cannot declare a charge outside 12", it doesn't mean you cannot move 13" if you managed to roll boxcars on your charge move. Use this to get even deeper into the enemy lines.
  • Freebooterz - COMPETITIVE STREAK: Add 1 to hit rolls for attacks made by models with this KULTUR if any other friendly unit with this KULTUR within 24" has destroyed an enemy unit this phase.
    • Situational, as it requires a table state where an enemy unit was destroyed, but you can focus fire/finish a unit in melee. Be careful destroying a unit in the psychic phase, as it'll become a wasted kill.
    • Does work with Gretchin - the Gretchin themselves can't benefit from this kultur, but since they have it, their kills can be used to trigger this in units that can benefit.
    • Note that as your game gets bigger, this gets exponentially better, as you're getting higher chances to kill something before the end of the phase.
  • Goffs - NO MUKKIN' ABOUT: When a Goff model rolls an unmodified 6 to hit when attacking with a melee weapon, it can perform a single bonus hit roll with the same weapon against its original target (using the same profile), which cannot explode again.
    • Generates extra rolls, not attacks, so a Mega-choppa using Slash generates extra rolls, not extra trios of rolls.
    • Makes Goffs explode in both melee and at range. Almost all your army wants to be in melee, so this is great not only for big 30 Boyz units (120 attacks on average get 13 extra hits), but anyone with lots of attacks as well. Ghazzghull gets +1A on average, and so do (Mega)Nobz/Deff Dreads with multiple killsaws, as well as G/Morkanauts, all of them hitting with PROPPA weapons instead of mere Choppas.
    • Acts like a *7/6 WS multiplier, just like re-rolling 1s to hit, but stacks with it.
  • Snakebites - DA OLD WAYS: FnP on a 6+++. Models that already have FnP get to choose which one they use, but can't benefit from both.
    • Like having an invisible Painboy at all times, and it works on vehicles, too. Remember that your save can block Mortal Wounds, unlike the Deathskulls'. Doesn't stack with other sources of FnP, unfortunately.

Power of the WAAAGH! Discipline[edit]

This is the only psychic discipline table your Weirdboys can use. You can either roll randomly, or choose one. Don't forget every psyker also automatically knows Smite.(WHAT DA ZOGGIN?! WHERE IZ POWER VOMIT?!) The best in the list are typically Da Jump > Warpath > Fists of Gork; if you're taking more than 3 weirdboys, you should probably start duplicating powers for redundancy. If you're using the Warphead strat, you want Da Jump and Warpath (so you can cast Warpath and then Da Jump on something) on your first Warphead, and Da Jump and Fists on the second (same deal, but this time it's for targeting a character), and any more than that should be redundant backups.

  1. 'Eadbanger (WC 8): Targets the closest visible model within 18". If you can beat their Toughness on 1d6, they die instantly. While this sounds awesome, it only lets you target the closest visible model within 18". This makes it fairly ineffective at sniping your opponent's Logan Grimnar or Failbaddon without good positioning.
    • Smite will typically do its job much better. It's even harder to force it to hit the target you want hit, it needs to succeed on an additional roll to work, and it flat-out won't work on T6 or better models. One of the few things it will do well is delete a member of a unit you want dead - the power picks who dies, not your opponent. Assuming you're guaranteeing your casts go off, like a good Weirdboy, there's no target in the game that will die faster to this power than to Smite - as an example, a T3 target needs to have 8 wounds or more to, on average, lose more wounds to this power than to Smite, assuming both powers go off on 10+.
  2. Warpath (WC 7): A friendly ORK unit within 6" increases its Attacks stat by 1 until your next Psychic phase.
    • Units haven't got Attacks per se, and usually there isn't just one Attacks stat in a given unit (thanks to Nobz leading Boyz), but GW presumably meant every model in the unit gets +1A.
    • Obviously most effective when affecting a unit with many models in it, such as 30 Boyz, as the effect adds a number of attacks equal to the number of models in the target unit. Less effective the more attacks the target already has (increasing 1 to 2 makes the target 2x as good, but 2 to 3 is only 1.5x as good), giving you another reason to prefer larger units of chaff to smaller units of elites Not actually true; it's less of a percentage improvement, but the increase the number of wounds dealt isn't affected. Just remember, the scaling will stop if any targets can't make it into melee at all, so don't blindly choose the biggest unit you have without a care for positioning.
  3. Da Jump (WC 7): A friendly ORK INFANTRY unit within 12" is removed from the table, and set back up anywhere more than 9" from enemy units. The unit counts as having moved for the purposes of any other rules, e.g. firing a Heavy Weapon. This is objectively one of the best Psychic Powers in the entire game and should always be considered a priority.
    • Put any infantry unit you like in charge range of anything on the board - and with 'Ere We Go!, you have a solid (57%) chance to make the charge, too. Don't forget to add +1 to the charge if you are an Evil Sun (which actually brings it to a 72% chance of success).
    • You can also use this to pull ranged units like Lootas out of melee if they get caught. They count as having moved, but it's better than using a Fall Back move and not being able to shoot at all that turn.
  4. Fists of Gork (WC 6): A friendly visible ORK character model within 12" gains +2 Attacks and Strength until the next psychic phase. More effective than Warpath when targeting individual characters rather than squads, and helps them hit harder for good measure. It is nice, but ultimately Warpath is more versatile. Can be absolutely hilarious when slapped onto a Warboss with Might is Right and a Power Klaw. Laugh as that guy at your local game store with a Warlord Titan has to deal with something that wounds him on a 3+ for once. ((6+2+1)x2=18! Dat Iz Gud Maf!). Similarly boinkers on Ghazzy boy giving him A9 on the charge, hitting on 2+, with S16 AP-3 D3.
    • Stacks with Warpath, if you find yourself in a situation where it makes sense to do so.
    • Even better if you already run Ghazghull; with his very high price, you might consider adding a dedicated weirdboy to put this on BigBoss. Then he goes from scary to terrifying.
    • Legal, but worthless, on Gretchin Characters: a (Big) Mek's Grot Oiler or Kaptin Badrukk's Ammo Runt.
  5. Da Krunch (WC 8): Targets an enemy unit within 18" of the user. Roll 1d6 for each model in the unit, inflicting a mortal wound for each 6 rolled. After that, roll 2d6; on a 10+ (1/6 chance), roll a second d6 for each model in the same way as before. This means the total mortal wounds inflicted on a successful cast will be 1/6 the unit's initial size and then 1/36 the subsequent size; this would be 7/36 its total size, but any model destroyed by the first round of wounds reduces the number of wounds the second pass inflicts - against a unit of 1-wound models without fnp, for example, the expected total is 41/216 times the initial size (1/6 of the initial unit dies, then the 5/6 remaining each have a 1/36 chance of dying). That's about 18.98%. Throwing it out there, with SMITE, you are going to be doing typically 3.5 Mortal Wounds per turn. Half of a D6 because obviously you are going to be casting on a 10+ because what git has a Weirdboy positioned away from other ork units? Da Krunch is only worth it (assuming you can basically guarantee the cast) if you are targeting a unit which has at least 19 models in it, which can be more effectively dealt with by other means. Otherwise, SMITE is a safer choice.
    • This power is kind of self-contradictory. You typically want mortal wounds on elite units that have very good saves. Yet this one is clearly made to kill horde units...
    • There’s also the fact that you have one of the best anti-horde melee units in the game: Boyz.
    • Like in every other psychic discipline in the game, this is one of those powers that's worse than Smite in exchange for being able to choose the target - but in this case, it's a lot less effective.
  6. Roar of Mork (WC 8): Enemy units within 18" of the Psyker get -1 Leadership until your next Psychic Phase.
    • Rather underwhelming in comparison to other powers and with little synergies, since Orks are not really a fear-based army. Still better than 'Eadbanger, though.

Warlord Traits[edit]


  1. Follow me, Ladz!: Your Warlord gains the Waaagh! and Breaking 'eads ability. If he already has these then increase their range by 3". In addition, gain 1 additional CP.
    • A Deffkilla Wartrike allows Infantry, Bikers and Vehicles to advance and charge. Pretty much anything in your army unless you bring Squiggoths (yeah nah). Furthermore, he becomes able to headbutt Killa Kanz into bravery. A regular Warboss has an easier time using Waaagh! when it's a 9" aura, and the +1CP can translate into an additional Shiny Gubbin.
  2. Bigkilla Boss: Add 1 to the wound rolls for your Warlord's attacks if they are targeting a vehicle or monster.
    • A proper Warboss is going to be using a Power Klaw, so 'Might is Right' would be better for him, even if it does affect his dakka as well. But Deffkilla Wartrikes and Big Meks can make something out of it, as they're "only" S5 and their dakka is actually relevant. But only against vehicles or monsters.
  3. 'Ard as Nails: Add 1 to your warlord's Toughness characteristic.
    • Bikes and Deffkilla Wartrikes will get tank-like T7. It will grant extra protectection to your these Warlords from S6, S7 and S12 attacks.
  4. Brutal but Kunnin': You can re-roll failed hit rolls for your Warlord in the Fight Phase. In addition, increase the Damage Characteristic of your Warlord's melee weapons if in the same turn he finished a charge move, was charged, or performed a heroic intervention.
    • This one applies to relics, meaning you can turn the Killa Klaw from deadly to outright terrifying, re-rolling both failed hit and wound rolls and hitting for 4 damage apiece and buffs your Attack Squig.
    • Blood Axes Warbosses get an extra mile out of it, as they can charge after falling back.
  5. Kunnin' but Brutal: At the start of the first battle round, before the first turn begins, you can remove your Warlord and up to 1d3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed.
  6. Might is Right: Grants your Ork Boss +1 Strength and Attack. Since 8E applies +1S BEFORE the x2 Strength from a Power Klaw or Killsaw, that means you get a S14 Warboss, who can wound tanks on a 2+.
    • Great for a Wartrike or Big Mek, elevating them to proppa Warboss Strength.


  • Bad Moonz - Da Best Armor Teef Can Buy: Your Warlord gets a 4++ invulnerable save, so a proppa-flashy Bad Moonz Warlord can be like Ghazghkull! (except nobody is as cool and deadly as Ghazghkull). Provides actual protekshun against power fists.
  • Blood Axes - I've Got A Plan, Ladz!: If you use a stratagem, roll 1 die for each Command Point spent. If you roll a 6, the Command Point is immediately refunded. Looted from da humies. Good for stratagem focused lists, though not reliable.
    • Still questionable if this stacks with the "Loot it!" stratagem, which seems to suggest that you could actually increase your CP when used by Lootas and if you're really zoggin' lucky with rolls.
  • Deathskulls - Opportunist: Re-roll wound rolls of 1 that target vehicles. In addition, your Warlord can target enemy characters within 18" even if they are not the closest model. Like Big Killa Boss but with Sniper.
    • The real Ork Snipers, though most of their character-killing damage actually comes from 8E's precision flamers. Deffkilla Wartrikes have enough dakka to do some damage. A Big Mek on a Warbike can do even more damage, especially if he's using the Gitstoppa Shells Shiny Gubbin (two Dakkaguns + Shokk Attack Gun + Gitstoppa Kombi-Skorcha can kill a Lord Commissar - the biggest possible single-turn kill).
    • A Warbike Warboss does less damage even with a relic Shoota, and with a S12 Power Klaw he's got better things to do. While Mega Armoured Big Meks with Tellyport Blastas do less damage, they can get lucky and slay the enemy - no saves against that.
  • Evil Sunz - Speed Freek: Your Warlord and any Evil Sunz unit within 6" of him can charge even if they fell back this turn.
    • Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike's 'Snagga Klaw' and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. I2 Master Race.
  • Freebootas - Killa Reputation: Reroll 1s to hit in the Fight Phase for friendly Freebootas while they are within 6" of your Warlord. Fitting of an Ork Kapt'n.
    • Combos with Waaagh Banner and Boyz anything that wants to be in melee (AKA 3/4ths of your units), especially those Meganobz with Power Klaws that would hit on 4+. Doesn't work with shooty lists.
  • Goffs - Proper Killy: Add 1 to your Warlords Attack Characteristic. Also, if you charge, are charged or perform a Heroic Intervention (which should be every turn) add +1 AP to his melee weapons.:
    • No longer a dud, makes your Power Stabba a proper Power Sword, and gives the Big Choppa enough AP to work similar to a Power Klaw without hit penalty against T4. Doesn't say it doesn't affect relics...so it does. Eadwoppa's Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves.
    • Ghazghkull has to take this if he is your Warlord (any of you who is bringing Ghazzy he BETTA BE YER WARLORD OR HE WILL STOMP YA!!!), it gives him AP -4 and 7 A on a charge with Goff Clan Kultur benefit on top. Supreme murder machine; on a good day he can get up to 24 W in a single CC phase, and that is not counting possible stratagems or psychic powers... Enjoy!
  • Snakebitez - Surly as a Squiggoth: You can reroll failed morale tests for friendly Snakebitez within 6" of your Warlord. Friendly Snakebitez GRETCHIN units within 12" of your Warlord automatically pass morale tests.
    • Your Boyz won't care, but GRETCHIN units don't have Mob Rule to protect them, and this also affects Killa Kanz and Mek Gunz; a Big Mek could make something out of it. Wrapping your Warlord with multiple units of Grots that refuse to run and moving them up the field is especially hilarious, as is wrapping him in Killa Kanz.


  • Orks are very CP reliant; you will need a lot of them to optimize your army. Three squads of Grots and two Weirdboyz (cheapest hq option that is useful) net a battalion for 214 points.
    • The Blood Axes warlord trait allows for CP regeneration, although FAQ developments and the rules for it mean that you're only gonna regain 1CP a round (at best).


  • 'Ard Boyz (2 CP): Use this stratagem before the battle. Select a Boyz unit from your army to become a 'Ard Boyz unit (but not one that's been upgraded to Skarboyz). Armor Save characteristic becomes 5+. 'Ard Boyz can only Mob Up! with other 'Ard Boyz. Rubbish.
    • Improves the survivability of your boyz against ap 0 and -1 attacks, but it useless against ap -2 or better weapons, where you're better off with a Mek's KFF or playing Deathskulls. However, most massed gunfire is ap0 (bolters, lasguns etc) so if you know that you will be up against a lot of infantry fire then it will be worth making a few of you 30 man mobs a bit tougher.
    • Blood Axes can stack Ard' Boyz with Loot it! for an effective 3+ armor save against any shooting that comes from 18" or further. But then it's boyz who are just barely in the 18" range, using shootas instead of stomping the enemy. And you have to wait for a vehicle to die, which they can't kill on their own because they mostly shootas. And that's 3CP when you could be using Grot Shields...look we're saying that you can do it, not that you should.
  • Billowing Exhaust Clouds (1 CP): At the start of the movement phase, select a Speed Freeks unit from your army. All ranged attacks receive a -1 penalty to hit that unit until the start of your next turn. Situational.
    • As it works until your next turn you can throw it on any appropriate unit which you feel is going to be receiving a lot of long range spanking, the downside however (like rotate ion shields) is that once you’ve chosen a target for this stratagem your opponent may just decide to target their efforts at another one of your units (though it does mean the unit you just used the stratagem on stays safe...). Stacks with the Boomdakka Snazzwagon's own -1 penalty to be hit, so your enemy can experience what BS5+ feels like.
    • Also useful to protect your Biker Nobz, who can't use grots as meat shields and whose profiles can't tank the true anti-tank firepower they usually attract.
  • Boarding Action (1 CP): At the end of the Fight phase, pick a non-flying enemy vehicle within 1" of a Trukk or Battlewagon. All units embarked on it that have melee weapons get to make an attack against the targeted vehicle.
    • Situational but thematic. Now your Power Klaw Nobs can smack around tanks without even needing to leave their transport! Unfortunately the biggest vehicle target 10 Power Klaws can krump is...a Land Speeder, who are cheaper and faster than you. If you can disembark and charge a vehicle, do it. BUT if the target is too far away for your M4" MANz to waddle towards, or you just teleported a wagon full of Nobz who can't disembark the that turn, Boarding Action can help you to at least make something out of it. Very Situational
    • Tankbustas have better things to do than going ALLAHU GORKMAR! (or possibly MORKMAR) with their Tankhammers. But they can if you want to: Four 5-ork units with a Tankhammer and an (Index) Power Klaw Nob (models need a melee weapon for boarding action) can kill a Leman Russ in a single turn. Expensive; without counting the cost of the Battlewagon they'll need two whole turns to make up their points. So, casual games mostly.
    • It's used at the end of the Fight phase. As in, ANY, so you can fight entire battle rounds from inside a Battlewagon: Pour some Nob Kombi-Skorchas into infantry, then go krump a tank - it may fall back but how's a half scorched squad going to retaliate against a Battlewagon? You can even use an 'Ard Case Battlewagon, because you don't need Open Topped to punch from within nor do you have any respect for enemy autocannons either.
  • Extra Stikkbombs! (1 CP): At the start of Shooting, a selected unit of Ork Infantry may throw up to 10 grenades instead of just 1. Great with Tankbustas.
    • Don't use it for clearing T3 blobs. It only does MARGINALLY higher damage than a mere shoota but with 1/3 of the range and costs CP. Instead use it on Tankbustas' Tankbusta bombs, which deals 11 dmg to a Leman Russ on average. Wew. Positioning is key, but you could just chuck them in a Battlewagon and ram the vehicle you want to kill (thus preventing it from blowing up the tankbustas). Bad Moonz could use 'Showin' Off' to have a good chance to ONE SHOT A KNIGHT.
    • It is actually quite hard to use because of range. You need to drive your tankbusta vechicle quite close (around 12” since you want all tankbustas to be inside 6” after disembark and move) than survive one round of whatever enemy is throwing at it than disembark and move into range. It is hard as enemy will desperately try to kill of this unit knowing what will happen. On the other hand he might also retreat any valuable targets out of range, as using this on anything short of super heavy or something similar is usually overkill.
  • Force Field Projector (3 CP): Use at the beginning of any turn. A single Big Mek's Kustom Force Field has its range extended to 18" until yout next turn. One use only. Overpriced.
    • Rather meh. 18” KFF is awesome but paying 3CP for just one turn isn't. It could be a better alternative to "Prepared Positions" (+1CP for a 5++ instead of a 6+ sv +1) for your infantry...but you're better off just bringing more sources of KFF.
    • Useless and expensive. CP can be better spend elsewhere.
  • Get Stuck in, Ladz! (3 CP): Use at the end of the Fight Phase. You can choose an infantry unit that already fought this turn to make it fight a second time. Unsure if "fight again" also allows the pile in move, otherwise many of your boyz wouldn't be in position to contribute.
    • Nobz, Bosses and, ooff, Ghazzy become nightmarish with it (18 A!!). Goff units can make even more out of it, with their exploding attacks and S5 on boyz.
    • It is best used on cc oriented characters (killa claw warboss) Meganobz and other units whit great punching power but relatively few attacks. Of course you can ise it on boyz but if something did not die to those 100 attacks another 100 won’t kill it either propably. Unless it has like few wounds left and it just has to die for tactical reasons.
  • Grot Shields (1 CP): Use when a <Clan> non-Gretchin Infantry unit is shot. If there is a <Clan> unit comprised entirely of INFANTRY GRETCHIN models within 6" from the unit that was shot, while also being closer to the shooting model, until the end of the phase roll a D6 for every wound that was inflicted. On a 2+ a Gretchin takes the bullet and is slain. Aka Grot infantry bubblewrap. Good.
    • It is quite good for protecting your units from massed anti infantry fire, especially turn 1 if you go second. But wait for an enemy to shoot something with a lot of shots like Land Raider or buffed IG infantry blob to use it as otherwise enemy can switch big guns to another target. While poorly worded and poorly clarified in the FAQ if the grot takes a wound all excess damage from the same Hit (Lascannons/Battlecannon et all) is discarded.
    • It is best used on units with high value and low survivability like Lootas or meganobz again dedicated anti armor, however in the latter case it is hard to set it up properly as you want meganobz in cc with enemy.
  • Long Uncontrolled Bursts (1 CP): Use at the beginning of Shooting Phase. A flying vehicle Unit gets +1 to hit when shooting on other flying units.
    • Dakkajets' Supa-shootas simply won't cut it. The Wasbomm Blastajet has better weapons...but your best AA are still Traktor kannons and, hilariously, Stormboyz.

Or consider Deffcopters, 5 of them with rokkits will make a nice mess of suits/custodes bikers. Bonus points for freebooters and hitting on 3's using this.

  • Loot It! (1 CP): If a vehicle (including your own) is destroyed within 3" of an Ork infantry unit, or while carrying such a unit, that unit's armor save characteristic is increased by 1, to a maximum of 2+. A unit can only benefit from this once per game, and cannot be targeted by 'Mob Up!' if it does so. If this Stratagem is used on a unit of Lootas, roll a d6; on a 4+, the CP cost is refunded.
    • Errata'd in short order after the Codex was released so it no longer lets Meganobs gain a 1+ save, but also lets a unit use it if their ride is wrecked while they are embarked, while it cannot be used ona unit that has already been Mob Up'd you CAN mob up after the lootin’.
    • Quite meh in most cases. It is more of opportunity stratagem than one you plan for. Something got spoofed nearby and you farmed so much CP you don’t care use it. Otherwhise skip.
    • Very useful on Nobz, who can also get a 3+ save from the get go by using their power klawz as can openers on enemy tanks.
    • As a rule of thumb, don’t base any sort of tactic around this stratagem, but keep it in your back pocket for when you can use it as a nice boost.
  • Medic Squig (1 CP): At the end of the Movement phase, a character within 3" from a Painboy recovers D3 wounds.
    • Doubles a painboy's healing output. This is the only way a Painboy can heal a Wartrike, but it does mean Wartrikes can be healed by both Painboys AND Meks.
  • Mob Up! (1 CP): Use this stratagem and one friendly ORKS INFANTRY unit with 10 or less models may combined with one ORKS INFANTRY unit that has at least 10 models. They must share the same datasheet, so no protecting Nobz among Boyz.
    • Good if your mobs are starting to grow depleted since it lets Mob Rule stay at its full effectiveness. Also in vp games lets you save that last nob from being killed if you have a sufficiently big boyz unit nearby.
    • Perhaps best used to increase the efficiency of stratagems such as More Dakka, Show offs, and Get Stuck in Boyz, and psychic powers like Warpath and, especially, Da Jump. But don't abuse it, as you'll need the CP for your other great stratagems.
      • FAQ Update: Can now only be used on boy squads. Still not bad for Slugga/Choppa bomb slinging into enemy lines, but any plans for combining and supercharging elite units have now officially been nerfed to the warp and back.
      • Well it seems GW is back to their old ways. Orks just cannnot have nice things. It took a lot of fun things you could try with this strategem. As a way to balance loots Star (which had already some hard counters) it sucks.
  • More Dakka! (2 CP): Use before any unit shoots. For this turn, that unit's 'Dakka! Dakka! Dakka!' will activate on an unmodified 5+.
    • Even Snazzguns and Deffguns will only kill 1 more guardsman on average - that's not scary. Thus, this is more an "ignore -1 to hit modifiers" stratagem with some more damage out of it. And that's useful. Even more so on Tankbustas because every hit will generate another shot that is also rerollable (on vehicles).
    • You could combine it with Show Off, for those times you want to spend 4CP on ork shooting.
      • in this combination it is insanely good with dedicated snooty things, which in ork army means either souped up shocka big mek or lootas mostly since grot units canot use stratagems, Especially souped up shokka one can be scary.
  • Extra Gubbinz (1/3 CP): You know the drill. Single use, take an extra relic or two if you spend 1 or 3 CP, respectively.
  • Orks is never defeated (2 CP): Use when a character is killed. The character can fight or shoot for the last time.
    • Very thematic. If Ghazz is going down you can at least ensure whatever killed him will die with him.
    • Use for cc only with exception of souped up shokka big mek.
  • Ramming Speed (2 CP): During the Charging Phase a single vehicle gets to roll 3D6 for its charge move (still can only declare a charge against an enemy within 12", unlike Banshees) and deals D3 mortal wounds to the charged unit on a 2+ roll if the charge succeeds.
    • Very good synergy with tellyporta strategem, and 'Ere We Go makes it so that you can actually reroll all, one or two dice. A great way to shield your units from overwatch, and a great help to Battlewagons & Bonebreakas, which don't have 'Ere We Go.
  • Ripping Hook (1 CP): When a Deffkilla Wartrike falls back, deal D3 mortal wounds on the unit he's detaching from on a 2+ roll.
    • The Blood Axe Kultur or Evil Sunz WT allow wartrikes to charge after falling back and thus keep doing this each turn.
  • Tellyporta (2 CP): During deployment, you can deep strike any Ork unit with a Power Level of 20 or less instead of setting it up normally. If you deepstrike a transport, only the transport's PL cost counts so anything inside of it technically deepstrikes for free
    • Literally UNRESTRICTED teleportation. Where other armies may teleport only up to two infantry units, as long as you have the CP and the unit (or the transport that carries it) costs less than 20PL then you can deepstrike it:
    • While this gets Nobz and Meganobz into combat easily, ork transports are great. Great an open topped. Besides the classic Nob-full Battlewagon or Bonebreaka, you can fill them up with Tankbustaz (bringing bomb squigs into position) or Flash Gitz (who can shoot and melee). Or deepstrike Lootaz inside a Trukk - mobile, cheap, long ranged, and if the trukk gets destroyed Lootaz have a chance of getting armour for free. You're also one of the few armies that can deepstrike a flamer and fire it in the same turn, the Big Trakk's S6 AP-2 Supa-skorcha.
      • If you use this on a transport vehicle it will land on the table on turn 2 at best (in matched play and outside your DZ) and then you will have to wait until turn 3 to be able to disembark its occupants and charge with them. So you are basically resigning from using embarked unit for CC during the first 2 turns. Account for that. That being said, that's true for almost any unit inside a transport.
    • Or screw subtlety! Bring a Gorkanaut with Nobz. Hell, if we really want to push this, Kill Tanks are still 15 PL despite their previous point increase, and they have a transport capacity of 12. Costly, but nothing is quite the same as deepstriking a LORD OF WAR loaded up with tankbustas right into your enemy's backline.
    • You can also tellyport a whole Speed Mob or Dread Mob. Pay only once, deepstrike them within 6" from each other, play them as separate units afterwards. Then make that charge on rerollable 3d6" with Ramming Speed & 'Ere We Go!
  • Unstoppable Green Tide (3 CP): Use at the end of Movement Phase. Choose a unit of Boyz with less than half of the models it had at the beginning, remove it from the field and field it back at full force within 6" from borders and within 9" from enemy units. Can be used only once. Cannot be used on units formed by Mob Up!.
    • Awesome stuff. It force your opponent to kill of boyz mobz to the last not just killing enough so that morale will take care of the rest. Becouse than you will just pay 2 CP and auto pass or just kill few guys if boss is nearby, than CP and new ork unit is in the field.
    • Can also be used as semi teleport for highly depleated boyz units that are out of position.

Remember when Valhalla's Second Wave was nerfed to death by making it cost points, and they come from the deployment zone? Ain't Codex creep a beauty?.

    • Of course this is most effective on units that have few models left. Basically paying for another unit of boyz entering late game. To rephrase that to really frame how good this is: You are paying 3 command points to Outflank a 200(ish) point unit anywhere you want. And the unit is free.
  • Warphead (1 CP): Use before the battle. A Weirdboy knows one extra Psychic power and can cast one additional power each turn. Sadly no extra dispels.
    • Not that great if you are cp farming with weirdboyz but if you are going for a limited number of them extra warpath or fists can go a long way.

Then there's also the stratagems to upgrade regular Ork detachments to Specialist detachments. Available to all klans because orks are best at everything. A detachment may be so upgraded only once, even if the Specialist Detachment upgrade affects different units in it. If you want to bring a Dread Waaagh as the anchor for a Kult of Speed, then you gotta take those in different detachments:

  • Stompa Mob (1 CP): Use on an Ork Super-Heavy detachment to convert it into a Stompa Mob Specialist Detachment. All the Stompas in it gain the Stompa Mob keyword along with the extra options it enables, and one Stompa becomes a Character so it can benefit from the Specialist Detachment's unique WTs.
  • Kult of Speed (1CP): Speed Freeks in that Ork Detachment gain the Kult of Speed keyword, and you unlock a kustom WT, Shiny Gubbin, and two stratagems.
    • NOTICE HOW INDEX MODELS ON BIKES ARE NOT SPEED FREEKs. You can house rule it if you don't play with autistic people or in a LGS under GW's all-seeing eye...ooff, good luck with that!
  • Dread Waaagh!: Big Meks, Deff Dreads, killa kans, gorkanauts & morkanauts in that Ork Detachment gain the Dread Waaagh! keyword, unlocking a WT, Shiny Gubbin and two stratagems. Useful if you want shooty walkers, it hasn't really got anything for melee.
  • Blitz Brigade: Warbosses, Battlewagons, Gunwagons & Bonebreakas in that Ork Detachment gain the Blitz Brigade keyword, and you unlock a kustom WT, Shiny Gubbin and three stratagems (one exclusive to each Battlewagon type). Almost every ork list has a few Battlewagons. Small benefits, but if you don't want to go full Dread/Speed Mob, you can't really go wrong with this one.


    • It synergises with both the Bad Moonz kultur and DAKKA DAKKA giving unit insane amount of shooting; plus, it also works with "More dakka!", basically giving you two uses out of that stratagem. Alternatively, for 1 less CP and more damage it can be combined with 'Extra Stikkbombs' to do Knight-killing damage: 22 unsaved wounds on average!
  • Blood Axes - Dead Sneaky (1 CP/2 CP): Deep Strike a single Ork Infantry unit, paying 1 CP if its Power Level is 8 or less and 2 CP otherwise.
  • Notice how this isn't some 9" Scout move like it is for other infiltration factions (RG/AL).

      • Cheaper than 'Tellyporta' when you're deepstriking a small unit - basically 20 Boys, 10 Tankbustas, 5 Nobz, 4 Meganoboz or any character (Weirdboy-deepstrike-Smite spam anyone?) . Of course Creed stole this ability from the Blood Axes! Zoggin humies!!! The use of Purple paint is NOT optional.
    • Deathskulls - Wreckers (2 CP): Choose a Deathskulls unit in your army. It can re-roll any Wound rolls that target enemy Vehicles until the end of the phase.
      • Because you really want that Imperial Knight dead. Combine with 'Extra Stikkbombs!' for maximum carnage and do not forget to present ornate tear bucket to your enemy.
  • Evil Sunz - Drive-By Krumpin' (1 CP): Choose a Speed Freeks unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn.
      • Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so.
  • Freebooterz - Kill Kruisa Broadside (3 CP): At the beginning of any shooting phase, choose D3 points at least 6" from each other in line of sight of any of your models. Roll a D6 for every unit (friend or enemy) within 3" of any of these points. On a 5+ (6 if the unit is a character), the unit takes D3 mortal wounds. 1/game.
  • Very meh especially for 3 CP. NEVER USE IT.
    • Goffs - Skarboyz (1 CP): Use this stratagem before the battle. Select a GOFF Boyz unit from your army (but not those who have been upgraded to 'Ard Boyz) to become a Skarboy unit. Their Strength characteristic becomes 5. Skarboys can only Mob Up! with other Skarboys.
      • Incredibly powerful as strength 5 is arguably the most useful strength there is (wound marines on 3’s, custodians on 4’s and knights on 5’s) and having it on a full squad of 30 Boyz with choppaz is just nasty. This will likely paint a huge target on the affected unit, so take the necessary countermeasures (deepstriking, transports, Grot shields, etc).
      • If you're playing a propper, fluffy, GOFF list then you are probably running at least three big mobs of Boyz. Using this on all of them will not break your CP bank; even running one Battalion you have access to enough CP to get one of the big stratagems off. They are still eligible for 'Unstoppable Green Tide', preserving the worth of those CP. The important thing is that you need to either go all in on this stratagem or skip it completely: a lone unit of skarboyz will fall apart before they get a chance to deal enough damage for their investment. A lone squad could maybe work as a distraction carnifex, but even then they probably won't be worth it.
      • Great to combo with Warpath psychic power for up to 150 attacks at S5. Also remember you can still use Loot It to get a 5+ save during the game even without the 'Ard Boyz stratagem.
  • Also don’t forget about PK nobz also getting S boost. This stratagem does NOT increase the strength of the Boss Nob, it just sets the boyz' strength to 5 (Which the nob already has).
  • Snakebites - Monster Hunters (3 CP): At the start of any phase, pick an enemy model with 10 or more wounds. For the duration of that phase, all Snakebites in your army add 1 to wound against it.
      • Note that despite its name, vehicles that fit the wound prerequisite are also valid targets for this Stratagem. Makes the Snakebites the bane of every Tyranid/Imperial Guard player who relies on big models to carry their army.


    • Cybork Body: 6+++ Feel No Pain - simple and straightforward.
      • Does not stack with any other similar ability, so don't bother if you're taking Snakebites or a Painboy. It's too unreliable to be worth taking.

    Infantry Weapons[edit]

    Choppy Weapons[edit]

    These are all the melee weapons for our Infantry models. This is NOT the Index Choppy Weapons List, which includes only the Big Choppa and the Power Klaw.

    • Attack Squig: The Warlord's best friend. S4 AP-1 D1, can make 2 extra attacks with this "weapon". Best part is: it's free!
    • Big Choppa: A significantly superior Power Maul, with S+2 AP-1 D2 for only 5 points. It is quite a nice upgrade to S7 for Nobz and to S8 for Warbosses (S9 with Might is Right), especially as it does not confer the -1 to hit of the conventional Power Klaw. AP-1 is quite decent for maiming things that are not TEQ or vehicles, too.
    • Burna: A Burna can be used in melee as a Power Stabba.
    • Choppa: The Orky Chainsword, Classic Free AttackTM and all. Your bread and butter, and what makes both Stormboyz and Boyz so good.
      • Most of your Nobz can now ditch their Slugga to go full on melee with an extra Choppa along side your main weapon!
    • Da Vulcha's Klaw: Zagstruk legs, S+2 AP-3 Dd3, can only be used to make 3 attacks.
    • Grabba Stikk: Only for Runtherd. A Choppa that gives +1S.
    • Grot-Prod: Only for Runtherd. A Big Choppa with only D1.
    • Killsaw: Trades out the 1D3 damage of the Klaw for a flat 2 damage and AP-4. If you can somehow take two, they give you an extra attack. Better than its chainfist counterpart since Orks don't have a weapon that deals a flat 3 damage. Now available in pairs to a wide range of Nobz, including Nob Bikers and your Stormboyz' Boss! Bring a hurricane of BZZZZZZZZZZ to your enemy's gunline at maximum speed!
    • Kustom Klaw: Ghazzy's personal weapon. A PK with no -1 to hit and flat 3 damage instead of d3.
    • Mork's Teeth: Snikrot's knives. SUser AP-1 D2.
    • Power Klaw: Still our Swiss Army Knife after all these years. Will rip and tear gits of all sizes, doing the exact same as before at the same point cost. The con this edition is that a PK reduces the user's To Hit roll by -1.
    • Power Stabba The very Orky and very awesome version of a power weapon, available to almost every Nob, including Stormboyz and Boyz Boss Nobs. For 3 points you now have AP-2. This is cheap, effective, and makes your three S5 attacks waaaaay better. Conversion opportunities galore. Seriously, use the ripped off arm of a Space Marine that's still holding his power weapon! The original bit is in the Nob kit if you want to use it, it's one of the Cybork bitz, namely the harpoon arm.
    • Tankhammer: Tankbustas' kamikaze weapon. You only get one attack with this weapon, if you hit you cause d3 mortal wounds, but the bearer is slain.
    • 'Urty Syringe: For Painboys and Grotsnik himself. An extra attack that wounds non-Vehicle or Titanic models on a 4+, AP0 D1.
    • Waagh Banner: A Big Choppa with no AP.
    • Weirdboy Staff: A Big Choppa with Dd3 instead of flat 2 (making it worse against anything with 2 wounds, and equal against anything else).

    Shooty Weapons[edit]

    These are all the range weapons for our Infantry models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota.

    • Big Shoota: An Assault 3 Heavy Stubber. Not as good as a Deathspitter anymore, but you can Advance and still shoot it. Range 36" Assault 3 S5 AP0 D1.
    • Blitz Missile: Zagstruk Mini-Missile Launcher. Range 18" Assault 1 S6 AP-1 Dd3.
    • Burna: The little brother of an actual flamer. Range 8" Assault d3 S4 AP0 D1.
    • Da Rippa: Badrukk's big ass weapon. Range 24" Heavy 3 S7 AP-3 D2 or you can get +1 S and D but you risk a mortal wound on one or more hit rolls of 1.
    • Dakkagun: This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18", all Warbikes come with two of these.
    • Deffgun: Lootas' weapon. Range 48" Heavy d3 S7 AP-1 D2, use the same d3 roll for the entire unit.
    • Grot Blasta: Gretchins's pistol. Range 12" Pistol 1 S3 AP0 D1.
    • Kombi-Rokkit: A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn't have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense.
      • It's important to note that thanks to DakkaDakkaDakka!, extra shots generated with the Shoota can be used with the Rokkit Launcha profile.
        • Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur
    • Kombi-Skorcha: New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn't affected by the -1 To Hit for firing both weapon profiles. Notably, you can Advance and still spray flames and bullets. Skorcha's profile: Range 8" Assault d6 S5 AP-1 D1.
      • DakkaDakkaDakka! works here too, as any 6 that you get from your Shootas can generate an extra hit from the Skorchas.
        • Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur
    • Kustom Mega-Blasta: The Orky equivalent of Plasma Guns. Orks of course only fire on the maximum charge (sayf-dee, wotz dat?), so you'll always be taking Mortal Wounds on 1's to hit. S8 AP-3 Dd6 means this packs a fierce punch.
    • Kustom Mega-Slugga: A Plasma Pistol by any other name. As above, but Pistol-class (Range 12" and you can shoot it in melee). Spannas (Index only), Big Meks (Index only) and Meks only.
    • Kustom Shoota: Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. Nobz can use it too thanks to the Index, it's funny how the lore on page 35 says Nobz have them but GW forgot to include them in the Codex rules.
    • Rokkit Launcha: One of the best weapon options at S8 AP-2 D3. Short range (24") compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it's a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon.
    • Pair of Rokkit Pistols: Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12", but being Pistols you can shoot them in melee.
    • Shokk Attack Gun: Still the same and still disappointing. Range 60" Heavy d6 S2d6 AP-5 Dd6. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage.
    • Shoota: Basic Bolter-type gun. 18" Assault 2 S4 AP0, which means you can Advance and still shoot with a -1 to Hit penalty. Inferior to almost all other armies' basic rifle (see a trend here?), but massed fire can produce some results. Generally Slugga+Choppa is the preferable load-out for Boyz, but it's not bad on Evil Sunz or Bad Moons.
    • Slugga: It's a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch.
    • Snazzgun: Flash Gitz' shiny weapons. Range 24" Heavy 3 S6 AP-2 D2.
    • Squig Bomb: Tankbustas' kamikaze Squigs. Range 18" Assault 1 S8 AP-2 Dd6. Can not target models with FLY, after firing it the bearer (the Squig) is slain.
    • Stikkbomb: Common grenade for almost every unit. Range 6" Grenade d6 S3 AP0 D1.
    • Tankbusta bomb: Don't let its name fool you, this grenade is carried not only by Tankbustas but also Boyz and Kommandos have them. Range 6" Greande d3 S8 AP-2 Dd6.
    • Tellyport Blasta: For Big Meks with Mega Armour. Range 12" Assault 3 S8 AP-2 D1. After an unsaved wound, if the target is still alive you roll a d6, if the roll is greater than the targets Wound Characteristic it's slain.
    • Twin Big Shoota: Yes! You guessed it! a Big Shoota with double the shots and double the price.

    Vehicle Weapons[edit]

    Choppy Weapons[edit]

    • Buzz Saw: First of your 3 choices for your Killa Kan: S+2 AP-2 D2, it gives an extra attack.
    • Deffrolla: Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting.
    • Dread Klaw: Deff Dread's standard weapon for 15pts. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at crumpin' almost everything.
    • Dread Saw: Deff Dread's other close combat weapon at 10pts. S+4 AP-2 D2, gives you an extra attack using this profile. Good for medium to heavy infantry, not too good at killing tanks.
    • Drilla: The second choice for Killa Kans: S+1 ap-4 D2, on a roll of 6 to wound it causes an extra mortal wound.
    • Grabbin' Klaw: Hits only once, but at -3 AP and D3 damage.
    • Kan Klaw: Your third choice for Killa Kans, the classic one, like a Dread Klaw, but it increases your Killa Kanz Strength by 3 (to S8) instead of doubling it and no extra attacks.
    • Kill Saw: for Deff Koptas, Sx2 AP-4 D2, -1 to hit.
    • Klaw of Gork (or possibly Mork): A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles:
      • Crush: Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks.
      • Smash: Doesn't boost the Naut's Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, tripling your Attack output.
    • Mega-Choppa: A Stompa's go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles:
      • Smash: Sx2 AP-5 D6. This is for, obviously, smashing other huge, armored foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash.
      • Slash: S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for crumpin' tiny gitz that try to climb up ya feetz.
    • Nose Drill: for your new Scrapjet, S+2 AP-2 Dd3.
    • Saw Blades: for some of the new Buggies, S+1 AP-1 D1.
    • Snagga Klaw: for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new "Da Killa Klaw"
    • Spinnin' Blades: D3 hits for each attack with this weapon, at +1 Strength. Deffkopta use only, good for mowing down Guardsmen or Guardians in small numbers.
    • Wreckin' Ball: Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you're running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent's shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don't expect the Trukk to survive the Dread's turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.

    Shooty Weapons[edit]

    • Big Shoota: Range 36" Assault 3 S5 AP0 D1.
      • Twin Big Shoota: get 6 instead of 3 shots.
    • Bubblechukka: A game inside a game. Distilling the Orks' random-table FUN (individual definitions of FUN may vary) down to a single weapon. Roll 1D6 for the number of shots, Str, AP and damage respectivly. You re-roll the dice every time you fire it. Still more useful than last Edition. Note that you have to pick the target you're shooting before you know the stats of the weapon, which makes this thing a risky affair. Its total lack of reliability is quite terrible (though very amusing).
    • Burna Bottles: Boomdakka Snazzwagon's grenades. Range 6" Grenade 2d6 S4 AP0 D1, ignores cover.
    • Burna Exhaust: Kustom Boosta-Blasta's burnas. Range 8" Assault d3 S4 AP0 D1, autohits.
    • Deffkannon: Stompa's big gun. Range 72" Heavy 3d6 S10 AP-4 Dd6.
    • Deffstorm Mega-Shoota: Gorkanaut's main gun. Range 36" Heavy 18 S6 AP-1 D1.
    • Grot Blasta: GW decided that, for some strange reason, some vehicles needed a Range 12" Pistol 1 S3 AP0 D1 that hits on 4+.
    • Grotzooka: Only for Killa Kans. Range 18" Heavy 2d3 S6 AP0 D1.
    • Kannon: Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is S4 rather than 3.
    • Killa Jet: it can be used either as a skorcha (though it's called burna) or as a multi melta: range 8" Assault 2 S8 AP-4 Dd6, if the target is within 4" roll 2 dice for damage and keep the highest.
    • Killkannon: Range 24" Heavy d6 S8 AP-2 D2.
    • Kopta Rokkits: Exactly the same as Rack of Rokkits just with a different name, basically a Twin Rokkit Launcha for your Koptas.
    • Kustom Mega-Blasta: Standard ork Plasma Rifle. Range 24" Assault 1 S8 AP-3 Dd6, bearer suffers a mortal wound on a roll of 1 to hit.
    • Kustom Mega-Kannon: A giant D6-shot Dd6 overcharged plasma gun. Mortally wounds itself on hit rolls of 1, because Orks don't fire plasma guns on low power. Definitely the best choice for Mek Gunz, and taking advantage of Grots' BS4 a gun-line of these can threaten Terminators, Dreadnoughts, and other Heavy Infantry/Lighter Vehicles. Wimp out of late-game one-dozen-boyz VS 3-terminator brawls via disengaging, and have Mek Gunz loaded with these babies take care of the big, mean 2W 2+ Save kanned humies.
    • Kustom Mega-Zappa: Morkanaut's main gun. Range 36" Heavy 3d3 S8 AP-3 D6, on one or more rolls of 1 to hit the bearer suffers a mortal wound.
    • Kustom Shokk Rifle: The Shokk Attack Gun's baby brother and the Shokkjump Dragsta's signature weapon. Assault 2, 24", S8 AP-3 D6 D, user takes a mortal wound on a hit roll of 1 but causes a mortal wound on wound rolls of 6+. Basically a stronger plasma gun, and the Dragsta's improved BS makes sure it can actually hit reliably.
    • Lobba: Similar to other races' Mortars: Heavy D6 and indirect fire. The Lobba, however, has an above average Strength of 5 that should help offset your gunners' terrible BS (even if it's still AP0). Ignoring line of sight helps with positioning it tremendously.
    • Mek Speshul: Boomdakka Snazzwagon's main gun, Range 24" Assault 9 S5 AP-2 D1.
    • Rack of Rokkits (Index only): also known as Twin Rokkit Launcha, you get 2 shots instead of 1.
    • Rivet Kannon: Kustom Boosta-Blasta's main gun, Range 36" Assault 6 S7 AP-2 D2.
    • Rokkit Kannon: Megatrakk Scrapjet's main gun, Range 24" Assault 2d3 S8 AP-2 D3.
    • Rokkit Launcha: Range 24" Assault 1 S8 AP-2 D3.
    • Shotgun: Range 12" Assault 2 S3 AP0 D1, +1 to hit if the target is within 6".
    • Skorcha: Range 8" Assault d6 S5 AP-1 D1, autohits.
    • Skorcha Missiles: Range 24" Assault d6 S5 AP-1 D1, ignores cover.
    • Smasha Gun: D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally. Obliterates T6 and below, becomes ineffective at about T9 and up (and obviously can't hurt anything with a T>12). Statistically, compared to a regular D6 roll, this works out at the same wound probability vs T10 as an S5 weapon (6+ on 1d6, 16.67%) - but conversely, against T4, you've got better odds of wounding than a 2+ on 1d6 (~91% compared to 83% - it's halfway to the 97% chance for 2+ with a reroll) and you're at better odds than a 3+ on 1d6 against T6. On top of this it has the best non-random AP in the army (-4) and has Damage d6.
    • Snagga Klaw: Range 8" Assault 1 S4 AP0 D1, you can re-roll to wound.
    • Squig Launcha/Heavy Squig Launcha: The signature weapon of the Rukkatrukk Squigbuggy, armed with a variety of squigs for a surprising degree of versatility. The first number for the number of shots fired is for the regular Squig Launcha, and the second number is for the Heavy Squig Launcha- the rest of their stats are identical, and all squigs share a 36" range. However, it's important to note that the Heavy version gains +1 to hit thanks to the vehicle's Grot Gunner, while the regular Squig Launcha uses BS 5+.
      • Bile Squig: Assault d6/2d6, S- AP0 1D, wounds everything but vehicles and Titanic units on a 4+. Your answer to stuff like Death Guard and Tyranid monsters.
      • Bitey Squig: Assault 1/2, S5 AP-3 2D. Simple, but solid against two-wound infantry such as Terminators.
      • Boom Squig: Assault d3/2d3, S7 AP-1 d3D. Kind of like an autocannon, but with a chance to fire more shots (guaranteed to do so if used with the Heavy Squig Launcha) and deal more damage.
    • Stikkbomb Chukka: Range 12" Assault d6 S3 AP0 D1, can only be used if there is a unit embarked.
    • Stikkbomb Flinga: Range 12" Assault 2d6 S3 AP0 D1.
    • Stikksquig: same as the Stickbomb with a different name.
    • Supa-Gatler: Stompa's gatling. Range 48" Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section.
    • Supa-Rokkit: Stompa's missile. Range 100" Heavy d6 S8 AP-3 Dd6, one use only.
    • Supa-Shoota: our flyers' basic gun, Range 36" Assault 3 S6 AP-1 D1.
    • Tellyport Mega-Blasta: Range 24" Assault 3 S8 AP-2 Dd3, if the target suffers an unsaved wound and survives roll a d6, if it's greater than the target's Wound Characteristic it is slain.
    • Traktor Kannon: No longer specifically targeted at flyers. Now this weapon is a strength 8 -2 D6 damage beast that hits automatically. If targeting a VEHICLE with FLY you may roll 2d6 and pick the highest when rolling for damage, the flyer will also explode without needing to roll.
      • Can wreck havoc against Tau gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens.
    • Twin Boomstick: Range 12" Assault 2 S5 AP0 D1, if the target is within 6" you get +1 to hit.
    • Wazbom Mega-Kannon: Range 36" Heavy d3 S8 AP-3 Dd6, bearer suffers one mortal wound on one or more hit rolls of 1.
    • Wing Missiles: Megatrakk Scrapjet's secondary gun, Range 24" Assault 1 S8 AP-2 D3, +1 to hit vehicles and -1 to hit anything else.
    • Zzap Gun: 2d6 Strength, rolled on every shot. Normally does 3 Damage, but if you get an 11+ on the Strength roll, it inflicts four mortal wounds instead - three to the target and one to itself. If you're feeling lucky, consider keeping a Mek with a heavy weapon nearby to fix the damage (buy him a snazzy shoota so he can join in the long-range blasting).



    • Burned Git Bones: Psyker only. Gets +1 when casting Power of the WAAAGH! powers. It's not hard to boost up Weirdboyz, this still helps nonetheless.
      • Note that this doesn't buff Smite, as the Relic specifically only counts for Powers of the WAAAGH!. Statistically the boost isn't worth the risk, unless you run low model count.
    • Da Dead Shiny Shoota: This Ork-sized Uzi replaces a Kustom Shoota (but not Kombis), granting it AP-1 and tripling its rate of fire up to 18" Assault 12 S4 AP-1 D1.
      • Better than the Gitstopping Bullets against everything in the game unless the target has multiple wounds and is T8+, at which point neither weapon will do much for you...and yet at BS5+ the Shiny Shoota's 12 shots kill like 3 guardsmen, not even if you're a Deathskullz sniper or shoot twice with the Bad Moons should you get this over a choppy shiny gubbin.
    • Da Killa Klaw: Replaces a Power Klaw, granting it 3D (+1 on average), removing the penalty to hit (i.e. +1 to hit relative to the original), and re-rolling failed wounds: Melee Sx2 AP-3 D3 re-rolls failed wounds.
      • Basically the best relic in the whole Codex. Combines extremely well with a Warboss using the Brutal But Kunnin warlord trait to give you a bruiser that re-rolls to hit and to wound, with 4 damage per swing. Throw on Fists of Gork for RELIABLE 24 damage, invuls allowing.
        • Yes, you read that right, 24 damage. A Warboss can one-shot an Imperial Knight with a bit of luck on the rolls, while costing less than 80 points (around 140 if you count the Weirdboy you need for the buff). If you really positively want to go overboard, you can also slap Warpath on him and have him stand next to Ghazghkull for glorious 32 damage from a single model. Then spend 3 CP to do it all over again, and another 2 when the enemy inevitably kills him (because let's face it, it's still a Warboss. 6 Wounds at T5 and a 4+ save isn't exactly the pinnacle of durability). Voila, almost 100 damage from a single model in a single fight phase. Pointless overkill, but the (actually realistic) potential to solo a Warlord Titan is pretty hilarious, not to mention very orkish.
          • I did the math on this for fun and if you actually were to be pants-on-head crazy enough to do this, you'd do (statistically) around 55 wounds to a Warlord Titan (including the Goff kultur, because if you take Thraka, obviously his mate is a Goff as well). Not exactly enough to one-shot him, but still a pretty decent outcome. Anything smaller just gets torn to pieces.
    • Headwoppa's Killchoppa: Replaces a Big Choppa. S+2 AP-2 D2. Each roll of a 6+ To Wound inflicts 2 mortal wounds instead of the regular 2.
      • Cheap and useful. Str8 without a hit penalty, useful AP, deletes 2W models. Mortal wounds spill over, so it's also the best anti-horde weapon a Warboss can take.
      • Since the buff activates on a 6+ to wound rather than on "unmodified 6s", the only ways to get more mortal wounds come from the Big Killa Boss WT or Snakebite 'Monster Hunters' stratagem. But you shouldn't really use a Big Choppa to fight Dreadnoughts, so there's effectively no way to get more mortal wounds against the desired infantry targets.
    • Gitstopping Bullets: Upgrade for any Kustom Shoota, Kombi-Skorcha, or Kombi-Rokkit Launcha. The Shoota part of the weapon gets +1S, -1AP, and +1D.
      • Strictly worse than the Da Dead Shiny Shoota against everything in the game unless the target has multiple wounds and is T8+, at which point neither weapon will do much for you. But the ones who can take this over a Kustom Shoota don't have enough dakka anyway, even with the Shiny Shoota, so it's the go-to option for the gimmick Big Mek on a Warbike aiming for maximum dakka. Otherwise just buy some choppy gubbin.
    • Supa Cybork Body: 5+++ FnP. As usual, it doesn't stack with other souces of FnP. Half a Painboy's boost that needs no transport space.


    • Bad Moonz - The Gobshot Blunderbuss: Replaces the Shoota from Kombi-Skorcha or Kombi-Rokkit, or a whole Kustom Shoota. Range 12", S5 Ap-1 D1 Heavy 2D6 auto-hits. You can basically give your character 3 Skorchas (2 of them with extra range) for 17pts, (and probably a CP as "Da Killa Klaw" is almost mandatory).
    • Blood Axes - Morgarg's Finkin' Cap: The bearer receives a warlord trait; this warlord trait cannot be the same as your Warlord's. If the bearer is your Warlord, then he receives a second one; this warlord trait cannot be the one the bearer already has.
      • Makes your big ork smart... and smart orks can get very, very deadly. Seriously, a PK Boss with Might is Right and Brutal but Kunning is cheap and fucking dangerous. Other combos await.
      • If you're only taking 1 relic and you have some Blood Axe character around, just take this as well and choose Follow me Ladz as your trait. Because you get an additional CP, you will be getting the rest of the benefits for free.
    • Deathskullz - The Fixer Uppas: The bearer gets the Big Mekaniak ability, if he already has this ability then he repairs 3 wounds instead of d3.
      • Average wise it's best to put this on a non-Big Mek, as you'll get 4 wounds back each turn as opposed to 3. Do note however that if you only want to repair one vehicle or want reliability then putting it on a Big Mek is better.
      • Put this on the Deffkilla Wartrike and he gains D3 wounds regeneration.
      • Put this on a Big Mek, stick him in a Gorka/Morkanaut or a Stompa and you almost have the immortal walker of doom back from 7th ed.
        • Given that you have to disembark first in order to repair, that the Stompa already repairs himself and the existance of other much better relics, you probably want to skip this "tactic".
    • Evil Sunz - Rezmekka's Redder Armour: Add 1 to the Movement characteristic of any transport the bearer is currently embarked on. In addition if the bearer is embarked on any transport at the start of your Movement Phase roll d6 for each enemy unit within 1" of that transport. On a 4+ that unit suffers d3 mortal wounds.
      • Stompas are transports, and with a big model like that you could zap a lot of enemies with mortal wounds. It would be a funny combo if nothing else.
        • Get a Big Mek with this and KFF for the 5++ and have a Wartrike nearby, you can get a first turn charge with your Stompa on anything that is within, on average, 33" (12" Movement +1" Evil Sunz +1" Relic + (3.5+1)" advance + (12.75+1)" Ramming Speed charge with Ere' We Go +1" reach).
    • Freebootas - The Badskull Banner: You can activate this once per battle at the start of your Morale Phase, if you do so then for the rest of it all friendly Freebootas units automaticly pass morale tests... Booooooo!
    • Goffs - The Lucky Stick: The bearer can reroll any hit and wound rolls in the Fight Phase. In addition any friendly Goff characters within 6" of the bearer can add 1 to their hit rolls in the Fight Phase.
      • This synergies well with some kind of hq spam obviously. One idea I have heard about is putting it on one of 3 Warbosses, Big Mek with KFF, and Painboy, all with PK embark all of them into Gorkanaut and Tellyporta it next to your opponents line. Then begin the carnage. Untested though.
        • Hard hitting and a nice way of reminding other armies that Orks still have deathstars. That said, you need to be exceptionally careful using this. You are placing 700~ points in reserve where the Gorkanaut will not even appear until turn two. While you will want to have a chunky unit, you do not want to throw it somewhere where it will get bogged down and surrounded. That said, you are going to need to maximize its movement to disembark your pain train on turn THREE to get them into charge range. Potentially interesting and devastating if you pick a good target, but Gork (or possibly Mork) help you if your Gorkanaut gets smoked on turn 2 (the 5++ is nice but will probably not stand up to sustained lascannon fire. You 'did' remember to kill the lascannon heavy weapons teams, didnt you?)
    • Snakebitez - Brogs Buzzbomb: Once per game you can fire a 6" Grenade 3D6 S5 Ap-1 D1 autohitting shots. After you resolve the attack you can choose another enemy unit within 6" and attack it with the same weapon but only 2D6 shots.
      • No restrictions on targeting characters with that second attack...

    Specialist Detachments[edit]

    Kustom sets of WT + Shiny Gubbin + Stratagems behind a 1CP paywall to give your mob that extra fluffyness should you want it. A single detachment may pick a Specialization only once, so if you want (and can afford!) to use more than a single specialist detachment, you have to use them on different detachments. source Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.

    General stratagems[edit]

    • Field Commander (1 CP): This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait. This stratagem can be used once for each Specialist Detachment
      • Orks become the faction with the most Warlord traits: Your Warlord, your Blood Axe Finkin' Kap warlord, a Blitz Brigade Warlord, a Kult of Speed Warlord, a Dread Waaagh! Warlord and a Stompa Warlord. Not telling you pull a Tale of Six Warlords on your own (which you totally can, by the way), but you can easily have 2-3 simultaneous warlord traits. SHOW THOSE SPIKY LONGEARZ OO'S THE MOST KUNNIN' AN' BRUTAL OF THEM ALL!!! WAAAAGH!!!.

    Blitz Brigade[edit]

    Warbosses, Battlewagons, Gunwagons, & Bonebreakas get the Blitz Brigade keyword.

    • Remember that this also technically includes the Battlewagon with Supa-Kannon due to the Battlewagon keyword.
    • Not amazing, but if you are taking a lot of battle wagons anyway....
    • This one shows just how cheap a move it was splitting battle wagons to artificially inflate the number of entries in the codex, probably to hide how many units we actually lost.


    • Opening Salvo (1CP): Use it in your Shooting phase of your FIRST battle round (so it's effectively One Use Only). Pick a Blitz Brigade Gunwagon and it doubles the range characteristic of its weapons until the end of the phase. All weapons, so its optional 4 Big Shootas benefit as well.
      • Most useful for the Killkannon as it's the option with the lowest (24") range. It goes without saying to use the Gunwagon's Periscope.
      • Technically this works on the Gunwagon's melee weapons, too, but that's meaningless, since the rules for weapon type melee don't pay any attention to the weapon's range.
    • Krush 'Em (1CP): A Blitz Brigade Bonebreaka rolls 3d6 for its Bonebreaka Ram ability and chooses the highest result, which means this strat can only be used if the Bonebreaka charged.
      • You could use the Tactical Reroll instead of this (so this alone isn't reason enough to upgrade the detachment), but it also means you could save that to re-roll something better, like a power klaw punch. Or a second Bonebreaka ram.
    • Hold On, Boyz! (2CP): Use it before you move a Blitz Brigade Battlewagon. Pick a friendly <Clan> infantry (doesn't make the usual Flash Gitz exception apparently) wholly within 3" of the Battlewagon. Remove that infantry unit from the field, move the Battlewagon, then set up that infantry unit within 3" of the Battlewagon and more than 3" away from enemy models. The unit that hitched a ride doesn't count as having been embarked (so it also wouldn't count as having disembarked either), cannot move that phase, cannot charge, and counts as having moved (but not advanced).
      • A callback to the old rules where you could fit in as many orks in a transport as it could physically hold, it does away with the transport capacity reduction a Battlewagon suffers when it takes a kannon. It also means a clean Battlewagon can move 60 Orkz (20 inside, a Mobbed Up 40-ork unit holding on) on a single go! However, as Mob Up happens at the end of the movement phase, this is limited to turn 2 at the earliest.
      • The lack of charging is kind of sad, but combine it with Da Jump and you can have 2 30-boy units in the enemy deployment zone turn 1.

    Warlord Trait - Back-seat Driver: If the Blitz Brigade Warlord is embarked inside a Blitz Brigade transport, that transport gains +1" movement speed, as well as the 'Ere We Go ability, which no Battlewagon type has.

    • Combine it with the Evil Sunz' Redder Armour to get a Battlewagon that moves 15", advances ~4.5", and then charges (near a Deffkilla Wartrike) the equivalent of (3d6 keep the two highest)+1" while doing 1d3 mortal wounds on a 2+ plus another 1d3 mortal wounds on a 4+, while carrying 60 Orks. That's a 33" threat range, aka a TURN ONE CHARGE, 9" deep inside the enemy's deployment zone.
    • 'Ere we go for battle wagon is a big deal. Sadly, only one of your vehicles will get it, and it will have an enormous target painted on it instantly.
      • Remember you can embark on a transport as long as you finish your move within 3" of it. If taking multiple Battlewagons, deploy your driver boss within running/embarking distance of all of them and watch your opponent sweat not knowing which wagon you plan to drive down their throat next turn.

    Shiny Gubbin - Da Blitz Shouta: At the start of the shooting phase, if the Blitz brigade bearer is inside a blitz brigade battlewagon, pick an enemy that is visible to it. Until the end of phase re-roll 1s to hit for all attacks made by friendly Blitz Brigade units within 6" of that battlewagon that target the enemy you picked.

    • Naaah thanks. A 6" aura of Bad Moonz kultur that only affects battlewagons, especially Gunwagons, and that only works when your warlord is unable to contribute to combat. Hard pass. Plus, if you have multiple warbosses who are embarked on the same transport, doesn't hit the other warbosses.
      • There's two ways to approach using this gubbin: barely at all or fully committed. Either you take a bunch of loaded up Gunwagons w/Killkannons an' all da ova flash to create a pseudo-tank formation, or you blow your remaining points on a throw-away warboss to take the relic if you're already running a battle-taxi heavy list with sum extra gunz. The relic on its own isn't good enough, so you either go all in and structure your entire list around it, or you take it as an afterthought.

    Dread Waagh![edit]

    Big Meks, Gorkanauts, Morkanauts, Deff Dreads, & Killa Kans gain the Dread Waagh! keyword, for your inner mekboy to unleash a whole army of truly ded 'ard orks. Especially Gork(and possibly Mork)anauts, as this detachment's buffs are ranged for the most part; Goffs looking for melee buffs aren't going to find them here, but other clans, and especially Deathskulls, can make good use of the buffs.

    • Worth taking if you are taking 3 of Gorky/Morkanauts, or a single SAG with the relic, nearly useless on anything else.


    • Kustom Ammo (2CP): Pick a Dread Waagh! unit in the shooting phase. It can shoot twice with all of its ranged weapons in that phase.
      • Like a Bad Moons "Showin' Off" that works on a Morkanaut's Kustom mega-zappa/Gorkanaut's Deffstorm mega-shoota, so they can behave like the small stompas they are, works for a Mek with souped-up shockka as well if rolls are decent.. though Deff Dreads have neither the BS nor the numbers to make much out of this strat.
      • A Deathskulls Big Mek with the Souped up Shokka can fire 2d6 shots, re-rolling 1s to hit, wound, and damage at AP-5, and then do it again with this Stratagem; you can also use a CP-reroll to bump the shots or S up. This will blow away land raiders by looking at them, and if lucky (cos deathskull...) you can wreck an Imperial Knight. Also, as a Deathskull, if you're within 18"... you can snipe a character with enough ordnance to slag a titan.
      • For an anti-infantry Mek, give a badmoons boss on a bike a kombi-Skorcha with the Blunderbuss for 6D6 Heavy flamer shots.
      • The recent FAQs now allow this to be used on Killa Kans to spurt out a decent amount of firepower from a 6 Kan unit. Still probably best used on a Naught.
    • Mek Connections (1CP): Used at the end of the movement phase on a Dread Waagh! unit next to a Mek Workshop. If it gets a "kustom job", the "somethin' extra special" ability triggers on a 4+ instead of a 6+.
      • Very on the nose shilling by GW, yet of little value to both Deff Dreads or Killa Kans, which will be too far away for it to matter and lack the dakka to make it count. Morkanauts are worthy, and yet you're still paying 1CP for a 50% chance of nothing.
      • And do not forget your expensive war machine will spend turn doing nothing waiting for the upgrade... Skip it.

    Warlord Trait - Dread Mek: Can only be taken on a model with the Big Mekaniak ability. Whenever this ability is used on a Dread Waagh! model, it regains +1 wound.

    • Synergizes with the Deathskulls Da Fixer Upperz shiny gubbin, which together guarantee 4 wound repairs. Da Fixer Upperz also confer the Big Mekaniak ability on their own, so you could give it to a Warboss and fluff him as a Mekboss. Not saying you should do it, only that you can.
    • Weak in comparison to other, more viable stuff in the codex. Skip it.

    Shiny Gubbin - Da Souped-Up Shokka: A Shock Attack Gun with 2D6 shots instead of just 1D6.

    • A Deathskulls Big Mek with maximum dakka (Warbike's 2xDakkaguns + Megablasta + Souped-Up Shokka) can use the 'Opportunist' WT to snipe SM Lieutenants and above. And he'll be extra difficult to fight against, because he'll be surrounded by big metal boyz he can repair.
    • Unlike the stock SAG, this thing has a decent chance of actually working. That is actually how a SAG should look like, stock, but alas. Still very random, but finally worth its points. Unfortunately, that does not make it worth taking an entire detachment just for that, and paying CP. So if you took it for something else, take it, otherwise skip it. Alternatively, this is one of the best units Ork has to kill something scary like a knight, unit of dragoons or any big vehicle, and is almost considered a 'Must Take' in competitive Ork army lists.
    • Make the Big Mek your warlord and give him the Big Killa Boss warlord trait, so he'll get +1 to wound against vehicles. Then if you roll S2 he's still wounding your opponent's centerpiece model on a 5+, and with a 1 CP re-roll has decent odds of getting a 2+ to wound against knights. Give him a Grot Oiler to eat sniper shots, because he's going to attract a lot of them.
    • Although, this gun alone can take out a tank or equivalent in one turn, so for the threat alone it is worth having - watch your opponent turn inside out trying to get out of your mek's eyeline whilst still being able to hit the rest of your army.

    Kult of Speed[edit]

    Speed Freeks in the detachment (that is Deffkilla Wartrikes, Nobz on Warbikes, Warbikers but not the Index character bikers, Deffkoptas, and the 5 new Speed Freeks vehicles but not Wartrakks, Warbuggies, or Skorchas) all gain the Kult of speed keyword, so you can unleash the full Mad Max experience. While Evil Sunz are the first clan that comes to mind, in truth all clans can see the benefit of punching the enemy in the face as quickly as possible.

    • Not really worth it considering how squishy all units that can take it are. Nobz on war bikes are proverbial glass hammers and war bikes are not able to be much more than distraction or objective grabbers. That leaves you with new stuff and deffkoptas to work with. If index stuff would work here some kind of war bike deaths star combo could be considered as it is a nice way to give speed boost to your already externally fast units so they can get and be massacred that much faster. Could be used for some shenanigans with new warbuggies propably.
    • Judging by personal playtesting, this detachement is only really useful for one thing: the Deffkilla Wartrike. The relic is a great durability buff, the warlord trait (while mostly useless) allows you to use bikes as a meatshield that never runs away, and both of the stratagems are designed either to get you into close combat or tie up enemy units, which (unsurprisingly) is the whole shtick behind the Deffkilla Wartrike. TLDR; if you're bringing the Wartrike, take it. Otherwise, pass.


    • Turbo-Boostas (2CP): Use this Stratagem at the start of your movement phase. Pick a KULT OF SPEED unit from your army. If that unit advances this phase, double that unit's move characteristic instead of rolling a die.
      • 28" move Bikers, 32" move for Evil Sunz. Since the most distance you can get on a Deffkilla Wartrike's 6" Speedwaaagh aura is 14"+6"+6" = 26" (28" for Evil Sunz), that means your Bikers get to begin the charge INSIDE the enemy's deployment zone, all but guaranteeing a Turn One Charge.
      • A Warboss on Warbike with the 'Follow Me, Ladz!' WT can push his aura 14"+3.5"+9" = 26.5" (28.5" for Evil Sunz) from your own deployment zone, if you don't feel like giving GW your money for a Wartrike when you have a perfectly good Biker Boss.
    • Charge Through 'Em! (2CP): Use this Stratagem before a KULT OF SPEED unit from your army makes a consolidation move. That unit Consolidates 2d6" instead of 3".
      • So not only are you reaching the enemy, but tying up the rest of his army as well. That's 5CP gone in the first turn, and yet it can also take away the enemy's shooting phase with it.
      • Just make sure that whatever you consolidate into can't fight in melee. Also, useless against smurfs, tau, and eldar - all the other stuff that can retreat and still shoot.

    Warlord Trait - Quick, Ladz!: Friendly kult of speed units within 12" of the Warlord gain morale immunity (UGH) on the condition they Advanced in the same turn. Could be of some use when your bikers leave your footslogging boyz squads well behind.

    Shiny Gubbin - Skarsgrim's Snazztrike: Nooo, Skarsgrim's dead! Deffkilla Wartrike exclusive, it gets +1T and a 5++, so it effectively replaces the "'Ard as Nails" WT. Or you can combine it and then you have a Toughness 8 Wartrike. "Fuck your Warboss on Warbike" -- GW.

    Stompa Mob[edit]

    Can only be used in a super heavy detachment, so it is not possible in a 2000pts game unless you are playing forge world stuff such as the kill tank and gargantuan squiggoth. Otherwise, the only super heavy you can field is a stompa, and 3 of those is way more than 2000 pts.

    • It is a nice little thing, but does not make stompas viable. They are still overcosted by 300-400 points.
    • Only the Stompa actually gets the Stompa Mob keyword, making this completely useless to our other, more cost-effective superheavies. Thanks, GW.
    • However, any one model in the detachment, with no other restrictions, becomes a Character who can only receive the warlord traits and relic from this detachment. This means you can legally make any other superheavy the character - it won't be allowed to receive the warlord traits or relic since it won't have Stompa Mob, but it will be a legal target for your weirdboy to give +2S and +2A to.


    • Stomp, Stomp, Stomp! (1 CP): At the start of the fight phase, pick a Stompa in melee range of an enemy unit and roll 1d6 for each model within 3" of the Stompa. It causes a mortal wound for each 6 rolled.
      • Waste of perfectly good CP.
    • Stompa-porta (4 CP): Deep strike one of your Stompas, with all the usual limitations. Use your imagination, we shouldn't need to tell you how to use this.
      • Yeah, nice. Its main use is protecting a stompa if you do not get first turn, and skipping footslogging it to its intended target. Its price cost is prohibitive, though, and the Stompa is so overcosted, it is not enough to compensate.

    Warlord Traits

    • Gork's One: +1 to hit and wound rolls in the fight phase.
      • So 2+ hitting and 2+ wounding on virtually anything, even with multiattacks. Decent.
      • Combine this Warlord Trait with a Weirdboy using Fists of Gork on the Stompa... You now have 8 Attacks at Strength 12 on your top profile with +1 To Hit and To Wound. Maximum stompage!
        • Remember, you're either hitting at Strength x 2 (Gork-damned Strength 24!) or you're 'just' hitting at S: User but get to triple your attacks. 24 S10 Attacks definitely ain't bad. If you really wanna double down on the Choppy Stompa of Doom, upgrade your Weirdboy to a Warphead (or have him bring a friend), use Warpath on the Stompa to gain 9 Attacks (27 when Slashing) and run a Deffkilla Wartrike along with it so it can potentially move 18" in a single turn. Use the Ramming Speed strat to get a 3D6" charge and deal some Mortal Wounds. Whatever you charged is most likely dead now. Stomp.
    • Mork's One: +1 to wound rolls in the shooting phase.
      • Actually +1 to hit on BS 5+, with its array of weapons, could be a way for it to kind of approach being viable for a change... but NOOO, let's give it +1 to wound rolls that are already decent on its main guns.
      • This actually really helps all your small arms. Your big shootas will force more saves on marines while your gatler will delete portions of infantry units each time it fires. Oh and it can actually wound other T8 units on 4s now, if you run out of footsloggers to shoot!

    Shiny Gubbin - Tezdrek's Stompa Power Field: A shiny 5+ invulnerable save for your Stompa, just what it needs to stay in the fight.

      • Ok, 5+ that will work in melee, as well as shooting, is nice indeed; it basically means the Stompa is more like 53 W instead 40 in practice. However, it is still not enough to compensate for the terrible overcosting of stompas.

    Unit Analysis[edit]


    • Big Mek (Index only): Nob mechanic. Can replace its Slugga with anything from Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace both the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the Big Mekaniak rule, allowing a friendly Non-FLYING VEHICLE within 3" of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek's 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be "on the tabletop" to elect a vehicle within 3" to be repaired, so he can't use it inside transports.
      • Kustom Force Field: 5++ only against shooting, units must be wholly within 9" of the Mek to benefit from it.
        • This upgrade benefits smaller units more often than larger ones. It's a 9" bubble measured from the 1.5" base of a Big Mek means you have an effective diameter of approximately 22" - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit. If the base of one model is partially outside the aura it doesn't protect any of the unit. Keep this in mind when removing casualties - killing off the one or two guys outside the field will let you make that 5++ for the remaining wounds.
    • Big Mek in Mega-Armour: A heavier, slower, more armoured version of the Big Mek. Comes with an extra wound, a Kustom Mega-Blasta and the option to take the Tellyport Blasta. Unless you absolutely need a Tellyporta Blasta there is little reason to take him. For CC you got Warbosses and for protecting your assets with KFF normal one is quite enough provided some bubblewrapping is done. And the regular one has better movement. Furthermore, this guy currently cannot dual-wield Killsaws.
      • Tellyport Blasta: This thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model's wound characteristic on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that has fewer than 6 wounds, but not that reliable overall. Note that this weapon simply slays the victim, not wound's them. So guys like Yarrick and Guilliman will stay down.
    • Big Mek on Warbike (Index only): Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the Big Biker Mekaniak rule, which means that he can only repair friendly Ork Non-FLYING VEHICLES within 1", and only if he didn't move more than 5" that turn. Also doesn't have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles).
      • ...But now that you can't use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5".
      • One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters.
    • Big Mek with Shokk Attack Gun: Proof that GW doesn't understand statistics or that none of the rules creators actually play Orks. No longer has the random table to roll on. Instead, this gun fires D6 shots at a Strength of 2d6 and an AP-5. Any roll of an 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporizing your Big Mek. On paper these changes seem nice; unfortunately this weapon is a prime example of the victims of template removal. With BS5+ the Big Mek will, on average, only end up with one hit each time he fires, and that hit may not even give you a good chance of wounding. If you take this you have a serious gambling problem. Though it does sport one of the longest ranges (60") in the entire codex.
      • Relic version available if you take Dred Mob specialist detachment is actually worth exactly SAG points. It is not worth spending extra CP or two (if you go for multiple relics) so unless you ate taking dread mob either way we still do not have SAG worth taking. And of course why can have only one that way. Shock attack gun can be comboed insanely well, as a bad moons big mek with the relic, warlord trait, more dakka, and kustom ammo, this guy can delete things as big as knights in a single go, pretty solid from a dude whos sitting below a 100pts. Saying that rolls would have to be insane.
    • Deffkilla Wartrike: The shiny new cousin to the Warboss on Warbike, which allows all Bikers and Vehicles who share his Clan to charge after advancing. Stompas can benefit from this- need to say more?
      • Yes possibly, he is not the cheapest and most of his cost is probably rooted in the above speedwaaagh! rule but he also has his jet gun thing, which is a two melta shots likely hitting on 6s. His melee damage is similar to a PK in ap and damage. He only gets +2 strength but does have reroll to wound, so basically a not as good PK. He does throw down 6 S5 boom stick shots with +1 to hit at half range. It seems this guy works best as the linchpin of a speed mob (big surprise), he is proper tough and quite fast, though his damage potential can vary and may be less than what you would expect.
      • Some crazy things can be done with this guy. Consider running him as Deathskullz and running a Dredd Mob with him at its centre (Deathskullz is the way to go for a Dredd mob as all deff dreds become individual units after deployment and each get the rerolls) Then, give him the deathskullz relic to allow him to fix stuff and also give him the warlord trait “follow me lads” so that you can keep any unruly Killa Kans from running away. - added bonus - caste the Fists of Gork psychic power on him and watch him Krump everything.
    • Warboss: This Orky beat-stick automatically comes with a Kombi-Rokkit, PK and two sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (2pts). He has a high strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Costs 0 pts so take it).
      • Comes with the WAAAGH! ability (which is written as Waaagh! in the book), which allows friendly ORK INFANTRY within six inches of him to charge in the Charge Phase, even if they'd already advanced.
      • He has the Breakin' Heads rule, which allows nearby units of the same <CLAN> to count as having passed a failed morale check at the cost of suffering D3 Mortal Wounds. This is to save units that aren't able to benefit from Mob Rule, such as grots or lone units at low model counts.
    • Warboss in Mega-Armour (Index only): Like the big man above, only with a slightly reduced movement speed, an additional Wound and a sweet 2+ save. He comes with a Power Klaw by default, so no skimping on the points. For some reason, he can't take two Killsaws. Armor save is good to protect against snipers.
      • This guy still doesn't have a model. Most people use conversions based on the Ghazghkull Thraka or the Ironjaws Megaboss model.
      • He can take a Kombi-Skorcha which doubles as a Shoota (at BS 6+ if used with Skorcha) and a Skorcha. Great for softening up units before a charge.
    • Warboss on Warbike (Index only): Another variant of the Warboss, this one is tooled up with a big Warbike, granting this beast of an Ork an additional Wound and the obligatory +1 to Toughness. The bike comes armed with a pair of Dakkaguns, allowing this Warboss to spit out six S5 shots per turn to the footslogging Warboss' four S4 attacks, and has a Movement Speed of 14". Comes with almost the same options and abilities as the other two Warbosses, except that when he buys something from the Shooty Weapons list it's in addition to his default Dakkaguns rather than a replacement for them.
      • His mobility is his strong point, allowing him to keep up with massed Bikers and can also precisely place himself between several footslogging units to maximize the number of Boyz affected by his WAAAGH! Can keep up with Stormboyz and gives them a max a guaranteed (12+6+2d6)" max 30" range on the re-rollable charge while having some of them blown up. If you are using Evil Sunz you are looking at a (15+6+2d6)" with casualties or a still very respectable (15+3d6)" (both with re-rolls).
      • As of the FAQ/Errata, Bikes are now affected by the bikerboss' WAAAGH! which would allow both himself and the bikes nearby to benefit from the Waaagh rule.
      • He is also a good choice to support Stormboyz. He can keep up with them, making them able to advance and then charge. It is important because the Deffkila Wartrike cannot do that.
      • Seriously consider this HQ if you play Evil Sunz. With the bonus to move-advance-charge the average Ork Boyz threat up to 19" (6" move + 4"average advance + 8"average charge range + the 1" melee range).
    • Weirdboy: Nob psyker. Has a melee weapon staff S +2 and Damage D3. Has the Waaagh! Energy rule which adds an additional point to psychic tests for every 10 friendly Ork models (counts vehicles but not Gretchin) within 10" up to +3. It's one of the most consistent psyker units in the game, but the downside is its prone to Perils of the Warp. They are limited to a max +3 limit. Keep a painboy nearby for a 6+ FNP and heal the damage from perils. They can manifest only a single power per turn. Unless you use the Warphead stratagem for 1cp.
      • Da Jump allows them to teleport entire INFANTRY units across the field, following normal deep strike rules. And it can be used turn 1.

    Special Characters[edit]

    • Boss Snikrot: Clan BLOOD AXE. Can infiltrate like Kommandos, and if they're Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He's not threatening enough to fight alone, unless he's hunting lone and weak characters or shooty units (Don't waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax.
      • He also gets +1 to wound rolls in melee against units wholly inside terrain.
        • Although he is too squishy to be reliably taken as your warlord and still be useful, he can still benefit from his Kultur's unique relic, meaning that you can slap the WT Brutal but Kunnin' on him and toss him forward for maximum damage at minimum overall point cost.
    • Boss Zagstruk: Clan GOFF. He is a named Stormboy with 6W and 7A (6 standard plus Choppa) 3 of which can be made with Da Vulcha's Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12" and can advance 6" instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok's Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game).
      • Overall decent character, but his rule for supporting Stormboyz could be better.
      • It might be good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing enemy to split fire (and potentially waste shots) while retaining ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units (since they are fast attack, not troops, you can bring maximum of 3 units since the Big FAQ) and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 "free" Command Point.
      • Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18" S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz.
      • Still very cheap at 88pts.
    • Ghazghkull Mag Uruk Thraka: Clan GOFF. The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice. He comes with a statline similar to that of a Warboss, except he carries an extra toughness, two more wounds, an extra attack and isn't slowed down by his Mega Armour. Comes with a pair of Big Shootas, Stikk Bombs and a Klaw that always causes 3 wounds and hits on a 2+. Being the Prophet of Gork and Mork grants him a 4++ invulnerable save. Great Waaagh! does the same thing as a regular WAAAGH!, except that it grants the models within 6" who benefit from it (Infantry ORKS) an extra Attack as long as they charged that turn. This ability works on himself too, giving him +1A on the charge. This is the second-best buff in the Ork army after the WAAAGH!!! Banner. It is still only medium weight due to working mostly on big hordes of Boyz, and only on the charge instead of all the time. Relative to named character abilities in other armies it is decent but not great (rerolling to wound in CC would be vastly superior for example).
      • Ghazghull is a powerhouse by himself and if properly buffed by a weirdboy with fists of Gork he will murdyfy anything in cc. Granted he has to get there and survive overwatch whitch can be a problem in some cases.
      • His bane are models with high inv save. If he is a warlord you can easily get to 9 attacks or even 10 with doubling on both fists of Gork and warpath at S of 16 high mean wounding T8 stuff on 2+, but he has no way to cause mortal wounds. Still potential of 27 wounds in one cc phase is scary.
      • Overall Ghazzghull is a good character, altho overpriced for what he do for the army propably. At least in comparison to other factions top dogs.
      • His official model is old and laughably small (smaller than standard warboss actually), but we are orks kitbash And convert your own if you want propa Ghazzy.
      • It is a good idea to always keep retinue of weirdboy or warphead and painboy with him. One will buff him and provide some needed mortal wounds second one will heal either Ghazzy or weirdboy in case of miscast. And painboy can hold his own in cc too if you really need those few extra hits.
      • For massive overkilliness when you really need that knight dead and if you have decent amount of cc handy. Take Ghazzy, cast warpath on him charge (preferably after battlewagon or some Walker completed charge first) and fight. If whatever you fought had survived use stratagem and fight again. If enemy will kill Ghazzy use strategem is to fight again as well... that will clock at 18 S16 AP-4 D3 attack’s hitting on 2+ wounding on 2+ with potential to generate more on 6+ to hit... unless enemy has 3+ inv and his dice are on fire he is basically dead whatever he is using.
    • Kaptin Badrukk: Clan Freebooterz with FLASH GITZ keyword. Gives all nearby FLASH GITZ rerolls on 1's to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do not want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn't get the same Gun-Crazy Showoffs rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1's may be worth it.
      • His extra-super-duper-cool-gun, Da Rippa, is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him reroll one hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt).
    • Ork Mek Boss Buzzgob (Forge World): Clan GOFF. A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he's just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead.
      • Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ'd Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn't orks have a blender as a melee weapon?
    • Zhadsnark Da Ripper (Forge World): Clan EVIL SUNZ. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK 'Da Pain Klaw' hits on 2+ unlike a regular Warboss' 3+, is AP -4 instead of -3, and deals a mortal wound to INFANTRY and MONSTER targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6" rather than having to roll for distance when Advancing, which gives him an impressive 21" move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for 11 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). Guy is a deal. On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on INFANTRY!
      • Forge World FAQ (as of 2018-11-02) - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you'll have to take the Wartrike.
      • After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior.


    • Boyz: 7 points per model. They hit on a 3+ and S4 in Melee. Sadly, they have 5 inches of movement. Mob Rule makes Morale checks easy to pass; max sized mobs will ignore morale until 13 Boyz die. Ork Boyz are fragile, so make sure they attack first by charging and using the Counter Offensive stratagem. Ork Boyz' special rule Green Tide boosts big mobs, giving +1 Attack per model if the Boy mob in question numbers 20 models or more. In short, the only reason not to run your Boyz in mobs of 30 is when you want to put them in a Battlewagon or Trukk. Remember: VOLUME! you dont have fancy gear, you simply have the most S/T 4 around. Boyz capitalize on buffs more than others, but fall apart when your army unravels.
      • The boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. Mob Up and have 2 of them and they will happily kill units by themselves. With warpath, they are kicking out 6 attacks each when they have a full squad in support.
      • How To Get 3+ Saves: By using the "Loot it" and "Ard Boyz" stratagem on a big unit of Blood Axe Boyz you can have a unit of ladz with a 3+ save against shooting from things 18" away and a 4+ any other time. Effective? Debatable. Fun? Sure thing!
      • For every ten Boyz, one can take a Tankbusta Bomb, which is free and also nearly useless, so you might as well.
      • Sluggaz and Choppas: Pistols for everyone! And, of course, 3 S4 attacks per model (4 if the mob has at least 20 Boyz) with WS3+. Many ways to buff the amount of attacks (Ghazgkull, WAAAGH! Banner, Weirdboyz, Klan Traits). This is key to most ork lists.
      • Shootas: Instead of Choppa/Slugga you get a 2A 18" shoota, losing +1 A in melee. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting 60 shots form 30 boyz is not that good against anything other than chaff due to lack of ap. Also don’t shoot what you intend to charge. You will make your charge harder.
    Slugga Vs Shoota Boyz to Hit Ratios:
    Unit Type Melee Chance to Hit Successful Hits (30 Boyz) Ranged Chance to Hit Successful Hits (30 Boyz)
    Slugga Boyz 67% 80 out of 120 39% 11.67 out of 30
    Shoota Boyz 67% 60 out of 90 39% 23.33 out of 60
    * Last Updated: Chapter Approved 2018
    • Gretchin: They don't get 'Ere We Go!, Clan rulez, or Mob Rule, Runtherds are near-compulsory if you want them to last more than a single turn, but is only cost-effective if you have multiple large units of Gretchin. Don't worry about buying one unless you've got quite a few Gretchin in front of your army, luckily Runtherders don't take a Force Org slot.
      • Surprisingly Dangerous in Large Numbers nets them +1 to all hit rolls if the unit has 20 models or more. Yes, you can get Grots with Space Marine levels of accuracy, and that is awesome. However, they are still Grots, and can only take an S3 Pistol, so they're only really good for peppering enemy infantry with shots (hopefully bringing a few down) before the Boyz show up and actually get shit done.
      • Gretchin are one of the few Ork units that needs to be concerned about morale. Either take them in small enough squads that they'll die out right or maxed out with a Runtherd/Warboss to kill a couple to auto-pass.
      • With grot shields strategem it seem it is viable to put some grot units before your main army, especially of you predict heavy anti infantry fire turn 1. For 1 cp you can basically save one of your pricy units from enemy fire. On the other hand you can use it once (unless open play) so positioning is a key.

    Dedicated Transports[edit]

    • Trukk: Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you'd think. This transport is extremely limited in what it can carry. Tankbustas can only be transported as a small unit. A 12-strong unit of Boyz would rather be 30 Boyz strong, but 12 Boyz can get 5+ Armour from the 'Ard Boyz Stratagem and be somewhat decent if a bit expensive. Nobz can make do if you don't take Ammo Runtz. Frankly Nobz, small units of Tankbustaz and Burnas seem to be the only units that benefit from Trukks. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin' Ball on there) and has a good chance to survive assuming the target wasn't a dedicated melee unit.
      • You can use Boarding Party to give a bunch of PK Nobs a few free swings at a vehicle with no risk to themselves. Even if/when the Trukk is wrecked, you can still make it useful with the Loot It! Stratagem afterwards.
      • Ramshackle: Reduces the damage done to it to 1 on a roll of 6, but it's unreliable. Hilarious when it gets hit for 12 damage from a supremacy suit only to flip over and keep going.
      • Mounted Gun: Comes with a Big Shoota that can't be removed, but you can swap for a Rokkit Launcha via Index version.
      • Melee: Can take either a Grabbin' Klaw or Wrecking Ball. Trukks number of attacks and strength degrades with wound loss, not recommended to take.
      • Stikkbomb Throwa: Basically a regular Stikkbomb with double range, can fire only with a unit embarked on it.
    • "Chinork" Warkopta (Forge World): Thought the Trukk was squishy? Think again. With only T5, 8W and a 4+ save to speak of, the Chinork lacks 'eavy armor of any sort. You can use it to Deep Strike ten ladz. Movement of 16" plus 8" advancing gives a 24" movement. A much more worthwhile take than a trukk, assuming your enemy doesn't have a strong anti-air presence. Has Open-Topped, but you can't shoot if it has to Fall Back from combat despite the Fly keyword, unless you're Blood Axes. On the other hand, it is so squishy if it is in CC it is probably dead already so no worries there.
      • Deffguns: Gets two of these Loota weapons for free.
      • Rattler Kannons: Can swap the Deffguns for two of these. Heavy 2d6 24" S5 AP-2 Dmg D3 shots apiece. Sounds nasty. Two of them will generally average three saves for anything T4 or T3, which sounds meh, but AP-2 and Dmg D3 means that could leave a mark; just be careful what you aim at.
        • Nice, but the issue is that you have to move in order to use them. Moving means your heavy weapons hit on 6s, which is an unusual problem for an ork, given all our Assault weapons. Bypassed with the More Dakka Stratagem.
      • Bigbomms: You get two of these for free. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+.
        • Must also take one Skorcha, Rokkit Launcha, Kustom Mega Blasta, or Big Shoota. Sadly the Skorcha will be out of range if you deep strike (8"R, must Deep Strike >9" away), but given that you can move it 24" then fire a Skorcha at full effect, you're obviously going to deploy it normally if you take these. Take a Big Shoota if you like the idea of rolling 3+4d6 S5 shots from one transport.
    • Kart (Open Play, Chapter Approved 2018): The first of the looted wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk's open top, but it has a big shoota on top and the option to buy a fuckton of shootas to compensate and grab a stikk bomb launcha and either 2 skorchas or 2 big shootas. While it's now a constant S6 T7 and rocks a spiffy 3+, it lacks Ramshackle and it loses BS as it takes damage.
      • Big Red Button: Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6", +1 S to all guns, regen d3 wounds)


    Small note on Elites: It's now extremely easy to fill up an Ork Detachment relying on Elites, since you can simply fill the slots with Painboyz, Nobs with WAAAGH! Banners, or Meks.

    • Burna Boyz: Their main downfall is lack of armor and high numbers to mitigate deaths by shooting. If you want a Flamer squad to kill things rather than annoy them, you'll want some variety of Nobz with Kombi-Skorchas.
      • A squad of 15 Burna Boyz on average hit 30 times with Burnas, then 20 hits AP -2 in melee for a total of 50. Same points in Ork Boyz will get 77 hits with their sluggas and Choppas. So mathematically Ork Boyz would be better at taking out low save models, but Burnas might be a good, cheap option against high save targets such as TEQ with no 3++ units (for MEQ units or storm shield terminators you are still better off with regular Boys).
      • One in every 5 can be a Spanner, which can repair a nearby vehicle, and carries a different weapons loadout - everybody gets stikkbombs, but these guys don't carry burnas. Thanks to a mix of different options in the Index and Codex, these are:
        • Codex:
          • Big Shoota
          • Kustom mega-blasta
          • Rokkit launcha
        • Index:
          • Slugga and Choppa
          • Kombi-weapon with rokkit launcha
          • Kombi-weapon with skorcha
          • Kustom mega-slugga
    • Kommandos: Kunnin' ladz that can set up anywhere more than 9" from the enemy. With 'Ere We Go!, they can get a first turn charge. Otherwise they're normal Boyz(without +1A for 20+ models), with a Slugga to try and get some lucky shots before the charge (and shoot again next turn), and a Choppa, which get a +1 to wound rolls against units wholly in terrain. The unit is made of 5-15 Kommandos, and 1 in every 5 has a Tankbusta Bomb. Comes with a Boss Nob with Power klaw, similar to Boyz, but can't swap out wargear. Try to infiltrate them into cover to get a 4+ save. Up to 2 Kommandos can take a special weapon instead of their slugga, using the Index.
      • Rokkit Launcha (Index only): Too unreliable for Kommandos; better on Tankbustas.
      • Big Shoota (Index only): Not worth taking if the plan is melee Kommandos, but doesn't take away Choppa hits.
      • Burna (Index only): Almost auto-include, because they cost zero points. In melee, you don't lose your Choppa, so you still get a third attack at AP0. Reasonably ok for Overwatch if you mess up the charge (won't work on anyone charging from 8.1" away or more). The only downside is you lose sluggas, but auto hits are worth it.
      • Good for backline harassment or objective grabbing, especially if the objective is in cover.
    • Meganobz: 3 Wounds, T4 and a 2+ save (No invul save) and movement 4". They are suffer against higher AP weapons. Kombi-Weapons can now fire both guns at the same time, at the cost of subtracting 1 from all To Hit rolls, which usually only matters if you take a Kombi-Rokkit. It's now possible to replace default loadout for 2 Killsawz which gives an additional Attack. Also have Keepin' Order. If you have CP to spare, the Tellyporta or Blood Axes Stratagem lets them take a page out of the Terminators' book while also compensating for their slow movement.
      • PK and Kombi-Skorcha: This provides decent shooting, a nice charge deterrent.
      • PK and Kustom Shoota: Keeps unit cheap, lose shooting reliability.
      • Double Killsaws: Deprives them of their shooting and pricy, but they are better at killing TEQ and vehicles.
    • Mek: Restores a lost wound to one non-FLYING VEHICLE within 1" at the end of each Movement phase (a vehicle can't be repaired more than once turn, so no stacking). Once per battle an accompanying Grot Oiler can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your VEHICLES that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can't heal as well, but is a budget alternative if you don't have a lot of vehicles.
      • Kustom Mega-Slugga can only be replaced by Index weapons.
      • Deff Skull Mek with Kustom Mega-blasta has a 55% chance to hit.
    • Nobz: Worth taking especially with a Weirdboy using Da Jump. Nobs hit on 3's, are S5, and have a 4+ save (3+ with "Loot it!"). The main problem with Nobz is that their wargear can quickly make them very expensive.
      • Keepin' Order: If a model would flee within 3 inches of the Nobz on a roll of a 6+ the model does not flee. It's a unreliable bonus, mostly useful on units with low model counts like Bikers or Burna Boyz. But even then Mob Rule makes this buff obsolete.
      • Dual-Choppas: Buys you 5 attacks for free. You lose the pistol, but gain a more reliable melee attack. Mainly for anti-light-armored-infantry.
      • Equipment: You can basically go for any combination of 2 weapons as you want, you can give a Nob a PK and a Big Choppa and choose which one to use according to the enemy, you can give it a PK and a Choppa for an extra S5 attack, you can even go for a Kombi-weapon and a Slugga or double Slugga (but please dont do this). Just keep in mind that giving a Nob 2 PKs wont give you an extra attack (it will work with Killsaws though).
        • Swapping weapons in the Codex requires swapping out both their Choppa + Slugga, but the Index requires swapping out a Choppa for a Melee weapon and/or Slugga for a Shooty weapon. If you take a shoota or kustom shoota you can't take an extra choppa or other wargear.
      • Power Stabbas: Give AP-2 for cheap so they can hit like marines with power axes. Makes them Anti-MEQ.
      • Kombi-Skorchas: Full squad of Nobz with Kombi-Skorchas is scary. Put them in a Trukk and then fire from its Open Top. With added Trukk survivability this is even better. Then see your opponent cry when they burn his units to ash. Your only issue is range. Enemies will try to charge them from outside Skorcha range, depriving you of Overwatch, but it is a long charge at 9+ inches so there is a good chance they will fail.
      • Killsaws: Basically same as on meganobz but on faster, cheaper unit that is more fragile.
    • Nobz on Warbikes: T5 and 3 wounds. Also has Keepin' Order. Deadly to vehicles or monsters but very squishy. Do not go near any kind of infantry, especially big squads or dedicated CC units. They will just destroy them outright. They suffer from the same problem as Warbikers being overcosted for both survivability or damage output. They can work as anti-vehicle but Meganobz or tankbustas are better.
      • Can use Billowing Exhaust Clouds stratagem to give -1 to Enemy shooting To Hit rolls.
      • Only available models for this unit are the expensive Forge World Ork Nob Warbikes upgrade kit, kitbash the normal warbikers and Nobz kits, each warbiker kit comes with one Nob so if you have a lot you can make a nob biker kit. Basically "konvert all your shit" is the point here.
    • Nob with WAAAGH! Banner: The banner gives <CLAN> units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2's. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster. Also has Keepin' Order.
      • Take one. Always! If you have a free Elites slot somewhere take a second one, as this guy will be the prime target for any enemy sniper.
      • Doesn't stack (affects ORK units within range of "any WAAAAGH! Banner"), extra banners should be spread across the battlefield.
      • Removes penalty for using Power Klawz.
      • Melee: Banner and an extra choppa attack, or you can take a power klaw. Don't let him get into melee.
    • Painboy: <CLAN> INFANTRY or <CLAN> BIKER units within 3" ignore wounds suffered on a 6+ thanks to Dok's Tools. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armor save or invul. He can attempt to heal a multi-wound model within 1" D3 wounds on a 2+ which is rerollable with the Grot Orderly ability. You want this guy near your big 30+ Boy mobs. In melee he has access to a Power Klaw and 'urty Syringe (which always wounds on a 4+ for Infantry and 6+ for Vehicles/Monstrous Creatures).
      • Note: Dok's Tools auras are explicitly worded so they don't stack with each other, with cybork bodies, or the Snakebites clan kultur.
      • Grot Orderly: The Grot Orderly comes for free; his 'Urty syringe gives him an additional attack.
    • Painboy on Warbike (Index only): Same as above, except with 14" Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He's more expensive than a Warboss on a bike with PK.
    • Runtherd: He's got 4 wounds and has 3 attacks. He doesn't take up a Slot. At 35pts he is equal to ~12 grots, so not that expensive either. To be worthwhile you need at least 3 units of grots around him. Almost mandatory if you are using Grot Shields. Can take various crude implements such as grot prod gives GRETCHIN one of two 3" auras:
      • Ignore failed morale tests in exchange for killing D3 models in the unit(#FeedTheSquig)
      • Reroll 1s to hit in the Fight phase.
    • Tankbustas: Tank Hunters lets them reroll misses against anything with VEHICLE (also works in melee, but you'll get most benefit from it while shooting). They are absolute monsters at killing VEHICLE, but unreliable when shooting non-vehicles. There are lots of Space Marine, Imperial Guard, Imperial Knight and Soup players, but your expensive tank hunters will become an expensive objective holder if you're playing against Tyranids, Tau, or Wraith-centered eldar.
      • Rokkit Launchas - Default weapon. Great for anti-vehicle, no need to swap out.
      • Tankbusta Bombs - Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 and equate to a Rokkit Launcha with D3 shots and D6 damage.
      • Pair of Rokkit Pistols: One every 5 models. Doubles number of attacks for less range and threat. But can be used in melee, if the target doesn't die or kill them first.
      • Tankhammer: One every 5 models. Exchange rokkit launcha for a suicide attack to cause massive damage, which adds to your morale tests. Since Tankbustas want to stay out of melee, not usually recommended.
      • Bomb Squigs: You can get two Bomb Squigs for every five Boyz. Effectively a single-shot Rokkit that inflicts D6 damage, shorter range, and can't hit units with FLY. 10 points each. Has BS2+ and rerolls 1s thanks to Tank Hunters. Annoyingly their suicide bomb is Assault and not Pistol, so you'll have to use them before you charge or they'll only get a single S3 AP0 melee attack (which hits on a 2+ with a reroll). Their deaths don't count for morale, unlike Tankhammer wielding Boyz, but do count for transport capacity. If you take one less Bomb Squig you can take a Battlewagon or you can take a full squad and deep strike them with the Tellyporta or Weirdboy'z Da Jump.

    Special Characters[edit]

    • Mad Dok Grotsnik: Clan DEATHSKULLS. Only special character in Orks who isn't an HQ. He's a Painboy with T5, a 4+ save and personal 5+ FNP. One Scalpel Short of a Medpack means he'll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can't bring a Grot Orderly with him or take a bike. Points-wise he's a little more expensive than a basic Painboy, but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don't want your Boyz having their 6+ FNP picked off quite as easily.
      • His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him.
    • Da Red Gobbo (Legends): He may still be a Grot, but the leader of Da Revolushun can still take more of a beating than most Gretchin and can share his Ld score with any Grots that are nearby him. His Icon of Da Revolushun isn't strong but can still fish for mortal wounds and his kustom grot blasta has just enough power in it to harass two-wound units. His most flavorful trick (befitting his Christmas-themed getup) is "Has yoo been a good little Grot this year?": pick a unit of Gretchin (Kans and mek gunz included) within 3" after the movement phase, and on a 2+ they gain stikkbombs for the rest of the battle. Granted, on a 1 they take a mortal wound instead, but let's be honest, that's not a big loss. I'm just gonna leave this here, but he also benefits from the grot lash runtherdz carry, and surprisingly, with a 4+ WS (the coat must be have some reality-bending drugs in it), he has an even better chance of decking the halls of everyone bigger then him.

    Also also, a 30-grot unit is already hitting on 3+ and with Dakka Dakka Dakka, that's a lot of shots going through, and since they'll be more often than not close enough to throw grenades, you may as well give them some stikkbombs. If they've been good, that is.

    • Bear in mind unit can throw only one stikkabomb so it is not like this is massive. At best 5 extra shots.
    • Since he is LD 6 improvement of ld is not like super massive but it helps.
    • He is slightly less useful as grot support than runthered for the same points. However he additionally fill elites slot for cheap.
    • Sadly he was immediately assigned to Legends. So in some setups like tournaments and stuff he will be propably disallowed. Thanks GW.

    Fast Attack[edit]

    • Boomdakka Snazzwagon: The only not-Flyer unit in the codex with a built-in -1 To Hit. Makes a good kamikaze since it explodes on 4+ for 6" d3 Mortal Wounds.
      • Don’t forget that the Snazzwagon can fire ALL of its weapons. Even though it’s at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ for breakfast.
    • Deffkoptas: Have alternate deployment, and interestingly enough are VEHICLES and SPEED FREEKS. They are the fastest Ork units with M14" and automatic Advance of 6" rather than rolling for it. Great for grabbing objectives, but isn't great at range or melee combat.
      • Kopta Rokkits: Koptas with these aren't as reliable as other Ork anti-vehicle weapons/units. But way too expensive to be actually fielded that way.
      • Twin Big Shoota: Cheaper option, but not reliable as other Ork anti-infantry weapons/units. This is cheap option that enables deffkoptas to be extremely fast objective grabbers and little more,
      • Spinnin' Blades: Descent anti-infantry in melee, but not as reliable as other Ork anti-infantry weapons/units.
      • Kustom Mega-Blasta (Index only): Its main advantage is low cost compared to Rokkits. Koptas multiple wounds allow it to survive the Gets Hot disadvantage better than other models.
      • 'Bigbomm (Index only): Each Kopta can buy one of these for no points (which is probably why the Kopta itself costs so much), so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering up to 5 mortal wounds to the unit (one dice per model in it, capped at 5) on a 5+.
      • 'Killsaw (Index only): Anti-vehicle weapon that isn't as useful with Koptas since its better on units with higher Strength such as Nobs/Meganobz.
      • 'This unit can keep up with the Wazbom's KFF. In the event that your enemy denies you the deepstrike, running the Blastajet alongside your koptas means they actually have a chance to do some damage.
      • 'If you want to field these but can't find decent models, it's not too difficult to convert them from Warbikers: just take out the wheels and add some propellers and gubbins. And it's not like you were going to use Warbikers anyway...
        • If you need to fill in Fast Attack slots this is one of the cheapest options at 39 or 40 points, with a lot of speed an maneuverability for last turn objective grabbing.
    • Kustom Boosta-Blasta: Torch anyone within 8" or foolish enough to charge at that range with x4 Burnaz. Also brings to bear a 36" 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition).
    • Megatrakk Scrapjet: One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 2d3 Rokkit shots, plus a single wing Rokkit per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to firing 12 Big Shoota shots at BS4+. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee.
      • Point for point is probably the best of the new buggies.
        • Deff Skwadron boyz on the table is a happy happy sight indeed :).
    • Rukkatrukk Squigbuggy: The Heavy Squig Launcha and Squig Launcha combine to make this one of the most versatile weapons platforms in the codex. Able to dump out a notable amount of Poison 4+ shots with Bile Squigs to force loads of saves on infantry OR take on medium vehicles with the Boom Squigs. The Bitey Squigs are likely to disappoint considering the very limited number of shots as compared to the Bile and Boom variants. Its flexibility is undermined by its ineffectiveness: each of the other vehicles can generally outperform what the Squigbuggy does against most targets. To make matters worse, it is expensive compared to other units that do similar.
    • Shokkjump Dragsta: M14" makes this one of the quickest ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24" plasma cannon. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9" from an enemy model; on an additional 4+ the model receives a Mortal wound.
      • It has decent anti-armor capabilities due to its weapon. It hits on 3+ (4+ when it advances). Additionally, every 6 on to wound rolls causes extra mortal wounds on the target.
      • This vehicle is probably best utilized with Deathskullz kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur.
      • Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+.
    • Stormboyz: Slugga Boyz that fly 12". They can deep strike 9" from enemy units. They can no longer advance and charge on their own, their full throttle rule instead giving them a flat advance of 6 with each model rolling a d6; results of 1 means a dead lad as his rickety jump pack explodes (or implodes). And these losses count for morale.
      • Take Index biker Warboss or Zhadznark to give them advance and charge for a guaranteed 20" move and charge.
    • Warbikers: Got slightly cheaper in the codex, but not to the point of being actually useful. Still overpriced and unable to perform well in either melee or shooting, although in the latter case dakka dakka dakka and the Evil Sunz kultur help somewhat.
      • Best taken in MSU for objective grabbing and harassing.
    • Skorchas (Index only): Wartrakks that trade their Twin Big Shootas for a (surprise surprise) Skorcha. Their points costs and abilities are identical to Wartrakks (other than the gun, of course). Skorchas are awesome - and the Wartrakk's high Movement enables them to position well for a barbecue. You can freely Advance close to the enemy, flame them, and then do it again if they try to charge you. They are fragile and being charged from more than 8" denies their overwatch.
    • Warbuggies (Index only): T5 and 5 wounds with 4+ armor. More like a cavalry unit with WS3+ and 4 melee attacks. Take the Twin Big Shoota to kill infantry and the Rack of Rokkits if you wish to threaten vehicles. The buggies can also arrive as reinforcements from a board edge thanks to Outriders, and dive straight into the enemy's back line.
    • Wartrakks (Index only): Warbuggies that trade 2" Movement for one more Wound, at a cost of 5 extra points.
    • Grot Mega Tank (Forge World): With a wide variety of weapon and better stats than the normal Grot Tank, it's tougher and doesn't have to deal with morale, but its randomness is its downfall. Every Shooting phase, you need to roll a d6 - on a 1, you can't shoot at all, and on a 6 you gain +1 to hit but all your guns can only target one unit. You can reroll with a CP, but it is still a risk. On the other hand grot revolt in itself is fluffy rule. Its biggest drawback is random movement.
      • Important: Make sure to roll your movement before you declare your advancing. This is very useful because the guns are generally so close range that a bad movement roll will leave you unable to shoot anyway.
      • Mek Gunz are a more reliable alternative.
      • It can take a Wreckin' Ball in CC that hits on a 5+.
      • Can choose to load up 7 Rokkits per turn at BS4. Better at shooting TEQ units than Tankbustas.
      • Grot Tanks and the larger Grot Mega Tanks are some of the coolest models produced by Forge World (though you should save your precious teef and make them yourself out of hot wheels cars!) If you disagree, I sincerely recommend you consume a primed stikkbomb.
    • Grot Tanks (Forge World): A weird unit - their Movement stat is a 2D6 that changes every turn, which can hurt their short-ranged weaponry. An invulnerable save of 6+ isn't great. The Grotzooka is the only weapon that's different from other vehicle guns - with Heavy 2D3 and +1S over a Big Shoota. It's a better anti-infantry choice than a Big Shoota, but is 18" range. Note that they can only be taken if the detachment also has a Big Mek.
      • Averaging 7" movement on a vehicle is too unreliable for getting into position.
      • If you want Grotzookas in your army (They aren't great compared to other options), take Grot Tanks over Kanz. Grot tanks are cheaper, have a 6+ invul, and are on average faster(But swingy). Now for the cons - they can't melee like Kanz, they have wonky movement (but you can re-roll if you REALLY need to), and they suffer from morale (which Kanz also do). If you want a cheap weapon's platform with crap range use this, but if you want a better variant that's more reliable without being required to have a Big Mek try a Grot Mega Tank.
    • Grot Bomm Launcha (Forge World, Open and Narrative Play only): A Wartrakk equipped with nothing but a single use 72" Heavy 2D6 S8 Ap-3 DD3 Grot Bomb. You don't need line of sight and you get to reroll failed hits from the bomb. Has the potential to nuke your enemy's armour from across the board turn 1, but becomes almost completely useless afterwards.
      • If you actually want to make a couple of these (for whatever reason - no judging), just use some blitza-bombs and extra fins from the Ork Flyer kit and stick them onto some Wartrakks. Grots are also relatively cheap and easy to get - we'll let you figure out what to do from here.
      • Some rumored to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That is simply beyond class.

    Heavy Support[edit]

    • Battlewagon: Lacks Ere we Go! and Mob Rule. Good for transporting 20 Boyz (or 10 Meganobz) and then running enemies over. It's best taken with either a Deff Rolla or bare bones. They are a "hard as nails transport", however at ~140-200 points, you are paying a lot for just a heavy transport. On a good note, The Deffrolla hits on 2s. Its rules let it shoot all its weapons at "normal" BS of 5+ but this does not transfer to its occupants.(see FAQ) Every weapon on the 'Wagon is an optional extra:
      • 'Ard Case: It'll be more durable(+1 T), but your passengers can't shoot. More of a sidegrade.
      • Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option leaving the other two as dead weight. Choppy Battlewagon should be used to ferry models, and turn into a dead killy moving obstacle afterwards.
        • Deff Rolla: It's AP-2, and any attacks with it are at +3 to hit. 19 points isn't the cheapest, but compared to the cost of the 'Wagon it's not expensive either.
        • Grabbin' Klaw: You can only make one of your attacks with this each Fight, it's using your base WS of 5+, and it's only marginally better than the roller in damage terms. It is only 5 points though.
        • Wreckin' Ball: The cheapest melee weapon at only 3 points. You're limited to only making three of your attacks with it though, and since your WS is 5+ you aren't that likely to hit anything.
      • Big Gunz: You get space for either a Killkannon, Kannon or Zzap Gun, plus a Lobba if you want it. They're all Heavy and BS 5+. Mobile Fortress lets you ignore the -1 to hit for firing while moving normally. But Ork shooting means they are almost always not worth the points.
        • Killkannon: A hybrid of both Kannon shell types. It also drops your transport capacity from 20 to 12. Don't waste the points.
        • Kannon: No AP on the Frag shells is comparable to 1-6 Boys shooting Sluggas. A single shot anti-tank/MEQ weapon will only hit one every three turns. Don't waste the points.
        • Lobba: Long range indirect fire. Can hit models out of line of sight. Almost worth it.
        • Zzap Gun: Random strength is unreliable. Don't waste the points.
      • More Dakka: You can buy up to four of each of these, and they're Assault so you can shoot them at your full 5+ to hit (or 6+ if you're Advancing). However, none of these weapons are useful at BS 5+.
        • Big Shoota: Cheap dakka. On average you are gonna hit 1 time with each big shoota.
        • Rokkit Launcha (Index only): Some anti-vehicle punch. A bit pricey if you want all four of them. On average you are gonna hit with 1 of them. Don't waste the points.
    • Gunwagon: Battlewagon variant 1. Comes with 'Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default, but in exchange if it doesn't move or moves no more than half of its movement value the Big Gun can shoot twice in a turn. Base cost of 140. Turns a Battlewagon into a dedicated gun platform, there are other units that fill this role better.
    • Bonebreaka: Battlewagon variant 2. Takes 'Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Not worth the 20 points for the d6 attacks on the charge compared to an identically pointed out Battlewagon.
      • Dedicated Melee: This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. Take this in Goff form for maximum pain train or make it Evil Sunz clan to close the distance a lot quicker. However, this can also be a big fire magnet because of what it can do if it gets a charge off. If you take this, expect suicide charges by throw away units and for it to get bogged down in mooks. For getting the best out of this big box of doom, take a Deffkilla Wartrike and keep him next to the Bonebreaka so it can advance and then charge into whatever poor unit it's in front of. But, again, expect this thing to get shot off the table if your opponent knows what's good for him. Keep this thing cheap so you can use your points on other things.
      • Not worth being Dedicated Melee: Don't bother using this, 6 extra attacks sounds awesome, until you roll a 1 and then the Wagon dies. You don't take Wagons to cause damage, you take them to transport units, and so, you will always be better off with the cheapest, capacity 20 variant.
      • ’”Totally worth being Dedicated Melee:”’ randomness is at the heart of warhammer and the heart of playing Orks. That said, the average 3.5 extra attacks hitting and wounding TEQs and MEQs on twos is worth it if you get one or two extra kills. Further, it takes a standard transport choice and makes them a hilariously strong COMBAT unit and actually gives Orks some more versatility. 10/10

    • Battlewagon with Supa-Kannon (Forge World): Transport capacity is now reduced to 6, but now you have a big gun that's dead killy. 60" Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) - dead killy. It's kinda a better Ork Vindicator. This thing was made to bring down anything big.
    • Big Gunz (Index only): Benefit from Grots' 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they've only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy two Grot gunners (2 points each) and the type of gun (15 or 18 points) for each model. This works out to 27 (Kannons) or 30 (Lobba/Zzap Gun) points each.
      • Kannon: Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It's one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit.
        • A single missile launcher heavy weapons team is 26 points, Kannon team is 27 points. Orks lack 12' of range and access to orders (which are both important) but we have a much tougher platform.
      • Lobba: D6 S5 hits that ignore line of sight and an impressive 48" range, but doesn't have AP. The appeal of these doesn't come from their potency on the battlefield, it comes from their dirt cheap utility. Taking 3 of these Gunz with their Grot crew and an HQ choice will give you a CP for dirt cheap. Now you have a 48" range poking stick, plus a rear-line screen against Deep Strikers or Infiltrators. They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment.
      • Zzap Gun: Its gun is random 2d6 Strength. If you roll 11+, you don't roll to wound, this model takes 1 mortal wound and inflict 3 mortal wounds to the target. The gun platform has to take the mortal wound, but you can keep a Mek nearby to fix up the damage.
      • Take a look into Mek Guns to see some Mathammer.
    • Deff Dreads: Start organised as a 3-model unit, but split into individual units during deployment (as per Dread Mob). They are prime example of DISTRACTION CARNIFEXES for Orks. Keep them away from large groups of basic troops as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two Dread Klaws and two Big Shootas as standard, and can replace any of them with these:
      • Kustom Mega-Blasta: 9 extra points per gun for S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s (which is easily remedied with Bad Moonz Clan Kultur benefit).
        • If you're playing Death Skullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating and costing less than the rokkit launcha while doing more damage.
      • Rokkit Launcha: 12 extra points per gun, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP.
      • Skorcha: Some close-range firepower for a close-combat Dread that wants auto hits. Pricey at 17pts, but S5 and AP -1 is a great deal. Frankly with BS5+, this is the best option as it both works as a Charge deterrent and can bbq some enemies on his way into CC.
      • More Dread Klaws (Index only): These only cost 15 points each if you're buying extras. Effectively you're paying 15pts to give up a gun and gain +1A. Great for a focus on Close Combat.
      • Dread Saw: It's the 5 points cheaper alternate to the Dread Klaw (Strength +4 AP -2 2 Damage).
      • Most optimised build seems to be 3 Klaws and a Skorcha on the attack, or 2 Klaws and 2 Skorchas for a more defensive build. This completely ignores BS 5+ and gives him decent firepower while still retaining enough attacks to tear through a lot of wounds on multiwound models. As you want it in CC ASAP due to ton of AP fire going its way it is minimally better to take 3 CC weapons and one Skorcha.
        • With usage of Tellyporta stratagem they are decent anti-armor with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY can go alongside them and wreck face!!!... Though you are probably better off with 10 Meganobz anyway.
    • Flash Gitz: Dakka Nobz. They're always Freebootas, and like Imperial Tempestus they won't block or use your Kultur, but can only benefit from their own in Freeboota-only detachments. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24" range). Snazzguns got killier, can now threaten even light vehicles, though their real target is infantry. Especially the 2W ones. Gun-crazy Showoffs allows them to shoot twice - unreliable and restrictions apply, but it's there.
      • Always get the Targetting Squig, it's free. Also take Ammo Runts whenever you can afford them - the reroll is nice, but tanking a lascannon aimed at your Gitz with a grot is both hilarious and useful. They can fill those extra 2 spaces in Trukks and Battlewagons.
      • These guys won't have a Kulture more often than not...but your plethora of Open-topped transports get theirs. Flash Gitz in a Blood Axe transport may not fall back and still shoot, but they're inside a transport with the benefit of cover you still have to destroy to get them.
      • These guys are Nobz. As such, they can break faces in a combat...but you can't shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don't close in, you're paying for 3A you're not using.
    • Gorkanaut: The halfway house between a Deff Dread and a Stompa. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of 18 shots and benefits from DAKKA! DAKKA! DAKKA! special rule, it also comes with 2 Twin Big Shootas, a couple of Rokkit-Launchas and a Skorcha if you felt it didn't have enough guns. This giant metal abomination can throw down 6 S16 AP-4 Dd6 attacks or 18 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun.
    • Killa Kans: Lacks 'Ere We Go!, Mob Rule and Clan Kultur. Unlike Deff Dreads, these little guys don't split up on deployment so Leadership 6 and lack of Mob Rule can see things go very wrong very fast, especially as casualties that Explode will always wound their squad mates. Your only Leadership options are things like a Warboss' Breakin' Heads (which the Kans can at least absorb the wounds from without losing a model) or a Hail-Mary 6+ from Nobz' Keepin' Order. Having units of 1 Kan means you don't have to worry about morale. Grab a Big Mek with a KFF to fill the HQ slot for an invul. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S5 melee attacks (+ weapon benefits) per Kan. They also get +1A if there's more than two in a unit, thanks to Scrag 'Em. The lack of 'Ere We Go! means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a Kan Klaw, and a Big Shoota which it can replace with one of the following:
      • Grotzooka: Decent for mowing down infantry at range with 2D3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Also one of the few heavy weapons orks have, which combined with their short range (18") makes them pretty lackluster all things considered.
      • Kustom Mega-Blasta (Index only): As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for D6 rather than 3 flat Damage, but you wound yourself on 1s.
      • Rokkit Launcha: As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP.
      • Skorcha: Your BS4+ isn't terrible, so not an auto take compared to other Orks units, but if you're going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, but very expensive (they're 17pts compared to the 5pts Big Shoota).
      • As of the Codex, the Kan Klaw (S+3 AP-3 D3) can be replaced with a Buzzsaw (a Klaw with slightly worse stats, but also giving +1 attack) or a Drill (Strength +1 AP -4 2 Damage, deals a mortal wound on an unmodified wound roll of 6).
      • After some games I love those nasty rascals, multiple wounds and some toughness makes them somewhat durable. And people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you're lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage.
      • They are pretty cheap at 45 points with a Big Shoota, they hit on 5s in melee, but can get to 5 attacks each, which isn't bad considering they are T5 W5 Sv3+.
    • Lootas: Lootas have always been polarizing, either players love them or hate them. Their Deffguns are 1d3 Shots which can be re-rolled for a CP. They are the best long range shooting the Orks have at 48". Tankbustas and Flashgitz are better in small squads, but Lootas are better in max squads of 15. Let them sit on a backfield objective and they'll be ripping through elite infantry, vehicles, and even terminators. Never use them on 1 wound infantry, because Damage 2 is better at stuff like Primaris or Terminators.
      • Flash Gitz or Tankbustas are arguably more reliable. 'Mob Up' and 'Bad Moonz' 'Showing Off' stratagems both depend on rolling 3 shots.
      • If they use 'Loot It' on a 4+ the CP is refunded, but it's a red herring for fluff reasons. Lootas could be nearby a Morkanaut giving out a KFF or a trukk turn 1 that gets blown up early ,which could give them that +1 to saves... Don't rely on that though.
    • Mek Gunz: They benefit from Grots' 4+ ballistics skill but not from Clan Kultur rules, which is a shame. The chassis and the crew are 15 points and operate as single 6W models. Totals are 45 and 31 for the lowly Traktor Kannon and Smasha Gun, all the way up to 60 and 45 points for the much shootier Kustom Mega-Kannon and much more random Bubblechukka. The model is expensive for what it is, so kitbash or make your own models.
      • Bubblechukka: Punishingly expensive and random as hell. You can always hope for that one 4d6 roll that gives you Heavy 6 S6 AP-6 and 6 Damage (Don't forget to slap some blue paint on it for luck). The roll to determine the stats of the weapon only occurs after a target has been picked so it's very tricky to ever get this right! Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon
      • Kustom Mega-Kannon: It's the most expensive option, but fantastically lethal. If you're taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Beside price their main disadvantage is relatively short range of 36”.
      • Smasha Gun: Above-average odds of wounding anything T7 or below (and not a bad shot at wounding T8), AP-4 and D6 Damage. It also has Range 48", which is a major advantage over the KMK's 36". Given its ridiculously low point cost it's the best gun point-for-point in the whole army (and maybe 40k). It's great in nearly every situation, unless the the target is T8 and uses an Invulnerable Save (so Knights), or can fly, in which case the KMK and Traktor Kannon are better than the Smasha Gun.
      • Traktor Kannon: This is an auto hitting Orky Krak Missile of a beast. Single shot, auto hit, S8, AP-2, Damage d6. But against Keyword Vehicle AND Fly, roll 2d6 for damage and choose, and, if reduced to 0 Wounds, then auto Crash and Burn. This one is pretty sweet against fragile things that are notoriously hard to hit, like Darkshroud Land Speeders, or Alaitoc Eldar Flyers. Generally if facing Tau or eldar of any kind traktor kannons are preferable. Otherwhise go for more smash a guns.
    • Morkanaut: Halfway between a Deff Dread and Stompa. Can take a Kustom Force Field. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart though 3d3 S8 AP-3 Dd6 shots is not bad at all; it also comes with 2 Twin Big Shootas, 2 Rokkit-launchas and a Kustom Mega-Blasta. 'Big n Stompy' means it can move then fire Heavy weapons without penalty. They can carry 6 regular infantry models. They are somewhat high in points value, but their high amount of wounds and a solid 3+ armor save makes them durable. With the KFF the Morkanaut and every unit wholly within 9" gets a 5+ invul save against shooting.
      • Can't stress enough how major the KFF is. If you run a low model count or transport heavy army - you want a KFF. It should also be noted that the Meka-Dread also brings a KFF and is 32 points cheaper- but seeing how Morknauts are bigger and provide a larger 9' KFF bubble, the Morkanaut is probably more cost effective (Further complicated if you convert your models).
      • Economical Consideration: The Stompa has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a Stompa. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value.
    • Big Trakk (Forge World): A cheaper, squishier and shooty-focused Battlewagon. Comes with a reduced transport capacity of 12 (which can be reduced for Dakka) and Grot Riggers (recover 1 Wound per turn on a 6+). The two default Big Shootas can be individually replaced with Skorchas or Rokkit Launchas, or the pair and six of your transport capacity can be sacrificed for one of: Kannon, Lobba, Zzap Gun, Supa-Skorcha, Big Lobba, Killkannon, Big Zzappa or Flakka Gunz. Alternatively you can go all-in and replace both default Big Shootas and all of your transport capacity with a Supa-Kannon. Whatever choice you make there, you can also add on up to two Grot Sponsons, and up to two weapons from this list: Rokkit Launcha, Skorcha, Big Shoota.
      • Keep in mind that its movement is faster than either a Trukk or Battlewagon, making it the fastest transport in this army (besides the "Chinork" but it's not as durable). If you need a transport that can rocket across the table even after losing 14 wounds in a turn, this is your go-to.
      • Supa-Kannon: A Big Trakk with Supa-Kannon costs 172pts. The Battlewagon is significantly tougher, so much so that it's difficult to recommend ever taking this unit when the Battlewagon equivalent is a mere 19 points extra. The upsides to the Gun Trakk are a smaller profile, 2" more speed, Grot Riggers, the ability to buy Skorchas along with Rokkit Launchas and Big Shootas as backup weapons, and the option to buy Grot Sponsons.
      • Supa-Skorcha: 4D3 autohits with 24" range S6 and AP-2 is sweet. Equip it with two additional Skorchas, put 6 Nobz with Kombi-Skorchas and Power Stabbas in it and just be happy watchin' gits do da burny dance. Frankly this thing is rather pricey in that setup (204 Solo, 422 with Nobz), but it's extremely effective at both killing things and attracting a lot of attention. Most enemies knowing what it does will try desperately to kill it, ignoring other stuff that is closing the distance. A points intensive DISTRACTION CARNIFEX that's effective at killing things. You can count on your enemies' guns being pointed in the Supa-Skorcha's direction rather than elsewhere for a turn or two, and if not? Be happy the Flametrukk will definitely kill any kind of infantry or light vehicle nearby.
        • The Trakk + Nobz will fire 4D3 S6 + 8D6 S5 autohits, an average of 8 S6 and 28 S5 hits, another approach is to go with 2 empty Big Trakks, 14 points cheaper, double the wounds, double the objectives, but obviously wont do anything after exploding and has slightly less damage output; this configuration will fire 8D3 S6 + 4D6 S5, an average of 16 S6 and 14 S5 hits. So if you want exclusively flaming go for trukks only. Two trukk setup has more wounds and more mobility but lacks layered defenses of unit hidden in the vehicle and CC capabilities which makes it very susceptible to anti tank fire. On the other other hand even after Big Trakks destruction Nobz are so close to enemy they can easily flame and than charge them with their 3 (per model) S5 AP-2 Power Stabbas attacks (and they are so cheap there is virtually no reason not to give them to the Nobz). So at best 18 Attacks on top of everything Skorchas have done. Either way this Skorcha trukk setup is gold it will kill any number of MEQ no problem (one time I was able to kill of 20 Khorn berserkers - 2 units - in one turn with Nob filled version) and will put serious dent even on maxed out units of terminators and such.
    Average Wounds:
    Objective's T 3 4 5 6 7 8 9 10
    Trakk+Nobz 25.34 24 19.33 13.33 12 12 12 7.34
    2 Trakks 22.68 20 17.66 12.66 10 10 10 7.68
    • Flakk Trakk: Slap a set of Flakka Gunz, two Grot Sponsons and pair of Big Shootas on this thing and fill the sky with lead for 178pts. You even get to keep 6 transport capacity if you want to ferry a Character or a few Meganobz about.
    • Big Zzappa: The only way to get one of these fantastically killy guns on the table besides a Meka-Dread, all for 160pts. Heavy D3, AP-4 and 4 Damage with 2D6 Strength, inflicting 3 mortal wounds per hit if you roll an 11+ (and then one more mortal wound to itself). You probably won't hit anything with it at BS5+ though.
    • Lifta Wagon (Forge World): Everyone's favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target's Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin' Ball/Grabbin' Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don't need to roll to hit with an Ork BS5+ and it inflicts mortal wounds.
      • The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can't do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon.
    • Meka-Dread (Forge World): Lacks Mob Rule. Must take either a Kustom Force Field (5++ for all ORKS units entirely within 9"), a Mega Charga (Once per battle increase your Movement by 8" for one Movement phase, but take a mortal wound and can't Advance or Charge that turn on a D6 roll of 1), or Rokkit-bomms (an extra weapon). KKF point cost is same as Codex. The Mega Charga and Rokkit-bomms are no points. This makes a Meka-Dread a good choice for a big bubble of KFF that's cheaper than a Morkanaut by 32 points with not much of a decrease in durability. Like most heavier vehicles it can fire Heavy weapons on the move with no penalties, and Fall Back without losing the ability to shoot or charge.
      • Ramshackle Monster: It ignores wounds on a 4+, but every time you fail the roll it gets worse by 1 - decreasing to 5+, then 6+ before it stops working altogether after three failed rolls.
      • Rippa Klaws: The basic weapon loadout is a pair of these, for +1 attack. You can lose that extra attack to replace one with a gun. Ok Cc weapon with S of 12, -3 AP and d6 wounds per hit. Only 5 attacks base tho (+1 if there are 2 Klaws).
      • Big Zzappa: Three shots all with the same 2D6 Strength roll, at AP-4 and 4 Damage. This bigger Zzap Gun only overloads on a 12, in which case every shot that hits ignores its normal damage and inflicts 3 mortal wounds. The Dread then takes a single mortal wound.
      • Rattler Kannon: 2D6 infantry-shredding shots on tap whenever you need them.
      • Rokkit-Bomms: Powerful, but you have to give up your KFF/Mega-Charga to bring them. Basically a Lobba, but likely to hit something at BS4+. Unless you're parking next to a Big Mek with a KFF, don't take it.
      • Shunta: Not the best stats for anti-vehicle fire, but decent. It does prevent VEHICLES Advancing next turn if you wound them though.
    • Wagon (Open Play, Chapter Approved 2018): Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a big shoota (replaceable with a skorcha or zzap gun), you know you really want more shit on this. Starting off is the big gun (lobba, killkannon, or zzap Gun), then you got an option to get two more of the following (big shootas, skorchas, rokkits) and a stikkbomb launcha. Compated to the battlewagon, it loses out on wounds, but it's T8 and exchanges its transport capacity for the ability to keep on firing.
      • Mobile Fortress: PoMS, now orkified. Fire heavy weapons and drive without penalty!
      • Shoot 'Em Again: If you move less than half its movement speed (or not at all), the lobba or killkannon can shoot again.
      • Big Red Button: Once per battle during shooting, you can roll d3 for a random result (Instant move 6" which fucks shooting, +1S to all guns, heal d3 wounds).
    • Squiggoth (Forge World): More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth's own gun can fire their weapons normally from it if an enemy is 1" or less away (i.e. in melee range with the Squiggoth), but can't target that particular enemy. Stampede! inflicts D3 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs. Also if you don't want to pay the outrageous Forgeworld price tag the Stegadon from Age of Sigmar could make a great conversion.


    Flyers don't have 'Ere We Go! or Mob Rule.

    • Burna-Bommer: Anti-infantry firepower and, with the bombs, mortal wounds too. You get two Burna Bombs, and can drop one per turn on a unit you fly over. You roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs INFANTRY. The Twin Big Shoota gets +1 to hit thanks to its Grot Gunner. Try to make sure the Bommer is over the enemy when it gets shot down, as the 3 mortal wounds from its 4+ Explosive Demise will be very unpleasant for anyone within 6". These planes are probably more focused on attacking heavy infantry such as TEQs against GEQs you're better off bringing a dakkajet.
      • Skorcha Missiles are only 20 points extra, and give you another set of shots that ignore cover. Well worth a look.
        • The Blitza-Bommer is better suited to deal with both infantry and vehicles, but the inclusion of Skorcha Missiles and a Twin Big Shoota means this is able to do more damage after it's bomms are gone. Plus, if you can maneuver this into the proper position, the Burna-Bommer can do a lot more damage after being destroyed.
    • Blitza-Bommer: A Bomber that's a little more focused on attacking vehicles. Its guns are still anti-infantry (with the Grot Gunner giving it a +1 to hit with the Big Shoota), but its Boom Bombs count VEHICLES and MONSTERS as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers' Burna Bombs require 5s for non-INFANTRY. Bomb squadrons of smaller vehicles for maximum pain.
    • Dakkajet: Your basic fighter, with the standard flyer abilities Airborne, Hard to Hit and Supersonic. Either 12 or 18 S6 AP-1 shots (depending on whether you spend the teef for the two extra Supa Shootas - which you always should, anyway) that hit on 5s as usual if you split them, or 4s if they all target the same unit thanks to All da Dakka.
    • Wazbom Blastajet: Your anti-tank plane. Can move and fire Heavy weapons without penalty, and can target one enemy unit each Shooting phase to receive +1 to hit it with the Smasha Gun thanks to its Mekbrain-enhanced Weapon-sights. Comes equipped with the aforementioned Smasha Gun, two Wazbom Mega-Kannons and a Stikkbomb Flinga as standard for a total of 143 points.
      • Tellyport Mega-Blastas: You can replace both Wazbom Mega-Kannons with these for 12 extra points. Less range, AP and damage, but you can't wound yourself and also get the instant kill rolls on targets you do wound.
      • Kustom Force Field: You can swap out the Stikkbomb Flinga for one of these, which is generally a great idea - a 14pt upgrade for a massive durability increase (also spread to any accompanying planes, and friendly infantry you happen to be flying over), at the cost of an S3 anti-horde weapon that will probably spend most of the game out of range.
      • Supa Shootas: You can drop 20 points on a pair of these if you feel the need for even more dakka which, let's face it, you probably do.
        • The unique nature of the Smasha Gun means that it performs like a buffed S7 weapon on anything except T6. This is important for 2 reasons; the first being that this makes the Smasha gun great at crushing both medium and heavy armour and isolated elites. The flipside of this however is that this gun actually performs slightly worse than the Wazbom Mega-Kannons and other S7/S8 weapons on things like transports and light vehicles. Keep this in mind when designating shots, as you may want to let your Nobs+PKs deal with them rather than wasting the shot. See below for a quick bit of Mathhammer:
    Chance of a Successful Wound:
    Toughness T2 T3 T4 T5 T6 T7 T8
    S7 83.3% 83.3% 66.7% 66.7% 66.7% 50.0% 33.3%
    S2D6 100% 90.9% 81.8% 72.7% 63.6% 54.5% 45.4%
    • Open and Narrative Play only:
      • Attack Fighta: Same profile as other Ork flyers, except with 10 wounds instead of 12. Comes with 2 Twin Big Shootas and either Small bomms (Bigbomms that cause a mortal wound on a 6, but can be used once each turn) or Wing Rokkits (24" Assault 1 S8 Ap-2 Dmg.3). This is what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it is easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn't even fun enough to bring to a friendly Open Play game.
        • It basically looks like something between proper ork flyer and deffkopta, having worst charactersitics of both without most their benefits. If it gets points eventually its saving grace could be being dirty cheap, but than again it would have to be stupidly cheap considering cost of weapons themselves. For power level it would probably be manageable at around 4.
      • Fighta-Bommer: 7PL instead of the 6PL for the Attack Fighta, but much more useful. Has 3 Twin Big Shootas, and you can switch out its Small Bomms for 2 Wing Rokkits or 2 Grot Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better.

    Lords of War[edit]

    DISCLAIMER: As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it's a zoggin' mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by certain others in a community setting. Unless you're just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether.

    Which is a shame, since they all look really Zoggin' cool.

    • Stompa: Total of 920pts, overpriced by about 300-400 points. Special detachments, clan kultures, and stratagems are not good enough to compensate for cost outside 3000+ games. Has FORTY WOUNDS with T8 and 3+ armor. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket. It can Fall Back moving over INFANTRY and SWARMS models and shoot freely. On its top Wound Profile, it boasts WS3+ and 6 attacks at S20 with its Mega-Choppa causing 6 wounds flat a ap-5 or it can make the slash attack with triple the attacks but ap-2 and d3 damage. Points wise it's better to take 3 Gork/Morkanauts in a separate detachment, that way you get CP and three Heavy Support models that perform better than one Stompa. All of the ranged weapons benefit from the DAKKA! DAKKA! DAKKA! special rule. It also comes with 3 Big Shootas, a Twin Big Shoota and a Skorcha which is alright, but they are barely worth mentioning.
      • Supa-Gatler is an infantry-mulching 48" Heavy 3d6 S7 AP-2 D1 with the Psycho-Dakka Blasta! special rule that can produce even more shots.
      • Supa-Rokkit is a once-a-turn, single-use weapon (it comes with 3, and may take 2 more, which you should always do given that they are all free) that can fire Heavy d6 100" at S8 AP-3 D6.
      • Da Deffkannon which clocks in at 72" Heavy 3d6 S10 AP-4 Dd6.
      • Clan Kultur: Super Heavy Auxiliary Detachment doesn't grant Klan Kultur, so take a Supreme Command Detachment. If you're taking the full Super-Heavy detachment, use a CP to make it a Stompa Mob for the 5++ artifact, the WT, and to deep strike a fucking Stompa.
        • Goffs: Fair. Melee focus for being more stompy.
        • Evil Suns: Good, great if you take the Stompa Mob and teleport it within 9" of enemy. Increases mobility.
        • Bad Moons: Great. Increases Shootiness.
        • Blood Axes: Good. Gives 2+ save at 18" or more and charging after falling back.
        • Deff Skulls: Good. Makes it more durable with invul and slightly more reliable with To Hit, To Wound, and Damage rolls.
        • Snakebites: Fair. Gives 6+++ FNP.
        • Freebootaz: Fair. Stompa is likely to kill at least one thing a turn so this Clan kultur will work for it.
      • Psycho-Dakka Blasta! You can roll 1d6 after shooting your Supa-gatler, on a 2+ you fire it again, on a 1 you loose the gun for the rest of the game. After that you can do this again except this time you need a 5+ (and you loose the gun on a 4-)
    Psycho-Dakka Blasta! per-turn usage:
    Successive turns of shooting 1 2 3 4 5 6 7
    Cumulative expected CP spend, 2 shots 0.17 0.33 0.5 0.67 0.83 1 1.17
    Cumulative P(Out of Ammo), 2 shots 2.78% 5.48% 8.10% 10.66% 13.14% 15.55% 17.90%
    Cumulative expected CP spend, 3 shots 0.72 1.44 2.17 2.89 3.61 4.33 5.06
    Cumulative P(Out of Ammo), 3 shots 49.07% 74.07% 93.27% 99.55% 100.00% 100.00% 100.00%
      • It's a mystery why the Stompa is almost as expensive as 3 Imperial knights. Most propably it is due to GW wanting to squeeze more money from gorka/morkanaut kits,
    • Gargantuan Squiggoth (Forge World): Ever wish your Battlewagon was bigger, 'arder, greener, killier and even more expensive? Well, here you go. Transport capacity 20, two Twin Big Shootas, two Supa-Lobbas. You've got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it's in combat (except at the unit it's fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don't forget you need to buy a unit to ride in it too (if you're going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). Stampede! inflicts D6 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs, rather than just on a 2 as originally written.
    • Kill Tank (Forge World): Seems nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which will probably bring it up to about 300 420+ pts. Only a 4+ save though. Transports 12 ladz, has a pseudo-open-topped rule that lets ladz inside fire but hit on sixes. Ignores penalties for heavy weapons thanks to mobile fortress. The main gun is either a Bursta Kannon or a Gigashoota. The Kannon is a 36"R S10 AP-4 D2 heavy 2d6 creature that'll vaporise whatever you hit. The Shoota is a 48"R S6 AP-1 D1 heavy 6d6 monstrosity that will likely be getting a lot of hits - the Kill Tank hits on a 4+ if you have 14 wounds or more remaining. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -1, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. It's cool, but the Chapter Approved price 150% price increase makes it tough to justify - even if it was undercosted before.
      • Can also take two Big Shootas, Skorchas, Rokkits, Kustom Mega Blastas, Twin Big Shootas, or Twin Rokkits. Comes with a Twin Big Shoota default. Reinforced Ram gives it +2S on the charge and deals D3 mortal wounds to the charged unit on a 2+, which coupled with the 8 S8 attacks and the WS3+ makes close combat a friendly place to be for the Kill Tank. Grot Riggers make it regain a single wound on a 6+ each turn, which is neat, I suppose. All in all it's your cheap super-heavy (though not in money terms, FW being who they are), but since you're an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would.
    • Kustom Stompa (Forge World): Same base stats as the vanilla Stompa with the addition of a few extra goodies. Comes equipped with a Mega-Klaw instead of a Mega-Choppa (A crappier Mega-Choppa without the ability to "Slash" and only deals 4 damage, but gains an extra 4 attacks if you decide to equip two Klaws), a Gaze of Mork (A Zzap Gun on steroids that fires a single Strength 4d6 AP-4 6 Damage shot. Packs a nasty punch, but good luck hitting anything with it), a Repair Crew (Basically a free Mek that heals one wound at the end of the turn on a 5 and heals D3 wounds on a 6) and everything else the vanilla stompa gets. It also comes with a few extra options for weapon load outs, including Lifta Droppas, Klaws, Grot Sponsons, extra Supa Rokkits and even a nice Belly Gun for blowing up infantry and light vehicles (2d6 Strength shots at strength 8 AP-2 and dealing 2 wounds is not bad for an ork weapon, even better when it becomes 4d6 against INFANTRY units. Though it does mean you wont be able to use the Stompa as a transport). Lifta Droppas are now actually useful for once, and can now be used against ANY unit with a strength of 12 or less. They deal D6 automatic hits, with each hit dealing a single mortal wound every time the player manages to roll 2D6 equal to or more than the enemy unit's strength. Good for nearly every situation, great for ripping apart Battlesuits, TEQs and flyers, and are the stuff of nightmares for any characters that happen to have the misfortune of being directly in line of sight of your Kustom Stompa. Equip a Stompa with two of these babies and watch as he proceeds to tear the limbs off your friend's Chapter Master like a giant green child torturing a spider. The only problem with the Kustom Stompa is that it's more expensive than the already very pricey Stompa. Time will tell if this increase in cost is justified.
      • Assuming you go for a Dakka-focused Build {Belly Gun, Max Sponsons, Lifta Droppa, Deffkannon & Supa-Gatler), this thing is way better for shooting than any heavy gun platform in this army. While super expensive, this monstrosity is actually capable of generating the sheer number of shots required to obliterate hordes & heavies alike. It takes the best shooty bits from a Lifta-Wagon, a Kill Tank, & a Meka-Dread and mounts them all on a single Stompa for only a couple hundred points extra. Sure, it sucks in CC, but you really don't need this to get tarpitted when you have this much dakka.
    • Open and Narrative Play only:
      • Deffrolla Battle Fortress: In all respects bigger, badder, better brother of Battlewagon. It has similar stats but with 24W, BS of 4+ base, same ignoring heavy weapons rule on moving and build in T8 but also have rule called "Fireing points" wich is basically open topped without decreasing vechicles T. Stock it has 2 zappas and one cannon (that can be exchanged in any combination to Kannons, Lobbas or Zappas), deffrolla (same as battlewagon wich means it ALWAYS hits on 2+ as his worst WS is 5+ and deffrollad adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing is in CC) and two twin Big Shootas, Skorchas or Rokkit-Launchas. Aditionally up to 5 Big Shootas can be added. There are also grot riggers but with amout of wounds and damage usually delat regaining 1 on 6+ is nothing to write home about. Overall it seem to be designed do do exactly same thing as Battlewagon, ferying 20 models (or 10 if they are Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than Battlewagon (better resiliance, better shooting, no limits on number of models due to weapons, more guns), but costs more.
        • In comparison to Battlewagon it also does not have option to take more or bigger guns to turn it into moving altillery piece at expense of carying capicity.
      • Kill Krusha: It's a Kill Tank with a Krusha Kannon. Has 4 firing profiles: - "Boom shell" (60" Heavy 2D6 S8 AP-2 D2), "Tankhamma shell" (60" Heavy 1 S10 AP-3 DD6 & roll two dice when inflicting damage - discard the lowest result), "Scrap Kanister" (18" Heavy autohitting 3D6 S5 AP-1 D1) and "Blast Burna" (48" Heavy 3D6 S4 AP0 D1 - ignores cover). It can also take the same types and number of extra guns minus the standard Twin Big Shoota. Less effective than the Kill Bursta and the Kill Blasta at their respective specialties, but much more flexible.
    • Baffle Fortress (Open Play, Chapter Approved 2018): The third and biggest of the Looted Wagons. It's already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It's also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun.
      • Krushin' Tracks: Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain.
      • Battle Fortress: As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1" with the twinned guns. Unfortunately, don't expect cover to save it unless you have at least half the behemoth covered.
      • Big Red Button: The random roll for all looted wagons, selected once per battle during shooting (move 6" with all cargo inside, +1S to all guns, heal d3 wounds).


    • Mekshop: A terrible fortification that cannot be wounded or affected by your opponent. You pay a high cost in points and gaming-wise to be able to use the very limited bonuses it confers. It is deployed in you deployment zone preferably near a gunline unit. It can give a kustom job to a vehicle unit is within 1” at the end of the movement phase. The vehicle can't shoot or charge for the round and lowering its attacks to 1 you can choose one of the following temporary effects:
      • Gain 6” movement the next turn, with a permanent +1 to charge rolls on a 6.
      • Regain d3 wounds, with a permanent +1 toughness on a 6.
      • Choose one of the vehicles weapons that has a random attack characteristic and use the maximum attacks of these the next time you fire that weapon (i.e. 2d6 becomes 12), with a permanent +1 damage on a 6.
        • The rule specifically states that the buff only applies the first time the weapon is fired, lest you use it on something that can shoot twice and actually get some benefit from using this awful model.
      • In addition to these temporary effects you can get another permanent effect if you roll a 6.
        • Any benefit can easily be gained by letting the vehicle act that turn or get healed by a Big Mek.

    Easily the worst choice in the codex


    All about the Boyz[edit]

    General Advice to Avoid Slow Playing[edit]

    Tips for moving large mobs of Boyz:

    • Put weights in their bases to help them stay on their feet.
    • Use movement trays.
    • Get married and have kids so the children can help you move all your Ork Boyz.

    Getting Boyz Safely to Melee[edit]

    This is less of a specific strategy and more of a helpful pointer. Protect your infantry until they get into close combat. They aren't making their points back if they've been shot off the table. Boyz have a 6+ Armor save; anything with an AP value goes right through it. As an Ork Player it is your job to protect your Boyz so that they can fight for you.

    • Cover turns 6+ into 5+ and can make a big difference. A mob of 30 will find it difficult to get into cover, but you can try to use Line of Sight Blocking terrain to limit enemy units able to shoot them.
    • Remember that Mob Rule can't save your 30-strong squad if you lose 15 Boyz in a turn against enemy shooting (Unless they are next to another horde of 30. Which, as a horde army, they should be.)
    • Get them under a Kustom Force Field, 5++ is more reliable than cover, but it's difficult to keep 30 Boyz wholly within its bubble.
    • Mob Up a 30 Boy squad with a 10 Boy one. This will give you 40 Boyz and your opponent will have to kill 21 Boyz before you lose the +1 bonus attack from being 20 or more models.
    • Charge Boyz into melee as fast as possible. If they are in Melee they can't be shot at.
    • Prioritize enemy anti-infantry. Your Boyz will be grateful if you destroy those high volume shooting units before they get the chance to destroy them.
    • Don't be baited into charging if you are on an objective. Let the enemy come to you, especially if you have a Nob with a Kombi-Skorcha. It may be worth it to let the enemy charge you, if the alternative is leaving a good position, failing a preventative charge, then getting shot at, and then being charged anyway.
      • There are targets that can crunch Boyz in close combat if they get the jump on you. While you should 'generally' stay on a good position and make people dislodge you, if it's a choice between trying to make a long-bomb charge against Khorne Berserkers or Genestealers, or letting them get an easy charge on you next turn, the choice is clear. As always, know what is and isn't a threat to any given unit, but that's also basic play.
    • Identify if a target is worth charging, you don't want to risk a failed charge if the enemy unit is good at overwatch. Instead target a different unit with your Boyz.
    • Use abilities to Deep Strike; such as Weirdboyz Da Jump, Tellyporta, and Blood Axes' Stratagem. A 9" charge isn't as risky with 'ere We Go allowing one or both charge dice to be re-rolled.

    These sound like basic ideas, but nobody is born a tactical genius, and the impulse to run after whatever is closest is hard to fight Orky. Keep your Boyz alive, and they will do the rest.

    Force Multiplying Boyz[edit]

    The Greentide is a strategy of running just Boyz and as such you'll need all the boyz you can muster. Although only the toughest painters will sit down to paint up >200 boyz: painting and assembling models is an economy of scale! Boyz are point effective troop choices that can down most units in no time flat. How do you do this?

    In its purest form the great Ork Waaagh doesn't shoot, except for whatever shooting can be done as part of an advance. Fielding as many maxed out slugga choppa mobz as possible, with whatever supporting units are critical to buffing these close combat monsters to their greatest potential:

    • Waaagh Banner for +1 to hit in melee.
    • Painboy for 6+ ignore wounds.
    • Warboss for advance and charge.
    • Ghaz for advance and charge, then +1A in melee.
    • Clan Tactics that Synergize:
      • Goffs - for exploding 6's in Melee.
      • Blood Axes - Cover when 18" away from enemy and can charge after falling back, gaining first strike over their targets.
      • Deff Skulls - re-roll 1 to hit, to wound, and damage roll per unit. That's 3 CPs worth of re-rolls.
        • Save for your shooting Tankbusta Bombs or Power Klaw Nob in close combat, since both have random damage.
      • Evil Suns - +1 to movement, advance, and charges. Helps a lot with Deep Strike Units.
      • Snakebites - 6+ Feel No Pain. Saves you the points for a Painboy.

    The tactic here is simply to overwhelm your opponent with too many T4 Boyz and too many Choppa attacks, ignoring fliers and all distractions in favour of simply occupying the board and killing everything in your way. Armies that fall back and shoot are generally not armies you will do well against, but that does not diminish the fun of Waaaghing out on everyone. Learning to swiftly manage your Boyz on the board, without misplacing or blocking your key characters from reaching the positions they need to be in, from deployment to victory, will be your greatest challenge.

      • The key to beating gunline armies(Ultramarines, Tau, etc), is keeping the pressure up and engaging support characters. Unstoppable Green Tide to reform a wounded unit nearby and Get Stuck In can be used to great effect. Especially with 'Get Stuck In' you should maximize your pile in moves, look for kills, maximize your consolidations and then do it again to hopefully hug one dude where they cannot escape. Bubblewrap the enemy so they can't fallback.

    Alternatives to Boyz[edit]

    Substitute Ork Boyz for other choices that don't get an extra attack for having 20 or more models such as:

    • Stormboyz match Ork Boyz' size at 30 Storm Boyz and Deep Strike turn 2 for possible 9" charge.
    • Kommandos can infiltrate forward to get into charge range, complicate their efforts to maintain an effective gunline, and grab objectives. Sadly they are max squad size 15, so you might want to Mob them up to be a bit more survivable.
    • Nobz with two Choppas can make an interesting alternative, each model has five Strength 5 melee attacks. FUN! If you want to go mechanized this is indeed a way to go as they are about as killy as 20 boys but will fit in a trukk.
      • Alternatively with power stabbas there are less attacks but AP -2 s5 is very good to deal with higher save models.

    Da Jump Specifics[edit]

    • 30 Boyz are brutal, Da Jump is awesome - 9" away from the enemy is big. Put a Weirdboy near a unit of 30 boyz to give him +3, his maximum bonus. You've got a chance of exceeding 12 and getting Perils, but the Weirdboy has 4W and consequently the first Perils of the Warp can't make him explode (and the power still works if you don't die). Enjoy the look on your opponent's face when you place 30 Boyz 9" from him. Then you can charge turn 1 and drown them in bodies before they even shoot once. 'Ere We Go gives you a reasonable (but not guaranteed) chance to get in. They will be without various auras like Ghazz +1A or +1 to hit from a Banner, but around 120A will make a dent in almost anything and force the enemy to concentrate EVERYTHING on this unit regardless of what else is coming.
    • This tactic can be used to assassinate key characters (if your opponent didn't bubblewrap them enough), destroy or tie up key enemy positions, and so on. And if the enemy did castle up? Good for you, as with proper placing and 3" pile in you can tie up additional units without risk of Overwatch (bear in mind they will be able to hit you in that first turn only, but if you survive they are deprived of their shooting unless they have FLY). On top of all that, getting rid of 30 Boyz is no small task. Don't forget that you can use this tactic to objective grab.
    • If Boyz are teleported in front of the enemy it is rather easy to conga-line them into reach of support characters. Particularly a WAAAGH!!! Banner, Ghaz, and/or Painboy, although you'll lose the attacks from the Boyz in the conga line.
    • "Mob Up" doesn't place a cap on how big a unit can become. Theoretically, you could create one giant mob (40, 50, 60+) from a bunch of smaller mobs and drop it in behind enemy lines, assuming that time and CP reserves permit it (or you're just using open play). Not amazing, but worthwhile in the late game when most of your opponent's units are crippled, as they probably won't hold up well against a literal green tide of Choppa attacks charging down their rears. (Additional note: this is a great way of denying kill points for a variety of missions)
    • Only downside: most players will assume that you intend to launch this trick and will try to force you teleporting into unpleasant positions. And most players are aware that they should not allow you getting 30+ boys in their faces.
      • To be fair these days almost all players protect themselves from deepstrike as it isn’t so common. And you should too unless you have purely assault army and plan to leave your deployment zone completely turn 2.

    Farming Command Points[edit]

    Detachment Points CP Points/CP Models
    Battalion 200 5 40 Big Mek w/ Choppa Slugga (Index) x2, 10 Gretchen x3.
    Brigade 633 12 52 Big Mek w/ Choppa Slugga (Index) x3, 10 Gretchen x6, Mek x3, Deff Kopta x3, Big Gun x3.
    Outrider 175 1 175 Big Mek w/ Choppa Slugga (Index), Deff Kopta x3.
    Spearhead 136 1 136 Big Mek w/ Choppa Slugga (Index), Big Gun x3.
    Vanguard 142 1 142 Big Mek w/ Choppa Slugga (Index), Mek x3.

    As you can see taking three Battallion detachments is cheaper by 33 pts compared to the Brigade and nets 3 more CP.

    • While three Battalions is cheaper, it also takes 6 Big Meks, making it illegal at any game using the Rule of Three. You could get a similar list by replacing three of the Big Meks with Weirdboyz, which still comes out as 12 points cheaper than the Brigade.

    Probably the smallest useful detachment, however, is two Weirdboyz and 10 Gretchins x 3. Just over 200 points, but unless you have a bunch of vehicles, makes for considerably more utility for only a few teef more.

    Dread Mob sans Forge World[edit]

    Dread Mob is walker focused list that centers around Killa Kanz, Deff Dreads, Morkanauts, Gorkanauts, and Stompas. These list will typically be taken as part of a Spearhead Detachment, the Heavy Support Detatchment, alongside a Super Heavy Auxiliary if necessary.

    Update: Dread Mob is being brought back into the game as the Dread-Waaagh Specialist Detachment, with Stompas getting their own Stompa Mob Specialist Detachment.

    Chapter Approved: CA has given Killa Kans a massive points drop. Now a unit of 6 supported by a WAAAGH! Banner, Warpath and Scrag Em, although expensive, can rip and tear pretty much anything. Deff Dreads and Stompas also got a pretty sizeable drop. Overall this list is more doable than ever.


    • You have an elite, low model count army.
    • Walkers are some of the best looking models in the Ork range.
    • Deff Dreads are great for killing Vehicles.
    • Morkanaut can give out a wide KFF bubble for 5++ saves.
    • Gorkanaut's 18 shot gun is good anti-infantry.
    • All Walkers except Killa Kanz have access to Clan Kulturs, Dakka Dakka Dakka, and 'Ere We Go!
    • Tellyporta allows for a turn 2 charge by most walkers.
    • Clan Kultures:
      • Snakebites: Give a nice 6+ Feel No Pain to Walkers.
      • Deff Skulls: Give a nice 6++ save, which could be good if not within KFF range. Re-rolls to Hit, Wound, and Damage is very powerful. They aren't infantry though so they can't benefit from Objective Secured.
      • Evil Sunz: Gives a good +1 to movement and charging. This will help them get those deepstrike charges even more.
      • Blood Axes: Gives cover to all models, normally Walkers would need to be obscured 50% to get that. Fall back and charge allows them to get the initative on each turn.
      • Goffs: Exploding 6's in Melee is very good, considering that Walkers have high damaging attacks.
      • Bad Moons: Most walker lists won't benefit much from being more shooty, but the Morkanaut, Gorkanaut, and Stompa will appreciate this if they are used as part of a gunline.
      • Freebooters: Always situational regardless of the army you bring. But with a stompy list this can have a great benefit.


    • Walkers are not great at taking out horde armies.
    • Ork Shooting is still abysmal, even with Killa Kanz a Walker focused list will have to have some dedicated range.
    • You still have to take an HQ unit, which can't be a walker, but should be either a Big Mek(Possibly on a Bike) with KFF(Index Only) or a Wartrike because it can allow vehicles to Advance then Charge.
    • Dedicated anti-armor will rip through the list. Diversifying your army composition is a better investment in the long run.


    • Never underestimate the fact that your transports have access to melee weapons. With the abundance of shiny new vehicles and the Trike Boss's aura, a significant amount of ground can be covered and a significant amount of enemy units can be tied up early. These vehicles have relatively large bases, built in melee weapons, and can turn sideways to body splash into multiple units at a time.

    Orky Gunlines[edit]

    Kustom Mega-Kannons can sling hot plasma death, and Kannons are good against most light targets. Grot gun crews provide a much-needed BS4+. The Big Mek can also repair the gunz. Cheap bundle that gives a spare Command Point.

    Spearhead Detachment:

    • Big Mek with KFF
    • Three individual Big Gunz or Mek Gunz

    With the addition of Klan Kulturs in the codex, Bad Moonz Lootas can now make a pretty nasty death star. Also bad moonz Morkanauts with the right stratagems can delete tanks.

    It's somewhat derby to say but the Dread Mob formation from Vigilus is actually better for making gunlines than making dread mobs. The souped up Shokka might do wonders at making the SAG viable, and Kustom Ammo and More Dakka! used on a Bad Moon klan kultur Morkanaut can shred through vehicles. It's command point heavy, so remember to get your Brigade or dual Battalions in. With a Morkanaut to put out its fughooj KFF footprint your army will be surprisingly tanky, plus if you get the Dread Mek Warlord trait on your SAG you can repair an extra wound on the Morkanaut for if the enemy tried to burst down the KFF.

    Drive-by Krumpin'[edit]

    A one-shot cheese tactic that can be potentially devastating against superheavies.

    • Take a Deffkilla Wartrike & a Weirdboy.
    • Give the Wartrike the "Brutal but Kunnin" Warlord Trait & the Weirdboy the "Fists of Gork" Psychic Power.
    • If you cast "Fists of Gork" on the Wartrike & somehow get it into close combat on the same turn, you can bash a knight in with 7 Ap-2 D3+1 Damage attacks hitting on 2s and wounding on 3s WITH REROLLS. Situational & questionably effective, the look on your opponent's face when you flatten their baby with a Warboss on training wheels is arguably worth it.
    • It should be noted that the same effect can easily be pulled off with a Warphead & and a really tooled-up Warboss, but the mental shock of having the Wartrike fly across the tabletop and crush a seemingly "safe" superheavy is way too funny to simply ignore.
    • It should be noted that the fight twice stratagem only applies to the infantry keyword, so would work wonders with a beefed up Warboss, but would not let the tricycle fight twice.
    • Another argument for regular Warboss is that with fists of Gork it would wound the knight on 2+ (which is AMAZING) and can be given the Killa Klaw for 2+ hitting and wound rerolls AND flat 3 Damage (4 with Brutal but Kunnin'). Then he can fight Twice. Consider giving him might is right to make up for one attack less than Wartrike (but Brutal but Kunnin May still be better because with hit rerolls you will probably get all 6 attacks and with wound rerolls it’s then 7 extra Damage. 48 damage after fighting twice. Might not need second fighting...) Thats Krumpin, and the drive-by part? Just Da Jump him. If he’s red he will get +1” to charge, so it’s less of a gamble, and this variant cost 80 points, so you’re not losing much (apart of warlord, relic and CPs) and killing 600 point Castellan with 80 point Orks is worth even extra 2cp to fight THIRD TIME, if the Castellan will somehow survive and kick (stomp) you in da face.

    Mob Up then Da Jump[edit]

    Using the Mob Up stratagem for 1 CP allows normally small squads to be bigger than normal which then can be teleported by a Weirdboy with Da Jump. Doubly so because 'Ere We Go! allows for one or both dice rerolled on charges. Here is a list of units that benefit from this:

    • Boyz - 30 + 10 Boyz in the face of the enemy means that your opponent will have to kill over 20 Boyz to get rid of the extra +1A. Why? Because they are a strong unit.

    Update: After the Spring 2019 FAQ release, the Mob Up Stratagem only applies to Boyz units.

    As of the most recent FAQ only Ork Boyz can use the mob up stratagem.

    Keeping Characters Alive[edit]

    Like most armies characters are the main force multipliers in Ork armies. The death of any character from Warboss to Painboy is a huge blow.

    General Advice[edit]

    • Keep characters behind other units. Characters can't be targeted unless they are the closest model.
    • Be careful when characters are in melee, since enemy units can target them regardless of closeness.

    Avoiding Snipers[edit]

    • Keep characters out of line of sight.
    • In the case of Line of Sight ignoring enemies, such as Primaris Eliminators, keep characters in transports. This will keep you from benefiting from the character's auras, but at least the character can help later.
    • Engage snipers with other units. They can't snipe in melee.

    Army Building[edit]

    Orks have possibly the greatest potential for conversions. Use this to your advantage. To start off, pick up the Start Collecting! Orks, which will give you a Painboy, a unit of Boyz, some Nobz, and a Deff Dread. Now onto the conversions. Pick up the Start Collecting! Ironjaws or Ironjaws army, give the 'Ardboyz shootas from your Boyz/Nobz (counts as Boyz), pin a couple Space Marine Bolters together and pop them on top of your Gore-Gruntas for bikes, and give the Warchanta a suitably big shoota for a counts-as Warboss. If you got the army, give the Brutes shootas for Nobz in Mega Armor and slap some kinda Power Fist or Dreadnought gun onto the Megaboss for a Big Mek/Warboss. Now that you have a solid core of Infantry, a few HQs, a fast attack and a heavy support, it's time to bring in the big guns. Grab the Speed Freeks set for a whole lotta red 'uns, and pick up a Mek Gun or two. Everything after this can be made with fun kitbashes. Here's some popular examples:

    • Looted Rhino/Leman Russ: Use as a Trukk
    • Looted Nemesis Dreadknight: Use as Big Mek in Mega Armor for the lulz
    • Looted Roboute Guilliman: Use as Warboss in Mega Armor
    • Looted Ghost Ark: Use as Battle Wagon
    • Looted Doom Scythe: Use as Deffcopta
    Warhammer 40,000 Tactics Articles
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