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Now some of you might have already read this on the "Ork Writers Guild" but not many people are responding. Im putting it up here, so that more people read it and give me input. I was thinking perhaps that the ork community could make a cumulative effort on the tactica and make it a combination of all of our collective knowledge. Please comment, leave suggestions, or even give additions. Thanks!
* ORK TACTICA v 1.2*
V 1.0 - 3/15/06 - 1st Posting of ork Tactica, Unit summaries listed
v 1.1 - 3/31/06 - Wargear Summaries added, Minor spelling and layout changes
v 1.2 - 5/9/06 - Updated Loota, and Kommando Tactics. Minor Spelling changes
So you wish to know about the Fury of the WAAAGHH!!!! huh? Well many say that the Orks are a worthless army, and that they cant compete with the rest of the rabble, but im here to help any aspiring ork Warbosses on the road to glory!
First Lets Start off with a list of the units and their effectiveness, measured in a scale of 5.
WARBOSS: The Warboss is a MANDATORY unit in the Ork army, so you might want to consider making the most out of him. He will be your best fighter that your army has to offer, so you want him to last. I recommend giving him Eavy armor and a Bionik Bonce. NEVER give him Mega Armor, no matter how awesome he looks with it! Its slowing effect can have a critical effect on his survivability, considering he will most likely be a number one priority out of targets to choose. ALWAYS give him a Cybork body, this will prove invaluable when that lascannon is targeted at him and his armor is negated. I always give my Warboss a retinue of 5 Nobs, just to increase the punch of his CC effectiveness. When you are charged by a Warboss and 5 Nobs, you wont forget it!
BIG MEK: The only reason i could see taking a Big Mek is to have another HQ choice, i truly dont see a point in them.
PAINBOSS: The Painboss is worth taking for one reason only, Cyborks! These guys are EXTREMELY durable with their 5 T and 5+ Invulnerable save. They can tackle boat loads of damage and even if they die, they will have drawn droves of fire from all around the battlefield.The Painboss himself, should take doks tools, and 3 grot orderlies to increase the durability of the cyborks.
Effectiveness: 4 (Just for the Cyborks)
STORMBOYS: Stormboys are kind of a mixed bag, they can be VERY useful, or VERY worthless. It depends on the army you are facing. On one hand they can charge ahead and possibly Tie up your enemies heavy support. On the other hand they can charge forward and just be blasted into oblivion. I would only recommend taking them if you have a solid core army first.
KOMMANDOS: I have recently discovered that Kommandos can be quite valuable in certain situations. In a recent game they tied up multiple units and wreaked all sorts of havoc. USe them to block firing lanes and get into CC as quickly as possible. I would take them basic, with Sluggas and choppas, maybe add some tankbusta bomms if you suspect some tanks. What i do now is put them close to groups of enemy infantry. Keep them hiding until you think the enemy units are within charging distance, and then charge them, even if its suicide in the long run. Take 2 mobs of 5-6 ,because that makes your enemy splity fire and choose between 2 targets. Also 2 squads of 5 look much more intimidating to your enemies eyes. The key is to using kommanods is that they need to strike at just the right time to disorient your opponent.
ARD BOYS: Ard Boys are invaluable. Their increased durability is extremely useful, especially against pesky AP 5 weapons. And the large mob size can ensure that these orks last for a long time. I would recommend them against armies that have a lot of firepower going towards your main ranks.
SKAR BOYS: The biggest thing to remember about Skar Boys is that they are the same as a normal ork boy aside from their S increase. That means that they will be just as susceptible to gunfire as slugga boys. The S of 4 is very useful against T 4 armies, such as SM or Necrons. If you take them, i recommend giving them a transport, such as a Looted Landraider/Rhino or Battlewagon. That way they are a bit more likely to make it to your enemies lines and wreak all sorts of havoc.
FLASH GITS: The only time i would recommend Flash Gits is if you are going for a shooty ork army. Then they will be a great firebase to mould the rest of your army around. The extra big shoota and Kustom jobs do nothing but help them to put fire where you want it.
SLUGGA BOYS: When it comes to orks, nothing is more useful than a mob of ork Slugga boys. They can be huge and that works to the orks benefit, making them immune to most Ld checks. I recommend NEVER taking a mob less than 20 orks big, go for 30 if you have the models. These sizes ensure that your orks will be passing their LD checks until they are in CC where they excel. The lowly Ork slugga boy on his own is not terribly impressive, but when you are charging with 15-16 of them, that can lead to over 50 attacks! that on the other hand is a lot! IF your going to taker a nob, give him a power klaw, to allow them to take vehicles as well. Every ork army should have a good solid core of slugga boys, to soak up damage and give the final knockout punch when they reach CC.
SHOOTA BOYS: I dont recommend taking units of shoota boys unless you are going for a shooty army. An ork has a BS of 2 for a reason. The best way to use ork shooty armies is mass firepower. Get as many shoota boys as possible and target one unit with all of them, most likely they wont be there any more at the end of the turn, BS 2 or not.
STIKK BOMMAS: Stikk Bommas are another unit i cannot see the point of, they are just simply not worth the loss of the choppa...
BURNA BOYS: Burna Boys are not very useful. Instead just take a unit of Sluggas and max out on Burnas, it will be much more durable, and can have many more orks in the mob.
TANK BUSTAS: Tank Bustas can be good depending on who you are facing. When they can assault a tank, it will not be in one piece at the end of the
Cool idea, but I think it'd work better in a wiki format.
- Burna Boyz can be VERY useful because they allow you to take a Mekboy. A mekboy is a very welcome addition to a Kan Wall. Plus the Burnas are used as Power Weapons (though, I am unsure how many attacks you get in CC with the burna) in CC so they can help your Kans mop the floor in CC.
You can also kit out the mekboy in a burna mob with lots of interesting kit, such as kustom force field (extra survivability), kustom mega blasta (short range plasma cannon - good against terminators) and super stickbombs (good against bunkers, Land Raiders etc)
The burnas can also do a good job of chopping up enemy vehicles if you can get close enough.
Buggies... dey ain't dead stompy like kans and dey ain't shooty like lemon roosez, BUT dey is dead fast!
Warbuggies can make a home out of any ork army list. Buggies fulfill a one of a kind role in ork armies that most people neglect to take advantage of; cheap and fast vehicles. Most codex ork lists don't even take advantage of their fast attack options, and those that do tend to use them on trukk boys (which are by no means bad), but the most beneficial fast attack choice a standard footslogging ork army can take are the BUGGIES! You will see in greater detail below on why these cheap, wonderous little inventions from your local mek are a great choice for almost any army!
Before we get into WHY they are good, here are the two most highly recommended setups for the buggies. They both perform mostly the same strategic roles, however depending on what type of combat role you want them to take, you should equip them as following:
Rokkit-Buggy (Warbuggy with Twin-linked Rokkit Launchers, RECOMMENDED: grot riggers, YOUR CHOICE: RPJ and armour plates)
Skorcha-Trakk (Warbuggy with Skorcha, RECOMMENDED: grot riggers, spikes/blades, YOUR CHOICE RPJ: and armour plates)
Now, to their useful qualities...:
1) They are very cheap, especially considering their usefullness, however they aren't as effective as the space marine landspeeder with an ass-cannon.
2) The rokkit-buggy (given its speed and decent armament) is relatively good at taking at vehicles, especially when shooting at side or rear armour and traveling with a pack of buddies to ensure a couple rokkits strike home. The twin-linked rokkit launcha makes them slightly more accurate than a guardsman. / The skorcha-buggy is amazing against armies like tyranid or foot slogging orks, and useful against tau, IG, eldar and dark eldar, and only limited offensive usefullness against marines, necrons and chaos. It's ability to zoom up right in front of a squad and unleash the nozzle, reliably decimating most of an enemies squad is priceless. Against nids, the spikes and blades can provide a good laugh when that genestealer squad (half fried from the skorcha) hurls all of the genies to attack it in melee, and to their dismay they kill another quarter of their squad from impaling themselves on the spikes and blades. Golden.
3) Buggies serve well as good distractions. Throw them in front, or near where a trukk boy mob is going to assault, and you may have just saved the lives of the 10 boys inside that trukk. Zoom them around the enemy flank, and they might just unload weaponry on those cheap buggies instead of your huge mass of slugga boys marching desperately down the center field.
4) Lastly, and MOST imporantly.... last second objective grabbers. Gasp! This means that come last turn on a mission such as take and hold, cleanse, and secure and control (which should be very common if you play by the rulebook), you can have all of your buggies scatter their full 24-25" and easily take over--if not at least contest all objectives, table quarters, enemy deployment zones, WHATEVER! This easily earns back their point cost many times over as long as you let them live. Don't sacrifice them unless it is for a worthy distraction!
That is why I think warbuggies deserve a place in every ork armies list. They can usually fit into just about any army fluff wise and can be painted to fit in as well. Even big, 'ard goffs want to get some light buggy recon before the battle, right? Irregardless of Goff opinion, everyone knows that chicks **** orks in warbuggies...
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen