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Warboss
AS with all armies, as leader, the Warboss is very important. Warbosses
should always be suitable for hand to hand in my opinion and they should
never be above 200 points. Also, try to give your Warboss some type of
Wargear to let him move easily and quickly. Don't forget some typ of un-modifiable
save! Here is my favourite armament so far for my Warboss:
1. Warboss - 65 pts.
2. Combat Drugs - 25 pts.
3. Melta-Bolter Combi - 10 pts.
4. Spike Arm - 5 pts.
5. Mega Armour - 25 pts.
Total= 130 points
Battle Standard
In any army a battle standard is very important and this is no
less true in an Ork army with its average Ld. Take an Ork standard over
a grot one for better survivability, as he already costs 50 pts and gives
away a VP, and because of this you can give him additional wargear without
losing more VPs (until you reach 100 points). Try a powerfield or mega
armour, or for a fast moving standard mount on a boar or bike and give
him a powerfield.
Bigbosses
Bigbosses kick ass. Make sure you lead every squad with one of these, you
can get a good character that can be independent or lead a squad and can
be jiggled so that he gives away no VPs, additionally he has 2 wounds
and 2 attacks! What more do you want??? Try combos of storm shield, jumppack,
spike arm (if not used on the warboss) and other close combat nasties.
If points cost is no object, go for mega armour, frenzon
and a sword, you thus get 5 attacks, 2+ save, a 4+ save, S8 attacks (remember
mega armour has a built in powerclaw) and a parry for 66 points, and still have a wargear slot left.
Kaptains
These are the 2 different Kaptains I'm talking about:
Kommando Kaptains and Freebooter Kaptains.
Kommando Kaptains: Give your Kommando Kaptain melta stikkbombz, Power
Fist, Sword, a Vortex Grenade and Rad Grenades. This way he is a killer!
Throw a bunch of Rad Grenades around to deny passage of troops to your
Kommandos, then, as the enemy draws near, throw a Vortex at something
important and KABOOM! Everything dies! The only problem is that the Vortex
Grenade and Rad Grenades would bring him over 1 VP, so its pretty annoying
having a character that's 126 points and worth 2 VPs. If you choose not
to get something, keep the Rad Grenades, the Vortex is less useful (in
most cases) because you can use an infinite amount of Rad, but only one
Vortex.
Freebooter Kaptains: Well, arm the Freeboter Kaptain with the same things
as the Freebooters he's leading (hoping they are Flash Gitz with Jump
Packs). Give him a Power Fist and sword. Then any other Wargear you want,
frenzon is always a good bet if you are going hand to hand.
Drillboss
If you are going for hand to hand with your stormboyz then give
him a powerfist and meltabombs for anything really hard. 'Eavy armour
is always good for surviving, why not mega armour I hear you ask, because
you cannot use mega armour and jumppacks together! The above combo only
costs 47 in total, so once again you have a decent character that gives
away no VPs.
Nobz
If you cannot afford Bigbosses to lead your squads, then make sure these
fellows do the job instead. The additional +1 Ld is a godsend to the greenskins.
At only 13 points, you can happily dole out mega armour and stuff and
give away no VPs.
Mekboyz
There are 3 ways to approach the mekboy problem. 1) give him a powerfield/mega
armour and a shokk attack gun, this one is a long range killing machine,
just buy plenty of ammo. 2) give him meks tools and a jumppack so he can
bound around fixing your vehicles that get hit. 3) give him force field
projekta, this is great for covering the advance of your army, but rememer
the 12" field must be totally within 18" of the mek, so be sure
to move your mek with the rest of the army, I have found this is a good
way to protect the warboss and his retinue as it shields them from hostile
heavy weapons and then suddenly out bursts a warboss and 5 bigbosses all
in mega armour! hehehe, bring a spare change of underwear for your opponent.
Painboyz
VAXXINE SQUIG!!!!!!!!!!!!! If you fail to take a vaxxine squig in your
army you are incredibly stupid. The easiest way to kill orks is a virus and
while many people do not use the virus outbreak strategy card there is
still the virus grenade, also the painboy allows you a dread in your army.
Another use for the doks is that they can potentially take out any character
with one hit if they have doks tools. Take a couple, give one vaxxine
squig and hide him, and give the other doks tools and attach him to a
squad to lead it.
Runtherdz
These can possibly be the most useful thing in your army. Grabba sticks
are brill. They hit automatically on a 4+ before close combat starts and
give a S8 hit with no save for armour, great for terminators etc, even
better if the target survives it has a WS of 0 for a round of combat.
Scenario; A nobz mob of 5 armed with powerfists and led by a runtherd
attack a bloodthirster, the grabba stick hits and the bloodthirster loses
a wound and now has WS0. The runtherd attacks first and gets say 3 hits
with a powerfist, if you follow this through and merely add +1 hit per
opponent that is 33 hits in total!! (3+4+5+6+7+8) and the last nob attacks
with WS10 (4 +1 for charging +5 for being the 6th opponent) and 7 attacks
thus the bloodthirster will at least be severely injured, if not dead.
This also works on avatars, hive tyrants, carnifexes etc.
Weirdboyz
Weirdboyz are so important it isn't even funny. I suggest 4 Minderz with
1 Bolter for Warpheads, 2 for Weirdboyz. Get a Warphead first as Level
4 psykers last much longer than level 2 ones, especially with the Waagh
power. Always get a Weirdboy Staff, re-rolling on the 'Eadbangerz table
is soooo useful. For Warpheadz, just get 4 Minderz, exhange the pistols
for boltguns and get a Weirdboy Staff, making him 199 points. Never change
your wargear card, a save may seem cool but avoiding an exploding head
is better! Support your warphead with 3-2 normal weirdboyz, as you don't
want to lose all psychic capability in one unlucky turn.
Ogryn Leaders
Not necessary, but great! Only get Ogryn Mighty Heros. Give him a Storm Shield so that he has a parry and a save. A Bionic Arm is useful because it would increase his save modifier
and strength, wounding marine characters on a 2+ with no power armour
save allowed. With 5 wounds he then becomes a veritable killing machine
and can pound through tanks and infantry alike.
Gretchin Assistants
Gretchin Assistants are REALLY bad! If you have some extra points
left, get a couple, sure. Well, that is if you can't give anyone else
a scanner.
Remember that with nearly all the characters you can
get a useful character with wargear for under 50 pts and thus give away
no VPs.
Nobz Mobz
These totally kickass, give them mega armour or 'eavy armour
and then either close combat weapons or heavy weapons, they are cheaper
than devastators, but just as good at shooting and have better armour
complete with an unmodifiable save (if you take mega armour). In close
combat take powerfists and swords so that you can wreck anything.
Blood Axe Kommandos
For nasty infiltrators take a multi-melta and melta stikkbombz
mixed with swords and power axes. Try krakz for hard characters. This
armament is better than bolters because you will kill more and you can
still fight well in hand to hand.
Freebooters
The only reason you should use Freebooterz is FLASH GITZ! Flash
Gitz are Freebooterz upgraded by the special character Kaptin Badrukk
for those of you who don't know. Since Flash Gitz can get a Wargear card,
give them Jump Packs and they instantly turn into assault squads that
are harder and more reliable than stormboyz. . And don't forget to arm
them with Power Swords and Swords for double parries and Strength 5 attack.
Madboyz
These guys aren't much cop now compared to the orignals in Rogue
Trader, try using them as a cheap and big boyz mob with bolters, or as
cheap and fairly tough cannon fodder. Just don't rely on them to do anything.
Bad Moons
These are great for weaponry, try taking small squads with plasma
guns so that one squad can fire while the other recharges. If mounting
them in a battle wagon or wartrukk try melta guns for that short ranged
kick and then get them hand to hand with tanks and watch them blow it
sky high. Try a small squad of 5 with flamers in a wartrukk to support
your scorcher in taking out hidden infiltrators. Overall, one of the best
mobz behind Skarboyz.
Blood Axes
There is only 1 reason for taking these treacherous gitz and
that is to obtain imperial vehicles. Take a small squad of 5, tool up
with imperial vehicles and then just use them to cover the rest of your
army as it advances.
Stormboyz
These are quite good to support the really cool flash gitz with
jumppacks. They are not really worth on their own as the stormboyz jumppacks
are a bit too dodgy to trusted much. If you are supporting the flash gitz
then take a good mix of assault weapons and as with kommandos take lots
of stikkbombz as you will be moving very quickly and ahead of the main
army.
Deathskulls
Here are your Heavy Weapons squads. Don't give these troops anything
but Heavy Weapons. Take either seperate squads of short and long ranged
weapons or take a mix of them so that the heavy bolters etc in the squad
can prevent troops getting to close to your lascannons, missile launchers
etc. If you can afford to do it take a squad of 3-5 multimeltas and run
them down a flank and then stop and roast any hard tanks, infantry etc
that are getting too close.
Evil Sunz
The only thing I have to say about Evil Sunz is mount them on
bikes! They are kind of useless otherwise. On bikes they get better weapons
and can do drive-by attacks. Also, a squad of 6 bikes with Evil Sunz,
5 of them have Bolters, one has a Meltagun and its 293 points, which is
a very efficient squad, almost 4 VP's but not quite.
Goffs
Goffs are very cool if you make them Skarboyz. Give them a Power
Sword and Sword and for 20 points you have a WS of 4, 2 attack dice, S5
and 2 parries. If you take Goffs, take nothing but Skarboyz as the extra
point is always worth it. If you want mobility mount them in a battlewagon
or wartrukk, or if you want them to last longer take rhinos, chimeras
etc. The best close combat troops for the orks are these guys, as they
are cheaper than nobz.
Snakebites
Snakebites are only good for the boars and cyboars. With up to 30"
charge and WS4, 3+/4+ save, +2 when charging, and up to 8 attacks, each
boarboy is rather hard. Kit them up with close combat weapons and use
them to soften up the opposition before the skarboyz and nobz get there.
Use them in small units of about 5 and use 2 or 3 to harass the enemy,
they will concentrate a lot of fire on these things ad probably will not
do a lot of damage with basic weapons.
Gretchin
Take lots of gretchin, they soak up fire like nobodies
business and are great at only 5 pts. If you have 100 it only costs 500
pts and the enemy has to remove 100 grots before he reaches your boyz.
Multiple sustained fire weapons may be able to take out a lot, but having
to waste multilasers and assault cannons on grots is really good to watch.
Hopefully some will reach the other side and will still be able to support
the boyz in close combat. Never take the blunderbuss as none will get
that close.
Snots
Ammo.
Ogryns
Ogryns are fun. Their main advantage is the 3 wounds per unit. I suggest
going for one particular squad, vehicle or character with them, preferably
one where you're in a position not to be shot at. But, if someone's close,
and you can get in short range, do it! You'll always hit and 2 Sustained
Fire dice ain't bad. The main thing about Ogryns, try to avoid large groups
of the enemy's units because they'll die. If you have about 5 Ogryns though,
do whatever you want as they are slightly more expendable. Remember the
Imperial Guard tactic, pile them in a APC and then jump out next to the
enemies front ranks, you will only lose 1 wound and then can kick their
teeth in.
Dreadnought
Ork Dreadnoughts are the best dreadnought in my opinion. Its got decent
armour and great weapons. Upgrade both claws to missile launchers or lascannon
and then use Dark Millenium to change the heavy bolter and heavy flamer
to long ranged weapons for a tank buster, up upgrade to heavy bolters
and heavy flamers with powerclaw(s) for a nasty short ranged git, remember
compared to other dreads they are cheap so don't skimp on ablative armour
and stuff.
Pulsa Rokkits
Practically a must for all armies! 2 in every army is good. Well,
at least 2. Fire the Pulsa Rokkits or one Pulsa Rokkit on the first turn
and aim for things that'll be moving fast (i.e. Harlequins, Assault Squads
with Jump Pack, Warp Spiders) so that they don't get a chance to move.
And remember that the enemy misses a turn with them, giving you a chance
to get into position with Boars and Bikes.
Smasha Gun
This is probably the worst Ork weapon (next to a Gretchin Blunderbuss).
The only use is against tanks. Picking them up and dropping them on other
units works quite well. But I wouldn't get one. Get anything else instead.
Splatta Kannon
Position your Splatta Kannon near a wall but still allowing it
to shoot in its 90° fire arc. then just shoot away. Also, shoot each turn,
even if you can't hit anyone in the arc of fire. It may just bounce around
and hit someone. Splatta Kannons are useful, but get other support weapons
if possible like Pulsa Rokkits, Traktor Kannons or Squig Katapults (all
of which cost fewer points, too).
Squig Katapult
This has got to be one of the BEST Ork support weapons. Position
it right behind a wall and fire!!! You could get 2 Squig Katapults if
you want. In fact, 2 is pretty good although they cost some money, point-wise
though, cheap!. I suggest shooting 48" first just to give you feel of
range. Eventually though, once you get used to ranges, you can just guess
right away, whether its 10", 20" or 40".
Traktor Kannons
Traktor Kannons are fairly cool. They are great for pulling units
out of coherency (not to mention killing them too). You have to have one
of these in your army! Use them to move around vehicles and troops.
Battlewagon
As troop carriers go, the battlewagon isn't too bad. Load it
up with boyz and scoot off to battle, just remember that it is open topped
and you are susceptible to templates and blasts.
War Buggy
Give your Buggy a Multi-Melta. Its worth the points. Get a whole
lot of Buggies/Wartracks and let 'em rip! Multi-Meltas are the most effective
weapons for Buggies as the short range is the weapons only disadvantage,
so you can just drive fast and cancel that out. With buggies, they will
most likely die fast, so move up the battlefield quickly and try to get
at least one shot off.
Wartrak
Same as the Buggy. But remember, better armour and faster slow speed and
combat speed. I would prefer a Wartrack over a War Buggy, but you can
decide.
Scorcher
The Scorcher is very fun. Remember that you can go at fast speed and still
shoot but with a modifier to hit. With the Scorcher, who cares! There
are a few very important tips for the Scorcher though... 1. Give it Ablative
Armour 2. Give it super charged engines 3. Start it behind a wall with
a 45 degree angle towards the enemy 4. Don't stop moving and get out of
your deployment zone RIGHT AWAY 5. Don't worry about getting shot at,
just as long as you're close to the enemy. Ablative Armour is useful as
it gives some protection while you try leaving your deployment zone and
get into the enemy's. Supercharged engines helps you get into the enemy's
deployment zone a lot faster. Start behind a wall so that the enemy can't
shoot you and start with a 45 degree angle so that you on't have to waste
to many turns. Never stop moving, get to the enemy's deployment and then
burn!!!!!!!!!!!, but otherwise, DRIVE! And don't worry about getting shot
at in the enemy's deployment zone or when you're around enemies because
if you blow up, which you most likely will, you can take down opponents
while you're at it. Try supporting it with the Bad Moon wartrukk mentioned
above.
War Trukk
Pretty much the same as the battlewagon but can carry less troops,
however does come with twin linked heavy bolters.
Nobz Bike
If you want, you can get a Nobz Bike leading a squad of Evil
Sunz on bikes. Or a squad might work, but in the end, they are not a necessity.
Warbikes
Bikes are a strong part of Ork society and of course what better way to
show this than by having a squad of 'em in your army! In a game you have
to make sure you deploy your bikes in a good position near the front of
your deployment zone to give you better access of the battlefield and
keep them with any other bikes, buggies or wartracks. Make sure you drive
them up to enemy lines and blast away quickly because they won't last
very long. Bikes are good for blowing away the front of your enemy's lines
with 2 Sustained Fire dice on each bike, they provide good fire power.
Your bikes will probably only last a couple of turns before dying
but they should do enough damage for your other troops to get to the next
row of troops. Another thing you can do but you should only do under the
right circumstances is stay in one very good position beside cover and
shoot away. An advantage about bikes is that they are a fast moving vehicle
that has twin-linked move and fire autokannons! Make sure you try to use
this advantage as often as possible and I do mean often. Never forget
the massive range you have compared to the bikes of other armies.
Nazdreg Ug
Urdgrub
In my opinion, Nazdreg is the best Ork special character around
after Ghazghkull. He is a killer in hand to hand! With Nazdreg, go for
the gold. Kill the best opposing character. Give Nazdreg frenzon, storm
shield etc for hand to hand and a sword. Nazdreg is extremely useful when
used with Strategy cards. If your opponent is most likely going to use
a Calidus Assassin or Recon Pack, get Nazdreg. You never want to be unbalanced
with strategy cards. If you have less strategy cards than your opponent,
you're in trouble.
Kaptain Badrukk
Kaptin Badrukk is extremely cool! Make sure if you have him to get Freebooter
Flash Gitz. Also, get Badrukk leading that squad. He can provide supporting
fire with his Ripper Gun or just fight in hand to hand. He's good either
way.
Mad Dok Grotsnik
This character may not be very hard but is very characterful and no army
with Ghazghkull should be without Grotsnik.
Ghazghkull Mag Uruk
Thraka and Makari
Ghazghkull kicks ass, give him a spike arm and charge him fowards. Use
the Waagh! in combination with the psychic power Waagh! so that all orks
within 36" get +2 WS, this means all charging Skarboyz and Boarboyz
have WS7 and all other boyz have WS6 if charging. Makari is the best standard
bearer.
Zodgrod Wortsnagga
Get into Hand to Hand combat with Zodgrod. He is deadly with the Grabba
Stikk and give him a sword for a parry! Go for anyone you want with Zodgrod
(other than Greater Daemons perhaps, and an Avatar) unless you use the
tactic above for normal runtherdz.
Wazdakka
Gutzmek
Wazdakka is soooooooooo cool! Give him really cool wargear and vehicle
cards, try supercharged engines, vortex grenades (or virus grenade against
Imperial Guard) and other stuff like that.
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