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Every Ork player needs squads of Boyz to run his army effectively. The brutish warriors will make up a significant chunk of your army because every Warboss knows that the weedy Grots are not well suited for active field duty. This tactica will cover how to use Boyz in a competitive list, and will help players design their squads. I'm going to assume that everyone reading this has a codex. If you don't, than I can't help you, as I don't want this thread to be locked.
I've found through my time as an Ork player that there are 4 ways to run Ork Boyz squads effectively. I will back up my claims with mathhammer and logic, but I am still open to criticism and new ideas.
#1- Footsloggers
Spoiler:
30 Boyz including Nob with PK, Shoota, and BP, and added Painboy [Mekaniak mek to eat challenges is optional, but recommended]
This squad is rather expensive, especially with a Painboy, but it can be very effective. The Painboy is practically mandatory, as he functions as a crucial force multiplier, helping to mitigate mob rule and incoming fire.
Pros:
-With Painboy, it takes 135 Bolter shots to kill it (not including Painboy or Boss Nob's extra wound)
135 shots x 2/3 hit x 1/2 wound x 2/3 get past FNP = 30 wounds.
This is some pretty nice resilience for troops, and the Painboy is a really nice force multiplier. The FNP saves 15 Boyz per 30, as without the FNP, 135 shots would kill 45 Boyz.
-This squad is also large enough that it can destroy anything it touches in combat as long as its Boss Nob is still alive (bring along mek to eat first challenge and keep Boss Nob alive)
-This squad will terrify your opponent, and he may well send all his shots into it, leaving the rest of your army safer.
-You can laugh if your opponent wastes any S8 or higher weaponry to ignore your FNP on your cheap Boyz.
Cons:
-It is a pretty large points investment.
-It can be crippled if an enemy close combat unit charges it (Boyz are much less ferocious without the charge).
-Losing the Painboy cripples the squad.
-The Boss Nob must be kept alive for discipline and close combat prowess, without him, the squad loses effectiveness.
Overall this is one of the most effective ways to run Boyz. This is also the best way to run Boyz if you want to take advantage of the Ork Horde unique force Organization chart.
At 1500 Points in an CAD, if you want to equip your Boyz like this I'd recommend:
HQ- 130
Painboy
Painboy
2 Mekaniak Meks
Troops- 440
30 Boyz including Nob with PK, Shoota, and BP 30 Boyz including Nob with PK, Shoota, and BP
This is 570 points of your list, 38%. This leaves you lots of room for Tankbustas, MANZ, or a 2nd Detachment. In a list like this, I'd highly recommend getting a 2nd detachment with some Grots for troops (or a minimum Boyz squad), so you can have a Warboss. A Warboss with his, "Waaagh" special rule is needed in a list like this to help your Boyz close with the enemy and Start Krumpin'. In a self-ally situation, this will only cost you 40 points in grot tax (put a Painboy in the allied detachment so you can have your Warboss be your Warlord).
Using Boyz in this way is the foundation for many Ork lists.
#2- Trukk Boyz
Spoiler:
11 'ard Boyz in Trukk including Nob with PK, Shoota, and BP, [attached Mek still recommended]
This squad is more of a hammer, so as the Boyz have 4+ armor and the Nob is a lot more resilient in challenges because of it. This squad needs its armor, because when the Trukk explodes (lots of the time they will do this) they need to live through it. Here's some mathhammer for why the armor is worth it.
Trukk explodes (Mathhammer without armor):
Explodes: 12 hits, 6 wounds, 5 dead after saves [30 points dead]
Morale/Pinning: Assume 1 of these fails, Mob rule, 3.5 hits, 1.75 wounds, 1.45 dead after saves
So basically your squad is half dead, and is going to collapse after one more bolter squad shoots at it.
10 Bolter shots: 6 hits, 3 dead- and the remaining three will die when they charge at anything.
Trukk explodes (Mathhammer with armor):
Explodes: 12 hits, 6 wounds, 3 dead after saves [30 points dead]
Morale/Pinning: Assume 1 of these fails, Mob rule, 3.5 hits, 1.75 wounds, .875 dead after saves.
Some might say, big deal. You're still losing about the same amount of points in models. However, without the armor, your squad has 3 less members and will wither if it faces one more volley. An armored squad can still accomplish something if it is on the ground, and can absorb a decent amount of damage. It is vulnerable to AP4 fire, but that's the weakness of all armored troops. Just steer clear of heavy flamers and you should be ok.
Pros:
-This squad has the speed to get to the enemy by turn 2.
-The Nob in this squad is significantly better in challenges against other sergeants due to improved armor.
-The squad is more durable against AP 5 or worse weaponry.
-The squad can take more hits in close combat, so their smaller unit size is slightly mitigated.
Cons:
-Almost doubling the cost of a Boy is expensive for improved armor, especially since the armor can be negated so easily.
-After being shot at, the squad is often too small to survive the first round of combat vs. dedicated close combat units.
This type of Ork Boy is a bit harder to use than the footslogging type, and is a bit less competitive IMHO. Being more expensive than normal Boyz, anything that penetrates their improved armor will make them inefficient and unable to respond in a way that justifies their additional points cost. However, if you are going to run Trukk Boyz, I believe this is the way to do it, maybe mixing in a couple unarmored squads if you want to force targeting decisions.
#3- Battlewagon Boyz
Spoiler:
18 Boyz including Boss Nob with PK, Shoota, and BP[attached Mek still recommended]
This squad combines the footslogging and Trukk Boyz squads into one thing. It is a faster than normal footsloggers, but lacks their numbers. Slower than Trukk Boyz, but has larger numbers. The Battlewagon is also a giant points increase, worth almost 20 Boyz without any upgrades to it! Throw in mandatory ram and rokkit, and it equals 20 Exactly. Because it is so expensive for a 20 man transport, you really have to consider whether its worth it. A Painboy can still be useful in this squad as a force multiplier because it saves about 9 Ork Boyz out of 18. It is by no means as mandatory on this squad as it is on a footslogger mob.
Pros:
-This squad moves faster than a footslogger mob.
-Until the Battlewagon dies, this squad is pretty safe from incoming fire.
-The Battlewagon is less likely to explode than a Trukk, so 'eavy armor isn't needed.
-The squad is still pretty large.
-The squad has a large charge range (on average 20 inches, with Waagh, 23 inches).
Cons:
-The squad can be shot up pretty easily as it lacks a Painboy
-The Battlewagon has long sides, so can easily be hit in the vulnerable side armor.
-Anti-Tank is very prevalent, so the Battlewagon might not last long.
-It is a very expensive squad as the Battlewagon makes it cost as much as the footslogger mob.
I'd say this mob is as good as or better than a footslogger mob. Especially if you spam battlewagons. This leaves only the Armor 14 front showing, and allows you to make it across the board in relative safety. Once your battlewagons have dropped off their cargo. Look to pick up other Orks, and ram opposing vehicles. This type of squad is a good place for a Warboss to go, because he is safe, and if he takes MA doesn't have to worry about footslogging the whole board. The durability of Battlewagons is important in this case.
#4- Green Tide Formation
Spoiler:
This is a formation in the Waaagh Ghazghkull Supplement that is very effective for running Boyz squads. Taking 10 Squads of Boyz, and mobbing them together really makes it easy to buff them. Da Lucky Stikk, Da Big Bosspole, and A Painboy are usually included in this formation, and 6 PK Nobs is a common number to see. The thing to be careful of is getting your Warlord killed, as he must issue and accept challenges. Keep him out of danger in the back of the squad, and you should be fine. The important thing to remember is, don't over invest in the tide. 100 Orks is enough to do the job, and it's already unwieldy enough as it is.
Pros:
-Easy to buff.
-Great board control.
-Obliterates what it touches.
-Formation Benefits.
Cons:
-Unwieldy.
-Vulnerable to barrage sniping of buffer characters.
This was run very successfully by Fxeni, the thread is on this forum in the Battle Reports section. He did very well in a tournament, proving that this is a viable build. For real reports on this, look at that thread (if someone could post a link it would be appreciated).
So that about sums it up for Boyz tactics. Feel free to post comments, critiques, or new ideas not listed here.
Future Tacticas:
Spoiler:
If you have a unit or character in the Ork Codex that you want a tactica written on, post it here or send me a PM, and I'll try to make it happen. Try to avoid ones that have already been covered.
This message was edited 3 times. Last update was at 2015/02/17 02:25:05
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
I often run ~20 strong footslogging shoota boyz squads with rokkits and bp nob that sometimes doesn't take a pk when i need points elsewhere. I find it a good number for shootas due to 18" range.
I also run smaller squads like ~10 boyz with a stock bp nob when i'm short on points. Shootas with a rokkit or plain choppas - doesn't matter that much as their main task is to be more resilient grots. Works pretty fine.
I also run a squad of 'ard truckboyz in my footslogging horde and often put a slotless mek in there.
This message was edited 2 times. Last update was at 2015/02/17 05:34:30
koooaei wrote: I often run ~20 strong footslogging shoota boyz squads with rokkits and bp nob that sometimes doesn't take a pk when i need points elsewhere. I find it a good number for shootas due to 18" range.
Why the rokkits? And why shootas over choppas? It seems like slowing down to shoot with Orks isn't the best choice...
I also run smaller squads like ~10 boyz with a stock bp nob when i'm short on points. Shootas with a rokkit or plain choppas - doesn't matter that much as their main task is to be more resilient grots. Works pretty fine.
I should have put that on the list. Use Boyz as more resilient Grots. However, I'd need a bit more feedback before I decide whether that's optimal. It seems like Mek Guns could hold the backfield in many cases.
I also run a squad of 'ard truckboyz in my footslogging horde and often put a slotless mek in there.
Did the Trukk Boyz article have any differences from how you use them?
Thanks for the feedback!
This message was edited 1 time. Last update was at 2015/02/17 06:21:19
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Rokkits cause i need no more s5 when i have amazing lobbas. And s8 is quite valuable. Not that it's super great but quite handy. It threatens vehicles. It's ~ as effective vs heavy infantry as bigshootas too. The only thing that bigshootas have over rokkits is +12" range and better effectiveness against geq. But...see: lobbas.
Shoota boyz are more versatile than choppa boyz. I've got a 30-strong choppaboy centerpiece squad with boss + painboss + sometimes wierdboy/big mek. This guyz are choppy and are supposed to run forward as fast as possible. I sometimes find my games won without a single close combat. Our main strength is board controle and close-mid threat range. Sure, that's a matter of preference but i find part shoota part slugga doing fine for me. And not that shootas lack punch in mellee. Boyz often do only half the job in mellee - another half is done by a pk nob. And he's no different from a pk nob that runs along choppaboyz.
When i go double cad at 1500+ pts, i often run warboss + painboss + 30 choppaboyz and Grotsnik with 30 shootaboyz with 3 rokkits. Why shootaboyz with Grotsnik, you ask me? I'm also running a wierdboyz. If he manages to get Da Jump, he goes with shootaboyz for some nice dakka. And Dok's there cause deepstriking boyz are bound to attract some shooting, so you'd better not fail too many ld checks. Also, better vs fear cause choppaboyz allready have a ld9 boss in there.
I find 20 better than 10. But sometimes you just don't have enough points or slots for mek gunz. For example, i often run 3 squads of mek gunz - lobbas and kmk, sometimes lobbas, kmk and kannons. Besides, boyz are a bit tougher then grots on the frontline. Both grots and small boyz squads don't have a predetermined place on the battlefield. They can be backfield point holders, they can be bauble wrap, they can be frontline distraction, they can be frontline distraction + bauble wrap (my favorite use).
This message was edited 3 times. Last update was at 2015/02/17 06:42:27
I was flipping through The ForgeWorld website and saw a proper copter for Orks. I immediately flipped through IA:8 and the thought occurred to me. For 35 points more than a truck, why not shove a unit of 'ard boyz in it instead. Sure a truck will get you 24 inches forward, but the copter goes 30 and has jink. I'm looking through my box of bits to see if I have enough random stuff to cobble 3 together.
"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher
Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign
"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion'
kungfujew wrote: I was flipping through The ForgeWorld website and saw a proper copter for Orks. I immediately flipped through IA:8 and the thought occurred to me. For 35 points more than a truck, why not shove a unit of 'ard boyz in it instead. Sure a truck will get you 24 inches forward, but the copter goes 30 and has jink. I'm looking through my box of bits to see if I have enough random stuff to cobble 3 together.
that sounds freaking awesome! does it have the same armour or? and im assuming its a skimmer then? and that it is still open topped?
kungfujew wrote: I was flipping through The ForgeWorld website and saw a proper copter for Orks. I immediately flipped through IA:8 and the thought occurred to me. For 35 points more than a truck, why not shove a unit of 'ard boyz in it instead. Sure a truck will get you 24 inches forward, but the copter goes 30 and has jink. I'm looking through my box of bits to see if I have enough random stuff to cobble 3 together.
that sounds freaking awesome! does it have the same armour or? and im assuming its a skimmer then? and that it is still open topped?
Yes, it's a skimmer. All-round 10 and Open-Topped. Can also form up into a squadron.
so in theory, you could fill the front one with something quick boyz that can run forward if their vehicle gets popped, and have the other two with 3 manz each, and the opponent would have no choice but to try and pop the one with the boyz if you put it closer to him that would ensure a turn 2 manz charge. brutal.
kungfujew wrote: I was flipping through The ForgeWorld website and saw a proper copter for Orks. I immediately flipped through IA:8 and the thought occurred to me. For 35 points more than a truck, why not shove a unit of 'ard boyz in it instead. Sure a truck will get you 24 inches forward, but the copter goes 30 and has jink. I'm looking through my box of bits to see if I have enough random stuff to cobble 3 together.
that sounds freaking awesome! does it have the same armour or? and im assuming its a skimmer then? and that it is still open topped?
Yes, it's a skimmer. All-round 10 and Open-Topped. Can also form up into a squadron.
Yep, it's a cool Copter
I covered it as part of an Ork Transport review found here. I definitly want to add some to my force. And they look sweet.
Tiny_Titan wrote: so in theory, you could fill the front one with something quick boyz that can run forward if their vehicle gets popped, and have the other two with 3 manz each, and the opponent would have no choice but to try and pop the one with the boyz if you put it closer to him that would ensure a turn 2 manz charge. brutal.
Sadly, no MANz. It specifically says they're too heavy and can't be carried. If you look at the pic of it, you'll sadly agree. Although, there's more than enough room for a squad of 'eavy armoured Nobz...
This message was edited 1 time. Last update was at 2015/02/17 14:42:10
"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher
Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign
"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion'
Sad face.... well what if i just used a load of gun wagons instead of trucks? they are only 30 points more expensive and have front armor 13!! thats amazing for ork vehicles haha
Tiny_Titan wrote: so in theory, you could fill the front one with something quick boyz that can run forward if their vehicle gets popped, and have the other two with 3 manz each, and the opponent would have no choice but to try and pop the one with the boyz if you put it closer to him that would ensure a turn 2 manz charge. brutal.
Sadly, no MANz. It specifically says they're too heavy and can't be carried. If you look at the pic of it, you'll sadly agree. Although, there's more than enough room for a squad of 'eavy armoured Nobz...
Well this is where you load up a squadron of copters with boyz, and behind the copters you run the MANz in trukks. So if the enemy chooses to shoot down the manz behind the copters, then they face the full assault of the boyz charging. Or if they shoot down the copters, then the Manz can make it where they need to go.
This will give you a two-stage charge and force opponents to make decisions.
Anyone have any tips for getting Battlewagon boyz up the field without getting popped? Keeping the thin AV14 front always in view of all the enemy's AT fire is problematic.
Tiny_Titan wrote:Sad face.... well what if i just used a load of gun wagons instead of trucks? they are only 30 points more expensive and have front armor 13!! thats amazing for ork vehicles haha
Mmmmhmmmm! thats my plan 3 gunwagons, 2 at the back with flash gitz and lootas, 1 at the front with shoota boyz. If I line them up on deployment, minus 1" for each of the lootas and gitz gunwagon. Then turn 1 I can move and flat out the shoota boyz, move 6" with the gitz and keep the loota wagon still. As in a squadron you can move at different speeds so long as you remins within 4" coherency. This means my boyz are speeding on delivery, my gitz are moving to midfield to shoot and my lootas who are heavy have remained stationary and can still shoot at full BS. I can then decide turn 2 whether I need to move my lootas or not, With a vehicle thats 6" thats a doddle to keep a 4" coherency as you can in effect have your shoota boyz wagon 4+6+4 away so 14". In order to kill your back gunwagons they either have to shoot through your 60-70 gunwagon thats AV 13,12,10 and THEN your other wagons. Or they have to DS/drop pod melta. In which case you will probably deploy differently.
The koptas imo are gona be the way to go. 65 pts carries 10, yet can be in a squadron. They can jink too. so 2 front ones filled with just ya shoota boyz, back one with your warboss and his crew. Now if that was a trukk or wagon they'd just single out the warboss retinue and bye bye. So they shoot down 2 koptas full of boyz, so what? they are either now midfield hopefully near an objective, or in range to get a shoot/assault off next turn. Yes if the enemy can throw out loads of ignores cover shots (read serpent spam) your gona have issues with armour pens carrying over to the other vehicles, but can't beat everything! Not to mention they come stock with TL deffguns, so thats 3-9 shots a turn in a squadron of 3, just more punch than a trukk imo.
Hey Waaagh18
One thing I think you missed, (on shift break so had to power read!) 'ard boyz in a trukk with painboy. The unit becomes pretty damn durable. Yeh its 50 pts for the buff, but you now have a 4+/5+++ The unit can become quite effective as a tarpit, they can kill stuff and in general wont die to the trukk.
Automatically Appended Next Post:
Hoyt wrote: Anyone have any tips for getting Battlewagon boyz up the field without getting popped? Keeping the thin AV14 front always in view of all the enemy's AT fire is problematic.
really depends, is it just boyz in there? do you only have 1 AV14 vehicle? if so then anything lance, or high STR is always gona target your lone wagon. In reality there is no way to prevent them being popped if the enemy wants that side armour, as its pretty easy to get to. If you ran 3 gunwagons, AV 13,12,10 you could pivot them so they look like a fan, basically so you have the two outside ones turned maybe 30 degrees, this in general would mean that any shot even from the side has to go against the sqaudrons closest face; which would be the AV13. plus at 60 pts each, thats 180 for 3, plus your 20 boyz (although id take that up to 30 - 10 in each, maybe only give the middle one a PK? - Then just charge the same target?), for the added cost technically when 1 goes down only 1/3 of your stuff is now slogging.
Anyone else got any thoughts?
This message was edited 2 times. Last update was at 2015/02/17 19:31:42
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
A way to keep Battlewagons safe, is to spam them into a wall. If you have like 4 Battlewagons, then you can keep them slightly turned in a fan, to keep AV 14 facing the enemy. You only really need to last 2 turns to get your cargo to the enemy.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
I generally run 3 full of boyz, I haven't run a battlewagon list since 5th, so I'm trying to relearn how to use them properly again. I like the sound of this "fan" formation, I'll try it out in my next game.
I was also thinking of running a 20 man footslogging mob with shootas and a painboy, is it in any way useful in a triple battlewagon list for holding objectives?
Hoyt wrote: I generally run 3 full of boyz, I haven't run a battlewagon list since 5th, so I'm trying to relearn how to use them properly again. I like the sound of this "fan" formation, I'll try it out in my next game.
I was also thinking of running a 20 man footslogging mob with shootas and a painboy, is it in any way useful in a triple battlewagon list for holding objectives?
well you can only hold one objective at a time per unit, so a large blob doesn't have any benefit over a small in terms of scoring the objective, but obviously a large blob is more durable and this is multiplied by a painboy.
Question is; if you have the points for another 20 man blob (120 - 180 dependant on whether you upgrade and so forth) plus a painboy (50), then you could if your using the BRB cad with obsec simply take another 2 trukks of 12 boyz, that there gives you 4 units that can score as the trukks are DT and therefore obsec. Now if your doing wagon rush I feel more trukks would be better suited, as if you come up with a mission without objectives or something, then your not wasting time with a blob sat midfield while the rest of your wagons are getting stuck into CC.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Hoyt wrote: I generally run 3 full of boyz, I haven't run a battlewagon list since 5th, so I'm trying to relearn how to use them properly again. I like the sound of this "fan" formation, I'll try it out in my next game.
I was also thinking of running a 20 man footslogging mob with shootas and a painboy, is it in any way useful in a triple battlewagon list for holding objectives?
well you can only hold one objective at a time per unit, so a large blob doesn't have any benefit over a small in terms of scoring the objective, but obviously a large blob is more durable and this is multiplied by a painboy.
Question is; if you have the points for another 20 man blob (120 - 180 dependant on whether you upgrade and so forth) plus a painboy (50), then you could if your using the BRB cad with obsec simply take another 2 trukks of 12 boyz, that there gives you 4 units that can score as the trukks are DT and therefore obsec. Now if your doing wagon rush I feel more trukks would be better suited, as if you come up with a mission without objectives or something, then your not wasting time with a blob sat midfield while the rest of your wagons are getting stuck into CC.
Hmm, problem is those two trukks are the only AV10 I would have on the field turn 1, and I would be amazed if they survived the first round of shooting.
I've actually decided that it is best to start a game behind your Trukk for most units. I'm pretty sure you can get into the Trukk and still have it flat out. That way if they kill it turn one you don't die. Still 'ard boyz for when it dies next turn, but it is better not to let them die first turn.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Or have the trukks behind BLOS. If you were just gona run up field with a big mob, then why not just hide them turn 1, then move them out behind the wagons.
Or like waagh said start them behind the trukks, so if they explode your all good anyway.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Recently I've been running a unit with 30 'ard boyz with painboy and nob at over 400 points. If this thing gets into combat it just sits there and hogs a big chunk of the board. Mob Rule hits rolled off the unit like water.
Next time I'll skip the nob, he didn't do anything and the painboy can take the obligatory bosspole.
I would be interested in any tactica But it would be awesome to get a unified thread on tips and tricks.
Such as, positional charging for nobz or just general ork trickery. It would be great if you then perhaps amalgamated them into an article so its easy to find
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Solar Shock wrote: I would be interested in any tactica But it would be awesome to get a unified thread on tips and tricks.
Such as, positional charging for nobz or just general ork trickery. It would be great if you then perhaps amalgamated them into an article so its easy to find
I'll do my best. Working on Anri-Tank Tactica now...
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
JimOnMars wrote: Recently I've been running a unit with 30 'ard boyz with painboy and nob at over 400 points. If this thing gets into combat it just sits there and hogs a big chunk of the board. Mob Rule hits rolled off the unit like water.
This. I've gone as far as adding a mini mek and also an extra HQ choice. Then put a 19 grot screen in front to make the ork boyz a thing. This unit can really force some tough choices with your enemies shooting.
And if you really want to, run a second identical unit of boyz and painboy next to it. Pretty much always get a cover or armor, then FnP.
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.