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Dakka Dakka Ork Takktica


Goal

The goal here is to write up a 'Dakka Dakka Ork Takktica' that is as well done and useful as the "Carnifex Tactica" that Yakface wrote up when the Nid Codex came out.

I'm not pretentious enough to think I can do this alone; I want to work with everyone to put together something that will be useful and something that people will refer to when searching for Ork advice. Since Dakka has probably the best user base of competitive, competent players, I'd like anyone interested to tear up anything I write if you see a mistake.

Hopefully we can work together to come up with something useful for people looking to start one of the most fun armies in 40k.

Tactica Organization

Unit Evaluation

What I'm going to attempt to do is go through each unit in the new Ork Codex and evaluate its overall level of utility (Bad, Semi-Competitive, and Competitive). Then we will go into various configuration options (if any) and identify optimal ones, fun alternatives, and what to avoid.


Unit Evaluation: HQ

The special character HQ choices are all decent enough, but none of them stand out as obvious 'take me over the standard choice!' like Eldrad, Lemartes, or Mephiston, I'm going to leave off discussing them for a while and focus on the main choices.

Warboss

Utility: Competitive

The Warboss has seen a significant upgrade in his stats with getting T5. He no longer fears instant death from S8 attacks, which includes 99% of all Power Fist attacks. His points have stayed modest, however he is lacking in a few crucial areas:

He can not take a power weapon. He can not get a good armor save while staying mobile.

These two crucial options leave him somewhat limited in effective builds. Because the Warboss is no longer a mandatory character for an Ork army, there is no point to minimizing him out. If you want a minimal cheap HQ, there are better choices. So in order to make him effective you really have to make him a close combat unit. The only effective option he's got here is the Power Klaw, either through the Klaw itself or Mega Armor. This leads to two eventual paths, one of which is readily more optimal: The Biker Boss.

Close Combat ICs that can't move quickly are near useless. The Warboss can be kitted out on a Warbike that gives him a 4+ armor save and a 4+ Cover save from shooting. It makes him T5(6) so he's harder to wound for non-rending or no-power fist units. It also lets him be extremely mobile which can allow the Ork player to get into combat unmolested, since he is still an Independent Character and thus can not be shot at if he's not the closest model to an enemy unit.

By abusing his IC status in this method, it should be very easy for Ork players to get the Boss into combat almost wherever they want him to be, which can include taking out units like Shooty Carnifexs, non-powerfist squads, or almost anything that doesn't have rending. He will need luck to charge headlong into a Demon Prince and come out living, but he's decent enough vs. most HQs. He's even got a good chance at taking down Hive Tyrants, especially if they're carrying around some guns and didn't take implant attack.

The key is understanding what he can and can not kill. Many times its better off playing conservatively, and some games you just have to sacrifice him to make him worthwhile. Its not always a good idea to go up against enemy HQs, and some squads should be avoided at all costs. But if you use him right, I think he can be a great addition to any Ork army.

Building your Boss

When kitting the biker boss, there are some simple choices to take, below I'm going to summarize the best biker boss I think that can be built:

  • Warbike, Power Klaw, Cybork Body (5+ Inv), Attack Squig (+1 Attack).

The boss comes with a second CCW already, so this bumps him up to 6 Attacks, 7 on the Charge with a S10 power klaw. He will have to swing simultaneously with Power Fists, but he's got the attacks and WS to do the damage.

The alternative is Mega Armor, which has its own host of problems with regards to movement. This nearly necessitates that your Warboss be mounted in a Trukk, joined to a unit in order to see combat. There isn't much reason to take a Mega Armored Warboss, over the biker boss, but if I had to I'd kit him out as such:

  • Mega Armor, Cybork Body, Attack Squig

He's got less attacks but is moderately more survivable from normal attacks than the Biker Boss. I say moderately because the Mega Armored Boss is T5, where the Biker Boss is T5(6), which makes it much harder for most things to put wounds on the boss (including Demon Princes, Hive Tyrants, and S6 Power Fists). Against the attacks that actually threaten the Warboss, they have the same invulnerable save.

After these two configurations I can't see any other configurations for a Warboss to take. If you want something cheap, take a Mek or Weirdboy. If you're taking a Warboss it should be because he's effective and in terms of outright killyness, and its hard to get a better all rounder than the Biker Boss described above. And you certainly won't get a decent warboss by taking options like the Combi shot weapons (which remove your ability to have 2CCWs) or a Big Choppa, which is as useless in the new dex as it was in the old one.

Warboss: Special Considerations

One thing about the Warboss is that taking him allows you to take a unit of Nobz or Meganobz as a troops choice. While this is not the most efficient thing that you could do in the new Dex, it is something very fun. Not every game is at a tournament, and sometimes sub-optimal units are very fun to use. If you're looking to make an Ork army that is more for fun than for winning a GT, this is something to consider.



Big Mek

Utility: Competitive

The Big Mek is an interesting choice for an Ork army. He is more of a support unit than anything else. Because of his profile he's not going to be a CC monster like the Warboss, more like a Nob on steroids. You can give him a power weapon, but it won't get extra attacks for multiple CCWs, and he's only I4 on the charge. Suffice it to say, if you want a close combat character, the Mek is not for you. He can be made 'decent' in close combat, but nothing as good as the Boss.

Building your Big Mek

The Big Mek brings two big support options to an army: The Kustom Force Field (KFF) or the Shokk Attack Gun (SAG). Sadly, the two can not be combined onto one Big Mek. You also can not combine either weapon with Mega Armor or a Warbike, which would have made either option much better for different reasons.

The KFF is defensive in nature and can be useful to support a horde of Boyz by giving them cover saves even out in the open. It is somewhat expensive and its only for units within 6", although it no longer says that the whole unit must be within 6" to claim the cover save, which can extend the range over the old version. In fact, this is one of the most compelling reasons to take the new Big Mek. Because if the unit must be within 6", but it doesn't specify that the whole unit must be within 6" as the old version, then you are looking at the potential coverage area for a single Big Mek with KFF to be an absolutely huge area as it balloons up to cover an entire mob of 30, where only a few Boyz string along to be within 6" of the Big Mek. This is an interpretation, based on RAW for the Kustom Force Field. I just wanted to point this out as this potentially huge advantage for the Big Mek may be FAQ'ed away in the future or at the very least contested by opponents or judges in a tournament.

The SAG is offensive, and luckily it does not roll to hit but fires like an ordinance weapon. The problem is that while its potentially destructive, you end up with a 22% chance of a misfire. Not all the results are terrible for the misfire though, some are even better, so its actually still pretty good, even if a bit risky! I would be remiss if I did not mention the fact that you have a 1/36 chance to roll a double six for the SAG result, which basically means that wherever the template touches is automatically removed from play. Yes, on the basic reading of the rules this is not instant death and can remove monstrous creatures wholesale. Granted this is not something you can plan on happening, but it shows the potential of the SAG. Additionally, this is one of the rare sources of AP2 that you can reliably get in an Ork list, which is something to be pointed out.

The benefits to either loadout is that you can abuse the Mek's IC status to prevent him from being shot and in many cases, assaulted. With the KFF, by not joining him to any units keeps your cover save active where you want it, and with the SAG you can get a weapon that will be able to fire almost all game without worry about getting shot back.

The only question remains on how to finish kitting out the Big Mek. A lot of this depends on your choice of SAG or KFF. If the Mek has a KFF, its likely that he will eventually see CC, so giving him a burna or PK is not a bad option. Since the best use for a KFF Mek is in between big mobs of Boyz to distribute the cover save, many times he'll be charging, which is when the Burna becomes an I4 S5 power weapon, NICE!

For the SAG Mek, I wouldn't recommend giving him anything else. If he's getting shot, he's likely dead no matter what other options you give him, and if he's in assault, its also probably something bad as well.

The Mek can be given other guns, but the best option is the Kustom Mega Blasta (KMB), which has almost as good a chance of wounding the Big Mek as it does actually hitting its target, so it should be avoided.

Big Mek: Special Considerations

One thing about the Big Mek is that taking him allows you to take a DeffDread as a troops choice. While this is not the most efficient thing that you could do in the new Dex, it is something very fun. Not every game is at a tournament, and sometimes sub-optimal units are very fun to use. If you're looking to make an Ork army that is more for fun than for winning a GT, this is something to consider.



Weirdboy

Utility: Semi-Competitive

Believe it or not I feel that the Weirdboy makes almost as good of a second HQ choice as a SAG Big Mek. He has very little options, but he has the ability to significantly enhance your army.

First things first, you should always upgrade the Weirdboy to a Warphead. Rolling a 1 for your psychic power is not fun, and the re-roll is pretty essential to using the weird boy.

The main Utility that I see in a Weirdboy is the fact that you can get a 'Waaagh' move off with him. The trick is sticking him in a giant unit (20 or more Boyz) to give him LD10, and then just pray for that 6 roll for your power. Don't get the 6? Re-roll.

What I see with the Weirdboy is a way to make footslogging slugga boyz (an old favorite of previous Codex Orks players) at least somewhat viable. By even using two Weirdboyz, you have a little better than 50/50 to get a Waaagh power off each turn, not accounting for things like Pyschic Hoods or Runes of Warding.

After this kind of application, there really aren't any other ways to use him. He's not much good in a KoS or speedy kind of list, mainly because you can't really rely on getting the Waaagh power. Still, I can see him being a fun choice, and if you're looking for the dirt cheapest HQ you can get for an army that maxes out on units or troops, then a Weirdboy is a pretty good choice.



HQ Summary

Who knew that they could write a codex where each HQ choice is actually good enough to warrant taking? And a new dex where the special characters don't completely overshadow their unit entries they are meant to replicate? I think its a pretty good sign for the section overall, because any time you actually have to think about what to take its a good thing.

This isn't to say that there isn't a "Winner" of the HQ selection. In terms of direct damage and reliability, I don't think you can do much better than the Biker Boss outlined above. S10 Power Klaws come in handy against things like Monoliths or any AV14 Tank that can't reliably be dealt with at range. Plus its always nice to have that extra fast close combat unit lying around.

Each HQ choice does bring about its own risks, and the Biker Boss is no exception. The thing that puts him over the others, in my opinion, is that you have the most control over his risk. By using him carefully, and abusing the hell out of his IC status, you can make sure he gets into a favorable close combat where he will certainly earn more than his points back. He can be used as a throw-away unit to cause disruption and still earn his keep in an army, or he can be played conservatively and thrown against targets he's sure to wipe out with little risk of being killed (Las/Plas or Devastator squads really are not going to like the Biker Boss).

Still, the Biker Boss is not a clear-cut winner, like say a Hive Tyrant is for a Tyranid army. As stated by Yakface, the type of army you are fielding will really determine what the 'winner' is going to be for your army.

If you are playing an KoS or Stormboy heavy army, then taking a Biker Boss is pretty much mandatory. If you are taking a shooty horde army then 2 Meks with SAGs can be a great idea because they fit in with the style of rest of the army and give you some much needed AP2 devestation (something you don't get too many other places in the list). If you're playing a horde assault army then a couple of Warpheads or a couple of Meks with KFFs (or one of each) would definitely help get your Boyz into combat more safely.

Additionally, the Biker Boss costs as much as a budget Leman Russ Battle Tank. Two KFF Meks or two Warpheads would cost only marginally more points.

Unit Evaluation: HQ Special Characters

Unlike the Eldar Codex, Phil Kelly didn't really give us any incredible special characters that are almost always better than the standard choices available. The choices we have bring their own benefits and weaknesses to the list and are pointed probably more than their worth most of the time. Still some of them allow for some very interesting changes to the Ork army list and in higher point games they can prove to be extremely valuable.

Given this, I'm not really going to give each character a Utility rating. They are something that is more of a grey area in the list in terms of how good they are and many times it?s very points dependant.

Ghazghkull Thraka

For a little more than the cost of 30 Boyz w/ a Power Klaw Nob with Bosspole you can take the Grandest Warboss known to all of Ork Kind. What you get here is a slightly beefed up Warboss in Mega Armor with some unique special rules.

First off we start with a giant loophole in the rules for Ghazgkull. He's got a special rule that gives him +2 Attacks when charing instead of the usual +1. The problem here is that he wears mega armor, and as such gets no bonus attacks for charging, per the Universal Special Rules in the BGB. We can only guess that this is something that will change in 5th Edition, when it's released. Go-Go GW Games Development!

Next off is the fact that Ghaz has 4 Wounds and is immune to instant death and he's got an extra attack on his profile. This makes up for the fact that a normal Warboss in mega armor is pretty well gimped compared to one on foot or on a Bike. He still has less attacks in CC after charging than a normal boss will when equipped with a Power Klaw + Slugga though. Ghaz does have WS6 however, which is something over a normal Boss.

But none of this has anything to do with why Ghaz is so expensive and why he will be desired by Ork players. This lies in his Prophet of the Waaagh! Special rule.

When Ghaz calls the Waaagh, it replaces the normal Waaaagh rules in the book and a few extra things happen. Most notably all units count as having rolled a 6 for their fleet move. That's the big one right there. After that you're looking at some other benefits such as units not fleeing become fearless until the end of the opponents next turn, and likewise Ghazgkull's saving throw becomes invulnerable for this period as well.

So while he costs a boatload of points, he has the power to turn a game around for the Ork player in a single shot, which is pretty substantial.

Personally I see him being most useful in Apocalypse games where his high points cost and the larger number of Boyz fielded can be more useful. Plus it probably would take a large apocalypse game to represent the amount of Boyz Ghaz probably has at his disposal anyway.

Mad Dok Grotsnik

The Good Doktor is back and he brings with him a mixed bag of abilities and special rules.

He is essentially a stock Warboss with 'Eavy Armor except he's only S4 and I3. What he does bring is the ability to join himself to any unit, which he confers the Feel No Pain ability to. The problem here is that he also makes the unit Fearless but makes them subject to being led around. They must always move as fast as possible towards the nearest enemy, assaulting if possible. This brings with it a problem that it becomes extremely easy to lead the unit he is with around.

Granted this could be mitigated somewhat by putting him in a Trukk unit or a Battlewagon, where you can let him out more on your terms and get him stuck in where he'll do damage with his mob of Boyz.

The other thing he brings to the army is that he allows any unit in the army to take Cybork Body for a certain cost per model (Guardsman -1 Point). This isn't exactly a great ability and it?s not that great on normal Boyz, but it could be good for themed armies using say Mega Armored Nobz or something along those lines.

Because of his limitations and pretty high cost I see him as the weakest special character, but he could be pretty fun in a themed list.

Wazdakka Gutsmek

A Biker Boss Special Character, with some pretty unique special rules to boot!

Wazdakka is essentially a Warboss but with only I3 and S4, meaning his Power Klaw is only S8 (S9 on the charge) and he has no invulnerable save. He does come with Meks Tools, a Bosspole, and a Kustom Mega Blasta, but none of those are actually all that good. Because of this, in terms of being a Close Combat Killer, he is inferior to the standard Biker Warboss that can be built from the unit entry as detailed in the HQ section of this Takktica. However there are a few tricks and rules that Wazdakka has that make him appealing to Ork players.

The first ability that many people will notice is that he has a Dakkakannon on his Bike. This is an Assault 4 S8 AP4 gun that he can fire after Turbo boosting. Some people see this as some kind of godsend ability, but I'm thoroughly unimpressed. So he can Turbo Boost and shoot a 4 Shot gun at BS2, he needs an escort to not be the closest target to use his IC rules to full effect, and even with this gun he's better off in combat killing troops than he is trying to get some S8 shots off. My point here is that to use this supposedly wonderful ability you need to buy him an escort that has to turbo around with him and essentially do nothing while he shoots a gun at BS2.

The real reason people will want Wazdakkka is because he's 'Da Biker Boss' and allows you to take Warbikes as Troops instead of Fast Attack. Now if you've read the Takktica you'll know that Warbikes aren't the best choice in the codex, but it is a relatively fun choice and makes for a hell of a themed list.

In summary he's not that good but for themed armies or for some general hilarity he will be taken by some Ork players addicted to high-speed mayhem.

Old Zogwort

The Wierdboy Special Character, Zogwort is actually pretty good. He's got a nifty ability that you can't get anywhere else, is the most reliable Wierdboy you can take, and unlike Ghazgkull his points cost doesn't break the bank.

He's still pretty expensive, working out to be 60 Points more than a Warphead, but he will essentially never suffer the negative effects of an 'Eadbang roll. Furthermore he is absolutely deadly to any enemy Independent Character within 18 '. This is because he may replace any roll he gets for his psychic power with "Zogwort's Curse" which forces a dice off between the Ork player and their opponent. If the Ork player rolls higher, the enemy IC is turned into a Squig that you must provide the model for. They have no wargear or special rules anymore, and count as infantry from that point forward.

Granted that will be hard to use sometimes, and it only works on IC?s not on any enemy model, so against things like Tyranids it's going to be a waste, but at least it prevents you from suffering a 'Ead Bang result.

Furthermore Zogwort has a poisoned staff that always wounds on a 2+, so if he?s in CC and you roll a 1-3 for his powers, he has a power weapon that always wounds on a 2+, not too shabby! Note that many (and the INAT FAQ) believe that this use runs afoul of the "can't use two different special ccw" rule so he would be able to either wound on 2 or use a power weapon but not both.

Likewise he's a Warphead and can re-roll a result he doesn't like, and can replace the power with his Curse power at will. So this is the only case where you can say that if you're considering taking a Warphead for an HQ slot and have 60 Points to spend, it's almost always better to take Zogwort if you can afford him. He's the only case where this is true over a normal counterpart in the list, but his points cost is high enough where you have to think twice about taking him.

Unit Evaluation: Elites

The Elite section is pretty crowded in the new Dex, and sadly its also the beginning of the pattern for the rest of the codex: Lots of options, only a few really good choices.

This isn't to say that there are units here that can be taken for fun and still be decent, but in terms of being competitive there are only one or two choices from this section that stand out as something to include in Ork tournament lists.



Nobz

Utility: Poor

Sadly the unit of Regular Nobz is pretty poor in terms of performance. Even in their "best" configurations

These are one of the sadder units in the codex, especially in light of similar units like Mega Nobz or Flash Gitz. They're very expensive and don't have any good options. They do have some fun configurations that aren't half bad, but as you'll find out they are the epitome of a mediocre unit that you can sink a ton of points into with little return. What's worse is that they end up simply replicating what is already available in similar mobz for far less points.

Equipping the Nobz

Lets start with the obvious things not to take: Big Choppas or any of the shooty options. They all suck. This mob is made for CC, not shooting. If you want shooty Nobz take Flash Gitz.

There are a few things that can be done to make these guys decent:

  • Painboss. This is an expensive upgrade, but it gives the unit Feel No Pain which is necessary for a unit with T4, 2W and a 6+ Save. Additionally he lets you give each model a 5+ Inv save; with an additional cost per model.

  • Bike Upgrades for the unit make them even more expensive, but at least useful. Combined with the Painboss you can get a T4(5), 2W, 4+ Armor, 4+ Cover (always), and Feel No Pain unit. And if you want you can throw the Inv Save on there too. It'll be as expensive as all get out, but it'll be survivable.

As far as CC weapons, every Nob can take a Power Klaw, but it will be expensive. You're likely better off only taking one in the mob, maybe two.

One upgrade that is pretty essential is taking a Waaagh Banner. This is the only unit that can take this, and it gives the unit +1WS, which when you think about it, on the charge the regular Nobz will hit with 5 Attacks each at WS5, S5, I4, and they have twin linked Big Shootas that run at half range.

Off the Bikes, they can take a Trukk or Battlewagon transport to help get to CC. Both have their plusses and minuses to their use. The Wagon is expensive but has the Armor of a Leman Russ and is open topped so you can assault. The Trukk is cheaper and faster, but more fragile. The only downside to the Battlewagon, besides the cost, is that its both expensive and non-scoring, unlike a Heavy Support Battlewagon. Because of this, if you're going to stay on foot, I'm going to recommend the Trukk over the wagon, but its not completely a clear cut choice.

That all said, this mob will never be cheap, and their minimum costs will still be very expensive. At the high end you can get some expensive models that are pretty survivable. But this brings another problem: Leadership. Without numbers, these Boyz will run at the first sign of trouble. Get hit with an opposing power fist and lose combat? You very likely can run away. This is the problem for any Elite Ork unit which is saddled with poor LD and doesn't have the Numbers to use the Mob Rule to keep fighting.

This unit can be used in friendly games as a heck of a points sink, but still a fun unit that can be effective. Much like how a Land Raider with Assault Terminators and a Chaplain isn't exactly tournament worthy, but it is a fun unit to use in friendly games that can do wonderful things. So are kitted out Biker Nobz, or even Nobz in a Trukk or Wagon.

Helping them be somewhat useful for fun

One way to alleviate the problems of this unit, which are mainly LD based is simply to throw a Warboss or special character into the unit. This probably leads to "overkill" in terms of damage output, because the Boss is so potent, and thus is probably better off on his own, but if you were looking for a way to use this Mob without having too much trouble because of the rules, this is one way around the problem.



Meganobz

Utility: Poor

This is one of those units that really aren't all that good, but its not as bad as regular Nobz. For the points, they're probably not worth it, but taken in a Trukk and used as a "super" styled Trukk mob, they can be pretty fun.

There isn't any real choice to how to equip them, its just about the squad size. Your basic question is "Trukk or Battlewagon", which has all the problems mentioned before. The Trukk is probably better, but a case can be made for the Battlewagon in fun games.

The crunch on these guys is that they're Slow & Purposeful (so no +1 Attack for charging), and the fact that they have no Inv save. And again they have the problem that there will never be a lot of models in this unit, and if they get smacked by a Power Fist and you really start losing models fast (because of instant death), your expensive Meganobz are going to run away faster than a mob of grots.

They really epitomize the kind of unit that is fun to use and can be decent in fun games, but at a tournament they're going to struggle to earn their keep.

Helping them be somewhat useful for fun

One way to alleviate the problems of this unit, which are mainly LD based is simply to throw a Warboss or special character into the unit. This probably leads to "overkill" in terms of damage output, because the Boss is so potent, and thus is probably better off on his own, but if you were looking for a way to use this Mob without having too much trouble because of the rules, this is one way around the problem.



Tankbustas

Utility: Poor

These guys are really one of the worst things to happen to a previously great unit. No more tank hunters, but they all get Rokkits! Wow sounds great right? Wrong. Due to their Glory Hogs special rule, they will always have to fire at a tank if it is in LOS, regardless of range. So if you have an empty Rhino sitting out in the field and the Tank Bustas are 6" away from a squad of Marines, they have to fire at the tank, despite the fact that you'd much rather fire at the Marines.

To top it all off, they're expensive. In fact they're the same points cost as the Burna Boyz and Lootas. The problem here is that they're still T4 6+ save models, and they have to get close to fire their Rokkits. This is a recipe for failure, especially because they can not take a transport.

This is not to say that they do not have their uses. One area as pointed out by Yakface is area denial. Bomb squigs (apparently) do not require line of sight to use (nor do they appear to be slowed by difficult or impassable terrain) you can take a minimum sized unit of Tankbustas, give them 3 bomb squigs and keep them hidden behind cover.

This can give you a scoring unit that has an 18" bubble that vehicles will be afraid to enter. Plus if you get really desperate you can always move the unit into the cover and get one round of desperation shooting off before your opponent obliterates them.

Overall they certainly aren't competitive but the squigg bombs deserve a little attention considering how few points they are.

Equipping the Tankbustas:

Their upgrades are likewise cool, but pretty damn well useless. The issue being that Bomb Squigs have to get close, and the Tankhammer has to get even closer. There is no way a competent opponent is going to let them get anywhere near where they have to go to be worthwhile. Even upgrading the Nob is pointless, exchanging his Rokkit for a PK just isn't good sense.

And its not like they really present a threat to AV14 tanks in the first place. Even if you buy 15 of them (which is a ridiculous amount of points), you will average a little less than one glance on AV14. They're just not that good.

For fun, I can see putting 12 of them in an Open Topped Battlewagon (with a Killkannon) to just shoot at stuff like crazy, if you can get a target in range. They are a pretty bad choice no less, but if you can get close enough, it'll be hilarious to set off Bomb Squigs!

Tankbustas: Another Perspective

Not everyone agrees whole heartedly with my assessment of the Tankbustas, and fellow Member 40kenthusiast presented a pretty well versed argument in favor of the Tankbustas being something worth considering.

I really don't agree with you about the competitiveness of the Tankbusta boys. I feel that they are an excellent unit.

Every Ork has a rokkit. They are shooty orks. They are going to outshoot marines at 24, marines kill 2/3 * 1/2 vs. 1/3 * 5/6...cover doesn't change this as both sides are currently APing. They cost less than marines, and outshoot them.

Some other things:

  1. Escalation. No Glory Hogs to worry about for 2 rounds as they wipe the opponents infantry off the field with a barrage of rokkits. When the vehicles do come in, the bustas are safely ensconced in good cover, ready and waiting to surge forth and return fire.
  2. Kill 2 vehicles. With their bomb squigs the Glory Hogs are actually able to kill more than one vehicle in a turn. Shoot at a far away vehicle and release the squigs to get the closer one.
  3. Fire magnet. A bunch of boys who each got rokkits may seem like an appetizing target, but remember that this is Codex: Orks we are talking about here. Da Boys are getting closer and closer, in trukks and fortresses, on jetbikes or jetpacks. If they take the time out to fire on your tankbustas and as a consequence get charged by a full boys mob, I think you'll be satisfied. Tankbustas in cover will require 2 or 3 squads fire to wipe out (at long range, rapid fire will cut em down, but if they are that close you'll crump em wif yer fists anyway).

I see the Glory Boys rule as being like the "Don't Touch That" rule on the looted basilisk last time around, its a small check on the power of a very nice unit, and orky in the extreme.

Here are the conditions that must be fulfilled before you lose your shots.

At the beginning of your turn

  1. Vehicle in LOS
  2. No vehicles within 30".
  3. No friendly vehicle can be moved into a position to block LOS to the vehicle.
  4. Tankbustas can't move in such a way as to lose their LOS to the vehicle.
  5. Nobody else can pop the vehicle first

This may not be enough to change someone's mind on Tankbustas, but maybe its cool that two reasonable people can read the same codex and come off with different ideas about a unit's viability.



Burna Boyz

Utility: Poor

These poor Boyz shall be remembered as "The Little Mob that Could Have". They could have been so good, they could have been a staple choice to take in many lists, if only they could take a Trukk.

Equipping the Burnas:

Do not upgrade any of them to Meks, it would be a crime against all Ork kind to commit such a travesty. You give up the burna for a Kustom Mega Blasta that has a good chance of frying the Mek shooting it instead of the enemy.

Using them is going to be rough and like Tank Bustas, they won't work in escalation. As they are now, your only good bet is putting them in a Battlewagon to get them where they need to be (up close and then in CC). On foot, they're an expensive mob thats T4 6+ Save, and any opponent worth playing against is going to shoot them before they hit your lines.

In fact, their only Utility in fun games is in a Battle Wagon, Zooming to get into CC via Waaagh Move + Assault.



Another Perspective

In a vehicle heavy ork force, a small unit of burnas with 3 meks and 3 grot oilers can be great. They have the best repair rolls in the game for their points. This unit is a must for Super-Heavy vehicles, especially those with transport capability that can hold more than 1 unit.

Kommandos

Utility: Semi-Competitive

These Boyz just barely earn the rank of Semi-Competitive, especially in light of what they compete against in the Elites section. On their own however they can be a pretty good unit, and more importantly they can really provide you with a number of interesting tactical options.

It is also worth pointing out up front, that these guys are the cheapest Elites choice available, on a model by model basis.

Equipping the Kommandos

The way you equip them will depend largely on their intended use. They can take two of any special weapon (burna, rokkit, big shoota), regardless of mob size (max 15). The only upgrade I feel is useless is the Big Shoota, since if you want dakka you can get it elsewhere in the list. Rokkits and Burnas on the other hand absolutely shine in completely different areas.

First are Rokkits. One tactic that can be used is that for a cheap-as-chips squad, you can take 5 Kommandos and 2 Rokkits and use them as a throw-away unit that can infiltrate and with luck (and first turn), can take turn 1 shots at side armor or at skimmers that haven't moved yet. This is a pretty useful unit that will die the moment something sneezes at them, but they are going to require immediate attention or there will be problems for the other player.

The only thing I don't like here is that even vs. normal Tanks, you're still relying on 2 Rokkits to do their job, that hit on 5's. That and the fact that their main Utility is really first turn dependent, which I don't like. It'll be awesome when it works, and they're cheap enough to risk it many times, but there are always other units that those points could be spent on elsewhere. Still, if you like this sneaky git idea, then go for it.

The second method to equipping the Kommandos is to throw two burnas in the unit and then probably max out the squad and put in the obligatory Power Klaw Nob. Between infiltrate and Waaagh, they can do some damage. If you combo this with a Weirdboy or two and get a first turn Waaagh power, you can do some serious damage. Even without that, they're a turn 2 hit and area denial unit. Not friggin bad.

As a side note, if you do go this route, add the Bosspole to the unit. With their small squad size its going to be rough getting them to stick around. Part of their Utility is the fact that they can tie units up nicely, they can't do that if they run when they lose combat.

Kommando Speshul Konsiderations:

One unit of Kommandos per army may forgo upgrading to a Nob and take Boss Snikrot instead. He carries a heaftier price tag than a PK Nob, and he can't ignore armor saves, but he is something that pushes this unit from "Semi-Competitive" to "Competitive".

His ambush rule allows the Ork player, if they so chose, to allow the unit to go into reserves and when available, they may enter play from any table edge.

This is a pretty big deal because of the possibilities it allows, this nearly guarantees them the charge on many units if your opponent isn't careful and something is within 12" of a table edge, and if they are careful, it could be useful to declare the Waaagh and use Fleet to catch your target. And while Snikrot doesn't ignore armor saves, he can be counted on to put a few wounds on almost anything, especially on the charge. It should be noted that if you do need anti-armor punch, two Burnas in the unit CAN ignore armor saves, making this the ideal unit to take down MEQ squads.

Hopefully it should go without saying, but if you're going to run Snikrots mob, take Burnas and the max squad size. This unit will be expensive in almost any configuration you want to use for close assaults, which is a downside, but with Snikrot you really stand a chance to make your points back. This is more so vs. certain armies (like Marines), but in general if they don't make their points back they will certainly tie key units up at the right moment, which may not make back its points, but it can win you games in its own right and should not be ignored.



Lootas

Utility: Competitive

In true GW fashion, what used to be one of the worst units in the old Codex is back with absolutely amazing set of rules.

In every list, almost always in the Elite section, you find that one unit that just screams out "TAKE ME!" above all the other choices. This is one of those units for the Orks. Its not because they're much more survivable than the other Boyz, or because their damage output is amazing for their points (though it can be at times), but because you simply need them.

Lootas are the only unit in the Ork army that can reliably deal with tanks up to and including AV13 at long range. They are quite possibly the best anti-skimmer unit in the entire game. You will pay points for this ability, but it is available to you. And remember folks, any time you can put the screws to a Mech Eldar player with Orks a Nob somewhere out there gets his Power Klaw.

Equipping the Lootas

They're already equipped as well as any Ork. Upgrading any of them to a Mek will immediately relegate your rank from "Warboss" to "Grot" by any Ork players in a 2 mile radius who gets word that you actually exchanged the Deffgun for a Kustom Mega Blasta or something worse.

On to actually using the Lootas, their application is very specific. These Boys are expensive, and they're still just T4 with a 6+ save. What they do have compared to other Elites that fit this criteria is a 48" range with a S7 AP4 gun that does D3 shots. To use Lootas effectively you will have to deploy them in cover where they will have a good line of fire to a good portion of the board.

That's really all there is to using them. Their application once deployed is to sit still and just keep firing at anything that's a target. They can put wounds on Dakka Fexes, present a credible threat to any skimmer, even ones with Holofields+Spirit Stones, and can put glances on Predators.

Some people may disagree on the methods of statistics used for Lootas, but if there is one thing that everyone can agree on is that a unit of Lootas is one of the few credible threats to a Holofields + Spirit Stones Grav Tank in 40k. Fact is that if a Mech Eldar player has to spend a turn in LOS and range of a unit of Lootas they will not like it.

Likewise one unit of 12 can open fire on a Dakka Fex, at 48", and depending on the number of shots for the unit can put anywhere from 2 to 8 wounds on it reliably, and once you get a Dakka Fex rolling that many saves on a 3+, he will start to go down. Now imagine firing this on a unit of Marines or equivalent and you see why they can be so devastating.

Because of these things, this is a unit that screams to be taken in multiples.

I recommend going with Mob sizes over 10. I'm finding that 12 to 14 is about the max I want to use, mostly on the lower side. One of their main problems is that they will never have a lot of models and they can't get a Bosspole. So if they really start taking casualties, they will run. And if they're low on models their LD will be poor to take target priority tests. So keeping the mob at a healthy size and in a place that will make engaging them difficult is crucial to using them well.

The thing to remember about Lootas is that unlike the other "really good" stuff in the Ork list, or in any list, is that while they are extremely potent, you have to use them well or you will see them die. These guys are not Terminators, they are not Harlies or Dragons delivered via Falcons, but I think they're going to be used just as much as those units, despite not being as survivable. They leave very little room for error and will take skill to use, but when used correctly they can be devastating. And most importantly they do things that nothing else in the Ork list can replicate.

On the other hand...

I feel that it should be pointed out that after some experience with the Lootas, they are indeed as killy as they seem to be. However, while they are something that should be taken in multiples I feel that maxing out on them would be a bad idea for two very important reasons:

They are expensive and fragile You may not always get enough terrain to deploy them in safely with good LOS. This is especially true if you take three large squads of them.

So while this does not take away from Lootas being the premier Ork Elite choice, it does give pause to any player who thinks that they should therefore max out on them in any competitive list.



Elites Summary

With GW, and even with Phil Kelly, not everything in a codex can be useful, and Elites is a section that is crowded with a lot of bad choices and a few very good ones.

Competitively speaking, Lootas stand out above the rest of the choices like a Nob in a Grot Mob. Kommandos make a good showing, but ultimately in the context of the rest of the army, the Lootas are what really win out in a number of competitive builds simply because they can reliably put down skimmers at very long range. Its a fact of the Meta-game that you need to be able to glance at least 3 Falcons/Hammerheads per turn reliably. These Boyz give you that option and nothing else in the list can replicate that.

This is not to say the other units aren't fun. In terms of character and fun, the choices in the Elites section is one of the best in the dex! When playing friendly games, there is no reason to ignore Meganobz in a Trukk or maybe even go nuts and put down a mob of Bike Nobz with a Painboy. And either unit can be Troops if you take a Warboss!

That is what makes the Ork dex so successful. If you want to be competitive at a tournament, you can. But if you want a crazy fun choice with a lot of Character, there is a wealth of options you can take. Just don't expect them to do well in a very competitive environment.


Unit Evaluation: Troops

This is where all the excitement comes from in the new Ork dex. For the first time in a long time it looks like a horde army is not only viable, but potentially, dare I say it, top tier in a Warhammer 40k book.

All of this is because of the amazing Utility present in what looks to be an anemic troops section. Well as you're going to see, despite there only being two unit entries there is a plethora of choice in the Troops section, and most of it is good!



Ork Boyz

Utility: Competitive

Phil Kelly rolled up the four main entries for Orks in the previous codex into one entry right here, and boy did he do a hell of a job.

The points cost for Ork Boyz is on par with Guardsmen, despite all the buffs Orks get to Morale and Assault. This, combined with the new special rules for Orks gives us a lot of options in how Boyz are used in game and has new implications for almost any configuration you can use for Orks in this entry.

Equipping your Boyz

Lets state up front a couple of generics:

  • Any Ork can be given Frag grenades for the normal price you'd expect to see it at.
  • The only special weapons Ork Boyz can have are either Big Shootas or Rokkits
  • Special weapon quantities are limited by the number of Boyz in the Mob. Basically you get 1 special weapon for every 10 Orks in a Mob, to a maximum of 3.

After all this you have two ways to arm your Boyz Close Combat or Shooty.

Slugga Boyz

These are now simply Boyz armed with a Pistol and CCW. There really isn't much more to them than that. This is a big decrease from their old Choppa rules, however these Boyz are now 33% cheaper than they used to be points wise, and with the new Furious Charge rules, the Boyz are still very effective in close combat.

Shoota Boyz

These Boyz cost the same as their Slugga counterparts, but are much improved over their old versions. Shootas are now S4 AP6 Assault 2, 18". Because of this change in weapon, the BS2 of the Shoota Boyz is fairly negated, especially for their points cost.

Ard Boyz

For a relatively substantial cost, you can give 0-1 unit of Boyz in an army a 4+ armor save. Some people love this idea, others don't. I'm in the latter category as I feel that the 4+ save really just makes them too expensive for their own good. Half the appeal of Orks is massive numbers, this is quite frankly a lot of points for an armor save that will be ignored by most heavy weapons in the game, and then some.

Probably the best thing I can say about Ard Boyz is that if you find that you need to fill some points, putting the upgrade on a Trukk Bound squad isn't a terrible idea. Its probably not worth it, but it can be somewhat useful for Sluggas in a Trukk. For Footslogging Mobz, just avoid it.

Weapons and Equipment

Weapons for Boyz are pretty straight forward Big Shootas or Rokkit are all you get to choose from. For me, the choice seems really clear. If you want Dakka - buy Shoota Boyz. From playing Orks for years under the old codex, I've found that you never can have enough Rokkits, and that hasn't changed in the new codex. If you need long range multi-shot weapons, they're available in other places, but you can NEVER get enough rokkits.

Nob equipment is likewise just as straight forward. You can chose between a Power Klaw or a Big Choppa. One is a power fist and the other one is just +2 Strength and allows armor saves. There really isn't a choice here. S8 or S9 on the charge and ignoring armor saves, but striking last on a model that's saddled with I3 anyway really is the winner, every time.

Other equipment available is the Bosspole and/or 'eavy Armor. The Bosspole can mitigate LD issues, which is key for Orks who are getting low in numbers (Trukkers!), so it should be considered almost mandatory in any case except the most dire ones where you are running out of points to fit just one last squad in. 'eavy armor should probably be avoided like the plague. There is literally no point to equipping him with it in a normal unit of Boyz. He should never have to take saves on his own, that's what all the Boyz are there for!

Another perspective on 'eavy armour by dakka member biztheclown

Armed with a full understanding of the "mixed armour" rules, 'eavy armour becomes a desireable, nay an indispensible choice for nobs leading any kind of squad. The above tactica states that a nob "should never have to take saves on his own, that's what all the Boyz are there for!" Though in most early game engagements this is true, there are situations that constantly arise that make the use of 'eavy armour on nobs a must. These situations are:

Sub-unit casualties from shooting having limited range and/or LOS

&

A large unit of orks being whittled down to the nob and a few friends through normal casualties throughout the game.

In my experience, at least one of these two situations will happen to an ork mob in every single game. So the question you have to ask yourself is, will buying the 'eavy armour allow my nob to get his attacks in cc in a situation where he otherwise would not? Because if the answer to this question is ever yes, then the 5 points on 'eavy armour will be well spent. Let's look at a couple examples in which the boyz are either whittled down to a small number, or only a certain number of boyz and the nob count as "engaged" in a combat.

Example 1: Ork unit or sub-unit gets charged, or charges a higher I unit out of cover. Orks take more wounds (at an I of higher than 1) than they have engaged models, but not double the number. Say we have a unit (or sub-unit) of 4 boyz and a nob that takes 9 wounds. If the nob has no 'eavy armour, the situation is this: Ork player makes nine 6+ saves. If the ork player does not roll at least four 6's (unlikely at best), then the unit is gone and the nob does not get to attack back. If the nob has 'eavy armour, it is adjudicated differently according to the mixed armour rules. The first four hits go onto the majority armour (6+). The next hit goes onto the nob (4+). The final four hits wrap back onto the majority armour save, wounding each of the boyz a second time. The ork player rolls eight 6+ saves for the boyz, removing all four unless at least five 6's are rolled. The nob takes one 4+ save and is either wounded or not, but is alive to strike back. Run the numbers on any number of hits on this squad and from 6-9 hits the nob cannot die in 'eavy armour but is likely to be killed without it. Having your nob be alive after the pile in can be the difference in these situations.

Example 2: Ork unit takes more than twice the number of wounds (at an I of higher than 1) than they have models. This is common when your mob is whittled down to just a few, or your opponent has gotten off a charge on a large mob of boyz that are still spread out. The same principle as example 1 applies but now the 'eavy armour really shines. Again a unit of 4 boyz and a nob takes 12 wounds. Because of the wrap principle, the boyz will almost certainly all be dead, but the nob will only take two wounds. One save keeps him in the fight. Two saves out of three keeps him in the fight even if the number of wounds is as high as 19.

This can change with AP, power weapons, and rending attacks, but there are many situations where orks are taking their 6+ or a cover save. In pretty much all of these situations, you are better off with the 'eavy armour. This effect becomes even more pronounced with trukk boyz, as they have even less ablative wounds than a footslogging squad.

Some might say "just put your nob in the middle or back of the squad to avoid range sniping." This is a solution, but not as good a solution as the 'eavy armour. If the nob is too far back, he can't fight. If he can't fight, you might not win the combat and can get sweeping advanced down without him getting to swing. What does that cost you? I always keep my nob in the second rank of the mob. He always get to fight and he seldom gets range sniped. Theoryhammer also says "just don't get charged" but we all know that it happens. 5 points can turn this from a game loser to a small disadvantage.

Organizing the Mobz

Each style of Ork Boy really suits itself to one method of play.

Slugga Boyz like being mounted in Trukks rather than footslogging it. With the new Trukk rules and careful use of the new Waaagh rules, your delivery of Slugga Boyz becomes a much more reliable affair. They are limited to 12 Models, but they can hit pretty hard for their points, just don't forget the PK Nob and don't bother with any weapon upgrades - most of the time when you're charging you really aren't going to be trying to get shots in, and it robs you of a CC attack.

Shoota Boyz are now the premier footslogging unit. With their effective 24" range after moving and shooting, they can manage to engage the enemy as they close the distance to (presumably) get into CC, which many times is a pretty good place to be, despite the fact that they're "Shoota Boyz". This is based on the notion that they can take Power Klaw Nobz, which is a point of contention for some rules arguments, but it seems the overall opinion coming out of the new Dex is that they can. This is important because without the PK Nob in a Shoota Mob, their overall effectiveness drops drastically.

That all said, assuming they can take a PK Nob, they are one of the most effective units in the Codex. On foot, my preferred mob size is 20 Boyz. It keeps the squad pretty cheap and maneuverable, and like any horde army, you really want to maximize on the number of units in your army, and 20 seems to be the best balance - mainly because it gives you two special weapons in the unit.

Other Configurations

Shootas really don't work so well in Trukks. These Mobz are just meant for CC, where Sluggas are just better.

Footslogging Sluggas is more arguable as a configuration than Shootas in a Trukk, but to be honest footslogging CC troops has never been a good idea in 4th edition. Even with the Waaagh move, the Shoota Boyz with a PK Nob really just makes such a better unit for the job that they just completely eclipse Slugga Boyz. There is one exception to this, as mentioned in the HQ section. If you take two Warpheads and just keep trying for the Waaagh Power and hopefully get a Fleet move each turn, Sluggas are a decent footslogging unit. But this is an exception and not the rule.

General Usage Comments

Sloggin Shootas

Shoota Boyz on foot really have almost no need for an explanation. Combo them with a KFF Mek and run forward, shoot, and when the opportunity presents itself, Waaagh and Charge! The biggest thing is to remember to keep your Power Klaw Nob buried safely behind a mass of bodies to make it hard to range snipe him or ever have him get stuck in a CC Killzone where the enemy can force his removal. You should have a lot of Boyz in your Mobz, use them well to shield your PK Nobz in assault and make sure they always swing by being within 2" of as many Orks who are in B2B contact with the enemy as possible. Thats really the biggest trick one must learn when playing a horde of Orks. Everything else including squad spacing and deployment is based on the opponent face and the terrain available.

Trukkin Sluggas

Sluggas, especially in a Trukk, really need a few key words of wisdom. With only 12 Boyz in the Mob, you can suffer from LD issues, so a Bosspole is always a worthy investment. A few key things here should be mentioned as far as usage. When used in great groups, you should try and maximize the one Waaagh move you get per game. Try and set it up so that all of your Trukk Mobz hit the enemy all in one turn to maximize the effect. You shouldn't get in a position where using the Waaagh move only helps one Mob of Boyz. Additionally there is the issue of Mob placement once disembarking from a Trukk. The words spoken above for Nob placement behind a healthy amount of Boyz is just as applicable here as it is in the Shoota Boyz footslogging section.

Keep him within 2" of as many Boyz who are in B2B contact as possible! The secret to pulling this off is the order in which you move your models when charging. Per the rules, you move the closest model in B2B first, and then the rest are up to you, so long as you get as many models in B2B who can make it there as possible. The trick is to move all those models first, and then the rest move up to pad the killzone with the Nob in it, while at the same time keeping the Nob within 2" of as many models in B2B contact as possible. This prevents your opponent from pulling models in B2B as normal casualties and denying the Nob his chance to swing the Klaw.

One thing that should be mentioned from my experience with the new Trukkers compared to the old ones, and this is for players of the Old Orks, especially Kult of Speed, is that you must remember: your trukk mobz are not guaranteed to kill almost any target anymore! This wasn't always true with the old rules, but with the limitation of I3 on the Boyz, you really want to be careful in how you engage units with multiple attacks per model (assault squads, Chaos Marine squads, etc). They will almost always strike before you do, so set your charges up carefully so that the kill zones aren't too large, but more towards a flank of a unit where you will get fewer attacks hitting you first. Sure you'll kill less models, but in the aftermath in the next round of assault, you can outnumber the enemy by a greater margin and bring your numbers (and PK Nob) to bear with a much greater effect.



Gretchin Utility: Very Poor

What can I say about this unit. They removed their cover save giving ability for Orks, but kept their mine clearance abilities. So basically, the reason you took them before has been taken away.

They've been given BS3, which is pretty good except for the fact that in their basic units Grots can only ever have 12" Single Shot Lasguns.

Honestly, there isn't anything I can say here. The Slavers (or Runtherderz in the new Dex) can't get Rokkits or other upgrades anymore that make them useful. Heck the only use I can see for them is screening the Boyz from assault, and even that could probably be better fulfilled with another unit of Boyz.

Look at it this way, a unit of 30 Grotz costs the same amount of points that buy you 20 Orks.

The only good thing about Grots is that they make Big Gunz and Killa Kanz more appealing. As their own unit, they're one of the most useless things in the Codex. I literally can not conceive of a scenario where they are worth the points you will have to spend on them. This makes them worse than any other unit rated "Poor" in this Tactica.



Troops Summary

Well out of the two choices available, I hope its become clear which one you want to use and which one you want to avoid.

Fortunately with the way the Codex is laid out, the one choice available to you gives you such a wide variety of choices for how the unit will play that there is nothing to be too upset about.

About the only thing I can say in summary is that when choosing how to field your Boyz, either in Trukks or on Foot, the old 40k adage of "What's good to take once, its good to take in multiples" very much holds true for Orks. The most effective lists are the ones that will run multiple units of Footsloggers or multiple units of Trukks. There are cases where one or two unit of Trukkers can compliment a foot horde, but in those cases, its sometimes better to be running Storm Boyz for that role instead of Sluggas in a Trukk.


Unit Evaluation: Trukk Transports

Ork Trukks

Utility: Competitive

I didn?t really cover the deceptively humble Trukk in the Troops or Elites section where it can be taken as a dedicated transport and it is such a useful item in an Ork army that I feel it deserves its own unit evaluation.

The Trukk is still an AV10 Open Topped Fast Vehicle. This makes it a very good transport that can get units into combat pretty reliably when used in conjunction with Terrain. This gets even better in the new Codex with the new Waaagh rules giving Orks at least one fleet move in a game, making that turn you use the fragile Trukk to deliver your CC troops that much more effective, and it got an amazing boost with the new Ramshackle special rules.

Ramshackle basically makes it so that Orks are not automatically entangled when their Trukk gets blown up, not following the normal damage rules but instead taking a S3 hit for each model and a pinning test. What?s better is that even 1/3 of the time you won?t even suffer that and can potentially move closer to the enemy when shot. I won?t go through the specifics of the rule, but the gist of it is that 1/3 of the time you get blown up you roll a scatter dice and 3D6 to determine where and how far your truck moves before you take a pinning test and the S3 hits described above. The best part is that if you roll a ?Hit? for the scatter, you get to move the Trukk as you wish the distance rolled!

Equipping your Trukk

So given this incredible reliability that now comes with the basic Trukk, lets look at the options you have when setting up your Trukk:

  • Rokkit Launcha - For a nominal amount of points you can upgrade the Trukk?s standard Big Shoota to a Rokkit. Personally, I don?t see this as worthwhile since the weapon exists solely as something that prevents ?Weapon Destroyed? from becoming ?Immobilized? on the damage chart. Save the points and move on to other things.

  • Red Paint Job - Move an extra inch for free, for a small amount of points to boot. This upgrade is mandatory for any Trukk I take because when when you want to transport a unit into combat, that extra inch goes a mile! I can?t imagine a time I?d take a Trukk and NOT give it a Red Paint Job.

  • Grot Riggers - What was once always taken on my Trukks will now get left behind. It does the same job for a little bit more points, but it does it in the shooting phase now, not before the movement phase like before, meaning you can?t save your bacon if your truck is stuck immobile somewhere waiting to deliver a squad.

  • Stikkbomb Chukka - It gives your squad Grenades when charging out of the Trukk. This is useful for Nobz Mobz who can?t take grenades, but it only saves you 7 Points instead of taking Frags on your Boyz mob that can be transported in the Trukk if you fill up the max transport capacity of 12 Boyz. Still if you need to cut points from the list, dropping Frags and adding a Stikkbomb Chukka to a units Trukk is one way to do it.

  • Armor Plates - Extra armor for Trukks! This was something I initially had on all my Trukks, but from a discussion with Dakka Member Redbeard, I'm going to be leaving it off. If you ever suffer something with just a "Stunned" result, this can keep your Trukk moving, but with AV10 and Open Topped, it's not something that's going to come up very often since if a Trukk is being shot at it is probably going to suffer a lot more damage. Still for the times when you're being shot with Bolters and are glanced, this upgrade may be worthwhile. I suggest playtesting with and without this upgrade before settling on what suits your playstyle better.

  • Boarding Plank - One of the upgrades I just don?t see a whole lot of utility for. Embarked Troops can perform close combat attacks on an enemy vehicle within 2? if the ?Wagon hasn?t moved more than 12? that turn. The problem is that most of the time you will have to get out to charge to even reach a vehicle controlled by a good player. I just don?t see it being very useful and the whole idea that if your Trukk can be seen while trying to make this attack it probably will get blown up next turn which is safer than it was before, but it?s never a good thing.

  • Wreckin Ball - Another upgrade I?m not too thrilled about. If you move less than 12? you can make a S9 attack on a unit within 2? on a 4+. It?s OK vs. Vehicles if yo

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