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Dakka Dakka Ork Takktika Appendum: Quick Tips


Dakka Dakka Ork Takktika Appendum: Quick Tips

After editing Voodoo's excellent Takktika for 5th edition, and planning my own Ork army I thought it would be worthwhile to write a sort of cheat sheet to the main Takktika. If you would like to edit it or add anything, feel free to go ahead.


Special Characters

Ghazghkull Thraka

  • Use 6" Waaagh! move and a Transport-wagon with a bodyguard of Mega-armoured Nobz to mitigate their lack of mobility.

An expensive unit, Ghazghkull Thraka costing 225 points and if you pair him with a full squad of Mega-armoured Nobz, 400 points for just them and if you intend to use them together they are a formidable opponent, but if you take them and Ghazghkull Thraka in a Battle-wagon as a Transport then you will have to leave a Mega-armoured nob.

Mad Dok Grotsnik

  • Excellent upgrade for Mega-armoured Nobz, giving them FNP and access to Cybork Bodies.
  • Excellent for large Slugga squad, giving them FNP.

Wazdaka Gutsmek

  • One of the weaker characters (at 180 points), but interesting if you like Kult of Speed.

Old Zogwort

  • Good HQ if you want your only HQ to be a Warphead.

Standard HQ Builds

Warboss

  • Any Warboss can bring a S10 Power Klaw, a LD9 Bosspole, and one squad of Nobz becomes a scoring unit Troop selection.
'Eavy Armour Warboss
  • Perfect for Trukks or foot-slogging Boyz and Nobz.
Mega-armoured Warboss
  • Perfect for leading Mega-armoured Nobz.
Bike Warboss
  • T6 and mobility for the S10 Power Klaw

Big Mek

  • Any Big Mek can carry a LD8 Bosspole, fixes vehicles and one Deff Dred can be taken as Troop. Note the Dred is not a scoring unit.
  • A Burna is S5 I4 on the charge, 4+1 attacks with an Attack Squig.
  • 'Eavy Armour goes a long way after allocating wounds to the unit.
Kustom Force Field
  • Gives a save to front squads of Boyz and is particularly useful for vehicles, giving them a 4+.
Shokk Attack Gun
  • You will likely want a bodyguard. A squad of Lootas, Shoota Boyz or Grots are popular.

Weirdboy/ Warphead

  • Give it a big squad of Slugga Boyz and have fun.

Elites

Nobz

  • Combine with a Warboss to make a Troop selection and do not forget Stikkbombs, an effective and cheap upgrade.
  • Be sure to choose from 'Eavy Armour, Cybork bodies or bikes for the squad. A Bosspole or two are a worthwhile investment.
  • Consider Big Choppas for models not given Power Fists. 50/50 split has become popular. Power Fists are S9 on the charge for Nobz.
  • Kombi-weapons are likely worthwhile for only 5pts.
  • Take advantage of wound allocation and give the Nobz varying wargear.

Mega-armoured Nobz

  • Mega-armoured Nobz in a Transport-wagon are winning a lot of respect in 5th edition, especially when paired with Ghazghull.
  • Small squads in a Trukk are respected for Kombi-weapons and anti-tank ability.

Burna Boyz

  • Trick with Burna Boyz, give them Mekboyz with long-ranged weapons to bring cheap firepower until the Burnas close in.
  • Give them a transport with Stikkbombs to get their Power Weapon attacks against cover. Otherwise they are I3 at best.
  • note it is statistically better to flame from a vehicle then charge regardless of save

Tankbustas

  • If you are going to take them, take Bomb-squigs.
  • If you are going to take them, a Nob with Rokkit Launcha, Bosspole and 'Eavy Armour is probably worthwhile.
  • Good insurance against transport rush and do not forget that if they cannot see a vehicle they do not have to shoot at it.

Lootas

  • Lootas. 'nuff said. Put them in cover. If you attach a SAG they have to shoot the same target, but he can bring a Bosspole too.

Kommandos

  • Boss Snikrot is a powerful option.

Troop

Ork Boyz

  • See the main Takktika.
  • 'Eavy Armour keeps the Nob alive when the time comes. A Bosspole may not be necessary.

Gretchin

  • Gretchin are T2; Ork Boyz are T4 with Mob rule, Shootas and Power of the Waaagh!. Gretchin can still be handy because they cover so much space on the table.

Transport Option: Trukk

  • Rokkit Launcha: No/ Maybe.
  • Red Paint Job: Yes.
  • Grot Riggers: Yes/ No/ Maybe. :). A good upgrade, but Trukks are built cheap.
  • Stikkbomb Chukka: No/ Maybe. :)
  • Armour Plates: No/ Maybe.
  • Boarding Plank: No.
  • Wreckin' Ball: No/ Maybe.
  • Reinforced Ram: Yes/ Maybe.

When you only have one Trukk with some other armour, you probably want to keep it cheap. Red Paint Job should be enough. In Kult of Speed type lists where you have multiple Trukks you probably want one or two Trukks for assaulting terrain (Reinforced Ram and Stikkbomb Chukka). The other consideration is what to do with your Trukks after they drop off their payload. A Rokkit Launcha and Wreckin' Ball with Red Paint Job can give you some anti-tank for going at the rear armour (AV 10) for only 15 points. Trukks already come with the Ramshackle rule. Their job is to rush up, drop everything off and maybe shoot their gun a couple times. Even Grot Riggers are probably 5 points too much to spend.


Fast Attack

Stormboyz

  • Mobile close combat option. See the main Takktika.

Warbuggies

  • Bring affordable, mobile shooting, especially for armoured lists.
  • Red Paint Job: Yes.
  • Grot Riggers: No. (squadron)
  • Armour Plates: No. (squadron)

Warbikers

  • Bring affordable, mobile shooting, especially for foot-slogging lists.
  • The Nob gives them a bit of close combat punch, and a Bosspole.

Deffkoptas

  • Bring affordable, mobile shooting, especially for foot-slogging lists.
  • Other options are just for fun.

Heavy Support

All vehicles go well with a Kustom Force Field, giving them a 4+ cover save.

Battlewagon, Killkannon-wagon

  • Secondary weapons: Yes. ("Weapon Destroyed")
  • 'Ard Case: Yes/ Maybe.
  • Deff Rolla: Yes/ Maybe. I like it for a secondary weapon if it loses the Killkannon.
  • Red Paint Job: Yes.
  • Grot Riggers: Yes.
  • Stikkbomb Chukka: If you will use it.
  • Armour Plates: No/ Maybe. Up to you. I do not, others do.
  • Boarding Plank: No/ Maybe.
  • Wreckin' Ball: No/ Maybe.
  • Grabbin Klaw: Yes/ Maybe.
  • Reinforced Ram: Yes, if no Deff Rolla.

Battlewagon, Transport-wagon

  • Secondary weapons: Yes. ("Weapon Destroyed")
  • 'Ard Case: No/ Maybe.
  • Deff Rolla: Yes/ Maybe. I personally take the Ram with mine, just because.
  • Red Paint Job: Yes.
  • Grot Riggers: Yes.
  • Stikkbomb Chukka: Yes/ If you will use it.
  • Armour Plates: Yes/ Maybe. It is a transport, it needs to move.
  • Boarding Plank: Yes/ Maybe. I take it for anything with a Klaw inside, just because it is too awesome.
  • Wreckin' Ball: No/ Maybe. Expensive at 10 points.
  • Grabbin Klaw: Yes/ Maybe.
  • Reinforced Ram: Yes, if no Deff Rolla.

Deff Dred

  • The thing with Deff Dreds, Killa Kans are BS3. They are still useful for stacking armoured units in your list.
  • CCW and Skorchas are good choices, you can Run the first couple turns.
  • If taking because it is a Troop, Big Shootas give you some more shooting.
  • Armour Plates and Grot Riggers are both worthwhile.

Killa Kans

  • Rokkit Launcha, Kustom Mega-Blasta and Grotzooka are all A choices.
  • Armour Plates and Grot Riggers are not useful in a squadron.

Flash Gitz

  • Generally considered a poor choice.
  • Shooty Nob bodyguard for an HQ. More Dakka is a default upgrade.
  • Kaptin Badrukk is expensive but fun. LD9 Bosspole.

Big Gunz

  • Kannon batteries give you some worthwhile S8 shooting.
  • Zzap Gun batteries are AP2.

Looted Wagon, Transport

  • Generally a poor choice due to being rather unpredictable, better to borrow a Ramshackle Trukk.

Looted Wagon, Boomgun-wagon

While cheap and only AV11 a Kustom Force Field can help them live longer.

  • Secondary weapons: Yes/ Maybe. ("Weapon Destroyed")
  • 'Ard Case: Yes.
  • Red Paint Job: Yes.
  • Grot Riggers: Yes/ Maybe.
  • Stikkbomb Chukka: No.
  • Armour Plates: No.
  • Boarding Plank: No.
  • Wreckin' Ball: No/ Maybe.
  • Reinforced Ram: No/ Maybe.
  • Grabbin Klaw: Yes/ Maybe.


-Tacobake



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