I'm keeping an updated list as people come up with more changes and tactics. All
changes are verified, and
tactics are either theory hammer or verified in game play. Tactics that have been verified are tagged as such.
Notice, just because something has been verified, doesn't mean it's necessarily fact, it just means someone has success with this tactic in at least one game.
Ork FAQ 1.3
Updated rules for the Ork Dakkajet, Burna-bommer and Blitzabommer can be found in the Death From the Skies compendium for $33 US.
Ork FAQ 1.1
1.) Ghazghkull's Waaagh fixed. Ork Infantry units automatically count as rolling a 6 if they Run, and models with the Slow and Purposeful special rule exchange it for Relentless instead. All non-fleeing friendly Ork units become Fearless for the duration of the Waaagh.
2.) Ramshackle claified. Trukks roll Ramshackle for Wrecked as well as exploded.
3.) Burnas clarified. A burna is an unusual power weapon when used in close combat, therefore it is AP3 and cannot be used as a power weapon the same assault phase it has been used for overwatch.
4.) Bomb Squigs clarified. Bomb squigs cannot be used to target zooming flyers.
5.) Cover saves can be taken against deffrollas.
6.) Ork boarding planks, grabbin’ klaws and wreckin’ balls cannot target Zooming Flyers.
7.) Units of Ork Nob, and Nob Bikers are no longer characters and thus no
LOS can be taken in those units.
Tactics
1.) Shoota Boys are seeing generally favorable reviews on the table compared to Sluggas right now, seemingly due to Overwatch and Random Charge distance. (Verified)
2.) Trukks are being touted as more fragile with the hull point rules. (Verified)
3.) Overwatch appears to be working greatly in our favor with mobs of Shoota Boyz (Verified)
4.) Big Gunz and large Gretchen Krew are seeing favorable reviews due to blast marker damage changes and toughness changes to gretchen assigned to gunz. (Verified)
5.) Nob Bikerz are seeing very favorable reviews for new toughness rules, and Hammer of Wrath. (Verified)
6.) Gretchen squads manning Aegis Defense Lines with the Quad are expected to perform well with taking advantage of cover, go to ground, and Line of Sight advantages. (Verified)
7.) Kanwall is seeing generally unfavorable reviews and is considered too fragile since the changes to the
KFF, addition of Hull points, and new grenade rules for walkers. (Verified)
8.) Self Healing Dakka Wagons are seeing favorable reviews with and without Kill Kannon. Generic load out looks something like: Armour Plates, Grot Riggers, Big Gun, 4 Rokkits/Bigshootas,( 'Ard Case or not), (Killkannon or not), Big Mek w/
KFF, Grot Oiler , Burnas/Lootas, Meks. Etc... (Double Verified)
9.) Tau allies, with Broadsides are seeing favorable reviews for their ranged anti-tank, which fills the Ork weakness nicely.
(Verified)
10.)
KFF is seeing favorable reviews despite the nerf. In particular, the ability to negate Focus Fire seems to be a large selling point. (Verified)
11.) The Dakkajet is seeing very favorable reviews and is currently considered the best choice in Ork fliers for numerous reasons not the least of which seems to be Waaagh!. (Verified)
12.) The Biker Boss is seeing very favorable reviews for Look out Sir, and new T6. (Verified)
Changes, their pros and cons.
Pros:
1.) Hull points makes open topped vehicles and maxed squads of Kans and Buggies more durable to glances.
2.) Hull points make Rokkits, and KMBs able to take out AV14.
3.) With the new "Hammer of Wrath"
USR, buffs bikes and Stormboyz.
4.) Fearless wounds are gone.
5.) Snap fire is huge for Orks. Passengers can snap-fire(
BS 6) from vehicles moving up to 12" (Huge for mobz of 20 boyz in wagons.), vehicles may snap-fire any weapons they weren't allowed to shoot unless they are blasts, even when going flat-out.
6.) Moving Vehicles are always hit on 3+ in close combat.
7.) Off-center blasts hit at full strength.
8.) The highest, unmodified initiative is used for sweeping advances. Warboss has initiative of 4
9.) Potential assault distance increased.
10.) M.A.Nz ignore power weapons now.
11.) Skimmers are easier to ram now, (Skimmers no longer dodge on a 3+, but on a 5+ (4+ if flat-out).) Nice for the Deff-Rolla.
12.) Aegis Defense Line will be available for 50 pts and is the perfect spot to drop your Lootas, for when terrain is not being nice to you.
13.) Lootas are a good choice for Anti-aircraft.
14.) Squadrons who's models have immobilized results can abandon the immobilized model, effectively creating a new unit out of the model left behind.
15.) Flash Gits now have the "Ignore Cover"
USR.
16.) Tank Bustas "Glory Hogz" no longer have to shoot or charge enemy vehicles that are out of range.
17.) Mek tools now repair hull points in addition to weapon destroyed or immobilzed.
18.) Stikkbombs are assault grenades now.
19.) Bikers now use their upgraded toughness when determining
ID.
20.) Zagstrukk has been buffed with chance to die on mishaps halved and player is able to pre-measure the deep strike.
21.) You can also attempt to regroup normally if you have less than 25% of your models alive, if an independet character is joined to the unit. And less so, You always regroup on double 1s , no matter how many models are alive.
22.) Slow and Purposeful prevents running, Overwatch and Sweeping Advances. It no longer slows normal or charge movement. Yay
MANZ!
23.) A biker warboss can now smash dreads without worrying about instant death.
24.) Badrukk is able to shoot three S7 AP2 ignore cover shots with three rerolls to hit, allocating half of his hits however he likes.
25.) If da boss is in a challenge with a single enemy, every five boyz that are watching allow a reroll of either to hit, to wound or saves. Charging an
MC with 30 boyz? 5 rerolls to hit or wound!
26.) You can now throw tankbusta bombs. Throw, as in 8" AP4 assault 1.
27.) Big Gunz make grot crew T7 until there are no more gunz.
28.) Walkers no longer get Death or Glory. Deff-Rolla's are now viable for ramming Walkers.
Cons:
1.) Cover going to 5+ (50% save to 33% save)
2.)
KFF is now 5+
3.) Wound Allocation change means no more diversified Nob wound shenanigans.
4.) Shooting casualties removed from the front. (Could impact Ork charges but not sure if it's enough to warrant all the crying)
5.) No more Green Baron deff kopta scouting, alpha striking, tank popping, first rounds. (However, they have the new awesome "jink" rule)
6.) No more bubble wrapping your Nob with
PK. (Slightly offset by "Look out , sir!")
7.) Charge bonus is lost in multi-assault.
8.)
AP on
CC weapons is very bad for Orks with 6+ armor saves.
9.) Snikrot nerfed with the new assault rules.
10.) Ghazghkull's
FAQ'ed Waaagh is currently nerfed, as it confers max run in the shooting phase, and running disallows charging.
11.) Focus Fire rule could concievably hurt Orks as our boyz mobz can be so large that we cannot fit them all in cover. (However, this also leads to some interesting tactics such as baiting)
12.) If you allocate one wound to a model with a better save/multiple wounds, you must keep allocating wounds until it either dies or no wounds are left to allocate. Taking the first wound on the nob doesn't work anymore.
13.) You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus.
14.) Cover is now per model. This can be very hazardous for large mobs of boyz who don't always fit in cover.