I'm da hand of Gork and Mork, dey sent me to rouse up da boyz to crush and kill ‘cos da boyz forgot what dere ‘ere for. I woz one of da boyz till da godz smashed me in da ‘ead an’ I ‘membered dat Orks is meant to conquer and make slaves of everyfing they don’t kill.
I’m da profit of da Waaagh an’ whole worlds burn in my boot prints. On Armour-Geddem, I led da boyz through da fire deserts and smashed da humies’ metal cities to scrap. I fought Yarik, old one-eye at Tarturus, an’ he fought good but we smashed iz city too.
I’m death to anyfing dat walks or crawls, where I go nothin’ stands in my way. We crushed da stunties on Golgotha, an’ we caught old one-eye when da speed freeks blew da humies’ big tanks ta bits. I let ‘im go ‘cause good enemies iz ‘ard to find, an Orks need enemies ta fight like they need meat ta eat an’ grog ta drink.
I iz more cunnin’ than a grot an’ more killy than a dread, da boyz dat follow me can’t be beat. On Pissenah we jumped da marine-boyz an’ our bosspoles was covered in da helmets we took from da dead ‘uns. We burned dere port an’ killed dere bosses an’ left nothin’ but ruins behind.
I’m Warlord Ghazghkull Mag Uruk Thraka an’ I speak wiv da word of da gods. We iz gonna stomp da ‘ooniverse flat an’ kill anyfing that fights back. We iz gonna do this coz’ we’re Orks an’ we was made ta fight an’ win!
- Graffiti on Warlord Battle Titan wreckage, found by Dark Angels at Westerisle, Piscina IV
A lot of fellow warbosses are currently taking their boyz for a spin with the actual rules, so I think we can start talking about actual tactics.
I know, us orks don't like rules, but a couple of things should be said before starting:
- This is supposed to be about competitive gaming. I know there are a lot of players you just want to toss some dice, watch their beautiful converted models, re-enact battles from the fluff and don't really care about who wins the game. You are all awesome people, but sorry, this thread isn't for you :(
- This thread is not the place to make guesses based on rumors or blogs you have read. If you are not one of the lucky people to have 8th edition rules yet, do not give advice based on rumors you've read or heard. Feel free to ask questions though!
- At this point it's safe to assume that any competitive gaming will be using points, not power level. Please don't base tactics on the obvious holes the power level system has.
- Keep in mind that not everybody has access to forgeworld models or rules.
- It is fine to agree to disagree.
- Back up your arguments.
- Orks never lose.
Ork primer for high level competitive gaming:
Collection of battle reports found here (no longer updated)
Having an argument about Da Jump working in turn 1? Take this:
Picture posted by official GW
account on facebook here
(Thanks to ZoBo for the link)
(thanks to pismakron and koooaei!)
One of the best units in the game. The math favours sluggas, but shootas works surprisingly well and gives you some flexibility. If you are struggling with orks, bring more boyz.
An absolute killing machine and surprisingly durable. Works well in mechanized lists as well as with foot infantry.
The buffs provided by a warboss are crucial for boy blobs, and his damage output is quite decent. The 'eadwomper's killchoppa (relic BC
) is the best option for a Warboss, as is a Warbike, but leave the Mega Armor at home.
An auto-include. The weirdboy can reliable deny any psyker, is a smite machine, and has access to two good powers in Warpath and Da Jump.
Good for bracketing vehicles so they cannot fall back. Also, you don't lose out on the Greentide bonus by taking lots of min-sized squads. Basically faster moving boyz for a decent price.
They can appear anywhere any time you like. While their bonus to their cover save is rarely useful, they are 15 boyz that can appear right next to your opponent, and boyz are good. They can get two burnaz for free.
Since price drop in CA
, they are our best shooting option. You can have one crew fire multiple guns and have they other crews capture objectives and/or bubble-wrap.
An important part of most ork lists, but not an auto-include. Always give him a KFF
. A Warbike is also a good option as the KFF
is very dependent on positioning. Don't waste points on klaws, saws, blastas or the shokk attack gun.
The 6+ save is pretty weak, but his abillity to heal characters is very useful. Healing weirdboyz and Ghaz will earn his points back, and with four attacks he has better damage output than a Big Mek.
Mad Dok Grotsnik
A better painboy that only costs 9 more points. He is pretty tough with dual FNP
saves and as killy as a warboss.
Very decent damage output, but they are way too squishy to use on foot. Works well in mechanized lists. Only unit that can make good use of the DakkaDakkaDakka stratagem.
Provides a nice buff for all Ork lists, but he is pretty expensive. He is good with both walkers and footsloggers.
Come stock with 4+ armor now and can take ammo runts that increase their durability - especially useful against multi-wound weapons. They are an important part of most mechanized lists, but sadly our vehicles are overpriced. All shooting options but shootas are too expensive.
Not as good as the KMK
since it has only one shot and big guns are less tough than mek guns. Still a decent anti-tank weapon, especially when spammed.
Awesome objective camper due to his cover buff. If you have 2+ units of kommandoz, he can support them, but is by no means required to do so.
Very tough and a beast in close-combat. The shooting is kind of meh, but better than the morkanaut.
Extremely good if you take multiple full-sized squads of stormboyz. Some people have reported success running him on his own.
It can do plenty of damage, but it is easy to kill. It's also ok at killing anything, but not actually good against any specific targets. Can be useful for assassinating characters, as it can jump next to them and unload its guns on them.
he is a strong shooting unit with mediocre range, however his aura doesn't work well with flash gits at all for multiple reasons. Therefore most useful without flash gits.
Bombs work best against elite infantry, has one more big shoota than a blitza bommer. Use Explosive Demise to discourage your opponent from shooting it down or do lots of damage. Use CP
to re-roll explosion result. Do not take skorcha missiles.
very cheap and good weapons, but their outflanking is almost useless because skorachs are always out of range. Deploy them regularly, so they can skorch something after advancing first turn.
Reasonably durable and shooty, but needs lots of baby sitting: A Banner Nob to make them usefull in close combat and a Bik Mek with a KFF
to make them survive. They also need a warboss or command-points to help with morale. Oh, and they don't benefit from 'Ere We Go.
Good damage output, but very squishy and needs to remain stationary. Use command points to re-roll their shots.
Ok with hard-top and a deff-rolla. They are expensive and most shooting options are not worth it for their points. Best transport for melee units with little shooting, but too expensive and too easy to kill by dedicated anti-tank.
Now half a battlewagon for half the price. Best transport for ranged units, but still too easy to kill and too expensive.
they are basically a couple bikers welded together resulting in a slight increase in durability. Rokkits make them too expensive, big shootas aren't actually great weapons. Can outflank.
really fast, have good shooting, are quite durable vs small arms fire but fold like wet paper vs damage 2 or more weapons - most notably overcharged plasma. Since they get to strike first when charging their melee is now decent.
Like the Gorkanaut but with less damage output and a gun that fries itself.
The bomb is good, and the ability to assault things that are behind a screen can be game-winning and they appear almost anywhere on the board. On the downside they are expensive and squishy and do too little.
Fun option that has the potential to be totally devastating or totally harmless. Most important value is number of shots, and then strength. Strength doesn't matter if you fail to hit, AP
and damage don't matter if you fail to wound.
More unreliable version of the kannon, but could potentially do three mortal wounds and kill three marines or something. Not worth the extra 3 points over a kannon though, and KMK
does it better.
Kill too little due to hit modifier, too slow. They are hard to kill roadblocks, but not worth their points. Dual killsaws are superior to shooting options.
Bombs are good at causing mortal wounds, perfect for squads of infantry but not that good against vehicles. Since CA
more expensive than burna bommer without actually being better at anything relevant.
Very good damage output, but the dread is very squishy and badly needs KFF
protection. Too slow to reliably charge on turn two. They are useless for shooting.
Too expensive and to squishy. Both shooting and melee is inferior to regular boyz.
Instead of paying for a KFF
that's never where you need it and a plane with guns that don't hit the broad side of a barn, bring another bommer.
twice the price of a nob with ammo runt with little to show for it. Combined with all shooting options bein expensive as sin, not worth fielding.
Don't pay 26 points for a big shoota.
There is no reason to not get a KMK
instead of this. Still better against fliers than tractor kannons.
Strictly worse than regular kannon, even against flyers.
Boyz or artillery can do anything better they can do. In some corner case you might want to spend 30 points on a unit to fill a detachment, but try to avoid that.
Useless because grots are useless. Can be spammed for character shenanigans.
He has a cool model, but he really has no purpose. Waste of points.
Very expensive and very squishy. They badly need a transport but they also need to remain stationary.
Costs three times they points of a grokanaut with the shooting of one.