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Made in us
Longtime Dakkanaut




So since the 2 new Strats for orkz in CA kind of suck I thought about some new ones that would be fun and competitive, at least compared to the steaming pile of garbage GW provided us with.

Feral Ork Uprising: (1 use only) Orkz are a global plague that infest every planet, some more then others. When an Ork Waaagh Lands on a planet it is not uncommon for the warboss to utilize the local feral orkz.
1 CP: At the start of your turn you may place 10 Feral orkz (no shootas/armor, only a Choppa) anywhere on the board 12 inches from enemy forces. For the rest of the game this unit functions as part of your army and is treated as regular boyz.

Drawn to Da Fight:(1 use only) When da boyz get stuck in da ruckus draws in da rest of Da boyz to com fer a good fight.

2 CP: At the start of your turn you may take any unit you have in reserve and place them on a table edge more then 8inches from any enemy units.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Potent Possessed Daemonvessel





Guess it goes to show how hard good stratagems are to make.

The first one would need reinforcement points, as summoning for 1 CP is not going to fly, at which point it is pretty bad.

The second seems pointless all ork reserves can deepstrike why would I pay 2 cp to get 1" closer
   
Made in nl
Longtime Dakkanaut




Come back ere ya runts: 1 CP. Remove a unit of gretchin from the board, and immediately set it up at full strength within 1" of a friendly Runtherd with a grabbastik, keeping all models more than 9" away from any enemy model.

Skweez dem triggers harda: 1 CP. In your own shooting phase select a unit that is closer than 1" to any enemy models. Immediately make a shooting attack with said unit, targeting any enemy unit within 1" of itself. Use the selected units WS in place of BS when making the attack.

Kustom hydrauliks: 1 CP. In any fight phase select a friendly unit eligible for combat. In this phase treat all Power Klaws has a damage profile of 3

Fix em up: 1 CP. When using the Big Mekaniak tools restore twice as many wounds to the repaired vehicle.

Spirit of Gork: 2 CP. In any fight phase select a friendly unit eligible for combat. In this phase treat all the units Choppas as Big Choppas

Spirit of Mork: 2 CP. At the end of your own shooting phase select on of your own units. Immediately make a standard move + advance with the unit.

Spirit of 7th edition: 3 CP. You rolled well on the telepathy table. Select one of your own units: for the remainder of the game this unit can only be hit on a 6+.

This message was edited 1 time. Last update was at 2017/11/26 16:51:26


 
   
Made in us
Fixture of Dakka





Breng77 wrote:
Guess it goes to show how hard good stratagems are to make.

The first one would need reinforcement points, as summoning for 1 CP is not going to fly, at which point it is pretty bad.

The second seems pointless all ork reserves can deepstrike why would I pay 2 cp to get 1" closer


Agreed regarding the first one. I actually think there might be a place for the first one provided you pay reinforcement points to bring in the new units though. Sure, 10 naked boyz aren't going to do much damage or last all that long, but bodies are bodies. I could see someone plopping them down on a hard to reach objective, tossing them out as a deepstriker screen on turn 1, etc. You should probably state that such a stratagem can't be used past turn 3 though. Otherwise people might sit on a command point until the last turn of the game, drop a unit on an objective when your force is too depleted to do anything about it, and potentially win the game without giving their opponent a chance to do anything about it.


Automatically Appended Next Post:
pismakron wrote:
Come back ere ya runts: 1 CP. Remove a unit of gretchin from the board, and immediately set it up at full strength within 1" of a friendly Runtherd with a grabbastik, keeping all models more than 9" away from any enemy model.

Skweez dem triggers harda: 1 CP. In your own shooting phase select a unit that is closer than 1" to any enemy models. Immediately make a shooting attack with said unit, targeting any enemy unit within 1" of itself. Use the selected units WS in place of BS when making the attack.

Kustom hydrauliks: 1 CP. In any fight phase select a friendly unit eligible for combat. In this phase treat all Power Klaws has a damage profile of 3

Fix em up: 1 CP. When using the Big Mekaniak tools restore twice as many wounds to the repaired vehicle.

Spirit of Gork: 2 CP. In any fight phase select a friendly unit eligible for combat. In this phase treat all the units Choppas as Big Choppas

Spirit of Mork: 2 CP. At the end of your own shooting phase select on of your own units. Immediately make a standard move + advance with the unit.

Spirit of 7th edition: 3 CP. You rolled well on the telepathy table. Select one of your own units: for the remainder of the game this unit can only be hit on a 6+.



I like most of those. The last one is obviously silly, of course. Skweez Dem Triggers' is fun and fluffy, but I'd worry that using WS might make it a bit too good, at least for 1 CP. Imagine tankbustas hitting with rokkits on 3s and then also getting to do their normal fight phase damage. You'd also be able to pretty much obliterate units like harlequins, wyches, daemonettes, etc. using only the humble shoota. Have them use their BS, though, and I think you have a pretty reasonable, fluffy stratagem.

This message was edited 1 time. Last update was at 2017/11/26 20:30:09



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Longtime Dakkanaut




Breng77 wrote:
Guess it goes to show how hard good stratagems are to make.

The first one would need reinforcement points, as summoning for 1 CP is not going to fly, at which point it is pretty bad.

The second seems pointless all ork reserves can deepstrike why would I pay 2 cp to get 1" closer


I was thinking #1 would bypass the reinforcement points rule because feth the rules.

and #2, it would coincide with the deepstriking mob so you could have 2 Full mobz of 30 arrive on any turn you wish.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Mutilatin' Mad Dok





Georgia

Top points for "Spirit of 7th edition." Also, spirit of Gork seems way too terrifying for just 2CP.

Here's some we need.

Get Stuck In: 1 CP- Use this immediately when an enemy unit tries to fall back from combat. On a roll of a 2+, the enemy cannot fall back.

Aim, den shoot!: 1 CP- During your shooting phase, select one ork unit that has not moved. Add 1 to its hit rolls for the remainder of the shooting phase.

And one fun one.

Volatile Fuel: 1 CP- any time you are to roll for an explodes result, use this stratagem to automatically explode instead.

This message was edited 1 time. Last update was at 2017/11/26 21:42:23


"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in nl
Longtime Dakkanaut




Invasive serjury: 1 CP. When using the Dok Tools to heal a character, restore twice as many wounds as usual. For the each of the characteristics S, T and A roll a D6. On a 4+ improve the characteristic by 1. On a 1 reduce the characteristic by 1

Medikal Stimulajon: 1 CP. Select one of your Painboyz. Until your next turn any friendly Infantry of Biker unit within 3" of the painboy has its Toughness characteristic increased by 1

Sykik Mindbendin: 1 CP. Choose one of your own psykers and an enemy psyker with 24" of it. Select one power known by your own psyker and one power known by the enemy psyker and swap them.

Weld it together lads !!: 2 CP. When a transport is reduced to 0 wounds immediately restore it to as many wounds as there are embarked Meks, Spanners and Big Meks on it.

Klouds of dust and diesel fumes: 2 CP. At the end of your own movement phase select a unit of Bikers or a Vehicle that has moved at least 12". Until your next turn subtract 1 from all hit rolls that targets any unit within 3" of the selected unit in the shooting phase.

Grot shielding: 1 CP. At the end of your own movement phase select one of your units within 1" of a friendly unit of gretchin. Until your next turn whenever the selected unit loses a wound roll a D6. On a 4+ the unit of gretchin suffers the wound instead.

Stomp em good boyz !!: 2 CP. In a fight phase select a friendly banner nob. Any friendly unit within 6" has its Strength increased by 1 in this phase.

Ram em hard lads: 1 CP. In the charge phase select a walker,vehicle or unit of bikers that has advanced this turn. This unit can now charge as if it had not advanced.

Woooooosh: 1 CP. In your own shooting phase select a unit. When any model in this unit makes a shooting attack with burnas, skorchas or kombiskorchas roll twice when determining number of attacks and pick the better result.

Dis maps konfusin boss: 2 CP. After deployment but before the first battleround select one of your own infantry units and one of the enemys infantry units. Then swap their position.
   
Made in us
Potent Possessed Daemonvessel





SemperMortis wrote:
Breng77 wrote:
Guess it goes to show how hard good stratagems are to make.

The first one would need reinforcement points, as summoning for 1 CP is not going to fly, at which point it is pretty bad.

The second seems pointless all ork reserves can deepstrike why would I pay 2 cp to get 1" closer


I was thinking #1 would bypass the reinforcement points rule because feth the rules.

and #2, it would coincide with the deepstriking mob so you could have 2 Full mobz of 30 arrive on any turn you wish.


Then #1 would go against every instance of similar rule in the game, so unlikely something that would be allowed. IN a 6 turn game you are looking at adding ~360 points to your army if you do it every turn.

You cannot put a Mob of orks into reserve so unless your stratagem is 2 CP - during deployment you may put a unit into reserve, then at the end of any movement phase you may set it up... it doesn't do what you are wanting it to do. The only things orks can place in reserves are things like koptas, buggies(etc), and Kommandos. All of which already can basically do what you are using the stratagem for. IT would (as it uses reserve) require you to come in by turn 3 in matched play.

So again I'll assert that your attempt shows just how hard it is to make good stratagems.
   
Made in dk
Longtime Dakkanaut




Intimidasjun: 1 CP. Select any Ork Character. Any enemy unit within 6" of the selected character has -2 leadership until your next turn.

Lube da gears ya git: 1 CP. Select an Ork vehicle. If a grot oiler is embarked on it the add 2" to the vehicles move, advance and charge distance in this turn.

Ger outta ere ladz!! : 1 CP. In the beginning of your own movement phase select one of your vehicles. Models disembarking from the vehicle can be set up within 6" of the vehicle.

Gitfinda: 2 CP. In the shooting phase select one of your units within 2" of a Big Mek. This unit can target an enemy character even if it is not the closest visible unit.

Getinderfightyalazygrotlovers: 1 CP. In the fight phase select one of your units eligible to fight. This unit can pile-in and consolidate 6" in this phase.

Kustom ammunisiun : 1 CP. In the shooting phase select one unit of boyz. In this turn change the AP characteristic of all shootas and sluggas of this unit to -1

Steady aimin boyz : 1 CP. Select one of your vehicles with the open-topped ability. Models embarked in this vehicle can shoot as if they have not moved, even if the vehicle has moved or advanced.
   
 
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