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Why Play Orks[edit]

WAAAAAAaaaaAAAAAAAGGGHHHh!!!
Because you want to be a hulking green English football hooligan with a machine gun, and you like
beating people upside the head with said machine gun while yelling at the top of your lungs. Joking
aside, 'da' Orks are one of the easiest and armies to learn Warhammer 40k with, and everybody will
love you for playing them. Seriously, everyone loves Orks. But here is a fair warning. Don't let the
simple starter games vs a friend or a "friendly" store manager fool you this army is really hard to
master at a competitive level and it is really expensive. Most of your units are not point effective and
relative slow so you have to plan multiple turns ahead to do anyting vs armies that can
outmanoeuvre you or just shoot you down before you reach your goal. It has one of if not the the
weakest codexes in the 7th edition of 40k, and don't let any one who sells models convince you
otherwise, even if they show you the fancy new Gorkonaut or some other expensive kitt that "will you
win games".
This army is for you if you like to win by paying an army that does not have a powerful codex codex
like marines, Deamons, tau, eldar or guards or don't care that much about winning. Its like playing
beastmen in 8th edition fantasy. Your fun has to come from the challenge of playing hard almost
unfair battles, the army itself with all the rich background or the other hobby aspects. And your army
will most likely be big meaning that you will be spending a lot more time painting and spend a many
hundreds of euro's/dollars at your army then most other players ever have to do. Also don't forget
the factor of transporting your army, transporting a large army of orks can be a real challenge / pain
in the back. Just a hint, your average ork army will not fit in most normal sized army transporters.
On the table this high body count in squads means that they rarely touch the extremes of having
every shot hit or miss. At the same time a high toughness and ease of access to Feel No Pain
means they are pretty durable on the battlefield. In certain armies they say there is a quality among
quantity, Orks made it a special rule. Additionally Orks have many random weapons that could
pierce a Titan one second and barely scratch a grot the next. Much of an Ork player's mindset has to
prepare for every one of his boys to die. They are also a very flexible army, as there are many ways
to play Orks ranging from melee to Gunlines.
On the fluff side of things Orks are the dark humor of the grimdark future. Never will you see an Ork
burn his own kind as heretics- only for fun or to see what'll happen. There is no race in 40k that is
more accepting of other races than the Orks, mainly because they just want to fight and see all races
as a way of finding a good scrap. Even in the serious stories Orks are constantly outsmarting their
opponents just because no one takes them seriously. An entire Ork warband once traversed a frozen
tundra because the Imperial Guard detachment on the planet didn't bother securing the flank of their
base, thinking no man could survive crossing that dangerous terrain. In fact, pretty much all of the

fluff involving Orks is hilarious and awesome, such as a story where the Orks manage to outsmart
and out shoot the Tau, or the one where a Warboss, thanks to warp travel, was sent back in time and
killed him self to get two of his favorite gun. Or the one where a Warboss flew into the Eye of Terror
and slaughtered Daemons because he goddamn felt like it.
The 7th Edition codex has been questionable a nerf to the Orks overall, but it did give us a few buffs
as well. While the later 7th codexes like Necrons and Eldar got mostly buffs. The Traktor Kannon is
arguably the best anti-air in the game, and the Kustom Force Field is now a 5++(for models in range
instead of units and it doesn't work in transports :\). Cheaper and better Tankbustas with melta
bombz (THIS IS HUGE BUFF, but they are also finecast and expensive like whell tank busta's ;)) and
those new Gorka/Morkanauts aren't too shabby either (beware they are not assault vehicles, or
gargantuans). The nerfs that we got are going to really change how we play our army. The biggest
blow to Orks is the change to Mob Rule, meaning that huge mobs now have as much of a chance to
fail morale and have really low ld, pinning, and fear tests as a normal squad of non-fearless infantry
(It used to be unit size = ld and 11+ is fearless). This makes taking mobs less useful, and in some
occasions even more deleterious, shame the new Force Organization Chart can force you to do this
quite hard. "Loss" of Ramshackle has gutted much of the power from foundations of various builds.
Orks have also lost access to an Invulnerable Save with Cybork Body, as it now only grants a 6+
Feel No Pain. This is really bad news since it was the only invulnerable save Orks got and can hurt
Speed Freeks, Green Tide, and Kan Wall styled armies. (at least from the competitive standpoint).
Just imagine an close combat army with low initiative, low leadership and no invulnerable save this
is your ork army now.
On the bright side Additionally, you are just about tied with Chaos as the army that gets the most
loving from Forgeworld and Apocalypse. Last but not least if you like scratchbuilding stuff then thus
is your army, there are tons of obscure Forgeworld units that can be lots of fun to scratch build, and
most of em aren't that bad either :D.

Sources[edit]
Why this is here
Orks are one of the armies that have a lot of sources to choose from. This is great since it offers
more flexibility and a great way for players to make their own unique army. But it also has its
downsides. The biggest one is that is is sometimes hard to find the most current rules for the models
the other is that it is easy to get lost or miss something miss out on some great rules or use the older
rules by mistake.This section is here to help you find the things that you need.
Here is a table of each of the sources, also used in the (____)'s for reference keeping. They are
sorted chronologicly (newest on top )

Sanctus Reach: Hour of the Wolf

Sanctus Reach: The Red Waaagh!

Sanctus Reach, Stormclaw(the box set)

White Dwarf 21 No longer in stores. Gw has resetted the counter for white dwarf numbers a
few times over the years so there are more white dwarfs 21. Just look for looted wagon
combined with white dwarf 21 if you are searching for it.

Whaagh! Ghazzkulll Released together with the 7th ork codex, and should really been seen
as Codex orks 7th edition part 2

Codex orks 7th edition Released together with Waaagh ghazzkull and should really been
seen as Codex orks 7th edition part 1

Ork Dread Mob Army List Update Still Downloadable at the Forge world site but the rules
have not been updated since.

Imperial armour Apocalypse 2013 Don't confuse them with each other or an older versions
of one of these books.

Apocalypse 2013 The ork units in this book are split between the normal entries and the
campaign part of the book(Warzone Armageddon). Its really easy to miss the second part, but it
contains some interesting units. Such as the Big Mek Stompa.

Imperial armour Aeronautica It has some flakk based ork anti ari units in them. This book is
not really worth reading, since lootas and traktor gunz are better and cheaper.

Skies of Death All rules in this book have been outdated except agrubly the fighter ace
rules.

Imperial armour 8 This used to be the ork Imperial armour book, and our best units are still
in here. Just keep in mind that half of the rules in here are over ruled by the newer books.

Ork Appocalypse datasheets2007 These are the old ork datasheets. They are from the
time that GW encouraged scratch building and offered old White dwarf rules for free on its site.
They are no longer downloadable or for sale by GW but they still float around on the web.

General Rules[edit]
Codex[edit]

Ere We Go - Orks may re-roll one die when determining charge distance, this is a very good
rule.

Mob Rule - No longer does having more Boyz necessarily make them less likely to run
away, if you fail a morale or pinning check you get to roll another D6.

On a 1: the unit fails the check as normal, unless it is locked in combat in which case
it counts as passing instead. This is bad combined with our low ld, really bad waaagh
ghazzkull has a way to avoid rolling this.

2-3: If the unit contains a character (or independent character) it takes some extra S4
hits as the boss knocks lumps out of his buddies, but then the unit counts as passing the
check. If there is no character, the squad fails the original morale check as normal.

4-6: If the unit contains 10 or more, the unit knocks lumps out of itself as if it
contained a character, otherwise if it contained less than 10 models they fail the check as
normal.

Furious Charge - Weaker than its previous incarnation, +1 Strength will help on your first
strike, especially with Power Klaw attacks.

Waaagh! (Warbosses & Ghazghkull as standard): Yes! The old Waaagh rules are back. It
allows the army to declare assaults after running for a turn. Not terribly bad, since it will allow
your army to close the gap surprisingly quickly.

Waaagh! Ghazghkull[edit]
Formations and Detachments from Waaagh! Ghazhkull get the codex special rules but also get
these rules

Biggest an' Da Bestest: Warlord must issue and accept challenges. Additionally, if the
warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of
the game. Good idea for a Warboss, but not for anyone else.

Da Boss iz Watchin': Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll
Breaking Heads or Squabble, they take d3+3 S4 AP- hits. Yeah, you better pray that you pass
morale, because the price for failing got much higher.

'Alternative take' This is kinda a blessing for larger units since they no longer can roll a 1 so
they don't flee as fast.

Fighter Aces[edit]
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits
for any Flyer or Flying Monstrous Creature.
1. Flyboss - +1 BS. Pretty nice grab, especially with an army like Orks.
2. Shiny Armour - +1 Front Armor. Snazzy stuff for ramshackle planes.
3. Idol of Gork - Fellow Orks within 12" of a Fighter Ace with the same codex gain 6+ FNP.
Pretty flimsy, but better then nothing...probably.

Tactical Objectives[edit]
Being the first Codex made for 7E, the Ork Codex gets several Tactical Objectives available only for
Orks in the Maelstrom of War missions. These can replace the normal Capture & Control Tactical
Objectives generated by the other armies.
11 - More Dakka
Win 1 VP for destroying a unit by shooting.
12 - Get 'Em Boss!
1 VP when the Warlord kills an enemy in a challenge. If he kills an enemy Warlord, he wins
d3 VP.
13 - Stomp 'Em Boyz!
1 VP if you kill an enemy unit during assault. If you kill at least 3, you get d3 VP. If you kill
more than 6 enemies, you get d3+3 VP.
14 - More Speed! Go Fasta!
1 VP if three Ork units Turbo-Boost, Flat-Out, or run 6".
15 - Grab Da Loot!
Roll a d6. If you control the objective marker equal to that result, you get 1 VP. (i.e. roll a 5 on
the d6, control Objective #5, get 1 VP)
16 - 'Ere We Go! WAAAGH!

Win 1 VP if you charged an enemy over 10" before modifiers. If you do this 3 times, you get
d3 VP.
These are fun and fluffy, but not really good when you look at them.
Controlling an objective can be done by any unit in any turn , while some of
these are very situational.

Ork specific missions[edit]


Mostly forgotten but Whaagh Ghazzkull does have some ork specific
missions that you can force your opponent to play instead of a normal
mission by winning a dice roll. No Really just look it up. This is huge, and
also kinda silly since Uniting the Clans requires specific models on one or
each side(s), and they aren't balanced at all. I wonder if you can pull off this
stunt in a Rules as written tournament environment.
The missions.

Might makes right

Hammer and anvil deployment. This mission is about slaying characters in


challenges. Orks have to accept challenges. Nice for casual games,
otherwise worst idea ever.

Waaaagh

Down of war deployment. 3 objectives. Destroyed ork units of Ghazzys side


go into ongoing reserves. If your opponent brings maxed out cheese roll the
die if you win pick this "balanced" mission.

A kunnin Plan

3 objectives with a chance of deep-striking orks. Who doesn't love


deepstriking orks.

Uniting the Clans

Kill points, but the gazzy player gets 1 extra for each vehicle destroyed.
Odly one side to include at least Ghazzkull on one side and a warbozz +
some boyz on the other Destroyed ork units of Ghazzys side go into
ongoing reserves. I'm sensing a theme here.

Orky Know-wots(Wargear and vehicle


equipment)[edit]
Unit upgrades[edit]

Bosspoles - Bosspoles now allow you to re-roll the D6 result of Mob


Rule, unless you get the Breaking Heads result which causes the boss
himself to bash heads in.

Cybork Body - Used to be a 5++ Invul, now reduced to a measly FnP


(6+). Does not stack with painboyz so it's kinda sucky.

Gitfinda - If a model with this doesn't move, they get BS3. Neat little
perk for Mega Meks or Shokk Attack Meks.

Warbike - +1 toughness, twin-linked Dakkaguns and all the rules that


normal bikes have, but now without the default 5+ cover. Turboboosting gives it +1 to cover, which can be combined with Jinking to get
an amazing 3+ cover save. It's not like TL Snap Shots really hurt with
an Ork's BS 2 anyway!

Vehicle Upgrades[edit]

Extra Armour - Even a grot knows what this is! Great on anything that
can't afford to spend a turn sitting still.

Red Paint Job - +1 to Flat-Out movement, which is always a plus.

Grot Rigger - These grots now confer It Will Not Die, which definitely
adds to survival for vehicles. Fantastic on walkers.

Wreckin' Ball - A surprise 3" Assault d3 S9 AP4 attack,

Boarding Plank - If a unit disembarks an open-topped vehicle with this,


they get +2 to their charge distance.

Good equipment for trukks and equivalents:

Reinforced Ram: When running Trukks, the closest thing to a


mandatory upgrade for them would be the Reinforced Ram. The

insurance against being bogged down in difficult terrain, as well as the


ability to alternatively use your Trukk as a Fast tank-shocker.

Thanks to new Ramming rules, a Trukk without a Reinforced Ram


has a strength 5 hit, and with the upgrade its strength 6. Ramming
10 AV vehicles means you only receive strength 5 hit, a much more
survivable amount for a trukk. You shouldn't try to ram anything
tougher than 10 or you will crumple like a tin can. (And really, isn't a
trukk just a tin can with wheels?)

Boarding Plank:* If the Trukk is carrying troops for assault, this is


a must as it grants an extra 2inches movement. Ever little helps. This
effectively removes the -2" from terrain :D

Red Paint Job: That being said, the once fantastic Red Paint has been
reduced to only add an extra Inch when going Flat Out, and for 5pts, it's
an option you really need to think carefully about before taking.

Rokkit Launcha: is free now, still a preference on which one, as one


shot on BS 2 is a 33% chance to hit. Big Shoota still has a better
chance to hit.

Wrecking Ball: now inflicts quite good damage for its cost. Strength 9,
AP4 D3 hits if your within 3inches from your target. While it adds some
powerful anti-tank, it requires your Trukk to survive the race to its target.
Do you think you can make that distance?

Armor Plates prevent the terrible fate of the Trukk not moving Boyz
forward. Aside from this, upgrade at your own risk.

Grot Riggers give IWND, however all this can do is repair hull points, it
can't fix immobilized result or broken weapons, so ten

ds to be a useless upgrade for Trukks, and an Immobilized Trukk might


as well be a dead Trukk, unless it has 2 HP left or you like bunkers.

Good equipment: for Battle wagons and equivalents

Reinforced Ram Allows the vehicle to reroll dangerous terrain tests


and counts the front armor as two higher for the purposes of
ramming(so one S9 hit).

Deffrolla Used to be great in rolling all kinds of things death. Does now
the same as the Ram but also inflicts d3 s10 AP4 hits IF the tank
shocked unit makes a Death or Glory attack and fails to destroy the
wagon. Not really worth the points.

Boarding planks same as for the above Trukks, now add 2 inches to
an embarked units charge distance the turn they disembark if you've
got a Krumpin' mob inside take this upgrade.

Wreckin' Ball again same for the Trukks, is now a S9 ap4 Assault d3
weapon with a 3 inch range, works well with a grabbin klaw. . In short,
Battlewagons can chew up fiddly gits right 'n proppa, but do dere best
when krumpin' 'ard targits.

Grabbin' Klaw is nice and funny but unnecessary. It lost it's wierd
restrictions from last edition and now prevents a vehicle within 2 inches
from moving on a roll of 4+, Can be great in appocalypse.

Red Paint Job: Was great is now nerfed and kinda useless. Will only
affect the Battlewagon going Flat Out. 5 points for an extra inch. Up to
you if it's worth the cost. Wouldn't take on a Gun Wagon. (the Wagon
still counts as moving at Combat Speed), while still allowing the
passengers to fire at full effect.</s>Red paint jobs now only affect flat
out.

Grot riggers Granting IWND, repairing hull points, while useless for
Trukks, can be more effective on Battlewagons as they have more
durability, especially combined with Meks/Big Meks and KFFs.

'Other stuff'Stikkbomb Chukkas are entirely useless as of 7th Edition,


as Orks come with Frag Grenades as standard, which now go boom.

The 'Ard Case is a hit-or-miss item; for ones carrying Grots/a KFF Mek as
a cheap scoring upgrade, it's handy to have; for ones carrying large assault
units, it's counterproductive.

Relics[edit]

Gifts of Gork & Mork (Codex)

They are unique and a model can take only one gift of gork and mork
(There seems to be some discussion about this. Don't delete it, read your
rulebook again and go to the talk page[1] to discuss why you think this has
to be something else if you want to change it )

Da Finkin Cap: Give your warlord an additional Warlord trait from the
Strategic table. With two WTs being unsuitable for Orks and a third only
being useful on certain maps, it's probably for the best to ignore this.

Alternative takeAre you nutz this thing is great strategic traitz are
da best. You have probally a reroll on it and it is dirt cheap

Gazbag's Blitzbike: Bigger bike with S6 AP3 Twin-Linked guns, can


turbo boost 18", granting the rider +1 cover save while turbo-boosting.
Now you can make your ownWazdakka Gutsmek!

Da Lucky Stikk: Like a bigger Waaagh banner but does not stack with
one. Granting +1 WS to his unit, and allows the bearer to re-roll any tohit, to-wound rolls or saving throws that he likes! Unfortunately if he fails
any three of these rolls (in any combination) in a single turn, the bearer
drops down dead and is removed as a casualty. Hilarious for beefing up
Slugga and Shoota boy WS, since the HQ carrying this can be attached
to literally any infantry unit.

Headwoppa's Killchoppa: Strength +2, AP5, Rending and to wound


rolls of 6 cause instant death (in addition to AP2 from rending). It's
pretty goddamn vicious in ways only Genestealers know.

Alternative takeSoundz real kunnin, now look at the power klaw


stats (s10 ap2 on a War Bozz ) and look at the T of a marine. Now
never look at this horrible le expensive choppa again.

Da Fixer Upperz: (Meks/Big Meks only) - Like Meks tools, but fixes
stuff on 3+, which comes into play especially when involving heavy stuff
like the Orkanauts and the Battle Wagon.

Da Dead Shiny Shoota: Assault 6 Twin-Linked Shoota. Issue with it is


that each time you miss a shot you've got to roll another D6, if the result
is a 1 your opponent gets to direct that shot towards an Ork unit of his
choice within 6" of your intended target. It's a decent upgrade that
embodies the power of being downright ORKY.

Orkimedes' Kustom Gubbinz ( whaaagh Ghazzkull)

Unlike artifacts from the normal Ork book, you can (presumably) stack
artifacts together. Nope, and you can only choose items from one of these
sets in a detachments so chose whisly if you don't want to use multiple
detachments.

Choppa of the Ragnarork: A fancy big choppa MURDA


CHOPPA (+2S, AP5) that gets better the more you kill. At the end of
every assault phase where the wielder gets a kill it gains +1S and -1AP,
maxing out at S+6 AP1, and this stays the entire game. HOLY CRAP
YOU BETTER PROTECT THIS GIT! Run any character who takes this
with some other squad level character so that he does not get
challenged and forced to fight with a AP5 weapon against a Space
Marine Captain or sit that turn out and not kill anything to get a better
choppa.

Big Bosspole: Bearer and his unit get Fearless, which is a good thing
if you have a unit chock full of boyz. Brutal synergy with the Green Tide
Formation available form this Book.

Da Supa-Cybork: User gets FNP (5+) ,Relentless and eternal warrior.


Give it to a big mek with a Shokk Attack Gun to Shokk on the go!

Da Killa Klaw: It's a daemonic Powa Klaw that's Ded Killy. Seriously.
Like the Black Legion's Hand of Darkness, you can exchange all your
melee attacks for one ID hit. Better make sure you can survive long
enough to make this shit work.

Mega Force Field (Big Mek only): Everyone within 6" of the Mek gets
a 4++ from shooting. This save can be conferred to any transport they
take, so you can finally bring those lootas with your Mek and solve your
mobility issue. NOTE nothing says you cannot have this at the same
time as a Shock attack gun, so if you want your backline artillery safe
while still throwing out ap2 pieplates, and REALLY have the points to
spend, take this.

Kill-Dakka: This gun is weird. It's got 6 different firing modes, with one
that gets selected before deployment. This does NOT replace your
basic weapon, so you can have a twinlinked shoota AND the kill-Dakka!
1. 24" S7 AP4 Heavy d3+1 shots. Basically an autocannon with up to
4 shots. Great if you get this with Mega-armor.
2. Assault 1 Flamer with S5 AP4. Meant to make dead blobs.
3. 24" Assault 3 S6 AP4 shoota. Well, you just got a heavy bolter.
4. 24" Assault 1 S2d6 AP4 Zzap gun.
5. 24" Assault 1 S6 AP5 Blast.
6. 24" Assault 1 Sd6 APd6 Bubblechunka Large Blast.

Warlord Traits[edit]

Codex
1. Prophet of the Waaagh!: The Warlord gains the Waaagh! special
rule. If the Warlord already has the Waaagh! special rule then, in
addition to the usual effects, all friendly models with the Ere We

Go! special rule gain the Fearless special rule when he calls a
Waaagh! until the start of their next turn.
2. Bellowing Tyrant: The Warlord, and all friendly units with the Orks
Faction within 12 of him, re-roll failed Morale checks and Pinning
tests.
3. Like a Thunderbolt!: The Warlord, and all friendly units with the
Orks Faction within 12 of him, can re-roll all the dice when
determining Run moves or charge range.
4. Brutal but Kunnin: The Warlord can re-roll one failed To Hit or To
Wound roll each turn.
5. Kunnin but Brutal: The Warlord can re-roll one failed armour or
invulnerable saving throw each turn. Not as good as Brutal but
Kunnin' since you will never lack To Hit and To Wound rolls but you
will always lack Invulnerable saves. Not too bad if you got a megaboss, he'll be that much harder to kill.
6. Might is Right: The Warlord receives +1 to the Strength
characteristic on his profile. Strangely useless in alot of situations,
since +1 Strength isn't doing much good when your Power Klaw is
already making you s10, and if you don't have a Warboss HQ, then
you have one that should be avoiding the front lines. Great for an
'eadwoppa boss tho.

Waaagh ghazzkull
1. 1: Supa Shootist: Warlord has BS3. ORK SNIPERZ!!!!! WOO!! in
all honesty, it's better than nothing...
2. 2: Waaagh-mongerer: Warlord and unit get Crusader. Neato since
it means you can run a bit further when you Waaagh!.
3. 3: Madboy: Warlord gets Rage.

4. 4: A Kunnin' Plan: Warlord and his unit get Outflank. Neat tactic if
you need to surprise someone with a big mob of boyz sandwiching
them, especially if you add in Snikrot's formation. Even better, stick
your Warlord in a Gorka/Morkanaut and have it come in behind
Guard players' enemy lines and watch them panic.
5. 5: Kallin' in a Favour: One weapon the Warlord gets (that's not
from the Kustom Gubbinz list) gets Master-Crafted. Considering
how craptacular Orks are with guns, you're better off putting it on a
melee weapon.
6. 6: Dead 'Ard: Warlord has FNP. Awww yea, (unless you already
bought Da Supa-Cybork upgrade. There's no mention on the FNP
stacking, making this combo a washout)

Unit Analysis[edit]
HQ[edit]

Warboss(codex): Any respectable Ork army should have one of these


bad boys. The Warboss is a monster in close combat and he's also a
tough nut to crack with T5 (T6 on a bike) and 3 wounds. He has a huge
wargear selection as well and can fulfill a few different roles in any Ork
army.

Weapon Upgrades - The boss has two options for weapon


upgrades: The Power Klaw and the Big Choppa. Take the Klaw.
Attacks at S10 AP2 are just way too good to pass up. Just keep in
mind that you will be attacking last, so remember that before you
go running into a challenge only to be killed before you can rip him
apart. The Big Choppa could be a decent alternative, as S7 attacks
on the charge is nothing to scoff at and it costing only five points,
but apparently a gigantic chainsaw axe being swung by a very
pissed-off hulking green brute can't go through armor. The thing's
only S +2 AP 5 compared to Klaw's ded killy S x2 AP 2. Maybe in
kill team or similar low-points games where you'll face more blobs
than vehicles you'd want the Choppa, but nine out of ten times the

Klaw is the better choice, making him absolutely murderous against


damn near anything, and it's downside of striking last can mostly be
offset by picking your targets wisely.

'Eadwoppa's Killchoppa finds it's home here, as getting to


use the full initiative of a warboss with the potentials for
rending and instant-death might make it a viable alternative
over the standard klaw. If you know your opponent has lots
of Monstrous Creatures, 'eadwoppas truly shine.

Shoota Upgrades - I wouldn't bother, as it's 5 points better spent


elsewhere. The only time your boss should ever be shooting is
when he's just about to charge. If you must, the kombi-skorcha has
some potential to soften up the squad before the charge. Don't take
the Ammo Runt if you're not going to upgrade your Shoota. On the
other hand, the basic shoota is free. Since you won't benefit from
an additional melee weapon if you take the Klaw or Big Choppa,
why not?

Warbike - As if the Warboss wasn't enough of a beast, this grants a


+1 to cover if turbo-boosting (and a 4+ cover save if he elects to
jink, 3+ if turbo-boosting), Twin-Linked Dakkaguns, a 4+ Armor
Save and +1 Toughness for being on a bike, allowing him move up
the board at excessive speed. Keep in mind that despite his
Toughness 6, he will only have a 3+ cover save at best and is still
fairly fragile. Keep him out of range for Look Out, Sir! from your
opponent's big guns, or stick him in a Nob Biker squad with a
Painboy.

Mega Armor - Grants a 2+ armor save to the boss and gives him a
Power Klaw, Twin-Linked Shoota, and Slow and Purposeful, all for
40 points. Definitely worth the cost. He does great with a unit of
either Nobz or Meganobz in a Battlewagon, leading a huge mob of
Shoota Boyz on foot in a Green Tide army, or letting a squad of 15
Lootas fire at full BS while moving with Slow and Purposeful while

tanking any hits. Combined with Da Lucky Stikk (and only using it
to re-roll armour saves) the bearer is effectively invincible to non
AP2 weaponry - chances of failing a 2+ save with a re-roll are 1 in
36.

Attack Squig - Now re-roll one to-hit roll in melee, but unlike the
Ammo Runt it remains in play and can be used each turn.

'Eavy Armor - A cheap 4+ armor save. Take this if your boss isn't
on a Warbike or in Mega Armor. Your boss is going to need all the
protection he can get if he's going to make it anywhere near close
combat.

Big Mek(codex): A versatile HQ less suited to direct combat, the Big


Mek's role in an army is largely defined by one of two upgrades he's
able to take. The Shokk Attack Gun and Kustom Force-Field described
below. While he's no slouch in close combat (he's a Nob with respect to
his stat-line), his expensive upgrades usually mean you should keep
him away from a direct fight if possible. Note that he'll have only one
Close-Combat Weapon, but can take the Big Choppa for a meager 5
points.

Shokk Attack Gun - Good for Long Range Ordinance attacks. The
Table is fun to use as well. AP2 and S2d6. Doubles are no longer
as imminently terrible as before but can still spell disaster. You don't
have to worry when he's loitering near anything valuable, since
rolling double ones just vaporizes him now and no-one else.
However, double 2s and 3s can inadvertently hit friendly units so be
warned about that. Double 6s give the shot the "Vortex" rule, so the
blast remains in play for a while... but can become an
environmental hazard if you wanted to charge the unit afterwards. If
you want him in a unit, we suggest placing him in a squad of
Lootas, because they both have similar ranges, though you might
have to chose between shooting a tank or a squad of infantry. You
can also stick him in a group of gretchin for a cheap bullet shield
that can also capture objectives.

Kustom Force Field - Now changed to a flat 5++ invulnerable


save against shooting for every model within 6" of the Big Mek.
What makes this utterly invaluable (*cough* useless *cough*) is
that this invulnerable save transfers over to a transport if the Mek is
inside it. Seriously, take this and save your trukk. Yes. Take it to
save your 35 point model. How valuable...maybe if it worked in cc it
would be worth taking. (taking an 85 point model to protect a 35
point flimsy transport is fucking stupid) inside your Stompa to save
some of the hull points you'll inevitably lose to
lascannons/railguns/brightlances/etc.

Warbike - Way too expensive, though you can now take the Shokk
Attack Gun or Kustom Force Field. You can even have a biker Mek
with a Shokk Attack Gun.

Mega Armour - Typically, the Big Mek belongs behind the scenes,
not on the front lines charging into combat. Also, it is far too
expensive at 40 points, which is the equivalent to terminator armour
on marines, just not as good. NOTE: Big Meks can take Mega
Armour AND a Kustom Force Field, giving them the terminator
equivalent. This could possibly justify the Mega Armour.

Tellyport Blasta - If your Big Mek does have Mega Armour, he can
take one of these, which is a shoulder mounted S8, AP2 Blast
weapon that causes instant death or auto penetrating hits on any
to-wound rolls of 6. However the range is the same as a standard
pistol- one bad scatter (bear in mind the standard Orky BS2) and
you could be blasting your own orkses.

Weirdboy(codex): Ork Psyker, made more standardized to the way


other Psykers work, with minor changes. Can draw powers from
Daemonology, or the Ork specific: "Powers of da Waaagh!". Making him
a Warphead essentially makes him mastery level 2 now, though any
Weirdboy can generate an additional warp charge if there are 10 Ork
models within 12" of him. If he gets this free charge, however, he's has

to manifest a power or take a S2 hit without saves due to the build-up of


energy. They now come with Force Mauls as standard.

Powers of da Waaagh!:

Primaris. Frazzle: S6 AP3 Blast - not bad for killing Marines.

1. Eadbang: Focused Witchfire causes target to pass a toughness


test or lose a wound.

2. Warpath: Weirdboyz unit gets +1 attack so long as they are Orks


with 'Ere We Go, you want this.

3. Da Jump: Deep Strike the unit elsewhere, as before, though if


you scatter doubles, your unit can only Snap Fire, though given
standard Ork accuracy this is not all that bad of problem as long
don't need to fire blasts. Use at your own peril. Great at setting up
killbolt or Power vomit, if you roll one. =

4. Killbolt: S10 AP2 Beam for killing tanks or things in straight


lines... no other special rules needed to make this nastier.

5. Power Vomit: S7 AP2 Flamer. Quite powerful.

6. Da Krunch: The mighty foot of Gork (or possibly Mork)


descends from the heavens on a large blast template, causing hits
at S2d6 AP4. However, if the strength rolled is higher than 10, the
foot comes down again... and again... until less than 10 strength is
rolled or the target is dead.

Painboy(codex): Yup, he's an HQ now, and there was much rejoicing.


50 pts for a feel no pain on the squad of your choice. Can take a
Warbike to keep up with those faster squads.

Mekboyz(codex)- Basic Mekboys can still be taken as free upgrades to


loota/burna units. They can now also be taken by themselves as a free
HQ slot for every other you have filled, and must be attached to a unit.

Still a very, very cheap way to repair vehicles with the added advantage
of being more plentiful.

Kustom Mega-blasta - Equivalent of a plasma gun. S8, AP2, but


gets hot and only assault 1. Take if Burnas are burning Space
Marine equivalents or Terminators.

Kustom Mega-slugga - Equivalent of a plasma pistol. See above

Choppa and Slugga - Well, at least it's free.

Combi Weapon- 5 points if you really feel like you need it. Hey, at
least it could be one more flamer in the unit for 1 turn

Rokkit Launchas Same cost as a Kustom Mega-Blasta now,


almost the same stats too, but worse AP and no Gets Hot. If you
roll ones like you've truly angered lady luck, maybe this is better.
Other than that, avoid.

Grot Oiler - Give a nice bonus to repair checks. Can be taken once
per Mek.

Kill Saw - Should be seriously considered. Put this on him and


stick him with your boyz. That way you get 2 Power Klaws, and one
gets Armourbane. Yeah it's only S6 but at ap2, Armourbane more
than makes up for it.

Special Characters[edit]

Kaptin Badrukk(codex) - The Flash Git Kaptin that we've had a model
for for a VERY long time, but until now had no unit to stick him with.
He's basically a Nob with +1 WS and +1 attacks. He doesn't have any
other special rules unique to himself other than his wargear, which
comes with the standard Slugga/Choppa configuration, along with
scavenged Power Armour and force field bitz for the 3+/5++ saves. He
also has a Kustom Ogryn Ripper gun that is essentially an Assault 3
Plasma gun. He's not bad, being survivable allowing him to reroll his

saves from Gets Hot, and if Gitfinda isn't doing the trick, a few Ammo
Runts can help.

Mad Dok Grotsnik(codex) - Grotsnik is an interesting character. His


profile is -1 Strength away from being a Warboss and his One Scalpel
Short of a Medpack rule got better, so he no longer runs about the
battlefield in circles. Instead, he makes a unit Fearless and grants them
Rampage, on top of Feel No Pain from the Dok's Tools.

While this all sounds cool on paper, Rampage only activates when
the squad is outnumbered and this is only really going to happen to
Orks when fighting against Guardsmen or Nid blobs or if he joins
Nobz. If the Orks find themselves outnumbered by other forces it's
typically a sign that the combat has not gone very well for them
already and they should expect to see more boyz drop, so
therefore being Fearless with Rampage guarantees an Epic Last
Stand in a small unit with a fair bit of bite. IF you take him, make
sure you dedicate that unit to getting stuck in, as he can't leave a
unit he's joined to until it's entirely dead.

Boss Zagstruk(codex) - The old leader of the Stormboyz has moved


to HQ, where he is pretty badass. He has the slugga/choppa config, but
also gets a Cybork Body for some FnP. Unfortunately he's lost the
ability to charge after deep striking, but now has a special rule where
his Hammer of Wrath attacks are S8 AP2, which is pretty badass
considering that HoW attacks always hit, so it's pretty much a
guarantee'd kill on 2+ at the beginning of combat unless the target has
a decent invulnerable save or Eternal Warrior. He's cheap, and pretty
much the only HQ in the army that haves a Rokkit Pack. Da Boss isn't
great, but you get what you've paid for.

Grukk Face-Rippa (Stormclaw): Now the only footslogging Warboss


special character since the Zagstruk & Badrukk are both just big
Nobs (pun intended). Grukk isn't half bad though. As for a generic
character with equivalent gear it'll cost you 119 points, for the extra 11
points Grukk gets true (5+) FnP and his power klaw has the Shred USR

and his warlord trait is fixed as Bellowing Tyrant which helps his army
deal with the now more perilous morale checks. Grukk would be a
staple in games of 1000 pts or below, if only he wasn't a rare model...
(which means make your own)

Zhadsnark 'Da Rippa' (Dread mob update): He is sadly quite poorly


written. People used to call this guy the better Wazdakka, now he's the
ONLY biking special character left. He has twin Big Shootas, a power
klaw at normal initiative (Space Marine no less!) and he can choose to
Turbo Boost and then Tank Shock a unit (just don't try to figure out how
this works vs vehicles). He also gets to take warbikers as troops, no
surprise this is one of the only character that still does this. But, he
comes with a catch: No Deff Dreads, Kans, or Big Gunz (Big gunz are
no longer in the codex Mek gunz are...) This means he must be used
as a close combat shock unit, and needs a warbiker or nob-biker
retinue. His lack of an any kind of decent save (he has a T-shirt save)
or Eternal Warrior makes, and his high point cost him too risky for
competitive play. Note that this is the ONLY way to still get bike
troops.

Mek Boss Buzgob (Dread mob update): Even a greater rules fuckup
then Ra Rippa. Hoo boy, its Buzzgob. The poster boy of the entire IA
volume, this dude is full of win. First off he is more expensive then a
warboss. His entire statline is better than a Big Mek. He comes with
'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs
around in an orky Full Tech Harness, the Mek Arms. They give him D3
attacks on the charge in addition to the +1 he gets normally.
Unfortunately this makes him a close combat monster against hordes
and unarmored units failure his big choppa is just plain bad and he
lacks of any kind of decent saves. The he lacks Cybork Body and
Eternal Warrior, which means he dies to railguns very quickly.He has to
be the warlord and has a horrible warlord trait that makes nearby
dreads scoring only does a thing in the dreadmob list where troop
dreads don't score. So who does really want to spend so much points
on a mek with buffed stats but no good weapons or good extra abilities
such as good repair rols or a foce field. The trick is to put him in his

transport with a mek(boy) retinue to ensure his success. Oh wait, did I


forget to mention he takes his DreadsDIRT CHEAP MEK STOMPA with
him? That's right, he must take a 1-3 Deff Dread squadron, as a troops
choice. Buzgob now smuggles a MEK STOMPA into "larger games" for
a bargain. The MEk stompa + buzzob is about half the point cost of the
IA entry of the Mek stompa. One could argue that this is the correct
point cost since this update is newer then the IA book containing the
entry of the mek stompa and the power lv a wraith knight has for about
the same points.

Skalk Bluetoof (Imperial armour 8): Missed because he only gets


mentioned much later in IA8, but unlike all of the other special
campaign characters, he does have a listing as an HQ choice for a
normal Orks army. He's an old wily Death Skull and has -1 Strength
compared to a normal Warboss and also misses out on "Ere we go"
because it's from an older version of the rules. However, he has Eternal
Warrior due his luckiness, a Kustom Mega Blasta that only Meks
usually get and his army may take a mob of Lootas as a Troops choice
because of the Deathskulls penchant for nicking everything. As a final
bonus, he and a squad of Nobs may be mounted on "Bonemuncha" (a
Gargantuan Squiggoth) as a unit option not a Lord of War choice.
Bonemucha is a trap, don't use it Gargantuan Squiggoths are hugely
overcosted compaired to other gargantuan creatures * cough
wraithknights cough, knights*

Old Zogwort(old codex) Bad ass Warphead that could turn any HQ
into an angy squig and had extra random 2+ poison snake attacks. but
was removed in our new codex.

Elites[edit]
Boyz[edit]

Burna Boyz(codex): Many Ork players either love or are neutral


towards Burnaboyz. That they compete with Tankbustas, Nobz and
Meganobz means they aren't used as frequently in many armies. But
for those armies revolving around the use of a Battlewagon convoy,
taking a unit of them is a fairly popular choice. The primary reason for

this is because every Burnaboy is armed with a Flamer which


alternatively doubles as a Power Weapon (on a per Model basis per 7th
Codex). Through judicious use of mass tank-shocking, enemy infantry
units can be pushed into compacted formation, rendering them prime
targets for being torched. The ability to roll 30, 40, even 60 strength 4
attacks which automatically hit is frightening, don't be surprised if your
opponent just removes the squad and skips saves. On the flip-side,
they're providing anti-infantry in an army that already has excellent antiinfantry, and they cannot fire from transports if you move the vehicle
any great distance. They were much better offensively last Edition, but
alongside the Power and Template Weapons nerf came a serous
defensive buff, in the form of D3 Overwatch hits per Burna. And, since
assaulting is an uncertain prospect nowadays, you might get a proper
round of firing into the advancing enemy unit.

Versatile Burna - Burnas can be used as either a flamer or Power


Weapon, which means they can attempt to cut down MEQ units or
Monstrous Creatures. However, the choice must be made whether
to use them as such during overwatch, if attacked first. If you use
the d3 auto-hits that means you cannot use them as power
weapons. Considering the average model is MEQ, overwatching on
d3 is better as the chance of an unsaved wound is the same
chance as hitting and wounding at AP3 in CC (plus 2A extra per
boy in CC if overwatching). Per model basis now means that you
can elect to fire with half of the squad while the other half preps
power weapons.

Dedicated Transport - Burnas can now take trukks as a dedicated


transport meaning you can fill your wagon with something else.
Trukks are open topped so all of your 12 burna's can shoot out of
em for a suprize bbq effect.

Mek Boyz - Just like Lootas, Burnas upgrade three boyz to be a


Mek. Oddly the Mek is 1pt more than the HQ Mek, and 2pts more
than the Loota Mek. Still giving him a Killsaw or Kustom-

Megablasta helps with the killing as well as give the boyz


something to help attack vehicles and termies.

And now the big downside. Buying burna boyz sucks. You
would think that buying the box of 5 burna boys would actually
get you 5 burna boyzs. Ha think again you get 4 and a Mek
with a kustom mega blasta. So If you would like to have 10
whell that would be 3 boxes

Kommandos(codex): They're basically 10-point Slugga Boyz with


Infiltrate, Move Through Cover, Stealth and access to Burnas.The
models look great but they are finecast and really expensive, so just
convert some of your own out of boyz.

Burnas - Able to Overwatch with D3 auto-hits, but doing so means


they'll have to forsake having AP3 in melee. It's otherwise a handy
tool for clearing out blobs.

Big Shootas - Adds some ranged shooting to them, not needed.


But gives a greater number of shots if firing at rear armor at the
cost of strength.

Rokkit Launchas - With Snikrot, they can easily can target back
armor of almost all enemy vehicles.

Boss Snikrot(codex) - Is now and independent character and is his


very own Elites choice all to himself, though if you have a squad of
Kommandos he does not take up an Elites slot. If you attach him (and
NO OTHER character) to the Kommandos and keep them in reserve,
they can come on from any board edge and gain Shrouded on the turn
they arrive; attacking the enemy from their rear is always great fun but
since you can no longer assault out of reserves, but Shrouded should
back you up from at least a few of these hits. Once again though he's
not that fantastic all on his own. He causes Fear, and he does have
stikkbombs which gives him a shooting attack, albeit at short range and
low strength. Finally his Mork's Teeth are pretty basic AP5 Shred

weapons which aren't too great against marines though he WILL chew
up guard squads with sheer numbers of attacks.

Tankbustas(codex): Your primary anti-tank/MEQ infantry unit, now


with the ability to actually do their job. Tankbustas have Tank Hunters,
allowing re-rolls of armor penetration rolls and Tankbusta/melta bombs,
they do a pretty good job at trashing vehicles especially in Melee, the
change to glory hog means you can shoot infantry as well with S8 AP3.
Throw em in a transport (They can take a Trukk as a dedicated
transport, but 15 in a Battlewagon with 4 Rokkit Launchas and a
Kannon is a funny way to vomit 20 S8 AP3 shots a turn) to fire rokkits at
everything. The lack of AP2 doesn't hurt them too much as they'll take
out most vehicles down to 0 Hullpoints. Don't be afraid of the Bomb
Squigs either, they got better AND got a price cut. These could actually
one of the best units in our codex the bad part is that they are finecast
really expensive and not modular at all (3 rokkit louncha's, 1 tank
hammer, 1 nob, 2 bomb squigz for 36 euro). So if you like them to be
wysiwyg, and use hem in small squads of 5 unupgraded they could get
expensive really fast.

Glory Hogs: No longer the semi-crippling restriction it was before,


Glory Hogs now grants double victory points for any first blood
taken by the tankbustas that is also a vehicle.

Bomb-Squigs - If within close range can sick a squig kamikaze


with a 5 out of 6 chance to cause a S8 AP4 hit. On a 1, it will just
miss harmlessly. (Woo!)

Dedicated Transport - Tankbustas can now take trukks as a


dedicated transport. 12 rokkits a turn out of a trukk is dangerous,
13 if you add the free upgrade on the vehicle.

Alternate take A small squad of 5 will kill almost all non super
heavy vehicles in assault and could really be worth its points when
you combine it with a cheap open topped transport.

Nobz[edit]

Meganobz(codex): At first, there's a lot to like about Meganobz.


Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40
points, combined with Furious Charge, means they're very efficient at
dismantling enemy infantry (save for truly dedicated Close-Combat or
HQ units), or for pulling wounds away from your less-armored Orks.
The entire unit can take Kombi-Weapons, meaning once per game,
they can throw out a decent volley of Rokkit Fire at an enemy vehicle,
possibly wrecking or crippling it prior to assaulting, or they can utterly
torch light infantry. They can also replace their Powerklaws and Twinlinked Shootas for a pair of Killsaws (Powerklaws with Armorbane)
Almost mandatory on one Nob. Then you realize how many issues they
have holding them back. They are terminators that lack any
Invulnerable Save unless you pay to get a Big Mek with KFF (But that
still doesn't work in close combat) and Mega-armor and they can't take
a Waaagh! Banner normally. Slow and Purposeful means that they can't
overwatch, run, or sweep, yet they lack any access to heavy weapons
to at least give them some dedication.They are still Orky Terminators,
though, and naturally their Transport will be a high-priority target. While
they're great for providing a combat anvil for defensive armies (Ork
Gunlines, etc), or cheap support for Wartrukk-based lists, they are
generally considered average units overall. One of their biggest issues
is with leadership; unless they are accompanied by a leader (preferably
a Warboss), these guys have a good chance of hitting the dirt after a
single pinning wound is taken, or the moment they lose combat. The
Mob Rule table fucks them over, hard. They will never have ten or more
models so grab a bosspole or keep them in melee constantly if you run
them, preferably both. Keep them *far* away from S 8/9 MC's,any form
of AP2, or ID, all of which makes these MANz melt.

Recommended IC's

Warboss - For additional Ld and WS. For a buff to WS give


him the Lucky Stikk to act as the unit's Waaagh! Banner.

Grotsnik - Fearless, FnP, Rampage.

Gazzy - Do you still dream of killing Abby and Friends on the


Charge? Well dream on, because this deathstar sucks and
although it's hideously expensive, it well still usually be beaten by
the real melee deathstars out there.

Nobz(codex): Nearly three times more expensive than a normal Ork


Boy, but with +1 Wound, +1 Attack, and +1 Strength. However, like the
Warboss, they get access to the shiniest wargear available to the Ork
army, from Power Klaws to Combi-shootas to 'Eavy Armor. Great in
both close combat AND shooting. Best used as bodyguards for your
Warboss. This massive Orky beatstick will likely cost several hundred
points, and isn't going anywhere fast without something to cart them
around. However, this mean, green pain machine is quite cost-effective
by many armies' standards; let them Ride Trucks, Battlewagons or
Bikes and opponents will bitch and moan. Do not run these guys
without some way of raising their Leadership or giving them fearless.
They should be bodyguards for your warboss anyway.

Bosspole - Necessary to take with any small unit, especially since


Nobs can only number 10 at max, screwing them over half the time
should they be forced to roll on the Mob Rule table.

Waaagh! Banner - The Waaagh! Banner adds +1 WS, making


the WHOLE SQUAD WS 5, and has the added advantage of
making your mob look even more badass (and yes, that applies to
HQs attached). If you ever think about not taking one, punch
yourself in the face.

Biker Gangs: Even worse is the notorious "Nob Biker" unit, a tactic
that lasted three entire editions and fueled much RAGE. Toughness
5 warbikers with an Armor, Cover,and an Invulnerable
save with Feel No Pain they are some-what close to invincible. As
bikes you get Hammer of Wrath to reinforce your massive woundoutput machine on the charge. You will pay for them dearly in both
points and money, and it's a great way to get people to hate you.
Unless, of course, your opponent is fortunate enough to have S10

Blast weapons on hand, or weapons that inflict Instant Death. But


since most Instant Death comes from close combat, you have a
good chance to counter it with your wound-allocation and high WS,
or just plain avoid it. Twinlinked Dakkaguns mean that Jink's
snapshot only rule does not affect Orks as much as other armies.

Skrak's Skull-Nobz (Stormclaw) - A Fixed formation of Nobz, this


requires a full-armor, 2-Klaw, 2-Pole, Kombi-Skorcha mob with an
Ammo Runt. Not much more expensive than the stock loadout, but
you get a model with a free Bosspole and Hammer of Wrath by
taking it

Odd light Tanks[edit]

Grot Tanks (Forge World): An odd unit. You get another vehicle
squadron of 2HP Armor 10 all-around Metul Bawkses, seemingly the
Orky specialty. They get 5+ invo. saves from all shooting attacks
that aren't Ordinance, which is uncharacteristically neato. They also
count as Tanks, so you can Tank Shock things, too. However, what
makes them really fun is their Ballistic Skill. Having BS3 gives them an
advantage to using Orky weapons, all of which are listed below. The
Grot Tank's only real caveat is their unreliable 2D6" movement. Plus, if
you roll double-ones, one of them takes a Penetrating Hit. Getting a
Kommanda Tank is always a good idea, what with the 2 different
weapons and ability to fix your terrible movement roll when it inevitably
happens. Their Tank status, 5+ invo., small model size and high fire
power make them perfect for ramming big holes in enemy
formations. Modeling note: Dont bother with forgeworld. Easy to build
and make look better than forgeworld for MUCH cheaper.

Unit Synergy: Just like Warrbuggies, only better. They can Tank
Shock bothersome units off of their advance. Their 3-6 numbers
can give an even wider cover spread when advancing.

Can prove to be more useful than Kans due to higher numbers, a


full squad of 6 can pack 7 weapons as opposed to 3 and becomes
far more deadly. This will cost you a lot more points-wise, so take

that into consideration. Decide what you want them to do and use a
squad of Kanz or a Mega Tank with different weapons to balance
out. Keep some Meks close by though.

Grotzooka - 14 SMALL BLASTS! Fucking cheese, especially


against horde armies like 'Nids. Simply smack them into the centre
of the mass and drink your opponents tears.

Big Shoota - Owing to the BS3, this makes for a nice little way to
hurt enemy infantry and be more threatening to enemy vehicles
while saving on points.

Skorcha - You still need to get close, and given the variable
movement, this doesn't seem very useful when you could be
bringing the dakka at range, but if screening your boyz, might be
good to ruin up a critical unit before a charge. If they haven't been
destroyed first...

Mega-Blasta - Still comes with the risk of getting hot, and with the
risk of rolling double 1's on movement means that this makes your
tanks even more fragile, although the 5+ invuln at least gives you a
chance to save it. Not worth the risk and points.

Rokkit Launcha - Fantastic at ruining a vehicles day, especially


with working alongside Deffkoptas. Chuck out some rokkits to the
front while the Deffkoptas roll for anal circumference. However the
Str 8 AP3 also means they are superb at crippling Marines or any
other toughness 4 units too.

Mekboy Junka (Dread mob update): This thing cannot decide what it
is. On its face it looks like another more expensive Looted Wagon, until
you look at it a little harder. Grot Riggers and 3 Big Shootas base,
Turbo-Charga making it fast and Looted-Wagony, BUT WAIT. What's
that... Supa-skorcha? Big-Zzappa? Kustom Force Field?! TURRETMOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some
pretty heavy ordinance, and it uses an Elites slot to do it. Junkas eat up
points, so they are best kept as ordinance platforms, dumping Shokk

Attack goodness onto enemy gits. With it's Deff-Rolla potential and
Force Field, a Junka could make a good transport for Slashas (which
tard out) or other heavy infantry. Just watch this thing, because it could
go Looted Wagon any syecond...

Don't forget that it also counts as a dedicated transport for a big


mek, so you can have one without it eating up your precious elite
slot, so long as you have a big mek. (And you do have a big mek,
right? What self respecting ork army doesn't have one?)

Troops[edit]

Boyz(Codex): Basic unit and right proppa. Boyz are the core of your
army, almost no matter what kind of list you run. With a crippling Ld of 7
be prepared to babysit them with a Warboss or a Big Mek, and unlike
previous editions, buying up whole mobs doesn't help with this. Without
FnP or 'Eavy Armor they will go down due to Leadership and a paltry 6+
t-shirt save. Still, 6 points per T4 boy isn't bad, 7 if you upgrade to
shoota boyz. It is still somewhat recommended you take Shoota Boyz
over Slugga Boyz, as this edition is still dakka edition. Shoota mobs are
far more versatile and can still beat the majority of whatever they face
in close combat, by sheer weight of numbers since the difference
between a slugga and a shoota boy is just one attack. A very interesting
phenomenon is that your opponent will have a tendency to ignore
Shoota Boyz in favour of attacking other apparently greater threats, due
to the (true) perception of Orks being a melee army and its basic
shooting not worth shit, especially now that everything scores it
becomes less imperative to take out the Troops units first. Shoota Boyz
only have 1 less attack than Slugga's but still all the other rules and can
still have a kitted out Nob(see below), so that 1 point upgrade can
actually save your unit more than it costs in psychological tricks.Also,
free stikkbombs now, for what little good they do. Here's a basic
rundown of your options:

Slugga Boyz: Boyz with a Slugga and a Choppa. They're not too
great in the Shooting phase, the Slugga's only there to give them
+1 Attack and to give them something to do as they charge toward

the enemy. They're awesome on the charge; 4 Attacks per model,


at Strength 4, will handily rip apart infantry of all flavors. Just
remember that everyone goes before you, except Unwieldy
Weapons . Also, the world's greatest tarpit. One point cheaper than
shootas. Do not footslog these guys (unless you take high numbers
of them - think 100+ - or use the Ork Warband formation, or both).
'Ere We Go, the new Waaagh! and boarding planks made getting
into combat easier than ever. Getting your boyz stuck in by turn two
is entirely possible. Sluggas have become a thing once more. It is
suggested to add high leadership HQs, Painboys, or 'eavy armor as
Trukks are still fragile and with explosions being S4 they will likely
have to take two leadership checks one for pinning and one for
losing 25%. NEVER buy any ranged weapon upgrades for slugga
boyz, they are a waste of points since they can't be used in close
combat.

Shoota Boyz: 1 point per model upgrade. Sure, every other git
shoots better than you; don't cry, all your weapons are Assault.
Who sez we're stupid; shoot 'em, charge 'em, let the Grots clean up
the mess. Also, Shootas are Assault 2, and have an 18" range,
meaning you can still bring the dakka even if those gitz with Rapid
Fire weapons can't. If you have a mob of 30 boyz with Shootas,
bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+
wounds. Getting charged? No problem! Overwatch will help you out
a little. Bring some Big Shootas along for even more fun. Put 'em in
a Trukk with Reinforced Ram and Red Paint Job. Watch your
opponent cry as your effective range goes from 18" to 31" with 24
shots. Just remember that Snap Fire makes you worse shots than
usual.

Upgrades - Quit mucking' about. You gitz is always muckin' about.

Nobs - Always bring a Nob, even if it is just to have a character


in your mob to make the Mob Rule less punishing (rolling a 3 or
4 means you auto fail the check if there is no character in the
unit). Give him a Bosspole and a Power Klaw, though the

Bosspole is not as mandatory as it was before, as it only allows


you to reroll on the Mob Rule table rather than rerolling Ld
checks, but it's better than nothing. And the Power Klaw is still
our Swiss army knife. Never leave home without one. It will
handily krump gits of all sizes, including ones hiding in metal
boxes. The Nob has access to the ranged weapon options and
can take a shoota for free. As the Klaw is a specialist weapon
and the Big Choppa is 2 handed there is no CC advantage to
taking a slugga on your nob over the shoota. Well done gitz
you just got yourselves an extra shot!

Note - In 7th, if the challenger does not kill a Nob, (in the
case of things like distraction guard sarge) all that nob's
overkill hits the squad, so really no big deal. If you are
worried about losing a nob challenges, add a cheap, barebones mekboy in the squad to accept challenges so your
nob can use his power klaw on the rest of those poor gitz.

Mob size - The recommended sizes for fielding Boyz is


12/20/30, depending on the point value you're playing and/or if
you're using the Orks organization chart. Generally speaking,
though, you're still playing Orks, so more orks is always better.
Conventional wisdom is that the only reason you ever take less
than the full 30 boyz is because 30 don't fit in a battlewagon or
a trukk.

'Ard Boyz: A 4+ armour save upgrade, making your boyz


much more durable. Can get expensive, however, especially in
high numbers. No limitation anymore. When you run out of HQ
slots for Painboyz to give your boyz some much needed
protection from the Mob Rule table, upgrading a mob with
'Eavy Armor has become a viable option since it increases your
chances of survival by 50%. Combine with a Painboy for a nigh
unkillable tarpit. This upgrade is usually better for the Slugga
boys, who are more likely to be shot at. A full mob of Sluggas
charging down at something, with 4+ armour save protecting

them, will bring down anyone not lucky enough to have power
weapons or en masse rending, or give sluggas that added bit
of survivability to win shoot outs with other basic infantry. With
luck, it is possible for them to take out a full squad of assault
terminators. This is almost required if you are running Trukk
Boyz, as the the 4+ armor will make it to when that trukk
explodes your boys can practically laugh it off. Beware of AP4,
if you go up against anything with AP4 you might as well forgo
the armour for t-shirts with silly phrases on them, they'll fair just
as well. 'Ard Shootas are better for use at holding objectives
since they have that extra +4 and can keep the enmy away/at
bay for a bit. Especially useful with objectives that have little to
no cover around them, and if you're running Orks your
opponent is gonna NOT want your ladz to have any cover
when holding.

Rokkits - Rokkits are dirt cheap now. If you have points lying
around, feel free to bring a few. Don't rely on them to kill
anything reliably, but the added AP3 firepower is nice against
MEQs in a mob full of sluggas.

Always use Big Shootas on Shootas - Big Shootas reach out


and touch the enemy while you're mucking about. Each Big
Shoota is better than the two Shootas you could've bought
combined, plus with double the range to be sure that they're
always in the game. Big Shootas give you options to return fire
at units like Dark Reapers/Devs/Warp Spiders or simply rake
troops on the opponent's line with your objective holders.

Gretchin(codex): Dirt-cheap and expendable, usually used as


screening units for infantry, holding objectives while your Boyz do the
fighting, or for tying up more dangerous units in assault. Gretchin are
one of those diamond in the rough units, with a low points cost and low
footprint, your enemy will time after time ignore these guys. Especially
in multiple objective games, chuck your objective in a piece of terrain
(preferably in the heart of a ruin) and your opponents will likely be

distracted with the sea of Orks. Tot up your objectives at the end of the
game, and let your opponent know that they forgot that one objective
held by ten Grots. Their ranged attacks can actually do a decent
amount of damage to enemy infantry, owing to the Grots' higher
Ballistic Skill, as well as the volume of shots coming from a large unit. If
you're fielding big units of footslogging boyz, you NEED to field
Gretchin to protect them from incoming fire and Overwatch. If you're
doing a mob list, these guys are essential as 5/6 games now have
objectives, and leaving a mob behind doing nothing will lose you
games. ALWAYS TAKE THEM. Laugh your fucking ass off when one
gretchin kills a terminator on overwatch and earns back his entire
squad's points. Also brilliant cover campers, as most barricades/ aegis
defence lines completely hide them.

Rustgob's Grunts (Stormclaw) - Overcosted for no reason. it's


just a normal Grot mob with a Squig Hound and grabba stick.

Zhadsnark Biker Boyz(FW dread mob update) Zhadsnark da rippa


makes bikers troops, this is great now boyz are no longer as good as
they used to be.

Fast Attack[edit]
Transports[edit]

Trukks(codex): Available as Dedicated Transport for 12 eager Orks


and our main transport in the ork codex. Most units now have access to
this as a dedicated transport (Ork Boys, Nob squads, Meganob,
Burnas...) but it's mostly a mixed bag due to its fragility. If you field one,
don't expect it to stick around for long. When choosing upgrades, it's
often better to get more vanilla Trukks than a few "super"-Trukks.On
one hand, it's a fast, cheap, open-topped vehicle which can provide
your Orks with an amazing assault range. On the other hand, it's very
fragile (AV 10, Open-topped, 3 HP)causing them to explode when
looked at. Due to their habit of exploding, it's risky to add on fancy bits
otherwise learn the lesson of putting your all your eggs in one basket.

In conjunction with the new Mob Rule, when the Trukk explodes,
you'll typically lose the orks inside unless they're wearing 'Eavy
Amour, which ups their cost. An alternate option is to fill them with
special units, like Meganobs who can shrug off the explosions.

Regular 12 Ork Boyz in are not adept at dealing with enemies in


assault, save those who shouldn't be in assault anyway. While they can
mess up Tau, or Tactical Marines, the moment they charge into a unit of
Grey Hunters, the results aren't pretty.

Ramshackle downgrades penetrating hits to glances on a 6+ now

Warkoptas (Dread mob update): 1-3 AV10 Skimmers that can carry 10
models (except MANz). The basic guns on these guys are a Big Shoota
and a Twin-linked Deffgun. It can swap its Big Shoota out with other
basic heavy weapons. That's okay for infantry popping, but you're
gonna want more. GIVE THIS SUCKER A TWIN-LINKED RATTLER
CANNON. It shoots 2D6 AP6 Bolter madness, but if you roll double 1's,
it's automatically destroyed (Which means a Mek can repair it). Give it
Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap
in its spare time!

Note: If you don't like the idea of using Av10 transports' check out
the Heavy Support section. The ork codex might give you the idea that
this and the battle wagon are our only transport options. But the truth is
that we have the most transport options avalable of any codex in the
strange thing is most of them are cramped into the heavy support
section.

Jump Infanty[edit]

Stormboyz(codex): Slugga Boyz that cost 2x the normal cost with


Jump Packs. They are Fast really fast even faster then normal jump
pack infantry, (they get to run 2d6, but must take dangerous terrain if
doing so) and ded killy with 30 of them, all for not much more than an
average boy. With the option to use your Jump pack once per turn you

can trade in the 12" move for a reroll on your charge dice that also has
hammer of wrath.
Bikes and Jet bikes[edit]

Deff Koptas(codex): Basically a jetbike version of the Warbuggy, more


maneuverable, and can also scout. T5 and 2 Wounds, even though
they aren't nobs who fly them. Their standard twin-linked big shootas
make them pretty good for harassing groups of infantry, especially
when accompanying groups that have might not be able to Overwatch,
like Burnas and MANz. Their twin-linked rokkits and/or buzzsaws make
them good tank-hunters since they can very easily get into a position
where they can fire at the side or better yet the rear armor of a vehicle.
They can take a 4+ jink but have to fire snap shots next turn. They'll
have trouble against vehicles like Land Raiders or Monoliths since they
have armor 14 on all sides, though they can at least glance it to death.
The biggest problem from using them is their leadership; basic Ld is 7
and no option for a bosspole, a character or a squad of 10 or more.
Meaning they will automatically fail on the Mob Rule table unless they
are in close combat (why would you want them to be?) or unless you
attach a character on a bike. They should be fielded in small units of 12 outside of Apocalypse games.**They got cheaper and weapon
upgrades are free!

Alternative take: These things are great never leave home without
them. They are dirt cheap, our best objective grabbers in the game
and a perfect suicide squad to absorb overwatch.

Warbikers(codex): Really. Really. FUN. These guys are the core of


any mobile Ork army. Surprisingly durable; Toughness 5 for the bikes,
4+ Armor Save base and +1 to cover saves after turbo boosting, which
when combined with jinking leads to copious tears when your enemy's
guns fail to kill anything. Bikers are also great because they have their
hilarious Dakkagunz, Twin-linked, Strength 5, AP 5, and Assault 3 lets
you move 12", send home (on a normal squad) about 3 really solid
shots into the infantry you're assaulting, and then crash right into the
opponent's lines and send thirty Furious Charge attacks their way, plus

some Initiative 10 Impacty goodness. The only obvious downside to the


Bikers is their point cost. They are really pricey, at 3 times the cost of a
normal Ork Boy, and their squads are only practical in 5+ man squads.
They are best for larger games, where they can safely suck up points
and use their Nob+Bosspole+Power Klaw to full effect, but using "Look
Out, Sir!" is only for dire circumstances. Watch out for stuff that ignores
their cover saves. Heavy Flamers will ruin your Bikers' day, just like
they do to all of your infantry. On a final note, you CAN field squads of
12, letting you use Mob Rule, but they become nigh-impossible to move
without getting stuck in terrain or moving into the open. However,
thanks to their 4+ jink cover save (come on, you're BS2 TL, of course
you take it), they're a lot more survivable out in the open than your
Boyz are.
Light vehicles[edit]

Warbuggies/Wartrakks(codex): The Warbuggy was the common Fast


Attack selection for Ork armies back in 4th Edition. Today, these
Buggies are too fragile to do anything, being Armor 10 all-around open
topped and only having two Hull Points. KEEP THEM AWAY FROM
BOYZ THESE THINGS EXPLODE WHEN YOU LOOK AT THEM. Its
speed and ability to provide support weapons are very useful to the Ork
advance, but sadly Deffkoptas do it better. Although the Big Shoota is
cheap, barring range it adds little beyond normal Ork shooting; the
Skorcha or Rokkit Launcha remain the primary reasons to take these
vehicles (though the weapons still feel underpowered). They aren't
quite as good at moving into a position where they can strike at an
enemy vehicle's rear armor as Deff Koptas though, since terrain is
actually a problem for them, but few things are funnier than the look on
your opponents face when you blow up his Baneblade by rearshotting it
with rokkit launcha Warbuggies. Now that twin linked rokkits are free
and the squadron can outflank, Buggies are extremely useful as a
cheap distraction unit, and also has a high chance of stripping some
hull points to boot.

Role: Aside from providing fast-moving specialist weapons,


Warbuggies are cheap and similarly worthless. As vehicles,

Warbuggies are made of glass, but move quicker than most Ork
vehicles can afford. This means, even should no appropriate
targets exist, the Warbuggies remain expendable for movementblocking, and objective-contesting.

Unit Synergy: Rokkit Warbuggies make good escorts for


Battlewagons, on the accounts of being able to block off assaults,
screen against mobile anti-tank elements, or to block enemy
vehicles from moving away from the Deffrollas. Warbuggies provide
much-needed anti-tank firepower for Zhadsnark lists, while
maintaining a low-enough profile that one can easily provide cover
saves for the Buggies by using Bikes to screen them.

Trakk Upgrades: Basically Reinforced Ram, allows re-rolls on


difficult terrain.

You can now take up to 5 Buggies in squadron.

Grot Mega Tank (imperial armour apocalypse): This is an interesting


vehicle. The Mega tank has the same 5+ invul as its smaller brethren,
but is still too fragile with 12/11/10 and only 3 HP. It mounts 5 Killa Kan
weapons, 2 of which are Twin-linked, and it had BS3 and fires weapons
independently, which makes it potent on the battlefield. It's pretty
cheap, but its point cost reflects its survivability. Auto-comes with a
Dozer Blade, Reinforced Ram, and Grot Riggers, meaning it does as it
pleases and has a chance to recover when the the enemy decides
to FIRE THEIR LASCANNONS, but it is still Armor 12 11 10. Boom
Kanisters help deter those pesky Meltabombers and Haywire-welders,
but don't guarantee anything. You need to take a mob of Grot Tanks
alongside it, so you already have a cover screen (pray for some 4ups!).

Unit Synergy: You need to dish out weapons amongst the Grot
Tanks and the Mega Tank equally. Form them up and give them
fitting weapons for what you want them to do. Remember you loose
5 of 'em when your Mega Tank gets shook. However, as it is able to
independently fire all of its guns, adding a mix of various weapons

remains a viable possibility. Staing in the middle of the field, it can


then rapidly respond to a variety of threats.Modeling note: These
are VERY fun to model on your own and are easy to do. I suggest
you make your own instead of buying from forgeworld.
Flyers[edit]

Dakkajet(codex): AV10 flier with two S6 assault 3 supa-shootas


attached. Spend 20 points on a third supa-shoota and 15 on a flyboss
and you've got more dakka than 3 big shoota kans at the same BS
whilst being harder to hit for all those non-skyfire units currently out
there. Declare a Waaagh! and you go from 9 to 12 shots that turn. If
you want you can go ahead and paint it red too for 5 points, just to get
that incredibly-important extra inch, especially when you can fly 36
inches already and you need to throw away five points. Can be a rape
machine against infantry and light vehicles. Only downside is starting in
reserve. Contrary to popular belief, they are passable at shooting down
enemy flyers. Just let your opponent take the first turn, or pray to the
dice gods he fails his first reserve roll for it, and subsequently when his
flyer arrives, use your Waaaagh!, bring in the Dakka Jet right up against
its face and open fire on his Flyer. With Fighta Ace you'll get roughly 9
or more hits. On average that's about 1 sixes and room to spare,
destroying 1/2 hull points, or if its one of those broken-as-fuck Necron
flyers your opponent can't stop bragging about, you've got 1
penetrating hits. Fighta Ace gives BS3 on Flyers too now. Contrary to
popular rage against fliers, Dakkajets are probably the squishiest flier in
the game and taking one against an opponent without anti-air is not too
unbalanced, especially against MEQ's.

Anecdote- my Dakkajet has taken down Flyrants, Flying Daemons,


and the occasional Daemon Prince. If you need anti-air and you
want Lootas to shoot elsewhere, the Dakkajet is your boy Unless
you can't be bothered to take a battery of Traktor Kannons (see
below) or you can't afford the 28 price tag on a 40 point model.

Burna-Bomma(codex): A somewhat unique flyer in the 40K universe,


this is what happens when Burnaboy meks take inspirayshun from

Flyboyz. Another piece of anti-infantry that the Orks don't necessarily


need, but love to take anyways.

Alternative take, it does have a lot of ignore cover weapons...

Blitza-Bomma(codex): Is suddenly absolutely amazing. Its bombs now


strike at S7, ap2, Large blast and armorbane, so it can fuck up just
about anything you point it it. Still has the table of fun things that can
heppen when you drop the bomb, but you are orks and you live to
watch your own dudes self destruct, so that shouldn't be an issue.
Rolling dakka-dakka-boom got even better, as the free gun hits now get
automatic back armor. With the nerf to Waaagh plane hurting the
dakkajet real bad, the blitza-bomma's time is nigh. Great distraction to
draw fire.

Fighta-Bommer(forge world) : Your Focke-Wulf. The FOUR TWINLINKED big shootas are kind of good for hammerin' out dice at
everything, but as most flyers tend to have AV 10 somewhere, they'll
still ward off most fliers, as long as you attack the weak areas.
Additionally as far as aircraft go they are pretty damned tough mofos,
but the main reason you want these is the absolutely nasty ordinance
they can carry, Grot bombs are more outright destructive but can't be
used against aircraft while rokkits can bring the pain to anything in the
game. Shame about the limited ammo though. With Imperial Armour
Aeronautica, these ground-pounders do best loitering around the
battlefield and waiting for the perfect time to strike, then heckling and
drawing fire. Honestly, it feels a little underpowered, but can still serve
as an anti-armor Burna-Bomma. Use it as a Fighta-Bommer ya git! It's
in IA:Aeronautica, and it allows ya to use it in regular games. It's even
got amazing Apocalypse-only munitions. Man up and don't use any
panzy Burna Bommer. Pretty much to closest thing to a Thunderbolt the
Orks will get, while other units can do one thing better, the utility of the
Fighta-Bommer allows you to use it in anti-infantry, light anti-tank, and
air-superiority duties.

Fighta(forge world) : Your Messerschmitt. Pretty useless now since


the Dakkajet does everything it did better, can be upgraded to BS3, and
isn't forgeworld.

Heavy Support[edit]
Infantry[edit]

Lootas(codex) One of the main issues Orks have with a lot of armies
is that most their weapons are very short-ranged. When dealing
with Panzee, Dark Panzee, Blue Gits, or Squishy Umie, this is
annoying, as the bad guyz tend to Dakka on your army. Lootas for da
win. You only get three squads at most (less, if you wish to take any
other Heavy choice), but they are also the most point-efficient source of
Strength 7 shooting in the game, even with the awesomeness that is
Ork accuracy taken into account. Their main role (which is critical in the
majority of Ork builds) is to cover your advance, shooting enemy
artillery, light speeders, and other targets which would harry your
footsloggers or Trukks. Lootas work quite well on pretty
much anything (without 3+ saves) nowadays, since three Glances will
bring down most vehicles soundly, and with their volume of shot they
are bound to throw out enough to cripple even heavy tanks, Armor 14 is
the only thing they can't touch. Overwatch means they can react to
charges well, but they will still die in one turn if they don't kill what
charges them first. They can also Snapfire on the move now, so they're
not totally stationary. Also, they do a reasonable job of Anti-air. Don't be
afraid to go to ground with these guys when they're at risk of getting
blown off the table. As said before, snap firing isn't that big a deal for a
BS2 army because of its ridiculous shot density, but the added
coversave is. Now cheaper and competing with other Heavy Supports...
The fuck? Can upgrade up to 3 lootas to mekboyz for free, if you so
desire. < (Could keep a Battle Waggon or Big Trakk going for you..)

Flash Gitz(codex): New dex took them from "could be good if they
were half the cost" to "better than they used to be, for half the cost"
They no longer have heavy armor and can no longer take any upgrades
to the snazzguns, but what they do have is being 3 points per model
cheaper, and the snazzguns are now s5 apd6 ASSAULT 3 (this means

that half the time they a squad of five is a -1S vulkan mega bolter or
better), meaning you might actually hit something with them now.
Speaking of hitting something, gitfindaz now grant BS3 if you don't
move. Could be tricky to pull off, but the joy of watching your opponent
shit bricks at the ammount of low ap, quasi-accurate dakka these guys
can throw out will be worth it. Keeping them in vehicles or near a
kustom force field (or preferably both) is highly recommended, as 6+
armor is not fantastic an a 22pt model.
Atillery[edit]

Mek Gunz(codex): A wonderful unit. Brutal in lower point games (1000


points) and still very effective in high end games. You USED to limited
to just 3, but now (thank Gork and Mork) we can take 5 in whichever
variety we wish. Just shut up and field a battery of these guys. "But
what if-". No, shut up, just do it. Get the full number of of cheap ass grot
bodies for absorbing wounds, and cheap Ammo Runts to help offset
average Ballistic Skill, all 3 points a pop. Then again, "average" is a
relative term; BS 3 means it might as well be a giant sniper rifle in an
army book of BS 2 blunderbusses. To make it even better the new
artillery rules state that crew now use guns' toughness. T7 grots? Yes,
please! Want to be a jerk with these guys? Put grots in front for that
nice cover save. The main problem with fielding Mek Gunz is that they
take up a Heavy Support slot, which may or may not pose a problem for
your list.

Kannon - For 18pts, you get a 36" Missile Launcher(Shells) unit


with BS3. It can switch to Frag rounds that are Str4 AP5 small
blast, very versatile good if you don't know what you'll be facing. Be
the bain of Space Marines and buy 5: 135pts for a fully manned
semi-twinlinked Str 8 artillery battery is peanuts.

Lobba - The Lobba provides perhaps the best anti-infantry Orks


have to offer. 48inch range and Barrage allows you to hide and fire
safely all day long. Str5 small TWINLINKED blasts are awesome to
drop around for a midrange army, park your lobbas behind a
building and start sniping sergeants. Less utility than kannons, but

greater range and much easier to keep alive, exact same price as
Kannons. Morksend. Take 5.

Kustom mega-kannon - S8, AP2, Plasmacannons, what's not to


like? You get a nice blast area and the grots manning the bloody
thing might actually survive the Gets Hot with that 3+ save for being
part of an artillery crew. Morksend 2. Take 5.

Traktor Kannon - Perhaps the most beautiful, unique creation


Games Workshop/Gork/Mork has created. This is, by some,
considered THE BEST ANTI-FLIER WEAPON IN THE
GAME (althrough Tau players will disagree). Orks used to have to
rely on Lootas aiming upwards, but now we have something OH
SO MUCH BETTER. 36 pts per kannon (that's with the extra crew
members included) gets you a semi-twinlinked krak missile with
skyfire, and the new Traktor rule.

The Traktor rule makes it so that for every glance or pen a flyer
suffers from a weapon with this rule, it also suffers an
immobilize result (which as of 7th, has a 1/3 chance of autokilling flyers) and against FMC's, when they take a grounding
test, they take it at a -3 (so a 6+ to succeed) It's the glorious
reverse-lifta droppa.

You can add one or more of these things to any of your


batteries, since you upgrade on a per gun basis. Meaning you
won't be stuck with a useless anti-air battery half the time, but
instead you can just slap one of these babies in your kannon
set up for some added anti air duty should the need arise. It's
cheap enough to not be missed if it can't fire at flying things for
a few turns.

The new skyfire rules also state you can shoot at Skimmers
without having to Snap Fire.

Zzap Gun - The 1st of the Random Guns. The Zzap Gun's variable
strength (averaging at 6.889), low AP, and potential to kill its own

crew makes it too unreliable for tank-hunting as you roll to hit and
then roll for strength. IF, you really like randomness in your army or
are going for some sort of theme, sure, take them. But compared to
the other options for 18 points a gun, this isn't worth it, regardless
of what anyone tells you. People will tell you that this might be
useful against Riptides and Wraithknights, but they're wrong. Why?
Because Gork and Mork said we could do better with the Smasha
Kannon.

Smasha Kannon - The 2nd Random Gun. The so-much-moreeffective version of the Zzap Gun. This is the new answer for orks
dealing with av14 WITHOUT running up and hitting it. S4 + d6, and
AP1 makes this gun like the zzap gun, but INFINITELY more
reliable. No chance to fry your own crew, margin of error is much
lower. Plus, every now and then the unit decides to become a 5
man unit of rail guns, and that's just awesome.

Bubblechukka - The 3rd Random Gun. Did you like how random
the Zzap Gun was? Well Games Workshop knew you did! And
gives you the absolutely fantasticBubblechukka! Note sarcasm. As
with the Zzap Gun, there's really no reason to take this outside of
the "Fun" or "absolutely-pissing-around" area. One d6 determines
both Strength and AP simultaneously. When you can slice through
that terminator armor like a hot knife through butter, you need 6's to
wound, but when your strength is high enough to wound on a 2,
with up to 5 large blasts you will throw out enough wounds to cause
quite a few deaths anyway, regardless of armor.

Walkers[edit]

Killa Kans(codex): As a general rule, Walkers in armies are either


horribly fragile gun-platforms, or are taken in single squads. Blurring the
line between these two extremes is the Killa Kan. Not as durable as a
normal Dreadnought or Deff Dred, but with thicker armor than other
squadded Walkers, lacking extra guns, but packing a strong Combat
Weapon, the Kan is a rather versatile unit. Mobile and accurate, pretty
much every weapon choice is viable for this unit. Armor Plates and Grot

Riggers are always a good option, keeping Penetrating Hits from


slowing you down and getting lost Kans back on their feet. In many
armies, you cannot go wrong with a squad of Kans. Just remember that
you only have two Hull Points. Only two. More importantly, if 25 of
Kans in a unit are destroyed the remainder have a chance to suffer
Crew Shaken- they're still Grots at heart, after all. If you can, always
take 6. If you have room in your heavy support, kans now work
amazingly with deff dreads, with the kans providing a cover save for the
dread, and the dread giving the kans a boost an their "don't be a
cowardly grot" check.

Grotzooka - Good for mowing down infantry at amazing rates (a


squad of 6 Grotzooka Kans throws out 12 S6 blasts a turn!).

Big Shoota - Keeping them cheap and able to threaten light


vehicles at range.

Skorcha - Good for taking out entrenched infantry and horde


armies. Does not fully utilize the BS3 that Killa Kans though. Take a
Deffdread with double skorchas instead.

Mega-Blasta - Provide risky AP 2. With "Gets Hot" the Kans are


more likely to hurt themselves.

Rokkit Launcha - Provide anti-vehicle firepower/marine poppers.


At bs3 and no cost to upgrade from the big shoota, it's worth a look.

Kan Klaws (+2S AP2) - WS2 means that almost anything would hit
them on 3+, which his bad due to AV11, meaning Kans are quite
easily could be krak-grenaded to death. With low attack number
and hitting most things on 4+ (5+ for WS5+) in most cases the
Kans will be locked in combat for 3-4 close combat phases until
they die, but at least they'd stop some elite infantrymen for a few
turns, especially if they are fearless, and even better if they have no
grenades or S6+ weapons. Of course, cutting tanks open with
claws is always a good idea.

Krumpa's Killa Kanz (Stormclaw) - 3 Kanz with a Grotzooka,


a Shoota and a Rokkit Launcha. It's a slight more expensive
than normal, but it allows the Grotzooka-firing Kan to be a Deff
Dread so they can regroup around him. The grotzooka kan also
is a character, meaning he can issue and accept challenges.
Perfect for crippling enemy leadership by sniping the sergeant.

Deff Dreads(codex): A dedicated close-combat Walker, the Deff Dread


is able to dish out a ton of S10 hits in an assault, with the right
upgrades. Of course, being an Ork, it's got abysmal ranged capability,
so it should usually spend it's Shooting phase running at whatever
needs to be krumped. Be careful, having only 3 Hull Points and Armor
12 it can't take much Anti-tank punishment. Armour Plates and Grot
Riggers also highly recommended. As a Heavy Support choice it's often
overshadowed by more versatile choices, like Killa Kanz or
Battlewagons. Get him stuck in the assault an' keep 'im dere. As far as
walkers go, he's at least super cheap.

Big Shoota - No reason to take unless you want to waste shots in


the shooting phase

Rokkit Launcha - Cheaper and less hazardous than Kustom


Megablasta.

Kustom Mega-blasta - Gets Hot is dangerous, especially when


Rokkit Launcha could do same amount of damage.

Skorcha - Rip throughs horde armies and allows for effective


overwatch. Don't take two or being immobilized will suck.

Dreadnought Close Combat Weapon - Comes with two stock.


Take one, helps with assault. Take two, your Deff Dread will
become a statue if immobilized.

Mega-Dread (Imperial armour apocalypse): This thing is fun. It's a


dedicated close combat shock unit, but boy oh boy does it do its job
well. The Rippa Klaws wreck everything in close combat, and get

Wreckers stratagem in Cities of Death. The Killkannon, normally too


short-ranged to be effective, finds its home here. This thing will blast
apart your enemy squads, before the Dread will munch them to bits in
close combat. It is also very hard to stop, being armor 13 everywhere
but the back (which is 11) and having base strength 8 (handy when
your klaw is busted). Careful around prolonged Termie throwdowns,
you never know what they wield. This guy can also get a Twin-linked
Supa-Skorcha that will shoarmify MEQs like there's no tomorrow, but
the Killkannon can eat Marines at farther ranges. Don't even bother
with the Mega-blasta, the Rokkit Launcha has the same Strength (8)
and can fire off the same number of shots (one), has the same range
(24"), is 5 points cheaper, and does not suffer from the gets Gets Hot!
rule. The Mega-Dread can also get Grot Riggers (handy), an additional
Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable
tard-out). Best against Marine Equivalents and Light Vehicles/Walkers.

Kustom Meka-Dread (Imperial armour apocalypse): a more badass


cousin of the Mega-Dread. It can take a Kustom Force Field, allow your
Big Mek to take Shokk Attack Gun and still able to provide protection for
your force. Remember only take KFF. Mega Charga allows you to have
Fleet, which is nice, because the Meka Dread should be in close
combat most of the time, but rolling an 1 really suck. Rokkit-Bomb Rack
counts as Lobba that can fire D3 shot, but it has 1/3 chance of running
out of ammo in battle, so ignore. It can also replace one of its Rippa
Klaw with 1 heavy weapon (Rattler Kannon recommended). And holy
shit they have Fixin'Klaw ! It adds 2 attack on the charge, and the Mega
Dread can even attempt to repair itself. An AV 13, 3 HP, 5 S10 AP1,
self-repair monstrosity? Yes please. But on the other hand this thing is
expensive as hell (both in RL money and in-game points cost,
especially with KFF), and needs at least one Mega-Dread in your army
to be taken.

Gorkanaut(codex): New big walker. It's pretty well armored with


13/13/12 and 5 hp, has 2 rokkits (meh), 2 twin link big shootas, a
scorcha, and the Deffstorm mega shoota, which pumps out a whopping
3d6 s6 ap4 shots a turn. This loadout is very nice on the overwatch,

with lots of dakka being supported by a template. Also is s10 ap1 with 4
attacks and rampage in CC, so it'll shred most things it comes into
contact with. Overall, it's an infantry wrecker. Has a 6 man transport
capacity with no assault vehicle or firing points for...reasons. You could
stick a burna-mek unit in there to repair it if you feel like you really don't
need that elite slot to be useful, or use these to carry meganobz.
Nothing dissuades people from charging your walker like it shitting
meganobz. But the sad truth is that it isn't a assault vehicle so don't use
it to ransport anyting that wants to assault ,

Morkanaut(codex): New big walker. Shares the armor, hp, strange


transport capacity, and some of the weapons with the Gorkanaut
above. What's different is the lack of rampage, a kustom mega-blasta
instead of a scorcha, and a kustom mega canon (think s8 plasma
cannon) instead of the deffstorm shoota. What truly sets this thing apart
is the ability for it to take a kustom force field, if you don't feel like
spending the HQ slot on a big mek. As with the Gorkanaut, these things
can be great at ferrying Meganobz around.

Interesting to note that both the Gorka/Morkanaut can take grot


riggers, which in the codex cost 20 points and grant IWND.

Wanna know what to use that Transport Capacity on? Pay for a
Gork or Morkanaut. Give it Extra Armour and Grot Riggers. Then
buy a Big Mek and pay for both Da Fixer Uppers and a Kustom
Force Field (if you picked the Morkanaut, you can pay for it's
Forcefield instead). 360pts minimum, but the 'Naut will absolutely
refuse to die thanks to a 5+ Invulnerable against shooting, It Will
Not Die, ignoring Crew Stunned & Shaken results and the ability to
fix either Weapon Destroyed, Immobilized or Hull Points on the roll
of a 3+.

Heavy Tanks & Tranports[edit]

Gun Trukks (Imperial armour8): AV 10 front. These are trukks with


even bigger big guns in them. Big lobbas are great for softening up
those shooty units that won't stand still long enough for you to charge

them and the large blast makes those scatters a little less painful. You
can also take a supa-scorcha, creating a fast vehicle with a s6 ap3
template weapon that HAS to be dealt with, taking attention off your
important units. Important to note that these trukks can be squadded up
to 5 for one slot.

Flakk Trukk (Imperial Armour - Aeronautica ) Av 10 front. This was


the primary orkish ground based anti-aircraft unit before Traktor
kannons, it is still not bad. Instead of having two twin-linked Heavy 2
guns like the Hydra, the Flakka-Dakka gun just has a single Heavy 4
weapon. It's very useful against infantry in a pinch, just like its imperial
counterpart, but its lack of twin-linked goodness causes it to suffer
somewhat in accuracy. The reason you don't just go straight to a
guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka
Gunz can move flat out and fire their weapons, provided their target is a
Flyer. This can let you keep up with a Flyer and move across the board
to hit some rear armor next turn. The front and side armor is also higher
than a Trukk, and you can get a co-axial bolter to spot for you, giving
you that twin-linked goodness you so desperately need (and trust us,
with Orkish aiming skills, you need it.) Put on a troll face for when you
blast those hideously expensive Thunderhawks out of the sky for a
fraction of the price.

Alternative take Just use loota's in a trukk. They also use a heavy
support slot and you get more dakka for your points.

Looted Wagon (White Dwarf 21):Av 11 front. Looks like the venerable
looted wagon is being moved into a white dwarf exclusive. Sill more of
the same, save for losing the boomgun for a killkannon option, but the
killkannon is much cheaper, and doesn't cause it to lose transport
capacity. Can take up to 3 smaller weapons (scorcha/rokkit/big shoota)
in any combo for 5 pts a pop. other than that, can take anything from
the vehicle equipment list pretty much. Good for a cheap, marine killing
template or for getting a more durable transport than a trukk, if it
weren't for the fact that heavy support is probably the biggest fight for
space with the new dex.

Alternative take Don't see the looted wagon as some old nostalgia
that does like to eat up heavy support slots, see it as a 2 point
upgrade for that turns rhino's it a open topped rhinos with nog gunz.
And who would not want that. Just try to imagine the face of a
space marine player when he realized that the only thing he had to
do to make it an assault vehicle was to cut off the top.

1 Gorkanaut Gork knows why but the unit composition of a looted


wagon is 1 Gorkanaut,

Big Trakks (Imperial armour 8):AV 12 front. This is the variable-use


workhorse of the Vehicle list and the next step in durability from a
looted wagon. This thing can take most big guns the orks have in this
list, INCLUDING the Flakka-Dakka Guns AND Supa-Kannon. The Big
Trakk can also take Deff Rollas (win) (took huge a nerf hit so no longer
usefull), and 'ard Case, which doesn't change anything in respect
towards transported unit effectiveness ehm no it does, it removes open
topped and that is huge. Your first choice should be to give one of these
a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big
stuff. Take two of these suckers with Supa-kannons if you want to play
Guard and shell everybody (which you do). Remember that you can
only have three, and they will probably be dead by endgame, so try not
to deck them out too bad.

Transport There is a rather odd thing you can do with this unit. It
can take four Big Shootas which can upgrade to Rokkits or
Skorchas, and two Grot Sponsons. This could mean that you could
charge this thing up, Deff Rolla some point-guarders, and drop out
12 Spannas with Mek to point-guard while the Trakk deals metric
tons of lighter Snap Firepower. This strategy is untested, and could
just be a waste of a Heavy Support slot.

Wait what's this?: It says in the entry for Big Trakks that you can
take squads of 1-3 as a single Heavy Support choice. That means
a potential for nine Deff-rollas. Or, wait a minute, NINE SUPAKANNONS!!!

Dedicated Anti-Tank-Weapon: You can slap a Big Zzappa on this


thing (works just like a regular Zzap gun, but with more range and
d3 shots), along with up to 4 Rokkit Launchas. That's potentially 7
shots per turn, all spelling doom for enemy armour, so a single Big
Trakk with this setup basically is the equivalent of two full squads of
Big Gunz, all in one vehicle (of which you can, as pointed out
above, take three for a single HS slot).

However, this strategy also has it's disadvantages. While a Big


Trakk with just the Big Zzappa is actually cheaper than an unupgraded battery of Zzap guns, it also has a random number of
shots each round, has to deal with the drawbacks of not being
crewed by Grots (namely, BS2; but then again, you also can't
fry said Grots) and is a lot easier to destroy. On the plus side, it
can be repaired, and if you choose to pay for the upgrades, you
can slap the aforementioned 4 Rokkit launchas on it (note that
it comes with 2 Big Shootas inbuilt, so you already have a good
measure of protection against 'Weapon Destroyed' results).
Best set up behind an Aegis line, with a squad of Lootas
(including a Mek or two) nearby to facilitate repairs.

Flak Trakk (Imperial armour 8): AV12 front. Just immagine a FlakkaDakka gun on a Big trak and you are done.

Gun Wagon(Imperial armour 8) Av13 front. Its a Av13 battle wagon


with half its transport capacity and less gun options that can be bought
in squads of 3 for twice the cost of a trukk. This thing might be called
Gun Wagon but it doesn't have to take a big gun, and it is actually not a
bad transport for its point cost.

Battlewagons(codex): Av 14 front. The most durable non super heavy


vehicle transports we have. One thing most armies should have is
some way to reliably deal with heavy armor, especially of the Land
Raider variety. Marines and Guard get Meltaguns and Lascannons.
Eldar get Lances. Tau get Meltaguns and Railguns. Tyranids get
Zoanthroapes (and the Tyrannofex to a lesser extent). Orks get the

Battlewagon. Costing 110 points, you start off with a chassis, and no
gun. From there, you have several options:

'Weapons:'

'Rokkits/Big Shootas:' The Wagon can take up to 4 Rokkits


and/or Big shootas for 5 points each, take at least 2 because
two guns are turret mounted and two are manned by orks on
the side so they can't shoot forward.

KillKannon for 30 points, but it reduces the transport capacity


to 12(still fits a unit of Nobs+Warboss&Painboy just fine). The
Killkannon Wagon is best used at distance, so if you are going
to fill it with a unit, make sure the said unit doesn't want to be
in combat.

Kannon, Lobba, or Zzap gun for 10 points. This depends on


how you want to use your Battlewagon. A Kannon can be fun
wth 4 Rokkits and Tankbusters inside to create a Rokkit crazed
Wagon of Glory. The Lobba is interesting as Barrage ignore
orks BS2.

Lifta Wagon (Imperial armour apocalypse): Av 14 Front An other unit


that took a huge hit with the IA apocalypse update. It's a Battle wagon
with motherfucking titan weapon straped at is back - JURY-NERFED
lifta-droppa , which in contrast to the propa version gently moves
vehicles a few inches. It only hit on 5+ now (but gork save you, if you
roll one), and deals D3 glances or a single explodes result regardless
what you roll on scatter dice. They can take cover saves against it so
be wary of terrain, smoke, sneaky eldar fields and jink saves. it can
target Flyers now.

Big Squiggoth (Imperial armour apocalypse): A monstrous transport,


this is an odd one. Check your rulebook nope you are not mistaken that
creature type does not exist so expect a lot of strange rule situations
with this one. Good mork I wish I could just remove every copy of the
"update" in imperial armour appocalypse. The IA8 version was playable

and fun, the updated version made him as expensive as a landraider


with just a few small buffs. Squiggoths used to be the Snakebite
transport, and are one of the first really large models in 40K. FW makes
em but they can also made out of a dino toys and plasticard. They look
great but have really sucky rules for their point cost. Don't try compare
them to the newer large models. If you have one use them as a count
as battle wagon or killtank.MOST EXPENSIVE TRANSPORT FOR
ORKS IN 40K, it's a Monstrous Creature. Dark Eldar will love you for
fielding it. Carries a small artillery piece and is a good wall of meat, but
it's vulnerable to Instant Death and sports crappy armor it has dead
space marine barding. Take Grotsnik to give it the 5+ invo save it
desperately needs. No longer works. As a non-Apocalypse unit,
Squiggoths will be the biggest fire magnet on the table, not that it is
actually good but it looks real scary. At WS 2 they can't defend
themselves in close combat (despite their high strength), where they
really ought to be. Put the full ten Boyz inside, send the Squiggoth
towards the enemy, and assault out when near any enemy squad. Note
however that its two special rules (Having D3+1 hammer of wrath which
i think thanks to smash are ap2) and wild rampage (gains an additional
D6 attacks when outnumbered if it has lost one of its whopping 6
wounds) at least partially offsets the bad WS, making it a bit more hit
and miss than just miss.

Mork and Gorkanaught(codex) : Strickly, They are transports but just


forget about that. They are not open topped or assault vehicles, and
they can only carry a small number of units. Their transport capacity is
just to put some repair meks inside and to confuse new players.

Note: Even Bigger transports If you want your transports to be big or


really ard check out the lords of war section.

Lord of War[edit]
Note: Don't waste yer teef on da stuff GW sells, an' don't get yerself
arrested punchin' out dere teef neither. Make yer own lords of war.

Ghazghkull Mag Uruk Thraka(Codex): Inexplicably moved to Lord of


War, despite his profile remaining the same as before... He costs a

metric shitload, has FnP 6+ due to being a Cybork which made him
lose his 5++, is immune to Instant Death and is a close combat monster
on his Waaagh!, which makes his 2+ save into a 2++ and due to his
Warlord trait also grants Fearless to the army with his sheer amount of
power and beef, but it only lasts one turn now instead of two, Ghazzy
can take on almost every HQ in the game in a 1-on-1. Take him when
you absolutely positively got to kill anything or anyone in a challenge.
Eternal Warrior with 3++ (he will get crushed every time guaranteed)
and incredibly unlucky/lucky rolls. Or, give him a Nob guard to Look Out
Sir! his phenomenal number of Power Klaw attacks into whatever you
want to die.Prophet of the Waaagh! is now not as shitty, as it allows
Mega-nobz and Ghazzy to run on that turn (in addition to the usual Ork
effect of allowing charges after running).

Don't forget to give him an Attack Squig! Now that Ghazhgkull can
take anything from the Runts and Squigs section, there's no reason
why you shouldn't buy him a pet squig to help him tear shit up in
close combat.

Gargantuan Squiggoth (Apocalypse): A fun, strange and sadly


overcosted unit. Gargantuan Creature and counts as an open-topped
transport that moves 20 boyz straight into the thick of the fighting, then
beats up on people with super-high strength attacks at WS 2 (thank
Gork for the Stomp attack). Ignores strength 4 and below attacks,
making bolters useless, and since it's a gargantuan creature, poison
and sniper weapons can only hurt it on a six. Can carry bigger artillery
pieces and two of them to boot, as well as 6 passenger-fired Big
Shootas. Armor save poor for what will come its way, but Grotsnik can
give it a 5+ invo save, making this guy super-goofy. The only big
downside is the huge fire magnet taped to its back. Deathmarks, Vortex
Grenades, Railguns, Hammer Blows, Dreadnoughts, and pretty much
any other high-strength weaponry will ruin it's day. Even 'Autocannons'
will ruin your day. Three Defilers, Ironclad Dreadnoughts, or enemy Deff
Dreads will just outright butcher you.

Stompa's[edit]

Stompa(codex): a massive superheavy walker with 13/13/12 and 12


hull points. it comes equipped at with a Supa Gatler, 3 Supa Rokkits, a
few Big Shootas, and a Skorcha. Not to mention the S10 AP1 goodness
that is the Deff Kannon. But this comes at a cost of 770 points- and for
30 more points, it can have It Will Not Die. Oh, and the Supa Gatler
cannot pump out infinite shots in a single phase anymore. It's 3 shots at
S7 AP3 Assualt 2d6- each 2d6 can be fired at a different target.
However, after the first firing, a doubles roll for number of shots causes
it to run out of ammo.

If you have access to IA8 and don't mind using some of the
stranger rules fw has to offer, then go with the Kustom Stompa. It
gives you more upgrade options and is cheaper in points. even if
you made the exact same Stompa for around 170 pts less. See
below for more info.

One of the nastiest things you can do is fill it with as much meks as
possible by using several 5-man squads of Burna Boys/Lootas with
3 Meks in the Stompa, mek boyz and bik meks. Depending on the
Stompa loadout, that's up to 18+ repair attempts a turn, making it
all but impossible to destroy the Stompa unless you manage to do
it within a single turn. And since superheavies ignore any vehicle
damage except loss of hull points, you don't even have to worry
about accidentally bangin' yer own krew ova da hed wiv a spanna
(Dem softies shoulda stopped cumpleinin' ennewayz). Warning:
This tactic is about as dick as it gets, so use at your own discretion.
(For some reason some imperial grot wanted to delete this small
part of the article. YOU SEE! USE THIS TAKTIK GIT! AND USE
THE 4++ FORCE FIELD OF WHAAAAAGH GHAZZKULL WHILE
YOU ARE AT IT.

Kustom Stompa (Forge World IA8): An interesting and varied titan


choice. This is a fully-customizable Stompa-maker for kitbashers and
kustomizers, set up so that you can build goofy Stompas and make
them game-legal (with fair price tags). Anybody who made a kustom
Stompa out of cardboard and duct-tape MASTERCRAFTED

PLASTICARD AND SECOND-HAND GUARD TANKS can now


field their Stompa. These guys can do anything you want, including
bullet-spamming, pie-plate dropping, rip-and-tearing, and double Liftadropping. For the right price, of course. The only problem is that this
Stompa is generally weaker-skinned than other Stompas, having fewer
power fields than the Big Mek Stompa and fewer Structure points than
some of the other Stompa variants. That and the points cost if you go
overboard on the guns. And youwant to go overboard on the guns. So
much. All-in-all, this is unit is whatever you want it to be. Send cheap
hordes of them armed with Titan CCW's at your enemy, or stand back
and watch one release game-breaking firepower from functionally 6
main titan-class weapons at once. Definitely lives up to the classic
Gargant name in terms of Dakka.

Goff Klawstompa (Forge wold IA8): A cheap (points-wise) and fun


titan. You can make one by taking a kustom stompa and equiping it with
two (Str D) claws. It doesn't have his own entry in the book,but it should
be since it is so different from a normal kustom stompa. You will miss
out of good ranged weapons but it gives him mostly close-combat buffs
oriented and the option of a guaranteed 12" charge range upgrade.
This makes him a close combat monster, But you need some ranged
weapons to kill nasty anti tank infantry units. It still has the option of the
to be upgraded with a S6 AP3 Hellstorm-template weapon. Who doesn't
want automatic S6 hits? Bonus hint, always equip it with an other cheap
ranged weapon to do the imperial knight stubber trick.

Buzzgobs Mek Stompa(Apocalyse & Dread mob update) So you want


a stompa with all the gunz, but you don't want to pay the points for it.
Don't worry Buzzgob might just know the way to smuggle one in.

Tanks[edit]

Kustom Battlefortress:(Imperial armour Apocalypse) the


battlewagon's super heavy big brother. They are and look like looted
Baneblades variants. Use it exactly like you would a regular
battlewagon, just on roids. Has a massive 30 man transport capacity,
open topped by default, and comes with 3 big gunz of your choice, mix

and match, built right into the starting cost. You can pay to replace
these big guns for bigger gunz (sacrificing some transport capacity for
certain guns) or enjoy the novelty of having a relatively cheap super
heavy that can take 30 boyz into the thick of it (likely) unharmed. A wide
array of options for pintle mounted guns also available, just in case you
want to add more dakka.

Kill Tanks (Imperial armour apocalyse):These come in three flavors,


the Kill Krusha, the Kill Blasta and the Kill Bursta. Creative, yes. One
thing of note is that all of these can transport up to 12 models and count
as open topped. So those of you who take battlewagons filled with nobz
equipped with killkannons, go nuts, these can do the same but better.

The Krusha's Kannon comes with a variety of sexy shells which


are all pretty good, but still no Bursta kannon. The main two are
Boom Shells (60" range, S8 Ap3, 5" Blast) and Tankhammer (S10,
Ap2, no blast) while the other two are pansy anti-infantry crap that
you'll never use. The Krusha Kannon (and Kill Krusha itself) can go
a little wonky on occasion, so be mindful of how much pressure you
put on this tank to perform on the front lines. This tank, more than
the others, is an up-scaled Leman Russ, a Apocalypse-scale
middle-range Main Battle Tank. It should be in the front, heckling
"classic" tanks while avoiding the Apocalypse heavy-hitters.

The Blaster's Giga Shoota is somewhat meh, giving you 6D6 S6,
Ap4 shots. In theory that should be nice, but random almost always
means terrible when it really matters. This tank supports infantry
advances well, and tends to eat enemy infantry and light vehicles.
Though Apocalypse being what it is, those two tend to come in
bushels or not at all, relegating this behemoth to lumber behind
your Green Tide and protect it from other infantry-eaters.

The Bursta is where the real class is , although for some (complete
bullshit) reason it comes with the terrible Belly Gun as standard and
you need to buy the motherfucking Bursta Cannon. Anyway, once
you've bought it you are able to seriously bring the pain. It's

essentially a Demolisher Cannon on steroids. It only has a 36"


range, but it's a Destroyer weapon with Ap 2 and a 7" Blast. And
it is pure fucking class. It'll blow MASSIVE holes in anything you
point it at. Terminators? Land Raiders? Pfft. Fuck that shit. All dead
in one shot. If you can land one blast on a reasonably pricey unit,
you'll pay for it twice over, and that's why the Bursta's amazing.
Particularly if you scratch build them (and why wouldn't you? You
just need a box with tracks and a big fuckin' gun), then even getting
them Laser-Destroyered in the second turn after you rape an
HQ/terminator/GK paladin/ANYTHING squad is still just as sweet
because you paid nothing at all for the privilege to do so.

In defense of the Belly Gun: Now, hold on just a minute there.


While I'm not going to say that the bursta isn't
pure fucking class, and It's certainly worth the 50 extra points it
costs (the tank itself is 350, you can afford it), I find that the
Belly Gun actually has potential. S7 AP3 vaporizes any MEQ it
catches, and the real interesting thing it the area of effect. Each
time you fire, it has a blast radius of 3d6". Radius. At worst
(.46% or the time or 1 in 200 shots) you've got a battle cannon
with -1S and a slightly larger (6") blast. 90% of the time you're
getting at least a 7, throwing a large dominoes pepperoni
pizza downrange. 90% of the time! On other far end, again at .
46% of the time / ever 200 shots, you roll that holy 18, and put
down a three fucking foot blast (thank Gork it's 72"!). Go ahead
and clear half the table. Mork'd be roight proud. Sure, it's not
strength D. It's not going to be clearing termies and land raiders
like the Bursta Cannon will. But if you're going up against Nids,
Deldar, blob guard or other Orks, consider giving this thing a
try. At it's worst it's merely okay, and randomly it'll be awesome.
If you're playing orks then you know that as far as random guns
go, this ain't half bad. Frankly it's kinda sad that these two
amazing weapons are both strapped to the same tank. The
bursta cannon is so very good and so badly needed to handle
enemy supers (almost all of whom can blast massive holes in
your army and so demand an effective answer) that the belly

gun just gets kinda forgotten. Even performing at it's worst it'll
demolish a squad per turn. If you're playing big games consider
tanking one alone side the bursta to take the heat off your titan
hunter and force your opponent to respect the potential 12"
blasts.

Fortifications[edit]
There is no use in typing the same general thing about fortifications in every
Army tactics selection. So here are the general fortifications
tacticshttp://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications
%287E%29

Low Balistic skill Just keep in mind that we have mostyly Bs2 so that
most guns don't shoot that good a good way to get bs 3 is the gitfinda.

Dirty tricks tank busta's have tank hunter and give it to any IC that
joins even if they use weapons form fortifications.

Models that currently have no force org slot[edit]


You will have to to go unbound or play appocalypse to use these, or find an
other way to field them since these models are sadly not on the Orks lords
of war list made by FW. Some of them use very old rules so do some
research about the sources before fielding them.
The Grot Bomb launcha[edit]

Grot Bomm Launcha (Imperial armour 8): Forge world still produces
these. It is a great unit. But it is kinda questionable how to field them,
since IA8 doesn't mention them having a force org slot. And the older
books who do mention them with heavy attack forge org slot,or as an
upgrade of warbuggies but these are really old. These things alone
make you want to go unbound so that I can field them. They are lone
Buggys (or a buggy squadron squadron if you use the upgrade
interpretation) with grot bomms: 24-72" S8 AP3 barrage ordnance pie
plates, which count as twin-linked, but can only fire once per game.
Hilariously cheap for something that can evaporate entire squad of
marines in a heartbeat, or blow to hell near any vehicle. Once they
launch all bomms, you can flat-out buggies into the middle of

battleground, blocking enemy path and LoS like those pesky land
speeders.
Super Heavies That are not lords of war[edit]
Tanks[edit]

Skullhamma Battle Fortress (Apocalypse): If the Battle Wagon is the


Ork equivalent of a Land Raider, then the Battle Fortress is the Ork
version of the Baneblade. Can carry a metric shit-ton of orks and royally
wreck the shit of anything that gets in their way. Very customizable like
the Battle-wagon, and generally if it works for the Battle Wagon it works
for the fortress. Unlike the Wagon, the Fortress gets some really sweet
guns, and it can carry full sized mobs into the midst of the enemy.

Dethrolla Battle Fortress(Imperial armour 8) One take on it is that it


is a nice cheap super heavy tank. On the other hand it is just really a
ard cased Battle wagon with 2s as much hull points, +1Side and +1
rear armour and a big gun for 3x the cost.

Stompa's[edit]

Big Mek Stompa (Apocalypse): Not a lord of war, but you can still
field one as an upgrade of Buzgob. Your goofy and shooty Titan.
Comes with Lifta-droppa, for dealing with those pesky Land Raiders,
and an extra shield for soaking up those Volcano Cannon kame-hamehas coming your way.

Eye in da sky(ork Apocalypse datasheets) Strange stompa that can


spawn up to 3 deffkoptas for no apparent reason.

Super Stompa (You wish Forgeworld made these): Otherwise


known as Gargants. Your big battle Titan. No rules, no models, just
scratch-builders hopes and dreams. It should be noted that currentedition Stompas are closer to the Supa-Stompas of yore in size, but
almost live up to the classic Gargant in terms of firepower. A Super
Stompa today would be in-between a Gargant and a Great Gargant in
terms of size, shielding, and firepower. A Stompa used to be the
squadded-up go-between from a Deff Dred to a proper titan. And no,

Mega Deff Dreds are NOT the Old Stompa, they are a literal analogue
for the (very lame) Digga Stompa. Go read the Ork entry for why, an'
don't let me catch ya finkin' uverwise!
Fliers[edit]
FW doesn't make the models for these super heavy fliers so you have to
make them yourself.

Bomma(Imperial armour 8) : Your Heinkel. Like the Fighta-bommer


only bigger and slower with more dakka and ordinance. Enough
defensive weaponry is on this thing to see off waves of interceptor
aircraft, while it carries enough ordinance weapons to pretty much wipe
out an entire formation on turn one. Just one of these can spit out
enough supa-rokkits to wipe an Leman Russ company off the
gameboard or drop enough grot-bombs to turn six full sized Gaunt
Broods with an accompanying Hive Tyrant withTyrant
Guard and Warrior Prime (about to tear into your front lines) into a few
scattered bugs and a lonely Hive Tyrant who will be blown apart by your
Lootas next turn. It also comes with eight (8!) Big Shootas mounted
along the flanks, which can shoot at differing targets.

Blasta Bommer(imperial armour 8) : Your Henschel, AKA:


the Panzerknacker. Much like the Marauder variant,instead of bombs
and ordinance, this thing carries lots of heavy guns for ground attack.
Think of this as an Orky A-10 Warthog (the Orkiest of all airplanes). It
can crank out a hilarious amount of Shoota, Zzap Gun, and Rokkit hits
to mow down large numbers of enemies, while having the range to
buzz around, loitering out of reach of the enemy's guns. The lack of
Blast weapons means this is more suited for destroying a few hard
targets over obliterating large formations, playing counterpart to the
traditional Bomma. However, it is the death of Titans, MEQs, and any
vehicle anywhere. Just think of it in terms of it's gun: 120" Range, Str 9,
Ap 3, Heavy 3D6, plus D3 Supa Rokkits.

Odd stuff[edit]

Ork Mine Layer(Appocalypse datasheets) Supper heavy skimmer that


has to be scratch build. It has the ability to lay a mine each turn that
explodes in a 10" blast of S8 ap3.

Ork Submersible(Appocalypse datasheets)An ork submarine, that has


to be scratch build. It has to be deployed in water and can't move on
land, and has really low AV's Other then that its great. It is a cheap
super heavy has decent guns and a transport capacity of 60.

Ork Pulsa Rokkit(Appocalypse datasheets)A supper heavy immobile


atillery piece that shoots a one shot Pulsa Rokkit that has to be scratch
build. This thing is a nightmare for your oppoment. Since it doesn't kill
stuff immediately but just creates a large area of stunning pinning and
glancing nastyness on inpact.

Formations and Detachments[edit]


Detachments[edit]

The Ork Horde Detachment(Codex)Orks get a special Force


Organization Chart just to themselves. This was a big thing when our
codex dropped since this was the first alternative detachment. Now
every codex has them. Which is the same as the normal chart but adds
three more Troops units (one more compulsory) and a third HQ.
However they DO NOT get the "Objective Secured" rule that typical
Primary Detachments get, instead they get a special rule where if an
Ork Unit contains 10 or more models, and rolls a 10 or more on charge
distances, they all get Hammer of Wrath for that charge. This strategy
favors high model counts of Orks versus high unit count of Orks. Units
that have high enough body counts to have more than 10 boyz in a
squad by the time they reach the enemy to charge Boyz and
Stormboyz. This combines well with Da Finkin' Cap as it allows Orks to
roll on strategic trait's chart from the main rulebook, giving the
possibility of outflanking up to 3 units. Remember that most Ork models
with 'Ere We Go are S3, so this will likely lose effectiveness against
high toughness, low model count armies.

The Great Waaagh! (Waagh Ghazzkull)Like the main 'dex, Ghazzy's


supplement gets their own FOC, with two more Elite Slots for extra
Nobs (one being compulsory) and two more slots for troops. Aside from
the rules on top, the Formation allows a re-roll on the supplement
Warlord Trait and, if you roll a d6 for each unit and get a 6+ (or 5+ if it's
a troops choice), that unit gets Deep Strike.

The obligatory big detachments of formations We don't have one,


and it will probably take a while before orks get a new decurion-style
detachments so too bad for you. Seriously consider playing unbound
with a solid formation such as the Ork Warband as a core for an
alternative. I know it sounds cheesy, but just compare it there isn't such
a big difference in the end with these detachments, and it opens the
possibility of actually using some of the transport that are for some
reason all cramped into our heavy support section.

Formations[edit]

Ork Warband (Codex) - This requires 1 Warboss, 1 Mek, 1 unit of


Nobz/Meganobs, 6 units of Boyz & 1 unit of Gretchin and gives you all
the same benefits as the Ork Horde detachment (re-rollable traits +
HoW if 10+ models roll more than 10" charge). In addition your
Warboss can call a Waaagh EVERY TURN AFTER THE FIRST You'll
never have to play a battleforged army ever again! Just add unbound
Ork units after you've qualified for the formation.

This formation is easily overlooked and underestimated: when


taken bare-bones it forms the core of a 1000pt army that still has
room for more Nobz, Boyz, or a few good toys and upgrades that
lets you overwhelm an opponent with superior numbers. Waaaghing every turn after the first will let you shoot up the board faster
than your opponent can anticipate with more bodies than they can
deal with unless they take very specific lists. And even then, HoW
hits are much easier to achieve. Additionally, all the required units
have a use on the field: Grots maintain their use as a screen or
backfield objective holder, while a small 3-Nob squad can do the
same job while being just as easily ignored by the enemy. That Mek

can babysit Mek Gun batteries, help Lootas with Mob Rule or take
challenges for a PK Nob/Boss. And while you can't count on it to
happen, rolling a 1 on the Ork traits table (with the reroll this
formation allows) means your army is Fearless every turn after
the first, assuming you can protect the Warboss. Putting a (cheap)
Finkin' Kap on that (cheap) Warboss allows for further
shenanigans. This formation gives a ton of strategic opportunities
that your opponent WILL underestimate. The one downside is
model count; not for a new player, but it's a way to keep your
footslogging army from previous editions viable.

Grukk's Rippin' Krew (Stormclaw) - All of the Unique Stormclaw


formations go here. Thankfully, Grukk allows everyone to re-roll morale
(Cowardly Grotz included), and the ability to Deep Strike. If you decide
to pull everyone in Reserves (which'd be kinda ridiculous) they'll all
automatically arrive on the first turn so you can shock them by not
being automatically disqualified. This formation would be great if you
weren't forced to use the named units of the storm claw box that are all
kinda odd equiped.

Council of Waaagh!(Waaagh! Ghazghkull)- Ghaz and Grotsnik get to


grab 2 Warbosses, a Big Mek, and a mob of Nobs with a banner. They
now count as a squad. Aside from netting the bonus rules standard for
the supplement, they net +1 WS on the bosses and the ability to roll for
two Warlord Traits from the supplement and add them both to Ghaz's
default trait. The Banner bearer also gives THE ENTIRE SQUAD +1
WS, as well as giving all Orks within 12" a re-roll on failed Morale and
Pinning tests.

Some people may argue that you only get the +1 WS on the Nobs,
but the Waaagh! banner does say the unit gains the bonus, just like
in a standard group of a Warboss and a Nobz squad with Waaagh!
Banner, the Warboss would gain that bonus there too.

Ghazghkull's Bullyboyz(Waaagh! Ghazghkull) - Join in three full


mobs of Meganobs for extra termies.

As a very melee-based formation, they not only get Fear and


Fearless, but they also get +1 WS, making them even more of a
threat in combat. There's still a lot that can blow them up though,
and S&P will make it easy to wreck them.

Da Vulcha Boyz(Waaagh! Ghazghkull) - Zagstruk grabs 3 mobs of


Stormboyz. As a mob of jetpacks, they get to scatter d6" when they
Deep Strike and Zagstruk gives Shred on the HoW made by the squad
he joins. He can also merge his entire formation into a mega-unit, but
doing so makes them worth 3 VP when they get blown up.

Blitz Brigade(Waaagh! Ghazghkull) - 5 Battlewagons, all with either


rams or deffrollas. Surprisingly, they get Scout, which is pretty hard to
imagine for an Ork vehicle, but if they do so, anyone embarked on them
won't be able to charge on the first turn, making them only useful as
delivery if you have either shootas or are attempting to push them to
the farthest and then have heavy units charge in the middle.

However, with this formation a good choice would be killkannons.


Firstly, taking 'ard case wouldn't be a problem if units inside can't
charge out of it turn 1 anyway. Secondly that scout move gets them
up and into range turn one. with five large blasts at S7 ap3. Your
opponent is gonna have to duck and cover in order to survive that
kind of on salvo turn 1.

Dread Mob(Waaagh! Ghazghkull) - NOT the same as the Apocalypse


formation. This one has a Big Mek and Painboy join 2
Gorka/Morkanauts, 3 Deff Dreads, and 3 mobs of 3 Killa Kans. With the
new units put onto this unit (One of which has dubious use here), the
entire formation gets a re-roll on one charge dice and d3 HoW hits,
which make the walkers slightly more killy. Most important to note- if
you take another detachment with a warboss as warlord, the fact that
all the walkers have 'ere we go makes them benefit from waaaagh,
allowing them to run and charge.

Boss Snikrot's Red Skull Kommabdoz(Waaagh! Ghazghkull) Unlike the Armageddon formation, this one forces Snikrot to only 4

Kommando Nobs, no more, no less. This formation gets the same


ability to jump in on any side of the table and get Shrouded when they
arrive, but they also get a re-roll on a failed cover save if they don't
shoot the turn they arrive.

Green Tide(Waaagh! Ghazghkull) - Another remade formation, this


one limits the Warboss to staying with 10 mobs of boyz. The only thing
that remained this do-over is the ability to Waaagh! on end. The unit
becomes more valuable now, as they're now worth 11 VP if they're
entirely destroyed, which kinda kills the incentive to use them,
especially now that they can't just grab any more boyz to boost their
numbers. They also get HoW if they charge 10+ and the ability to
allocate wounds if they roll anything other than a 1 on Mob Rule, which
kinda keeps them alive, but it's not as good as the Apoc form. Although
giving your Warboss a Big Bosspole means the unit is Fearless,
negating Mob Rule entirely. Since the Formation allows you to take
Unbound units while keeping the Formation's special rules (you weren't
going to bother with ObSec in this list anyway), tossing in a single
Painboy gives the entire blob FnP, and a KFF or two near the
front/sides/rear of the unit - basically moving to wherever your opponent
is hitting you from - helps keep your boyz much more protected than
your opponent will anticipate. Orks: it's all about underestimation!

Gorkanaut Krushin' Krew (The Red Waaagh) - 3 Gorkanauts that'll


will become huge fire magnets not only because of their standard
meganess, but because they get additional rules as the game goes on.
On Turn 2, they get Furious Charge, On Turn 3, they get Hatred, and
after that, they get Shred. Let them survive that long, and you'll have
the ability to crush anything you get near.

Mogrok's Bossboyz (The Red Waaagh) - A Warboss grabs 3 Big


Meks and a ML2 Weirdboy. One of your Meks gets Kunnin' But Brutal,
giving him some extra protection with his KFF. You also get +1 on the
Seize and can give d3 units Outflank and Acute Senses for extra
sneeky if you use this alongside Snikrot's boyz.

Skyboss Wingnutz' Sky Armada(The Red Waaagh) - Pack in 3


Dakkajets (one with a Flyboss) with a Burna-Bomma and a BlitzaBomma. This is meant to purely piss off anyone aiming at them, as they
can jump off the Table to Ongoing Reserves, restoring their HP and
One-Use weapons before going again.

Gurkk's Goff Killmob(The Red Waaagh) - Grukk and Skrak's


Skullnobz have to join 3 mobs of 20+ bare-bone boyz, a Gorkanaut, 2
Deff Dreads, and a 3-Kan mob. They get fear for joining up, but the
Boyz and Nobs also get a re-roll on the Charge just to make sure they
make it. Not much else, though.

Kaptin Badrukk's Flash Gitz(The Red Waaagh) - A surprise


formation, Badrukk joins up with 2 mobs of 10+ Flash Gitz. They get to
join up into a huge mob, which wouldn't be the best move since they're
worth 3 VP if totally killed, but as a plus, they all have Master-Crafted
on their guns now.

Apocalypse[edit]
If you like scratchbuilding, large games and, silly rules and playing unbound
this is the game type for you.

Apocalypse Strategic assets[edit]


Apocalypse Finest hour & Divine Intervention [edit]
Apocalypse Formations[edit]
These formations are Appocalypse only.Most of them are more powerfull
then normal formations and you can't use them in most normal 40k games.

Battlewagon Steamrolla Squad (40k Apocalypse) - 3-5 Battlewagons


all grab Deffrollas and start rollin'. When in Broadsword pattern, the
Wagons can all re-roll how many hits their Deffrollas inflict and gain a
4+ Cover save against front armor damage, making them really tough
against oncoming enemies.

Burna-Bommer Squadron (40K Apocalypse) - 3-5 Burna-Bommers.


Let's rock. When in Arrowhead pattern, 2+ of the Bommers can make a
bombing run and keep one of the Blast markers used in that run on the

board after all is said and done. This marker now denotes the area as
Lethal Terrain, which can help if used properly. In addition, if they hit
anyone, the enemy must subtract the number of flyers from any morale
or pinning tests they make in that turn.

Da Bully Boyz (40K Apocalypse) - 5 Warbosses (One who could be


Ghazgkhull) each take a mob of either Nobs or MegaNobs to get stuck
to for the game. One of the Bosses (or Ghazzy if he's available)
becomes the Supreme Boss. The first big thing you'll see is that this
gives them all a welcome FNP and Fearless, making them very ready
to get stuck in. In addition to that, the Supreme Boss (or Thraka) gets to
use a special Rok Strike that's infinite range Assault 1 S10 AP1/S8
AP3/S6 AP5 Apocalyptic Blast. Quite blatantly, this will make every
Orbital Bombardment suck a big one because you got the biggest
boom in town.

Dread Mob (40k Apocalypse) - 2+ Deff Dreads are put with 2+ squads
of 3 Killa Kanz. The survivability of these things is boosted first by
getting IWND. In addition, each model gets to roll d6 for new gubbinz: 1
gives them HoW (irrelevant now that all Walkers get it by default), 2-3
gets +1 S, 4-5 gets a 5+ Invul, while 6 gives you all of this. No matter
what you get, you'll find something to use from this force of walking tin
cans.

Green Tide (40k Apocalypse) - A Warboss gets stuck in with 10 mobs


of boyz for a propa footy WAAAGH!!! This is how da Orkz do it! First off,
any mob of boyz within 2" of the Tide must join it at all costs, even if
they have to disembark from a transport, while Characters besides the
lead boss can join or leave whenever. Any mob that retreats within that
range can also join in and automatically regroup. In doing so, the force
can now Waaagh! every turn, with a bonus die given to their charge
distance (picking the highest 2) if the rest of the army uses Waaagh!
GO NUTZ!

Bikeboyz Kult of Speed (Warzone Armageddon) - A Bikerboss takes


6+ mobs of bikerboyz, 2+ squads of buggies, and any number of Nobz
on bikes.

This is the best way to run bikes. They can shoot whenever they
want, even if they Turbo-Boost or Flat Out. They can also move
absolutely anywhere if they arrive from reserves, so long as they
keep out of 12" of the enemy at any point in the arrival.

Karnage Skwadron (Warzone Armageddon) - 3+ Dakkajets. TIME


TO SHOOT!

Plain and simple, this is a kamikaze formation. Yes, they get +1 on


their jink saves, but they need to be 2" from any other
models/bases. Therefore, their use comes from their other rule:
Once they move to a Superheavy, each jet can sacrifice
themselves and place a Large Blast that scatters 2d6. Anyone hit
by this takes d3+1 S10 AP2 random hits (on side armour for
vehicles) that can ignore all shields.

Ork Stormer Elite (Warzone Armageddon) - At least 3 mobs of


Stormboyz take to the skies. Since they're forced to footslog it, they get
a nifty bonus FNP and Fearless to keep them fighting a bit longer. In
addition, they can charge from reserves, removing d3 of the gitz that do
charge.

Overlord Von Strab (Warzone Armageddon) - One lone Company


Commander (read: HERETIC) gets to hire a 9-Nob mob. Doing this
works like Cypher. All AM units now have Hatred against this unit and
every AM Unit within 12" MUST charge his ass. He also counts as a
controlled asset for his side, but becomes a controlled asset for the
other side if he ever dies. In addition, he can't grab an extra Strategic
Asset.

Red Skull Kommandoz (Warzone Armageddon) - Boss Snikrot leads


a mob of Kommandoz. This unit just oozes with sneaky. First off,
whenever they arrive from reserves, the boss gives Orks within 12" of

him Shrouded for the turn. Second, they can jump into Ongoing
Reserves on any Ork turn so long as there are no enemies within 12" of
them.

Stompa Mob (Warzone Armageddon) - 2-4 Stompaz with an optional


Big Mek Stompa unite for hugeness. This is your superheavy formation.
None like it. If the Big Mek Stompa is with them and they use
Arrowhead Pattern, the Mek's fields get to protect everyone in the
formation, which is neato. If in Broadsword Pattern, the Stompas can
then re-roll all Stomp results, making them even bigger threats.

Shock attack battery(Ork apocalypse datasheets) 3 shokk attack


guns and a snotling herd (new unit, of multi wound grot stat swarms).
Thes shokk attack guns an use 3 die on the shokk attack gun table, any
double is the result on the table. Tripple is Vortex grenade. Tripple 1 is
bad.

Building Your Army[edit]

Picking Your Detachment

The Orks have access to many different detachments. Besides the Normal
Combined Arms and Unbound options in the BRB, there are formations and
the Ork Horde Detachment. Formations have a lot more requirements than
FOC, so you will need to meet them. Many of them are interesting choices
but the lack of freedom of options means they will likely be joined by
another detachment. Decide whether or not you want Objective Secure, in
the tournament scene stealing objectives is considered a top tier strategy.
In friendly or lower tiers of play this might not be a factor. The Ork Horde
Detachment is a good option if you want to field more HQs, though requires
the tax of more troops.

Picking Your Warlord

Learn that if you want to charge take the Warboss as warlord, the Waaagh
is a powerful ability for the orks and is only accessible if the Warboss is
warlord. However, if you are taking shooting lines as opposed to melee
don't worry about him. The warlord in the Ork army could be anything if that
is the case though it is good to take an HQ that has survivability such as Big

Meks and those that can access Gifts of Mork and Gork. Weird boys gain I
additional strength as warlords so it's suggested to keep them as HQs if
another option is available. Special characters are always a good choice,
but if they force you to have a warlord trait make sure that it's one you want.
Otherwise you can just take them as a secondary HQ.

Picking Your Troops

There aren't many choices for Ork Troops now that FOC HQ's don't exist.
Play unbound if you want to skip this selection. But if you want to play with
a battle forged army feel free to fill this slot with minimum squads of grots. It
won't take up a lot of points and will leave you to build the rest of the army
as you see fit. Ork Boyz are always a solid choice for the Warboss on the
rampage. Need to take them on a trip, you can doggy bag them in a trukk. If
you want to play around with Objective secure Ork boys are your best bet
as they have the mob rule to keep them in line whereas Grots will just run
or get eaten by squig hounds.

Picking Your Elites

Elites are pretty lackluster for Orks. Mostly they are units that you want to
get into melee. The only exception being Kommandos and Tankbustas. But
even then Kommandos only can take a limited number of heavy weapons.
Tankbustas are great anti-vehicle with Tankhunter, Burnas are anti-MEQ in
close combat along with solid anti-horde, Nobs are more elite versions of
Ork Boys with access to all the toys, and Kommandos are meant for
backfield distractions. Figure out what you want to do and then set it loose.

Picking Your Fast Attack

This is where most people will throw their Warbikes on the table from. The
stuff here is fast and is great for moving about the board. Bikes give the
turboboosting, Koptas the scouting, Stormboys the turn one assaults, and
the Bombers for more infantry killing.

Picking Your Heavy Support

This is the most crowded section in the codex, as well as the most
firepower. Support comes in many different flavors. You will usually want to
find a way to synergize this with other selections. Mainly though you are
looking at lootas and ways to make lootas not run off the table such as

adding Painboys with bosspoles. Other options such as the Morkanaut with
KFF give a nice boost to defenses. Battlewagons are usually good for
moving units around, but can be taken as dedicated transports by some.
Mek guns are your swiss army knife, set them up to take on various threats,
also best anti-air in the game as of release.

Picking Your Transports

Don't be fooled by the 7th ork codex. You are noth stuck with only paper
thin Trukks or expensive Battle wagons. We have the most transport
options out of any codex. Whell marines have technically more, but they
just call every tank with a different gun a different transport and that doesn't
really count. I'm talking about real choice. From AV 10 open topped
skimmers all the way to Av 14 ard cased battle wagons and literally
everything in between. The only thing that is missing are flyer transports.
Check the Heavy support section for more info, and seriously consider
playing unbound if you want to avoid cluttering up the heavy support
section.

Picking Your Lord of War

You want, you need the Stompa. With so many unfair choices out there for
other armies the Stompa is the most balanced Super-Heavy in game. Sadly
your only limitation is that Tournament Organizers will ban super-heavies,
and taking them in low points matches is a dick move. Ghazzy is a great
option and with his built in fearless Waaagh! means you are all set to use
him and leave the HQ slot for your important stuff.

Tips and Tricks[edit]

Mob Rule and boyz: Always keep the Mob Rule table in the back of
your head. Either equip your Boyz with a way to negate the wounds
they inevitably suffer from rolling a 2-6, or make sure the odds of
getting forced to throw on the table are as low as possible. The first is
done by having your units upgraded with 'Eavy Armor or FnP, at least
granting you a chance against the wounds you take, as the hits you will
take for failing Mob Rule are AP-. With FnP, this means you get to take
your 6+ t-shirt save as well as your 5+ FnP check. It's roughly as
efficient as 'Eavy Armor. If you're truly autismal about losing boyz (why

should you be? You're playing orks.) you can just give them both
upgrades. Or you can just throw them in a Battlewagon for safe
keeping. The second option is done by cranking up the mob's
Leadership by adding a Big Mek, a Warboss or Grotsnik to the unit,
upping their Ld to 8, 9 or just giving good old Fearless. These options
are expensive, mind, but will add some reliability to the mob, because
the odds of being forced to throw on the table are lessened. Also,
always take a Nob with a Bosspole, just in case.

Mob Rule and small units: Mob Rule poses an entirely different
problem for small units. At first glance it sounds nice, being able to pass
Ld checks by taking a few wounds, regardless of unit size, but the chart
is deceiving. I am not talking about taking D6 Str4 hits, I am talking
about not meeting the conditions on the Mob Rule table and outright
running off the board or getting pinned. Most small units will not run
more than 5 models, and if they run over 10, they are abysmally
expensive and will generally only be done by Lootas. Having less than
ten models in your unit means a 50% chance of your unit not
succeeding on the Mob Rule table and legging it. The problem is
increased if you roll a 1. Most of our small units do not want to be in
close combat, or only reluctantly so. Meganobz are the main exception
here. But think about Lootas, Burnas, or God forbid, Deffkoptas. Which
brings us to the last problem. Not having any characters in your unit
further increases your chances of fucking up on the table by 33%. This
means Deffkoptas will fail on the Mob Rule table 100% of the time,
unless you are in close combat, because max unit size is 5 and they
cannot have any characters unless you add an HQ on a bike. Lootas
suffer from the same problem, but this can be solved by buying an HQ
Mek and attaching it to the squad, at least guaranteeing the Character
requirement on the table. In short, when taking small units with Mob
Rule always take a character with you, always take a Bosspole when
possible because the reroll is worth its weight in gold, and always try to
get 10 models unless the unit is a throw-away, like a MANz missile in a
trukk.

More Reliable Shokk Attack Gun: If you take the Shokk Attack Gun
there are several pieces of wargear that will help you drastically. The
downside to this is that you have to put a lot of points into the Big Mek
which could be for naught if you roll double 1's. Note that none of this
allows you to reroll the strength. Wargear as follows:

Gitfinda - Gives the Big Mek BS3 if stationary that turn. Helps to
mitigate the scatter.

Mega Armor - Slow and purposeful makes it so that the unit can
move and fire heavy weapons. Note the unit needs one model with
Mega Armor as the Big Mek can't take it with the Shokk Attack Gun.

Da Lucky Stick - This allows re-rolls of To Hit or Armor Save. This


means that they can re-roll scatter once per attack.

Ammo Runts - Cheap expendable counters that allow you to reroll


the scatter. Nothing new here.

Warbike - Gives you speed, survivability and... relentless.

BE AWARE: People argue if the Gitfinda stacks with relentless.


As the Gitfinda reads the models movement separately (for any
gun) then it won't give the +1 BS if he moves. Check with your
local group which way they'll let you take it.

Tank bustas actually give it tank hunter

Zhadsnark's Psycho Deffstar A hilarious bike-heavy Evil Sunz


deathstar reserved only for the maddest of Speed Freaks who
reminisce to the good old days of Armageddon and are pissed that GW
removed Wazdakka from the book. Here's what you will need:

Zhadsnark Da Rippa - FW Biker Hero (see above)

Biker Warboss - With Gazbag's Warbike and a klaw (You will


probably just use your old Wazdakka conversion that's gathering
dust)

Painboy on Bike - This git is important, protect him.

Warbikers/Nob bikers - It's up to you which type of bike you field,


but Warbikers are much cheaper and will gain the Scout rule when
joined by Zhadsnark

Big Mek on Bike w/ Shokk Attack Gun - This is optional. Nothing


stops you from using a SAG and a bike, and doing so will allow you
to shoot on the move

Big Mek on Bike w/ Big Boss pole - Also optional. Ally into the
Ghaz supplement and pick up the relic bosspole, granting fearless
and fixing any LD issues

Big Mek on Bike w/ KFF - Also optional, but a nice way to keep
your bikers safe from nasty ignores cover weapons. If you really
have the spare points and want to make them even harder to kill,
take the Mega Force Field

The idea is pretty simple, a massive terrifying mob of bikers lead by several
power HQ's, all protected by a painboy's FNP. But the presence of
Zhadsnark provides some interesting bonuses. For starters he will make all
your Warbikers into troops, either letting this unit or other Warbiker mobs in
your army score easier, not only being very fluff-accurate for any Evil Sun
players want the focus to be on bike lists.
Zhadsnark's Skilled Rider special rule grants 1+ to cover saves (Adding to
the Warbike passive rule, giving a 2+ when Turbo boosting) and you ignore
the dangerous terrain checks needed when driving over difficult terrain.
These effects will benefit his entire unit as long as he remains alive. He also
gives his own warbiker unit the option to Scout which in turn, grants the
ability to also Outflank should you choose. Nothing is better than seeing the
look on your opponents face as your horde of biker's makes a free 12 inch
move towards him before the game has even begun. Or they simply roll on
from one of the table edges, unleashing their vast and brutal Dakkagun fire.
Don't forget that Gazbag's Blitzbike is ap3, and as he wields a kustom klaw
that strikes at initiative 4 Zhadsnark can krump almost any Monstrous
creature he runs into, even weaker HQ's will need a decent invuln if they
have any hope of surviving. Defensively, the unit is as tough as you would

expect and Zhadsnark's lack of any kind of save or invuln is negated by the
painboy being around. Whilst not the most reliable or cheesy Deathstar
around, this will catch the gits at your LGS unaware, and is the fluffiest way
to portray a classic Speed Freak army.

Strength in... somewhere: Unless you are running 180+ boys


(because Tau/AM/Eldar exist and because you're asleep most of the
time) Think to the other troops choice. Use Grots like combat squaded
marines, or 6 man fire warrior teams, do nothing but sit on an objective.
40 Points vs whatever you're running for boys. The less points spent on
Boys the more points you have for toys. Consider not bringing power
claws, because if you can't drown it in weight of dice, maybe you
should think twice. Think specifically elite and fast attack FOC. All the
walkers are trash. But sacrificing a squad of tankbustas to take out two
wave serpents isn't a bad trade. Speeding some burnas into the fleshy
undertones of your opponent's army is satisfying. Lootas and Mek guns
can provide all the fire power you need whilst using buggies,
kommandos, and some of the better formations to handle
back(mid/fore) field disruption.

Allies[edit]
Allies of Convenience: Chaos Space Marines.
Desperate Allies: Dark Eldar, Eldar, Necrons, Chaos Daemons, Tau
Come the Apocalypse: Armies of the Imperium, Tyranids
Orks only look out for number one. Blood Axes and Freebooterz will work
with both the Tau and Imperial Guard as guns for hire. Orks don't care who
gets them to the fight, in fact they are probably the least racist race in the
Grim Dark future. You want to show them a good fight? They will always
fight with anyone, its just everyone else who has to get over their own egos
to work with the Orks. That being said Orks always treat everyone the
same, show us a good fight and we will show you one as well.
When running allies, always consider filling in the parts your own army
lacks. For orks, this is high Strength, ranged AP2. We do not need choppy
things, we need a very particular kind of shooty, or otherwise useful anti

tank weaponry. There are generally three useful allies for Orks that give us
what we need: Tau, Necrons, and Imperial Guard. Some examples of what
you could run:
Keep in mind you can now team with Come the Apocalypse so expect a
sharp increase in looted Carnifexes on the board.

Allied buffing / debuffing[edit]


Since only the Tyranids have a worse choice of allies than us, don't expect
much in the way of allied buff synergy. At best we get the Chaos Demon
Skarbrand, with a 12" RAGE and Hatred bubble that specifically works
regardless of ally status. Rage and Hatred are pretty nice for our melee
hooligans, but this is a bit of a tricky combo with 6" One Eye Open. Too bad
skarbrands true murdering instakill potential isn't in play if he isn't the
warlord.
Generally we're not going to get any buffs from allied detachments. Instead,
consider Allied debuffs. The Fiends of Slaanesh and the dark eldar have
some nice options for reducing enemy initiative, Imperial Rad-weapons
reducing toughness, Mechanicus BS reducing attacks, and Chaos marines
and Eldar providing options to throw away your opponents overwatch.
To put it anudder way: Dem gitz wez work with can't make da boyz

any bedder, cuz deys already green and green is best! But... deze
'ere udder gitz can make our foes weak'r dan grotz! Har har, let's
get stompan, boyz!

Specific Ally tactics[edit]


Eagle Day: Clear sky on turn 1, then you blitz your opponent into the
ground on turn 2 with enough flyers to make Herman Goering blush. Run
this with dakkajet-spam lists.

HQ: Generic CCS. Keep him cheap, but you might want to replace him
with Creed for extra shits and giggles

EVERYTHING ELSE As many Valkyries/Vendettas as you can possibly


fit in using dedicated transports and fast attack.

Tau Railgun Central: -

HQ: Generic Battlesuit Commander. Keep him cheap. The mandatory


HQ choice.

Heavy Support: The XV-88 Broadside Battlesuit and/or Hammerhead


Gunship. Under our old codex and their old codex, broadsides were
about the best thing we could take for allies. Their guns are now "Heavy
Rail Rifles": Str8, AP1, 60". Still great, but these days a case can be
made for taking the Hammerhead gunship for the old school Str10,
AP1, 72" tankwrecker. Why not a few of each?

Troops: The bare minimum number of mandatory Fire Warriors.

Tau Suicide Squads:

HQ: Generic Battlesuit Commander. Keep him cheap. Deep Strike and
hunt armor.

Troops: Kroot Carnivore Squad(s), give them sniper rounds to pick off
SGTs and possibly pin units. Otherwise outflank to control space.

Green Imperial Tide:

HQ: Lord Commissar (either power weapon/fist or Gunslinger


Plasma/Bolt Pistols)

Troops: Infantry Platoon. Load out as desired, using Priests and


Primaris Psykers to boost.

Necron Night Fighting:

HQ: A Generic Overlord with Warscythe and possibly a resurrection orb


to get the most out of your warriors, and a Cryptek. Make the Cryptek a
Harbinger of Destruction and buy him a Solar Pulse. This'll give him a
big fat long ranged S8 AP2 armor zappin' staff, and more importantly, it
will give him the ability to turn your opponent's turn into fucking night
fighting. Yes, this means your giant fucking horde blobs of boyz now get
a free turn of not giving no shits about getting shot at. Hilarious in
combination with a KFF.

Troops: Two squads of warriors. Size depends on your preference.


They're just there because the FoC wills it so, and to catch bullets for
your Cryptek while he goes ZZAP MOTHERFUCKER. Cart them
around in a Ghost Arks with the Cryptek and overlord if you've got the
points.

Alternatively, minimum size immortals squads are cheaper.

Fast Attack: A fuckload of Canoptek Scarabs. Land Raiders giving you


asspain? Not anymore.

Invincible Boyz
HQ: Deff Dreads Painboss - as an Ork Ally IC, he's a Battle Brother and
can join any other Ork unit you can field. Stick him in a 30-strong group
of Boyz that's under protection of a KFF, or 'Ard Boyz (or both for pointinefficient hilarity) and this basic mob becomes a threshing machine
due to cover/armor saves and Feel No Pain. Since the Painboss is only
there to provide FNP he can be stuck in the back of the mob with no
upgrades, or he can be used as a great Nob replacement with a PK/BP.
Also synergizes well if the Boyz blob is led with a Warboss in Mega
Armor to soak up excess fire.

Troops: Spanna Boyz might not be able to have more than 20 in a


mob, but you can ALWAYS use more Boyz, and gives you a dirt-cheap
Mek in the bargain. Taking the minimum amount makes then a great
meat shield, objective holder or Trukk Mob, and having a Painboss lets
you give them cybork bodies at 3 points a pop without needing him in
the mob itself.

No longer any good since the main codex can do it better.

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