Orky Taktiks

      By da mighty Gargrazz!

      Troops

           The bread and butter of every ork army is the troops. The numbers. The cannon fodder. Love the dear ork for he is one of the most aggressive creatures on the field of our war torn galaxy. Our green-skinned pals are just looking for a place to stick their choppas, and Gork willing, it's in the soft-bitz of their enemies. If one ork is good, thirty is better. Whenever possible, max out your troop selections. The mob-up rule is great, but it would be 'arder if you never had to use it.
           I still, to this day, delight in the sight of my opponent's face when he's just wiped out 10 orks in one blow with some stupid Ooman or Panzee weapon of destruction and I have to tell him the disheartening news that my ork horde hasn't even slowed down to mourn the loss. If you have thirty orks in your mob, there needs to be 18 killed before they turn tail and run. The cold, hard fact of the matter is that if thirty orks get into hand to hand, it's going to be at least two rounds of slugging before the orks even think about breaking from combat.
           The real threats to an ork army are ordnance fire, pinning, and fearless troops. Ordnance has the ability to make large ork mobs a liability since they can be placed in the middle and probably shag a few on the edges even on a bad scatter. Mob check does not effect pin checks since they are a leadership based test and not a morale check. Even the relatively harmless mortar launcher can hold up a thirty ork mob by killing one. Destroy sniper rifles-- your 6+ armor doesn't have a chance against them. Fearless troops will hold up an ork mob's assault for any number of turns since many orks can usually win an assault round, but can't make the troops run. These should be your primary targets and routed out ASAP by support fire or fast attack.
           Aside from my rule of keeping these mobs big and unruly, it's totally up to you what you want to do with your troops selection. This is where a large part of your variety is going to be. Your troop choices help to tell the flavor of your ork army and set the tone for those specialty units that follow.
      Slugga Boyz:
           These are my troop choice. They tend to fit my Goff theme better than the rest. Sluggas are as close to an "assault" mob of orks as you can get. Armed with sluggas and choppas, they garner 4 attacks when charging. There is nothing greater than hefting thirty dice for a single round of hand to hand combat. It's a really good sound.
           I always take at least twenty boyz, thirty if the points permit, and I also give them three big shootas or rokkits. Don't mix the heavy weapons since you'll need all three to accomplish whatever shooty task you put in front of them. If you give them rokkits, they kill tanks or power armor. If you give them big shootas, then they kill low armored troops like popcorn. Of course, this is just the cherry on the cake.
           The shooty goes on only while you press forward 6" every turn until you can engage in the assault phase. The shooty is forgotten then and you can let your boyz do what they do best, which is assault. Nobs should have a big choppa or power klaw to help support da boyz in assault. This is where I usually skip the big shoota, since there's already three in the mob.

       

      Grot Mob
      Da runtz.
      Stikk Bommas:
           I tend to treat the stikk bommas as quasi elites. For the points you pay, they really need to have a focused goal. As near as I can tell, it is to rat out heavy weapon nests, snipers, and assault light vehicles, or get behind static tanks to demolish them. This troop type is not reccomended to form the base of your army, but a mob of ten to twenty can successfully support a larger mob when they get caught off guard by speeders or pinned by ordnance-- the bane of any ork mob.

      Shoota Boyz:
           Shootas are the best choice for shooty ork armies, a decent choice for assault armies if you're looking for cheaper numbers, and a good idea for missions where your orks are going to take a position and hold it. Their shoota's strength of four is sometimes a better bet than assault when dealing with small squads of power armor, since you'll have numbers to compensate for the low BS. Give them heavy weapons. If you find yourself standing still, you'll appreciate the heavier ranged support.

      Gretchin Mobz:
           Grot mobs are another key part of Gargrazz' army. They form the distraction arm of my army and usually are given the honorary task of taking and holding. They don't stick around much when they take heavy fire (Fortunately, Gargrazz has looked into his krystal gob, 'an the grots get a bit better. They'll have their own form of staying power in the new codex...), but if your opponent is silly enough to ignore them for too long, he'll find himself on the recieving end of thirty blastas. Always max out and always take a slaver with a big shoota. A common mistake is to think the slaver replaces a grot. He doesn't.

      Go on to the Fast Attack and Heavy Support section.

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