Orky Taktiks

      By da mighty Gargrazz!

      Fast Attack

           Since the orks are primarily an assault army, and since assault requires getting across the field quickly, fast attack fills that complicated niche. Unfortunately, fast attack units usually find themselves too far out ahead of the bulk of the army. They also usually find themselves as their own support.
           I have no hard and fast rules for fast attack squads. They're really at the whim of your warboss. I always reccomend one or two squads, (especially if you haven't taken stormboyz) because you're going to find points in your line that have suddenly weakened, fast attack can fill those gaps until you fill your line back up.
      Warbuggies/Wartraks:
           For all their fire power, these light vehicles will rarely last long. The ten armor combined with open topped is hazardous. They are easily neutralized by a single auto cannon or lascannon battery. The most useful is the scorchas option. If your buggies make it the full 18" across the board, you'd better make it count. Rokkits are too little too late, big shootas rarely have stopping power, but three scorchas attacking a line of guard-- or the front end of a tyranid force-- you'll get results.
           Hold your light vehicles back behind your lines on the first turn, get 8" or so in, then in the second turn, step up to 12" and hope it connects.

      Scorcher
      Kult of Speed Scorcha at work.
      Warbikes:
           Using the new chapter approved rules, (18" max range big shootas, 5+ inv. save, redo shooting phase at start of HTH phase instead of normal attacks) warbikes have been given a bit of a boost. They're also forced into a very aggressive role in your army. As early as possible, these bikes should be firing on the enemy. 15 rerollable big shoota shots are an important asset for the orks. You should also try and get them stuck in early against a squad with lesser armor than power armor.
           Once taken down to three or less, the bikes are suddenly neutered in the hth phase and should avoid any contact with moderately decent assault troops. Three is also a dangerous number for the bikers because of their fragile nature their very prone to breaking and fleeing at the slightest wiffle. Don't worry, however, in the new codex, they've been given the valuable "fearless" designation. This will really be of great help.
           I haven't tried it yet, but taking the big shootas off and forming a 5 man assault squad of ork bikers looks like a very viable tactic. Especially when they become fearless. If supported by the warboss' trukk (with mek's field) you could have a toughness 5, fast moving, powerclawed nob with 5+ inv. save... the mind reels.
      Wartrukks:
           Another small mob with another light vehicle. Best use of this squad is to make it small, ("But Gargrazz, you said to always max out your squads...") give the nob mega armor, give the trukk a rokkit, and go hunting tanks. If the rokkit can't do it, it's rushing its leathal payload of a mega armored nob forward to take care of business. Mega armor is a must because, most likely, the trukk is going to blown out from underneath him. Watch out for ordnance, it'll autokill your mob on a 6.

      Heavy Support

           There's very little of it, but what we have is good stuff. The type you choose depends on your intentions and the type of battle you're looking to fight. The heavy support section is small now, but you'll find with the new codex release, the ork's support line has been filled in nicely. Keep an eye open for move and fire support weapons, support weapons mounted on buggies, and squads of dreads.
      Big Gunz:
           Take a slaver. You'll thank me for it after you lose a few runtz. The two different types of support play very differently and have very different goals. First is the awesome lobbas. The lobba has two things going for it, it's positioning and the pinning checks when it causes a wound. In clense, a lobba mob can be set up behind cover with a small crew of minimal grotz and hold that section easily. Just don't let them get flanked. Another useful benefit of the lobbas is the ability to drop the lobba template on the rear of more heavily armored tanks. The chances are slim, but if presented little else to fire upon, this is always a fun tactic to try.
           Next is the zzap guns. These poor grots are going to be bullet bait since their possible strength 10 autohit is a terrifying thing to most opponents. Max out your squad, and absolutely take the slaver or mek. Giving him armor might be a good idea as well. Zzap guns are perfect against marines, small vehicles, or large tanks. But it's a fact of nature that when rolling penetration, you're always going to roll 7 less than what you need for the strength of the weapon.
           Be very careful where you place your big gunz. If you end up having to move them, then you're sacrificing some very important rounds of shooting.
      Dreads:
           Dreadnoughts are good suppport and fantastic in assault, but they have the drawback of needing many turns to get where they want to go.
           Tool up your dread to have a very specific task. If he's a tank buster, link 2 rokkits and charge him forward (the powerklaws will always do better). If he's for assault, then give him two scorchas or linked big shootas and get him moving. If he's shooty, link two sets of big shootas, and get him moving. The common thread here is that he's always moving. Get the dread stuck in, even if he's a mobile weapons platform. A dread that gets stuck into HTH with a squad that can't hurt him is a dread that's either tied up a squad for the rest of the game, or a dread that's trashed a squad.
           Set your dread up across from the closest model on the field (unfortunately, this is usually another heavy support squad) and try to use him to plug up heavy traffic areas. Keep your dread hull down as long as possible because he's another lascannon magnet.

      Support Krew
      Blodgit's Support Krew.

      Da End

           That's all we got. Gargrazz wants to thank you for reading this far. If you have any questions, feel free to e-mail Gargrazz with any questions you may have. Snakebites and other oddities will be covered in more detail once the codex for them is released. Gargrazz has many boar riders, but tends to keep them in the back seat until properly represented.

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