A synopsis of the usefulness of each unit in Codex: Orks with links to more
in-depth discussion on how to utilise them to their best effect.
Talking tactics with Orks sometimes seems shameful, after all they are the "fun"
race of Warhammer 40K and trying to use them simply to win games reeks of missing
the point. However, they can be hard army to use competitively and it can be
frustrating to be trounced time and time again (particularly by Eldar).
Another thing to bear in mind is that unit by unit breakdowns often miss out the
more widescreen subtleties of playing games of 40K. Bear in mind the BIG PICTURE
and rely on your plans, deployment, use of cover and allocation of targets every
bit as much as your unit selection.
Ork HQ units provide you with powerful Independant Characters who can be
enhanced with Wargear and Retinues. Their options are too varied to make any
blanket judgements on how they should be used, but as a general rule they will
perform best if placed in a transport and thrown into melee at the earliest
opportunity.
|
WARBOSS AND NOB RETINUE. |
| Potential:
|
| Ideal Role: Wading throught the opponent's
rank and file. |
| Synopsis: A very dangerous and versatile Ork. The Warboss can be used on
his own, or can accompany other units or can be given a retinue of Nobs and other
hangers on. |
|
BIG MEK AND MEK RETINUE. |
| Potential:
|
| Ideal Role: Making use of "Mek Only" items. |
| Synopsis: A characterful addition to an Ork
army but tricky to find an effective role for. The Mek retinue can take some
wonderful toys, but cannot be co-ordinated in an efficient manner.
|
|
PAINBOSS AND CYBORK RETINUE. |
| Potential:
|
| Ideal Role: Tying up enemies you don't want
your other units to face. |
| Synopsis: The Painboss has limited uses when fielded alone but allows
you to take Cyborks who are one of the most resiliant of all the units an Ork
army can field. |
The Elite units have rather specialised applications and are quite pricey for
Orks. Only take them if you are sure you can find a role for them that one of the
other units in the army cannot provide you with.
|
STORMBOYZ. |
| Potential:
|
| Ideal Role: Applying early pressure to your
opponent. |
| Synopsis: Whilst having all the fearsome
qualities of the standard Ork warrior coupled with the obvious bonus of greater
speed the Stormboyz tend to be too expensive, fragile and likely to run off to
make them a helpful addition. |
| KOMMANDOS. |
| Potential: |
| Ideal Role: Nusiance value and opportunistic
tank hunting. |
| Synopsis: Generally considered too fragile and small in number to make
much of an impact on the tabletop Kommandos should be considered for special
circumstances only. |
|
'ARD BOYS. |
| Potential:
|
| Ideal Role: Spearhead for infantry assault. |
| Synopsis: Ork Boys with 4+ saves, affording
them a deal more survivability against many foes than other infantry units. |
|
SKARBOYZ. |
| Potential:
|
| Ideal Role: Assaulting tough or well-armoured targets. |
| Synopsis: A great assault unit which plays to
the stengths of an Ork force. Their lack of transport means that they are
in for a dangerous slog into the enemies guns and they do die as easily as
standard boys. |
|
FLASH GITZ. |
| Potential:
|
| Ideal Role: Giving fire support and avoiding
close combat. |
| Synopsis: Flash Gitz can add to your ability
to return fire. They can be tooled up to pour out a great deal of firepower, but
the cost of doing so is high. |
Ork Troops choices have two flavours, frighteningly large mobs with basic
equipment or small detachments with more exotic wargear. The large mobs are
unwieldy and vulnerable to enemy fire but can dish out a lot of damage once in
position. The detachments must be used carefully, as they can reap huge dividends
when employed against the right target but are next to useless engaging targets they
aren't designed to take on.
|
SHOOTA BOYZ. |
| Potential:
|
| Ideal Role: Cheap fire support and objective
holding. |
| Synopsis: A unit with some defensive value
and very cheap troops. The Shoota Boys are tricky to use due to the fact that
they play to Ork weaknesses rather than strengths. |
|
SLUGGA BOYZ. |
| Potential:
|
| Ideal Role: Assaulting troops with good armour saves. |
| Synopsis: The Ork Bread and Butter unit. Any
footslogging force not spearheaded by a swarm of Slugga Boys isn't worthy of the
name. |
|
STIKKBOMMAS. |
| Potential: |
| Ideal Role: Krak bomming light vehicles. |
| Synopsis: A mediocre unit rendered fairly
useless by the fact that other Ork mobs can perform the Stikkbommaz task with
greater finesse than they can. |
|
BURNA BOYZ. |
| Potential:
|
| Ideal Role: Assaulting troops with good armour saves. |
| Synopsis: A small unit that can provide valuable
support in assaults. |
|
TANKBUSTERS. |
| Potential:
|
| Ideal Role: Tank hunting. |
| Synopsis: Despite their high points cost
Tankbusters are one of the most valuable units a Warboss can field due to their
ability to deal with those units Orks struggle to destroy, such as armoured
vehicles and tough monsters. |
|
GROTS. |
| Potential:
|
| Ideal Role: Shielding valuable units from
fire or denying opponent's assault specialists a juicier target. |
| Synopsis: Cheap and cheerful Grot mobs are
very useful for infantry heavy armies and can significantly improve the
survivability of Mobs that follow them. They can also tie up targets you don't
wish to confront with less expendable troops. |
Orks are very vulnerable to enemy shooting and can be outmanouvered by more
mechanised opponents. For this reason it is vital to include some Fast Attack
choices in your force. These units will enable you to pin down an enemy and tie
up units that might otherwise be shooting at your boys. An Ork force with no Fast
Attack is likely to be whittled down before it can commit to melee.
|
TRUKK BOYS. |
| Potential:
|
| Ideal Role: Applying early pressure to
opponent's fire bases. |
| Synopsis: Trukk boys allow you to apply
pressure to enemy fire bases from the outset of the game and buy valuable time
for your footslogging units to catch up without being molested by enemy fire. |
|
BUGGIES AND TRAKKS. |
| Potential:
|
| Ideal Role: Mobile fire support. |
| Synopsis: Fragile weapons platforms. Their
speed and twin-linked weapons can put the wind up some opponents who don't expect
Orks to manouver or shoot with any efficiency.
|
|
WARBIKES. |
| Potential:
|
| Ideal Role: Threatinging lightly armoured
targets. |
| Synopsis: Deadly if they can aquire a
suitable target the Bikes will almost certainly be a priority target of
any clued-up opponent. They are somewhat vulnerable to shooting and are
often destroyed before they achieve their objective. |
Ork Heavy Support is a very mixed bag. Different Heavy Support units can be used
to add greatly to the Orks ability to assault, manouver or shoot.
|
BIG GUN BATTERIES. |
| Potential:
|
| Ideal Role: Fire support. |
| Synopsis: The Big Guns are highly unreliable
but occasionally powerful weapons. Whilst they can prove devastating too much about
them is based on luck and opportunity to make them worthwhile. |
|
LOOTERS. |
| Potential:
|
| Ideal Role: Fire support and psychological
warfare. |
| Synopsis: Although the weaponry they tote
can be a worry for certain opponents who don't think Orks can shoot the Looters
are too expensive and reliant on good luck to be really useful. |
|
DREADNOUGHT. |
| Potential:
|
| Ideal Role: Infantry support and fire magnet. |
| Synopsis: A fairly resiliant piece of hardware
that can be deadly in assaults and soaks up a fair bit of incoming fire. |
|
KILLA KANZ. |
| Potential:
|
| Ideal Role: Infantry support and fire magnet. |
| Synopsis: A squadron of 3 Kans will provide you
with a very resiliant unit that most enemies will go to great lengths to destroy.
They tend to be a bit more cost effective than a Dreadnought. |
|
BATTLEWAGON. |
| Potential:
|
| Ideal Role: Tough transport for big mobs. |
| Synopsis: Can be upgraded to tote a great many
guns but is most useful due to it's ability to transport 20 models. A great way to
get a Slugga Boys mob into combat fast. |
|
LOOTED VEHICLE. |
| Potential:
|
| Ideal Role: Varies, mostly fire support. |
| Synopsis: The chance to include an Ordnance
weapon in an Ork force should be leapt on. The Basilisk and Leman Russ are probably
the best options, although there are others. |