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.

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