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11/08/2010

Tactica: Ork Boy

 

Yes, Orks do have tactica. And no it's not screaming Waaaagh! across the table every round; that makes you look a dick! Here's how to use your Boyz properly, when you can do that then you can scream Waaaagh! and look like a dick who knows what he is doing Tongue out

Overview

The basic Ork Boy is a whooping (e-sarcasm alert!) 6 points which you get a decent fighter, very poor shooter, Guardman strength, Marine toughness, slow poor armour save but decent amount of attacks. Standard you get a pistol and a ccw which makes that 3 attacks, so 4 on the charge, not bad eh. This isn’t a very good comparison as as it’s cross codex comparing but for 5 points you get a weaker Guardsman whose slightly better at shooting or you can get a Termagant which is slightly better at shooting and quicker; though neither beat the Ork with amount of attacks.

Two main things to point out about the Boyz (and Orks in general) that they get the furious charge rule so that S3 isn’t always a bad thing as you become S4 with a possible 4 attacks on the charge. Also Orks have the mob rule which means any Orks in a mob of 11 or over become fearless; this is useful as the Orks have average leadership of 7.

Wargear

Boyz have a few wargear options but not loads, but this doesn’t matter as you don’t need much wargear as combat is where it’s at for the Boyz.

You can give all the Boyz stikk grenades (frags) but I wouldn’t bother as even on the charge the Boyz are I3 so will probably still going last in combat, mostly and in worse case at the same time. I would leave these..

You can switch the pistol and ccw for a shoota which is assault 2 S4 AP6. You obviously lose that extra attack in close combat but you gain two extra shots. If you think about it you need 5+ to hit then 4+ to wound (against T4 in this example) while in close combat you need 4+ to hit and 4+ to wound, while that sounds better shooting wise you get extra S4 attack which will always be at S4. If you get caught in combat you’re S3 so those extra attacks won’t help a lot, however, while unloading a massive amount of lead you can soften up a unit before assaulting and then pile in which you may find yourself not locked in combat at all – this though can have problems still of course like all combats.

Big shoota and rokkits are available. I wouldn’t bother with a big shoota as you should be taking shootas and have enough fire power. Rokkits are ok because you can pop a transport and then assault, though only take these if you lack anti tank and take in multiples as single S8 AP3 rokkit at BS2 isn’t going to hit much!

You may upgrade a single unit to Ard Boyz; this gives 4+ armour save. That sounds pretty cool but it costs 4 points per model which makes the Boyz quite expensive and only a single unit is pretty grim :( . I wouldn’t bother as Ard Boyz only last that bit extra than normal Boyz and that Ard Boy is costing nearly double of a standard Ork Boyz.

Upgrading a Boy to a Nob is where it’s at and is a must, really. Sure the price of a Nob can be costly but think of this with the right wargear you can smash stuff with a S9 power fist and re-roll morale tests should you need it. A fully kitted Nob (minus ‘eavy armour) costs 46 points (which is a lot for Orks) but that power klaw is all about business and stopping your Orks running away can be well worth it.

Disadvantages

Now don’t be followed that the Boyz is a bargain bucket low cost model which is extremely good because that’s not the case. Orks have many problems which can be a issue for a close combat orientated army which actually gets beaten in close combat!

As standard Boyz are S3 which is the same as a Guardsman and we know how often they win fights….to make the use out of Boyz you need to always charge, you get locked in combat or get charged yourself you’ll find your Boyz are even weaker – not cool! That’s why Shoota Boyz are better because you can dump in large amounts of lead and then charge and you’ll make sure that enemy unit is dead and you’re not tied up.

As mentioned Orks are all about close combat but when you’re striking mostly last in a fight that’s not good. The Ork Boy is pretty slow (in fact all Orks are) being I2 and I3 on the charge. Not cool but at least you’ve got numbers to whether the storm, right?

Well your numbers may go down. With a 6+ armour save you’ll find Orks dropping like flies; that’s not cool as you want as many left to strike back at the enemy.

Being fearless can be pretty cool as you don’t worry about morale tests. But it’s also a pain in the arse especially for a army like Orks which rely on large numbers, You lose combat you take armour saves and you’re 6+ save, nice!

So, in a nutshell Boyz will strike last, can be weak if don’t win combat or charge, poor armour save and fearless making you lose more Boyz are all major problems.

Here’s how you get around all that…or make it less painful.

Tactica

There’s several different army lists for Orks which have different tactics depending on the list you take.

Firstly Orks need numbers to take the pain and still dish out a good beating. You take min units you won’t be fearless for a start and you’ll find those small Boyz unit pasted, rapidly. The golden rule is “Boyz before toyz” so make sure you stick to it because Orks need numbers not because the army style needs it but also because there flaws require it.

If you’re going foot take 30 Boyz strong so they can take the punishment, give them shootas for ranged fire power and use them to soften up a unit before charging – with Orks you must always charge, never let yourself be charged and if you do make sure you have a “backup” unit available which can jump into the fight and use the higher strength in combat but also the advantage of that the enemy unit cannot attack them. Remember, if you’re taking Orks on foot you need a Big Mek with kustom force field and either Gretchin or Killa Kanz; we’ll talk more about list styles shortly..

Going mech you’ve got a choice of rides, three in total, but lets discount the crappy Looted Wagon – why before you ask? Well it takes a heavy support choice and there’s better choices out there and the special rule which makes it go forward can be annoying when you don’t want it too.

First ride choice is dedicated transport; the Trukk. I personally hate Trukks. Yup they suck. Sorry but they do. Why? Well they’re armour 10 all the way round and open topped which makes them very very weak. Ok assaulting out of a Trukk is cool but how many Orks you got in there? 12 is the answer and what what is the rule of Orks – numbers! A Trukk load of Orks won’t last a huge amount of time, decent shooting can see the unit mauled or destroyed – this is why a bosspole is essential more than anytime in Trukk units. The two good points about Trukks is they move 18” so you can get into assault range quickly and they are open topped so you can bail out and jump straight into the fight – bad points is you move 18” you cannot bail out so you’re stuck taking the heat, and lets face is the Trukks don’t take heat well. As mentioned open topped makes them even weaker with +1 on the vehicle damage table. You can get around the Trukks weakness but taking the ever faithful Big Mek with KFF and taking them en’masse for target saturation. If Trukks were perhaps Rhino armour and carried 20 Boyz they would be a lot better, moving at 12” is still ok as at 18” the Orks cannot get out anyway.

Only upgrade I would ever consider for a Trukk is a boarding plank. With the Trukk being extremely fragile you want to invest as little points in it as possible. The boarding plank allows your poor armour save Orks to stay in the vehicle and attack a enemy vehicle without exposing themselves – very cool. That’s it, do not consider any more upgrades on the Trukk!

The other transport to consider is Battlewagons. Wagons unfortunately aren’t dedicated transports and take up heavy support slots, which is a bummer because that means you can only have three troop choices in Wagons unless you get a dedicated one and give it a Boyz unit. The good thing about Battlewagons is they are a lot tougher than Trukks being 14-12-10 they can also pack in 20 Boyz meaning you’ve got numbers too.

Battlewagon are also pretty customable too, standard they come naked without any wargear so make sure you at least put on a single big shoota to take the weapon destroyed results. A deffrolla can be useful, however consider you’re driving yourself into your opponents melta range doing the job for them and Battlewagons don’t like melta! Red paint job and boarding plank can be useful upgrades too as the RPJ allows you go got that bit faster but means enemy units need 6+ to hit but you can still shoot and the boarding plank has the advantages I mentioned earlier for the Trukk.

Wagons have really only one flaw in my eyes and that’s being open topped. It’s cool because you can let your Orks bail out and assault giving them a impressive assault range but with the Wagons already probably having melta coming it it then gives +2 on the vehicle damage which means it’s probably going to be toast. A single solution; Big Mek KFF, but don’t expect the KFF to last forever!

Ok back to tactica. We’ve now got our Boyz either on foot or in transports. If you’re running a foot army max out the Shoota Boyz units to 30, you need to take the punishment and still have numbers to survive. On foot you need to make the most of terrain best as possible and run all the time to close into the enemy, turn 2 you should see assault so call a Waaagh! and mass assault this should give you a prospect assault range of 18” on foot. If you don’t need to Waaagh! always gun down the enemy with shootas before moving into assault, have a second Boyz unit close by in case you don’t win assault and next time you can pile straight in.

If you’re mech Orks you need a Big Mek (or two!) with KFF which breath a much longer life span into your transports.

Running Trukks take multiples, max them out in the troops slots so 6 of them – even then that’s only 72 Boyz and that’s not a huge amount. Don’t thin your force our, keep it together not only for KFF protection but single Trukks can be picked off easily. Keep them together and attack as a single green rambling Trukk formation. Move 18” first turn and whether the storm, next turn roll up and either bail out and launch an assault or roll up against armour and use the boarding plank.

Using Battlewagons again a Big Mek (or several!) with KFF are a must. Keep them in formation again for KFF purposes but so you don’t thin your force out, attack in a formation so a unit can bail out, fire and assault while another unit can stay inside and open fire at the same target – Orks may fire a lot of shots but they don’t hit much, so double team units by keeping one inside the Wagon and firing and getting another out, shooting and then assault. Another purpose of Wagons is gun boats for the Orks. Move out 7” (RPJ) and fire, the Shoota Boyz have 18” range so that’s 25” which isn’t bad and enemy units still need 6+ to hit your tank – cool. Once the cost is clear and the enemy is reduced bail out and launch an assault.

Remember, use Boyz unit together. Strength is numbers for shooting and assault. Don’t let a single Boyz unit tackle something as poor BS and drawbacks in combat will see a single unit not do amazingly well, especially if in small unit sizes. Tag team action when firing two units and assaulting with one works; you don’t feel you can do assault with one then get the other out, but there shouldn’t be any problems and you really don’t want to put two units at risk next turn if one can get the job done – keep your Boyz protected at all times!

Example Lists

Below are some sample lists. These are unlimited points and I have not added up the totals. I have not also added support units either, I’ll only add these unless absolute necessary to the Boyz performance and durability i.e Big Mek w/ KFF. The point of this part example lists is to show the use of Boyz. I will make notes on what other units I would add though ;)

Orks “Green Tide” – unlimited points

HQ

Big Mek – kustom force field

Ghazgkull Thraka

Troops

30 x Boyz – 3 x rokkits – Nob w/ power klaw & bosspole

30 x Boyz – 3 x rokkits – Nob w/ power klaw & bosspole

30 x Boyz – 3 x rokkits – Nob w/ power klaw & bosspole

30 x Boyz – 3 x rokkits – Nob w/ power klaw & bosspole

30 x Boyz – 3 x rokkits – Nob w/ power klaw & bosspole

30 x Gretchin – 3 x Runtherd

 

The point of this list is to saturation Boyz. This list has a total of 150 Boyz all with shootas. The list needs Big Mek with KFF and Gretchin to give the Boyz survivability, you place the 30 Gretchin in a line and then behind the line put the Boyz in a formation like a dot of 5 – so two units of Boyz up front, then two behind then one in the middle – the middle unit has the Big Mek which should reach all other units. The Big Mek then gives 5+ cover to the Gretchin which give 4+ cover to the Boyz. Boyz are armed with rokkits for anti tank so they can blast and then assault. Ghazgkull has been thrown in to give the Boyz auto 6” run which will be extremely useful as not only do Boyz shine in combat but it will protect them from enemy shooting – you cannot shoot at them if fighting ;)

So in a nutshell Gretchin wall with 5+ cover, Boyz with 4+ cover. Ghazgkull makes them run 6”. Tactics are simple, run them forward each turn until rokkits are into range and blast transports then follow up with an assault – if against infantry run up blast with shootas. Very simple to run list and simple formation.

If I would add any other units to this list I’d take Lootas for long range fire power against armour and infantry. I’d take some form of Big Gunz for more static fire and maybe, maybe, Dethkopters. I’m not sure on the ‘Kopters.

Orks “Kan Wall” – unlimited points

HQ

Big Mek w/ kustom force field

Big Mek w/ kustom force field

Troops

30 x Boyz – Nob w/ power klaw & bosspole

30 x Boyz – Nob w/ power klaw & bosspole

30 x Boyz – Nob w/ power klaw & bosspole

30 x Boyz – Nob w/ power klaw & bosspole

Deff Dread – dccw & skorcha

Deff Dread – dccw & skorcha

Heavy Support

3 x Killa Kanz – 3 x rokkits

3 x Killa Kanz – 3 x rokkits

3 x Killa Kanz – 3 x rokkits

Point and focus of this list is the Killa Kanz. The Kanz go up front and the Boyz hide behind giving a 4+ cover save as enemy units are shooting through your own units. Dual Big Meks are thrown in to give the walkers 4+ cover so everything in the army now has 4+ cover save, and the reason for dual Big Meks is is so you can split your force if you wish and don’t need it all concentrated together. You’re probably wondering why Deff Dreads – well it’s just more mobile cover that’s all. I know they’re not brilliant but they do the same job as the Kanz and for slightly cheaper. I didn’t put Ghazgkull in because the Waaagh! rule doesn’t affect vehicles so you’ll be moving infantry up and out of cover, not so cool when you use certain models in the army as mobile cover!

Additions would be Lootas again. In fact Lootas should be in all Ork lists as they are extremely valuable giving Orks long range anti infantry and armour fire power; the latter the Orks lack.

Orks “Trukk Wave” – unlimited points

HQ

Big Mek – kustom force field

Big Mek – kustom force field

Troops

11 x Boyz w/ Trukk – Nob w/ powerklaw & bosspole – Trukk w/ boarding plank

11 x Boyz w/ Trukk – Nob w/ powerklaw & bosspole – Trukk w/ boarding plank

12 x Boyz w/ Trukk – Nob w/ powerklaw & bosspole – Trukk w/ boarding plank

12 x Boyz w/ Trukk – Nob w/ powerklaw & bosspole – Trukk w/ boarding plank

12 x Boyz w/ Trukk – Nob w/ powerklaw & bosspole – Trukk w/ boarding plank

12 x Boyz w/ Trukk – Nob w/ powerklaw & bosspole – Trukk w/ boarding plank

Again Big Meks are essential to this list giving the Trukks a lot longer life. Trukks have been used multiple times for target saturation, they are not strong and won’t last long so you need plenty of moving aggressive targets so nothing gets focused on too much. Trukks btw have boarding planks so can get up close and personal with armour.

Additions would be Lootas and probably Nobz in Trukks, as much as I hate it. Could go triple Nobz with Battlewagons; maybe.

Orks “Battlewagon Rush” – unlimited points

HQ

Big Mek – kustom force field

Troops

20 x Boyz – Nob w/ power klaw & bosspole

20 x Boyz – Nob w/ power klaw & bosspole

20 x Boyz – Nob w/ power klaw & bosspole

Heavy Support

Battlewagon – big shoota, boarding plank & red paint job

Battlewagon – big shoota, boarding plank & red paint job

Battlewagon – big shoota, boarding plank & red paint job

Ok this list is partially complete as it’s not much of a Battlewagon rush. It also needs anti tank too so see the additions below as the “basics” of the list is just to show how Boyz would be utilised.

Mek again, standard requirement in practically all Ork lists. Minimum Boyz troops to fill max Battlewagon heavy support choices. Wagons have a single big shoota to absorb the weapon destroyed result without it being immobilised, boarding plank to getting armour up close and RPJ to move 7” giving more range as a gun boat platform and still being able to fire.

This list needs a lot more support. To make it a true Wagon rush you need Nobz really and a Warboss. You need Nobz to get more Wagons as dedicated transport and a Warboss to make a single Nobz unit troops; so take two Nobz units giving 5 Battlewagons in total. Throw in two Loota units for long range fire support and maybe a couple of Dethkopters for first turn alpha strike business.

 

That’s about it for now but if you have any comments, feedback, suggestions or any beef then flap your gums away as I’m all ears :)