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Why Play Orks[edit ] WAAAAAAaaaaAAAAAAAGGGHHHh!!! Because you want to be a hulking green English football hooligan with a machine gun, and you like beating people upside the head with said machine gun while yelling at the top of your lungs. Joking aside, 'da' Orks are one of the easiest and armies to learn Warhammer 40k with, and everybody will love you for playing them. Seriously, everyone loves Orks. But here is a fair warning. Don't let the simple starter games vs a friend or a "friendly" store manager fool you this army is really hard to master at a competitive level and it is really expensive. Most of your units are not point effective and relative slow so you have to plan multiple turns ahead to do anyting vs armies that can outmanoeuvre you or just shoot you down before you reach your goal. It has one of if not the the weakest codexes in the 7th edition of 40k, and don't let any one who sells models convince you otherwise, even if they show you the fancy new Gorkonaut or some other expensive kitt that "will you win games". This army is for you if you like to win by paying an army that does not have a powerful codex codex like marines, Deamons, tau, eldar or guards or don't care that much about winning. Its like playing beastmen in 8th edition fantasy. Your fun has to come from the challenge of playing hard almost unfair battles, the army itself with all the rich background or the other hobby aspects. And your army will most likely be big meaning that you will be spending a lot more time painting and spend a many hundreds of euro's/dollars at your army then most other players ever have to do. Also don't forget the factor of transporting your army, transporting a large army of orks can be a real challenge / pain in the back. Just a hint, your average ork army will not fit in most normal sized army transporters. On the table this high body count in squads means that they rarely touch the extremes of having every shot hit or miss. At the same time a high toughness and ease of access to Feel No Pain means they are pretty durable on the battlefield. In certain armies they say there is a quality among quantity, Orks made it a special rule. Additionally Orks have many random weapons that could pierce a Titan one second and barely scratch a grot the next. Much of an Ork player's mindset has to prepare for every one of his

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Why Play Orks[edit]

WAAAAAAaaaaAAAAAAAGGGHHHh!!!

Because you want to be a hulking green English football hooligan with a machine gun, and you like beating people upside the head with said machine gun while yelling at the top of your lungs. Joking aside, 'da'Orksare one of the easiest and armies to learn Warhammer 40k with, and everybody will love you for playing them. Seriously, everyone loves Orks. But here is a fair warning. Don't let the simple starter games vs a friend or a "friendly" store manager fool you this army is really hard to master at a competitive level and it is really expensive. Most of your units are not point effective and relative slow so you have to plan multiple turns ahead to do anyting vs armies that can outmanoeuvre you or just shoot you down before you reach your goal. It has one of if not the the weakest codexes in the 7th edition of 40k, and don't let any one who sells models convince you otherwise, even if they show you the fancy new Gorkonaut or some other expensive kitt that "will you win games".

This army is for you if you like to win by paying an army that does not have a powerful codex codex like marines, Deamons, tau, eldar or guards or don't care that much about winning. Its like playing beastmen in 8th edition fantasy. Your fun has to come from the challenge of playing hard almost unfair battles, the army itself with all the rich background or the other hobby aspects. And your army will most likely be big meaning that you will be spending a lot more time painting and spend a many hundreds of euro's/dollars at your army then most other players ever have to do. Also don't forget the factor of transporting your army, transporting a large army of orks can be a real challenge / pain in the back. Just a hint, your average ork army will not fit in most normal sized army transporters.

On the table this high body count in squads means that they rarely touch the extremes of having every shot hit or miss. At the same time a high toughness and ease of access to Feel No Pain means they are pretty durable on the battlefield. In certain armies they say there is a quality among quantity, Orks made it a special rule. Additionally Orks have many random weapons that could pierce a Titan one second and barely scratch a grot the next. Much of an Ork player's mindset has to prepare for every one ofhis boysto die. They are also a very flexible army, as there are many ways to play Orks ranging from melee to Gunlines.

On the fluff side of things Orks are the dark humor of the grimdark future. Never will you see an Ork burn his own kind as heretics- only for fun or to see what'll happen. There is no race in 40k that is more accepting of other races than the Orks, mainly because they just want to fight and see all races as a way of finding a good scrap. Even in the serious stories Orks are constantly outsmarting their opponents just because no one takes them seriously. An entire Ork warband once traversed a frozen tundra because the Imperial Guard detachment on the planet didn't bother securing the flank of their base, thinking no man could survive crossing that dangerous terrain. In fact, pretty much all of the fluff involving Orks is hilarious and awesome, such as a story where the Orks manage to outsmart and out shoot the Tau, or the one where a Warboss, thanks to warp travel, was sent back in time and killed him self to get two of his favorite gun. Or the one where a Warboss flew into the Eye of Terror and slaughtered Daemons because hegoddamn felt like it.

The 7th Edition codex has beenquestionablea nerf to the Orks overall, but it did give us a few buffs as well. While the later 7th codexes like Necrons and Eldar got mostly buffs. The Traktor Kannon is arguably the best anti-air in the game, and the Kustom Force Field is now a 5++(for models in range instead of units and it doesn't work in transports:\). Cheaper and better Tankbustas with melta bombz (THIS IS HUGE BUFF, but they are also finecast and expensive like whell tank busta's;)) and those new Gorka/Morkanauts aren't too shabby either (beware they are not assault vehicles, or gargantuans). The nerfs that we got are going to really change how we play our army. The biggest blow to Orks is the change to Mob Rule, meaning that huge mobs now have as much of a chance to fail morale and have really low ld, pinning, and fear tests as a normal squad of non-fearless infantry (It used to be unit size = ld and 11+ is fearless). This makes taking mobs less useful, and in some occasions even more deleterious, shame the new Force Organization Chart can force you to do this quite hard. "Loss" of Ramshackle has gutted much of the power from foundations of various builds. Orks have also lost access to an Invulnerable Save with Cybork Body, as it now only grants a 6+ Feel No Pain. This is really bad news since it was the only invulnerable save Orks got and can hurt Speed Freeks, Green Tide, and Kan Wall styled armies. (at least from the competitive standpoint). Just imagine an close combat army with low initiative, low leadership and no invulnerable save this is your ork army now.

On the bright side Additionally, you are just about tied with Chaos as the army that gets the most loving fromForgeworldandApocalypse. Last but not least if you like scratchbuilding stuff then thus is your army, there are tons of obscure Forgeworld units that can be lots of fun to scratch build, and most of em aren't that bad either:D.

Sources[edit]

Why this is here

Orks are one of the armies that have a lot of sources to choose from. This is great since it offers more flexibility and a great way for players to make their own unique army. But it also has its downsides. The biggest one is that is is sometimes hard to find the most current rules for the models the other is that it is easy to get lost or miss something miss out on some great rules or use the older rules by mistake.This section is here to help you find the things that you need.

Here is a table of each of the sources, also used in the (____)'s for reference keeping. They are sorted chronologicly (newest on top )

Sanctus Reach: Hour of the Wolf

Sanctus Reach: The Red Waaagh!

Sanctus Reach, Stormclaw(the box set)

White Dwarf 21No longer in stores. Gw has resetted the counter for white dwarf numbers a few times over the years so there are more white dwarfs 21. Just look for looted wagon combined with white dwarf 21 if you are searching for it.

Whaagh! GhazzkulllReleased together with the 7th ork codex, and should really been seen as Codex orks 7th edition part 2

Codex orks 7th editionReleased together with Waaagh ghazzkull and should really been seen as Codex orks 7th edition part 1

Ork Dread Mob Army List UpdateStill Downloadable at the Forge world site but the rules have not been updated since.

Imperial armour Apocalypse2013 Don't confuse them with each other or an older versions of one of these books.

Apocalypse2013 The ork units in this book are split between the normal entries and the campaign part of the book(Warzone Armageddon). Its really easy to miss the second part, but it contains some interesting units. Such as the Big Mek Stompa.

Imperial armour AeronauticaIt has some flakk based ork anti ari units in them. This book is not really worth reading, since lootas and traktor gunz are better and cheaper.

Skies of DeathAll rules in this book have been outdated except agrubly the fighter ace rules.

Imperial armour 8This used to be the ork Imperial armour book, and our best units are still in here. Just keep in mind that half of the rules in here are over ruled by the newer books.

Ork Appocalypse datasheets2007 These are the old ork datasheets. They are from the time that GW encouraged scratch building and offered old White dwarf rules for free on its site. They are no longer downloadable or for sale by GW but they still float around on the web.

General Rules[edit]

Codex[edit]

Ere We Go- Orks may re-roll one die when determining charge distance, this is a very good rule.

Mob Rule- No longer does having more Boyz necessarily make them less likely to run away, if you fail a morale or pinning check you get to roll another D6.

On a 1:the unit fails the check as normal, unless it is locked in combat in which case it counts as passing instead. This is bad combined with our low ld, really bad waaagh ghazzkull has a way to avoid rolling this.

2-3:If the unit contains a character (or independent character) it takes some extra S4 hits as the boss knocks lumps out of his buddies, but then the unit counts as passing the check. If there is no character, the squad fails the original morale check as normal.

4-6:If the unit contains 10 or more, the unit knocks lumps out of itself as if it contained a character, otherwise if it contained less than 10 models they fail the check as normal.

Furious Charge- Weaker than its previous incarnation, +1 Strength will help on your first strike, especially with Power Klaw attacks.

Waaagh! (Warbosses & Ghazghkull as standard): Yes! The old Waaagh rules are back. It allows the army to declare assaults after running for a turn. Not terribly bad, since it will allow your army to close the gap surprisingly quickly.

Waaagh! Ghazghkull[edit]

Formations and Detachments from Waaagh! Ghazhkull get the codex special rules but also get these rules

Biggest an' Da Bestest: Warlord must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. Good idea for a Warboss, but not for anyone else.

Da Boss iz Watchin': Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits. Yeah, you better pray that you pass morale, because the price for failing got much higher.

'Alternative take'This is kinda a blessing for larger units since they no longer can roll a 1 so they don't flee as fast.

Fighter Aces[edit]

In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or Flying Monstrous Creature.

1. Flyboss- +1 BS. Pretty nice grab, especially with an army like Orks.

2. Shiny Armour- +1 Front Armor. Snazzy stuff for ramshackle planes.

3. Idol of Gork- Fellow Orks within 12" of a Fighter Ace with the same codex gain 6+ FNP. Pretty flimsy, but better then nothing...probably.

Tactical Objectives[edit]

Being the first Codex made for 7E, the Ork Codex gets several Tactical Objectives available only for Orks in the Maelstrom of War missions. These can replace the normal Capture & Control Tactical Objectives generated by the other armies.

11 -More Dakka

Win 1 VP for destroying a unit by shooting.

12 -Get 'Em Boss!

1 VP when the Warlord kills an enemy in a challenge. If he kills an enemy Warlord, he wins d3 VP.

13 -Stomp 'Em Boyz!

1 VP if you kill an enemy unit during assault. If you kill at least 3, you get d3 VP. If you kill more than 6 enemies, you get d3+3 VP.

14 -More Speed! Go Fasta!

1 VP if three Ork units Turbo-Boost, Flat-Out, or run 6".

15 -Grab Da Loot!

Roll a d6. If you control the objective marker equal to that result, you get 1 VP. (i.e. roll a 5 on the d6, control Objective #5, get 1 VP)

16 - 'Ere We Go! WAAAGH!

Win 1 VP if you charged an enemy over 10" before modifiers. If you do this 3 times, you get d3 VP.

These are fun and fluffy, but not really good when you look at them. Controlling an objective can be done by any unit in any turn , while some of these are very situational.

Ork specific missions[edit]

Mostly forgotten but Whaagh Ghazzkull does have some ork specific missions that you can force your opponent to play instead of a normal mission by winning a dice roll. No Really just look it up. This is huge, and also kinda silly since Uniting the Clans requires specific models on one or each side(s), and they aren't balanced at all. I wonder if you can pull off this stunt in a Rules as written tournament environment.

The missions.

Might makes right

Hammer and anvil deployment. This mission is about slaying characters in challenges. Orks have to accept challenges. Nice for casual games, otherwise worst idea ever.

Waaaagh

Down of war deployment. 3 objectives. Destroyed ork units of Ghazzys side go into ongoing reserves. If your opponent brings maxed out cheese roll the die if you win pick this "balanced" mission.

A kunnin Plan

3 objectives with a chance of deep-striking orks. Who doesn't love deepstriking orks.

Uniting the Clans

Kill points, but the gazzy player gets 1 extra for each vehicle destroyed. Odly one side to include at least Ghazzkull on one side and a warbozz + some boyz on the other Destroyed ork units of Ghazzys side go into ongoing reserves. I'm sensing a theme here.

Orky Know-wots(Wargear and vehicle equipment)[edit]

Unit upgrades[edit]

Bosspoles- Bosspoles now allow you to re-roll the D6 result of Mob Rule, unless you get the Breaking Heads result which causes the boss himself to bash heads in.

Cybork Body- Used to be a 5++ Invul, now reduced to a measly FnP (6+). Does not stack with painboyz so it's kinda sucky.

Gitfinda- If a model with this doesn't move, they get BS3. Neat little perk for Mega Meks or Shokk Attack Meks.

Warbike- +1 toughness, twin-linked Dakkaguns and all the rules that normal bikes have, but now without the default 5+ cover. Turbo-boosting gives it +1 to cover, which can be combined with Jinking to get an amazing 3+ cover save. It's not like TL Snap Shots really hurt with an Ork's BS 2 anyway!

Vehicle Upgrades[edit]

Extra Armour- Even a grot knows what this is! Great on anything that can't afford to spend a turn sitting still.

Red Paint Job- +1 to Flat-Out movement, which is always a plus.

Grot Rigger- These grots now confer It Will Not Die, which definitely adds to survival for vehicles. Fantastic on walkers.

Wreckin' Ball- A surprise 3" Assault d3 S9 AP4 attack,

Boarding Plank- If a unit disembarks an open-topped vehicle with this, they get +2 to their charge distance.

Good equipment for trukks and equivalents:

Reinforced Ram:When running Trukks, the closest thing to a mandatory upgrade for them would be the Reinforced Ram. The insurance against being bogged down in difficult terrain, as well as the ability to alternatively use your Trukk as a Fast tank-shocker.

Thanks to new Ramming rules, a Trukk without a Reinforced Ram has a strength 5 hit, and with the upgrade its strength 6. Ramming 10 AV vehicles means you only receive strength 5 hit, a much more survivable amount for a trukk. You shouldn't try to ram anything tougher than 10 or you will crumple like a tin can. (And really, isn't a trukk just a tin can with wheels?)

Boarding Plank:*If the Trukk is carrying troops for assault, this is amustas it grants an extra 2inches movement. Ever little helps. This effectively removes the -2" from terrain:D

Red Paint Job:That being said, the once fantastic Red Paint has been reduced to only add an extra Inch when going Flat Out, and for 5pts, it's an option you really need to think carefully about before taking.

Rokkit Launcha:is free now, still a preference on which one, as one shot on BS 2 is a 33% chance to hit. Big Shoota still has a better chance to hit.

Wrecking Ball:now inflicts quite good damage for its cost. Strength 9, AP4 D3 hits if your within 3inches from your target. While it adds some powerful anti-tank, it requires your Trukk to survive the race to its target. Do you think you can make that distance?

Armor Platesprevent the terrible fate of the Trukk not moving Boyz forward. Aside from this, upgrade at your own risk.

Grot Riggersgive IWND, however all this can do is repair hull points, it can't fix immobilized result or broken weapons, so ten

ds to be a useless upgrade for Trukks, and an Immobilized Trukk might as well be a dead Trukk, unless it has 2 HP left or you like bunkers.

Good equipment: for Battle wagons and equivalents

Reinforced RamAllows the vehicle to reroll dangerous terrain tests and counts the front armor as two higher for the purposes of ramming(so one S9 hit).

DeffrollaUsed to be great in rolling all kinds of things death. Does now the same as the Ram but also inflicts d3 s10 AP4 hitsIFthe tank shocked unit makes a Death or Glory attack and fails to destroy the wagon. Not really worth the points.

Boarding plankssame as for the above Trukks, now add 2 inches to an embarked units charge distance the turn they disembark if you've got a Krumpin' mob inside take this upgrade.

Wreckin' Ballagain same for the Trukks, is now a S9 ap4 Assault d3 weapon with a 3 inch range, works well with a grabbin klaw. . In short, Battlewagons can chew up fiddly gits right 'n proppa, but do dere best when krumpin' 'ard targits.

Grabbin' Klawis nice and funny but unnecessary. It lost it's wierd restrictions from last edition and now prevents a vehicle within 2 inches from moving on a roll of 4+, Can be great in appocalypse.

Red Paint Job:Was great is now nerfed and kinda useless. Will only affect the Battlewagon going Flat Out. 5 points for an extra inch. Up to you if it's worth the cost. Wouldn't take on a Gun Wagon. (the Wagon still counts as moving at Combat Speed), while still allowing the passengers to fire at full effect.Red paint jobs now only affect flat out.

Grot riggersGranting IWND, repairing hull points, while useless for Trukks, can be more effective on Battlewagons as they have more durability, especially combined with Meks/Big Meks and KFFs.

'Other stuff'Stikkbomb Chukkasare entirely useless as of 7th Edition, as Orks come with Frag Grenades as standard, which now go boom.

The 'Ard Caseis a hit-or-miss item; for ones carrying Grots/a KFF Mek as a cheap scoring upgrade, it's handy to have; for ones carrying large assault units, it's counterproductive.

Relics[edit]

Gifts of Gork & Mork (Codex)

They are unique and a model can take only one gift of gork and mork (There seems to be some discussion about this. Don't delete it, read your rulebook again and go to the talk page[1]to discuss why you think this has to be something else if you want to change it )

Da Finkin Cap:Give your warlord an additional Warlord trait from the Strategic table. With two WTs being unsuitable for Orks and a third only being useful on certain maps, it's probably for the best to ignore this.

Alternative takeAre you nutz this thing is great strategic traitz are da best. You have probally a reroll on it and it is dirt cheap

Gazbag's Blitzbike:Bigger bike with S6 AP3 Twin-Linked guns, can turbo boost 18", granting the rider +1 cover save while turbo-boosting. Now you can make your ownWazdakka Gutsmek!

Da Lucky Stikk:Like a bigger Waaagh banner but does not stack with one. Granting +1 WS to his unit, and allows the bearer to re-roll any to-hit, to-wound rolls or saving throws that he likes! Unfortunately if he fails any three of these rolls (in any combination) in a single turn, the bearer drops down dead and is removed as a casualty. Hilarious for beefing up Slugga and Shoota boy WS, since the HQ carrying this can be attached to literally any infantry unit.

Headwoppa's Killchoppa:Strength +2, AP5, Rending and to wound rolls of 6 cause instant death (in addition to AP2 from rending). It's pretty goddamn vicious in ways only Genestealers know.

Alternative takeSoundz real kunnin, now look at the power klaw stats (s10 ap2 on a War Bozz ) and look at the T of a marine. Now never look at this horrible le expensive choppa again.

Da Fixer Upperz: (Meks/Big Meks only)- Like Meks tools, but fixes stuff on 3+, which comes into play especially when involving heavy stuff like the Orkanauts and the Battle Wagon.

Da Dead Shiny Shoota:Assault 6 Twin-Linked Shoota. Issue with it is that each time you miss a shot you've got to roll another D6, if the result is a 1 your opponent gets to direct that shot towards an Ork unit of his choice within 6" of your intended target. It's a decent upgrade that embodies the power of being downrightORKY.

Orkimedes' Kustom Gubbinz ( whaaagh Ghazzkull)

Unlike artifacts from the normal Ork book, you can (presumably) stack artifacts together.Nope, and you can only choose items from one of these sets in a detachments so chose whisly if you don't want to use multiple detachments.

Choppa of the Ragnarork: Afancy big choppaMURDA CHOPPA(+2S, AP5) that gets better the more you kill. At the end of every assault phase where the wielder gets a kill it gains +1S and -1AP, maxing out at S+6 AP1, and this stays the entire game. HOLY CRAP YOU BETTER PROTECT THIS GIT! Run any character who takes this with some other squad level character so that he does not get challenged and forced to fight with a AP5 weapon against a Space Marine Captain or sit that turn out and not kill anything to get a better choppa.

Big Bosspole: Bearer and his unit get Fearless, which is a good thing if you have a unit chock full of boyz. Brutal synergy with the Green Tide Formation available form this Book.

Da Supa-Cybork: User gets FNP (5+) ,Relentless and eternal warrior. Give it to a big mek with a Shokk Attack Gun to Shokk on the go!

Da Killa Klaw: It's a daemonic Powa Klaw that's Ded Killy. Seriously. Like the Black Legion's Hand of Darkness, you can exchange all your melee attacks for one ID hit. Better make sure you can survive long enough to make this shit work.

Mega Force Field (Big Mek only): Everyone within 6" of the Mek gets a 4++ from shooting. This save can be conferred to any transport they take, so you can finally bring those lootas with your Mek and solve your mobility issue. NOTE nothing says you cannot have this at the same time as a Shock attack gun, so if you want your backline artillery safe while still throwing out ap2 pieplates, and REALLY have the points to spend, take this.

Kill-Dakka: This gun is weird. It's got 6 different firing modes, with one that gets selected before deployment. This does NOT replace your basic weapon, so you can have a twinlinked shoota AND the kill-Dakka!

1. 24" S7 AP4 Heavy d3+1 shots. Basically an autocannon with up to 4 shots. Great if you get this with Mega-armor.

2. Assault 1 Flamer with S5 AP4. Meant to make dead blobs.

3. 24" Assault 3 S6 AP4 shoota. Well, you just got a heavy bolter.

4. 24" Assault 1 S2d6 AP4 Zzap gun.

5. 24" Assault 1 S6 AP5 Blast.

6. 24" Assault 1 Sd6 APd6 Bubblechunka Large Blast.

Warlord Traits[edit]

Codex

1. Prophet of the Waaagh!:The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh! until the start of their next turn.

2. Bellowing Tyrant:The Warlord, and all friendly units with the Orks Faction within 12 of him, re-roll failed Morale checks and Pinning tests.

3. Like a Thunderbolt!:The Warlord, and all friendly units with the Orks Faction within 12 of him, can re-roll all the dice when determining Run moves or charge range.

4. Brutal but Kunnin:The Warlord can re-roll one failed To Hit or To Wound roll each turn.

5. Kunnin but Brutal:The Warlord can re-roll one failed armour or invulnerable saving throw each turn. Not as good as Brutal but Kunnin' since you will never lack To Hit and To Wound rolls but you will always lack Invulnerable saves. Not too bad if you got a mega-boss, he'll be that much harder to kill.

6. Might is Right:The Warlord receives +1 to the Strength characteristic on his profile. Strangely useless in alot of situations, since +1 Strength isn't doing much good when your Power Klaw is already making you s10, and if you don't have a Warboss HQ, then you have one that should be avoiding the front lines. Great for an 'eadwoppa boss tho.

Waaagh ghazzkull

1. 1: Supa Shootist: Warlord has BS3. ORK SNIPERZ!!!!! WOO!! in all honesty, it's better than nothing...

2. 2: Waaagh-mongerer: Warlord and unit get Crusader. Neato since it means you can run a bit further when you Waaagh!.

3. 3: Madboy: Warlord gets Rage.

4. 4: A Kunnin' Plan: Warlord and his unit get Outflank. Neat tactic if you need to surprise someone with a big mob of boyz sandwiching them, especially if you add in Snikrot's formation. Even better, stick your Warlord in a Gorka/Morkanaut and have it come in behind Guard players' enemy lines and watch them panic.

5. 5: Kallin' in a Favour: One weapon the Warlord gets (that's not from the Kustom Gubbinz list) gets Master-Crafted. Considering how craptacular Orks are with guns, you're better off putting it on a melee weapon.

6. 6: Dead 'Ard: Warlord has FNP. Awww yea, (unless you already bought Da Supa-Cybork upgrade. There's no mention on the FNP stacking, making this combo a washout)

Unit Analysis[edit]

HQ[edit]

Warboss(codex):Any respectable Ork army should have one of these bad boys. The Warboss is a monster in close combat and he's also a tough nut to crack with T5 (T6 on a bike) and 3 wounds. He has a huge wargear selection as well and can fulfill a few different roles in any Ork army.

Weapon Upgrades- The boss has two options for weapon upgrades: The Power Klaw and the Big Choppa. Take the Klaw. Attacks at S10 AP2 are just way too good to pass up. Just keep in mind that you will be attacking last, so remember that before you go running into a challenge only to be killed before you can rip him apart. The Big Choppacouldbe a decent alternative, as S7 attacks on the charge is nothing to scoff at and it costing only five points, but apparently a gigantic chainsaw axe being swung by a very pissed-off hulking green brute can't go through armor. The thing's only S +2 AP 5 compared to Klaw's ded killy S x2 AP 2. Maybe in kill team or similar low-points games where you'll face more blobs than vehicles you'd want the Choppa, but nine out of ten times the Klaw is the better choice, making him absolutely murderous against damn near anything, and it's downside of striking last can mostly be offset by picking your targets wisely.

'Eadwoppa's Killchoppa finds it's home here, as getting to use the full initiative of a warboss with the potentials for rending and instant-death might make it a viable alternative over the standard klaw. If you know your opponent has lots of Monstrous Creatures, 'eadwoppas truly shine.

Shoota Upgrades- I wouldn't bother, as it's 5 points better spent elsewhere. The only time your boss should ever be shooting is when he's just about to charge. If you must, the kombi-skorcha has some potential to soften up the squad before the charge. Don't take the Ammo Runt if you're not going to upgrade your Shoota. On the other hand, the basic shoota is free. Since you won't benefit from an additional melee weapon if you take the Klaw or Big Choppa, why not?

Warbike- As if the Warboss wasn't enough of a beast, this grants a +1 to cover if turbo-boosting (and a 4+ cover save if he elects to jink, 3+ if turbo-boosting), Twin-Linked Dakkaguns, a 4+ Armor Save and +1 Toughness for being on a bike, allowing him move up the board at excessive speed. Keep in mind that despite his Toughness 6, he will only have a 3+ cover save at best and is still fairly fragile. Keep him out of range for Look Out, Sir! from your opponent's big guns, or stick him in a Nob Biker squad with a Painboy.

Mega Armor- Grants a 2+ armor save to the boss and gives him a Power Klaw, Twin-Linked Shoota, and Slow and Purposeful, all for 40 points. Definitely worth the cost. He does great with a unit of either Nobz or Meganobz in a Battlewagon, leading a huge mob of Shoota Boyz on foot in a Green Tide army, or letting a squad of 15 Lootas fire at full BS while moving with Slow and Purposeful while tanking any hits. Combined with Da Lucky Stikk (and only using it to re-roll armour saves) the bearer is effectively invincible to non AP2 weaponry - chances of failing a 2+ save with a re-roll are 1 in 36.

Attack Squig- Now re-roll one to-hit roll in melee, but unlike the Ammo Runt it remains in play and can be used each turn.

'Eavy Armor- A cheap 4+ armor save. Take this if your boss isn't on a Warbike or in Mega Armor. Your boss is going to need all the protection he can get if he's going to make it anywhere near close combat.

Big Mek(codex):A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun and Kustom Force-Field described below. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible. Note that he'll have only one Close-Combat Weapon, but can take the Big Choppa for a meager 5 points.

Shokk Attack Gun- Good for Long Range Ordinance attacks. The Table is fun to use as well. AP2 and S2d6. Doubles are no longer as imminently terrible as before but can still spell disaster. You don't have to worry when he's loitering near anything valuable, since rolling double ones just vaporizes him now and no-one else. However, double 2s and 3s can inadvertently hit friendly units so be warned about that. Double 6s give the shot the "Vortex" rule, so the blast remains in play for a while... but can become an environmental hazard if you wanted to charge the unit afterwards. If you want him in a unit, we suggest placing him in a squad of Lootas, because they both have similar ranges, though you might have to chose between shooting a tank or a squad of infantry. You can also stick him in a group of gretchin for a cheap bullet shield that can also capture objectives.

Kustom Force Field- Now changed to a flat 5++ invulnerable save against shooting for every model within 6" of the Big Mek. What makes this utterly invaluable (*cough* useless *cough*) is that this invulnerable save transfers over to a transport if the Mek is inside it. Seriously, take thisand save your trukk. Yes. Take it to save your 35 point model. How valuable...maybe if it worked in cc it would be worth taking.(taking an 85 point model to protect a 35 point flimsy transport is fucking stupid) inside your Stompa to save some of the hull points you'll inevitably lose to lascannons/railguns/brightlances/etc.

Warbike- Way too expensive, though you can now take the Shokk Attack Gun or Kustom Force Field. You can even have a biker Mek with a Shokk Attack Gun.

Mega Armour- Typically, the Big Mek belongs behind the scenes, not on the front lines charging into combat. Also, it is far too expensive at 40 points, which is the equivalent to terminator armour on marines, just not as good. NOTE: Big Meks can take Mega Armour AND a Kustom Force Field, giving them the terminator equivalent. This could possibly justify the Mega Armour.

Tellyport Blasta- If your Big Mek does have Mega Armour, he can take one of these, which is a shoulder mounted S8, AP2 Blast weapon that causes instant death or auto penetrating hits on any to-wound rolls of 6. However the range is the same as a standard pistol- one bad scatter (bear in mind the standard Orky BS2) and you could be blasting your own orkses.

Weirdboy(codex):Ork Psyker, made more standardized to the way other Psykers work, with minor changes. Can draw powers from Daemonology, or the Ork specific: "Powers of da Waaagh!". Making him a Warphead essentially makes him mastery level 2 now, though any Weirdboy can generate an additional warp charge if there are 10 Ork models within 12" of him. If he gets this free charge, however, he's has to manifest a power or take a S2 hit without saves due to the build-up of energy. They now come with Force Mauls as standard.

Powers of da Waaagh!:

Primaris. Frazzle:S6 AP3 Blast - not bad for killing Marines.

1. Eadbang:Focused Witchfire causes target to pass a toughness test or lose a wound.

2. Warpath:Weirdboyz unit gets +1 attack so long as they are Orks with 'Ere We Go, you want this.

3. Da Jump:Deep Strike the unit elsewhere, as before, though if you scatter doubles, your unit can only Snap Fire, though given standard Ork accuracy this is not all that bad of problem as long don't need to fire blasts. Use at your own peril. Great at setting up killbolt or Power vomit, if you roll one. =

4. Killbolt:S10 AP2 Beam for killing tanks or things in straight lines... no other special rules needed to make this nastier.

5. Power Vomit:S7 AP2 Flamer. Quite powerful.

6. Da Krunch:The mighty foot of Gork (or possibly Mork) descends from the heavens on a large blast template, causing hits at S2d6 AP4. However, if the strength rolled is higher than 10, the foot comes down again... and again... until less than 10 strength is rolled or the target is dead.

Painboy(codex):Yup, he's an HQ now, and there was much rejoicing. 50 pts for a feel no pain on the squad of your choice. Can take a Warbike to keep up with those faster squads.

Mekboyz(codex)- Basic Mekboys can still be taken as free upgrades to loota/burna units. They can now also be taken by themselves as a free HQ slot for every other you have filled, and must be attached to a unit. Still a very, very cheap way to repair vehicles with the added advantage of being more plentiful.

Kustom Mega-blasta- Equivalent of a plasma gun. S8, AP2, but gets hot and only assault 1. Take if Burnas are burning Space Marine equivalents or Terminators.

Kustom Mega-slugga- Equivalent of a plasma pistol. See above

Choppa and Slugga- Well, at least it's free.

Combi Weapon- 5 points if you really feel like you need it. Hey, at least it could be one more flamer in the unit for 1 turn

Rokkit LaunchasSame cost as a Kustom Mega-Blasta now, almost the same stats too, but worse AP and no Gets Hot. If you roll ones like you've truly angered lady luck, maybe this is better. Other than that, avoid.

Grot Oiler- Give a nice bonus to repair checks. Can be taken once per Mek.

Kill Saw- Should be seriously considered. Put this on him and stick him with your boyz. That way you get 2 Power Klaws, and one gets Armourbane. Yeah it's only S6 but at ap2, Armourbane more than makes up for it.

Special Characters[edit]

Kaptin Badrukk(codex)- The Flash Git Kaptin that we've had a model for for a VERY long time, but until now had no unit to stick him with. He's basically a Nob with +1 WS and +1 attacks. He doesn't have any other special rules unique to himself other than his wargear, which comes with the standard Slugga/Choppa configuration, along with scavenged Power Armour and force field bitz for the 3+/5++ saves. He also has a Kustom Ogryn Ripper gun that is essentially an Assault 3 Plasma gun. He's not bad, being survivable allowing him to reroll his saves from Gets Hot, and if Gitfinda isn't doing the trick, a few Ammo Runts can help.

Mad Dok Grotsnik(codex)- Grotsnik is an interesting character. His profile is -1 Strength away from being a Warboss and hisOne Scalpel Short of a Medpackrule got better, so he no longer runs about the battlefield in circles. Instead, he makes a unit Fearless and grants them Rampage, on top of Feel No Pain from the Dok's Tools.

While this all sounds cool on paper,Rampageonly activates when the squad is outnumbered and this is only really going to happen to Orks when fighting against Guardsmen or Nid blobs or if he joins Nobz. If the Orks find themselves outnumbered by other forces it's typically a sign that the combat has not gone very well for them already and they should expect to see more boyz drop, so therefore being Fearless with Rampage guarantees anEpicLast Stand in a small unit with a fair bit of bite. IF you take him, make sure you dedicate that unit to getting stuck in, as he can't leave a unit he's joined to until it's entirely dead.

Boss Zagstruk(codex)- The old leader of the Stormboyz has moved to HQ, where he is pretty badass. He has the slugga/choppa config, but also gets a Cybork Body for some FnP. Unfortunately he's lost the ability to charge after deep striking, but now has a special rule where his Hammer of Wrath attacks are S8 AP2, which is pretty badass considering that HoW attacks always hit, so it's pretty much a guarantee'd kill on 2+ at the beginning of combat unless the target has a decent invulnerable save orEternal Warrior. He's cheap, and pretty much the only HQ in the army that haves a Rokkit Pack. Da Boss isn't great, but you get what you've paid for.

Grukk Face-Rippa (Stormclaw):Now the only footslogging Warboss special character since the Zagstruk & Badrukk are both just big Nobs(pun intended). Grukk isn't half bad though. As for a generic character with equivalent gear it'll cost you 119 points, for the extra 11 points Grukk getstrue(5+) FnP and his power klaw has theShredUSR and his warlord trait is fixed as Bellowing Tyrant which helps his army deal with the now more perilous morale checks. Grukk would be a staple in games of 1000 pts or below, if only he wasn't a rare model... (which means make your own)

Zhadsnark 'Da Rippa' (Dread mob update):He is sadly quite poorly written. People used to call this guy the better Wazdakka, now he's the ONLY biking special character left. He has twin Big Shootas, a power klaw at normal initiative (Space Marine no less!) and he can choose to Turbo Boostand then Tank Shocka unit (just don't try to figure out how this works vs vehicles). He also gets to take warbikers as troops,no surprisethis is one of the only character that still does this. But, he comes with a catch: No Deff Dreads, Kans, or Big Gunz (Big gunz are no longer in the codex Mek gunz are...) This means he must be used as a close combat shock unit, and needs a warbiker or nob-biker retinue. His lack of an any kind of decent save (he has a T-shirt save) or Eternal Warrior makes, and his high point cost himtoorisky for competitive play.Note that this is the ONLY way to still get bike troops.

Mek Boss Buzgob (Dread mob update):Even a greater rules fuckup then Ra Rippa. Hoo boy, its Buzzgob. The poster boy of the entire IA volume, this dude is full of win. First off he is more expensive then a warboss. His entire statline is better than a Big Mek. He comes with 'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the chargein additionto the +1 he gets normally. Unfortunately this makes him a close combatmonster against hordes and unarmored unitsfailure his big choppa is just plain bad and he lacks of any kind of decent saves. The he lacks Cybork Body and Eternal Warrior, which means he dies to railguns very quickly.He has to be the warlord and has a horrible warlord trait that makes nearby dreads scoring only does a thing in the dreadmob list where troop dreads don't score. So who does really want to spend so much points on a mek with buffed stats but no good weapons or good extra abilities such as good repair rols or a foce field. The trick is to put him in his transport with a mek(boy) retinue to ensure his success. Oh wait, did I forget to mention he takes hisDreadsDIRT CHEAP MEK STOMPA with him? That's right,he must take a 1-3 Deff Dread squadron, as a troops choice.Buzgob now smuggles a MEK STOMPA into "larger games" for a bargain. The MEk stompa + buzzob is about half the point cost of the IA entry of the Mek stompa. One could argue that this is the correct point cost since this update is newer then the IA book containing the entry of the mek stompa and the power lv a wraith knight has for about the same points.

Skalk Bluetoof (Imperial armour 8):Missed because he only gets mentioned much later in IA8, but unlike all of the other special campaign characters, hedoeshave a listing as an HQ choice for a normal Orks army. He's an old wily Death Skull and has -1 Strength compared to a normal Warboss and also misses out on "Ere we go" because it's from an older version of the rules. However, he has Eternal Warrior due his luckiness, a Kustom Mega Blasta that only Meks usually get and his army may take a mob of Lootas as aTroopschoice because of the Deathskulls penchant for nicking everything. As a final bonus, he and a squad of Nobs may be mounted on "Bonemuncha" (a Gargantuan Squiggoth) as a unit optionnota Lord of War choice. Bonemucha is a trap, don't use it Gargantuan Squiggoths are hugely overcosted compaired to other gargantuan creatures * cough wraithknights cough, knights*

Old Zogwort(old codex)Bad ass Warphead that could turn any HQ into an angy squig and had extra random 2+ poison snake attacks. but was removed in our new codex.

Elites[edit]

Boyz[edit]

Burna Boyz(codex):Many Ork players either love or are neutral towards Burnaboyz. That they compete with Tankbustas, Nobz and Meganobz means they aren't used as frequently in many armies. But for those armies revolving around the use of a Battlewagon convoy, taking a unit of them is a fairly popular choice. The primary reason for this is because every Burnaboy is armed with a Flamer which alternatively doubles as a Power Weapon (on a per Model basis per 7th Codex). Through judicious use of mass tank-shocking, enemy infantry units can be pushed into compacted formation, rendering them prime targets for being torched. The ability to roll 30, 40, even 60 strength 4 attacks whichautomatically hitis frightening, don't be surprised if your opponent just removes the squad and skips saves. On the flip-side, they're providing anti-infantry in an army that already has excellent anti-infantry, and they cannot fire from transports if you move the vehicle any great distance. They were much better offensively last Edition, but alongside the Power and Template Weapons nerf came a serous defensive buff, in the form of D3 Overwatch hits per Burna. And, since assaulting is an uncertain prospect nowadays, you might get a proper round of firing into the advancing enemy unit.

Versatile Burna- Burnas can be used as either a flamer or Power Weapon, which means they can attempt to cut down MEQ units or Monstrous Creatures. However, the choice must be made whether to use them as such during overwatch, if attacked first. If you use the d3 auto-hits that means you cannot use them as power weapons. Considering the average model is MEQ, overwatching on d3 is better as the chance of an unsaved wound is the same chance as hitting and wounding at AP3 in CC (plus 2A extra per boy in CC if overwatching). Per model basis now means that you can elect to fire with half of the squad while the other half preps power weapons.

Dedicated Transport- Burnas can now take trukks as a dedicated transport meaning you can fill your wagon with something else. Trukks are open topped so all of your 12 burna's can shoot out of em for a suprize bbq effect.

Mek Boyz- Just like Lootas, Burnas upgrade three boyz to be a Mek. Oddly the Mek is 1pt more than the HQ Mek, and 2pts more than the Loota Mek. Still giving him a Killsaw or Kustom-Megablasta helps with the killing as well as give the boyz something to help attack vehicles and termies.

And now the big downside.Buying burna boyz sucks. You would think that buying the box of 5 burna boys would actually get you 5 burna boyzs. Ha think again you get 4 and a Mek with a kustom mega blasta. So If you would like to have 10 whell that would be 3 boxes

Kommandos(codex):They're basically 10-point Slugga Boyz with Infiltrate, Move Through Cover, Stealth and access to Burnas.The models look great but they are finecast and really expensive, so just convert some of your own out of boyz.

Burnas- Able to Overwatch with D3 auto-hits, but doing so means they'll have to forsake having AP3 in melee. It's otherwise a handy tool for clearing out blobs.

Big Shootas- Adds some ranged shooting to them, not needed. But gives a greater number of shots if firing at rear armor at the cost of strength.

Rokkit Launchas- With Snikrot, they can easily can target back armor of almost all enemy vehicles.

Boss Snikrot(codex)- Is now and independent character and is his very own Elites choiceall to himself, though if you have a squad of Kommandos he does not take up an Elites slot. If you attach him (and NO OTHER character) to the Kommandos and keep them in reserve, they can come on from any board edge and gain Shrouded on the turn they arrive; attacking the enemy from their rear is always great fun but since you can no longer assault out of reserves, but Shrouded should back you up from at least a few of these hits. Once again though he's not that fantastic all on his own. He causes Fear, and he does have stikkbombs which gives him a shooting attack, albeit at short range and low strength. Finally his Mork's Teeth are pretty basic AP5 Shred weapons which aren't too great against marines though he WILL chew up guard squads with sheer numbers of attacks.

Tankbustas(codex):Your primary anti-tank/MEQ infantry unit, now with the ability to actually do their job. Tankbustas have Tank Hunters, allowing re-rolls of armor penetration rolls and Tankbusta/melta bombs, they do a pretty good job at trashing vehicles especially in Melee, the change to glory hog means you can shoot infantry as well with S8 AP3. Throw em in a transport (They can take a Trukk as a dedicated transport, but 15 in a Battlewagon with 4 Rokkit Launchas and a Kannon is a funny way to vomit 20 S8 AP3 shots a turn) to fire rokkits at everything. The lack of AP2 doesn't hurt them too much as they'll take out most vehicles down to 0 Hullpoints. Don't be afraid of the Bomb Squigs either, they got better AND got a price cut. These could actually one of the best units in our codex the bad part is that they are finecast really expensive and not modular at all (3 rokkit louncha's, 1 tank hammer, 1 nob, 2 bomb squigz for 36 euro). So if you like them to be wysiwyg, and use hem in small squads of 5 unupgraded they could get expensive really fast.

Glory Hogs:No longer the semi-crippling restriction it was before, Glory Hogs now grants double victory points for any first blood taken by the tankbustas that is also a vehicle.

Bomb-Squigs- If within close range can sick a squig kamikaze with a 5 out of 6 chance to cause a S8 AP4 hit. On a 1, it will just miss harmlessly. (Woo!)

Dedicated Transport- Tankbustas can now take trukks as a dedicated transport. 12 rokkits a turn out of a trukk is dangerous, 13 if you add the free upgrade on the vehicle.

Alternate takeA small squad of 5 will kill almost all non super heavy vehicles in assault and could really be worth its points when you combine it with a cheap open topped transport.

Nobz[edit]

Meganobz(codex): At first, there's a lot to like about Meganobz. Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they're very efficient at dismantling enemy infantry (save for trulydedicatedClose-Combat or HQ units), or for pulling wounds away from your less-armored Orks. The entire unit can take Kombi-Weapons, meaning once per game, they can throw out a decent volley of Rokkit Fire at an enemy vehicle, possibly wrecking or crippling it prior to assaulting, or they can utterly torch light infantry. They can also replace their Powerklaws and Twin-linked Shootas for a pair of Killsaws (Powerklaws with Armorbane) Almost mandatory on one Nob. Then you realize how many issues they have holding them back.They are terminators that lack any Invulnerable Saveunless you pay to get a Big Mek with KFF (But that still doesn't work in close combat) and Mega-armor and they can't take a Waaagh! Banner normally. Slow and Purposeful means that they can't overwatch, run, or sweep, yet they lack any access to heavy weapons to at least give them some dedication.They are still Orky Terminators, though, and naturally their Transport will be a high-priority target. While they're great for providing a combat anvil for defensive armies (Ork Gunlines, etc), or cheap support for Wartrukk-based lists, they are generally considered average units overall. One of their biggest issues is with leadership; unless they are accompanied by a leader (preferably a Warboss), these guys have a good chance of hitting the dirt after a single pinning wound is taken, or the moment they lose combat. The Mob Rule table fucks them over, hard. They will never have ten or more models so grab a bosspole or keep them in melee constantly if you run them, preferably both. Keep them *far* away from S 8/9 MC's,any form of AP2, or ID, all of which makes these MANz melt.

Recommended IC's

Warboss- For additional Ld and WS. For a buff to WS give him the Lucky Stikk to act as the unit's Waaagh! Banner.

Grotsnik- Fearless, FnP, Rampage.

Gazzy- Do you still dream of killingAbby and Friendson the Charge? Well dream on, because this deathstar sucks and although it's hideously expensive, it well still usually be beaten by the real melee deathstars out there.

Nobz(codex):Nearly three times more expensive than a normal Ork Boy, but with +1 Wound, +1 Attack, and +1 Strength. However, like the Warboss, they get access to the shiniest wargear available to the Ork army, fromPower KlawstoCombi-shootasto 'Eavy Armor. Great in both close combat AND shooting. Best used as bodyguards for your Warboss. This massive Orky beatstick will likely cost several hundred points, and isn't going anywhere fast without something to cart them around. However, this mean, green pain machine is quite cost-effective by many armies' standards; let them Ride Trucks, Battlewagons or Bikes and opponents will bitch and moan. Do not run these guys without some way of raising their Leadership or giving them fearless. They should be bodyguards for your warboss anyway.

Bosspole- Necessary to take with any small unit, especially since Nobs can only number 10 at max, screwing them over half the time should they be forced to roll on the Mob Rule table.

Waaagh! Banner- The Waaagh! Banner adds +1 WS, making theWHOLE SQUAD WS 5, and has the added advantage of making your mob look even more badass (and yes, that applies to HQs attached). If you everthinkaboutnottaking one, punch yourself in the face.

Biker Gangs:Even worse is the notorious"Nob Biker"unit, a tactic that lasted three entire editions and fueled muchRAGE. Toughness 5 warbikers with an Armor, Cover,andan Invulnerable savewithFeel No Pain they are some-what close to invincible. As bikes you get Hammer of Wrath to reinforce your massive wound-output machine on the charge. You will pay for them dearly in both points and money, and it's a great way to get people to hate you. Unless, of course, your opponent is fortunate enough to have S10 Blast weapons on hand, or weapons that inflict Instant Death. But since most Instant Death comes from close combat, you have a good chance to counter it with your wound-allocation and high WS, or just plain avoid it. Twinlinked Dakkaguns mean that Jink's snapshot only rule does not affect Orks as much as other armies.

Skrak's Skull-Nobz (Stormclaw)- A Fixed formation of Nobz, this requires a full-armor, 2-Klaw, 2-Pole, Kombi-Skorcha mob with an Ammo Runt. Not much more expensive than the stock loadout, but you get a model with a free Bosspole and Hammer of Wrath by taking it

Odd light Tanks[edit]

Grot Tanks (Forge World):An odd unit. You getanothervehicle squadron of 2HP Armor 10 all-around Metul Bawkses, seemingly the Orky specialty. They get 5+ invo. saves from all shooting attacks thataren'tOrdinance, which is uncharacteristically neato. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill. Having BS3 gives them an advantage to using Orky weapons, all of which are listed below. The Grot Tank's only real caveat is their unreliable 2D6" movement. Plus, if you roll double-ones, one of them takes aPenetrating Hit. Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations.Modeling note: Dont bother with forgeworld. Easy to build and make look better than forgeworld for MUCH cheaper.

Unit Synergy:Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing.

Can prove to be more useful than Kans due to higher numbers, a full squad of 6 can pack 7 weapons as opposed to 3 and becomes far more deadly. This will cost you a lot more points-wise, so take that into consideration. Decide what you want them to do and use a squad of Kanz or a Mega Tank with different weapons to balance out. Keep some Meks close by though.

Grotzooka -14 SMALL BLASTS! Fucking cheese, especially against horde armies like 'Nids. Simply smack them into the centre of the mass and drink your opponents tears.

Big Shoota -Owing to the BS3, this makes for a nice little way to hurt enemy infantry and be more threatening to enemy vehicles while saving on points.

Skorcha -You still need to get close, and given the variable movement, this doesn't seem very useful when you could be bringing the dakka at range, but if screening your boyz, might be good to ruin up a critical unit before a charge. If they haven't been destroyed first...

Mega-Blasta -Still comes with the risk of getting hot, and with the risk of rolling double 1's on movement means that this makes your tanks even morefragile, although the 5+ invuln at least gives you a chance to save it. Not worth the risk and points.

Rokkit Launcha -Fantastic at ruining a vehicles day, especially with working alongside Deffkoptas. Chuck out some rokkits to the front while the Deffkoptas roll foranal circumference. However the Str 8 AP3 also means they are superb at crippling Marines or any other toughness 4 units too.

Mekboy Junka (Dread mob update):This thingcannotdecide what it is. On its face it looks like another more expensive Looted Wagon, until you look at it a little harder. Grot Riggers and 3 Big Shootas base, Turbo-Charga making itfastand Looted-Wagony, BUT WAIT. What's that... Supa-skorcha? Big-Zzappa? Kustom Force Field?! TURRET-MOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some pretty heavy ordinance, and it uses an Elites slot to do it. Junkas eat up points, so they are best kept as ordinance platforms, dumping Shokk Attack goodness onto enemy gits. With it's Deff-Rolla potential and Force Field, a Junka could make a good transport for Slashas (which tard out) or other heavy infantry. Just watch this thing, because it could go Looted Wagon any syecond...

Don't forget that it also counts as a dedicated transport for a big mek, so you can have one without it eating up your precious elite slot, so long as you have a big mek. (And you do have a big mek, right? What self respecting ork army doesn't have one?)

Troops[edit]

Boyz(Codex): Basic unit and right proppa. Boyz are the core of your army, almost no matter what kind of list you run. With a crippling Ld of 7 be prepared to babysit them with a Warboss or a Big Mek, and unlike previous editions, buying up whole mobs doesn't help with this. Without FnP or 'Eavy Armor they will go down due to Leadership and a paltry 6+ t-shirt save. Still, 6 points per T4 boy isn't bad, 7 if you upgrade to shoota boyz. It is still somewhat recommended you take Shoota Boyz over Slugga Boyz, as this edition is still dakka edition. Shoota mobs are far more versatile and can still beat the majority of whatever they face in close combat, by sheer weight of numbers since the difference between a slugga and a shoota boy is just one attack. A very interesting phenomenon is that your opponent will have a tendency to ignore Shoota Boyz in favour of attacking otherapparentlygreater threats, due to the(true)perception of Orks being a melee army and its basic shooting not worth shit, especially now that everything scores it becomes less imperative to take out the Troops units first. Shoota Boyz only have 1 less attack than Slugga's but still all the other rules and can still have a kitted out Nob(see below), so that 1 point upgrade can actually save your unit more than it costs in psychological tricks.Also, free stikkbombs now, for what little good they do. Here's a basic rundown of your options:

Slugga Boyz:Boyz with a Slugga and a Choppa. They're not too great in the Shooting phase, the Slugga's only there to give them +1 Attack and to give them something to do as they charge toward the enemy. They're awesome on the charge; 4 Attacks per model, at Strength 4, will handily rip apart infantry of all flavors. Just remember that everyone goes before you, except Unwieldy Weapons . Also, the world's greatesttarpit. One point cheaper than shootas. Do not footslog these guys (unless you take high numbers of them - think 100+ - or use the Ork Warband formation, or both). 'Ere We Go, the new Waaagh! and boarding planks made getting into combat easier than ever. Getting your boyz stuck in by turn two is entirely possible. Sluggas have become a thing once more. It is suggested to add high leadership HQs, Painboys, or 'eavy armor as Trukks are still fragile and with explosions being S4 they will likely have to take two leadership checks one for pinning and one for losing 25%. NEVER buy any ranged weapon upgrades for slugga boyz, they are a waste of points since they can't be used in close combat.

Shoota Boyz:1 point per model upgrade. Sure, every other git shoots better than you; don't cry, all your weapons are Assault. Who sez we're stupid; shoot 'em, charge 'em, let the Grots clean up the mess. Also, Shootas are Assault 2, and have an 18" range, meaning you can still bring the dakka even if those gitz with Rapid Fire weapons can't. If you have a mob of 30 boyz with Shootas, bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+ wounds. Getting charged? No problem! Overwatch will help you out a little. Bring some Big Shootas along for even more fun. Put 'em in a Trukk with Reinforced Ram and Red Paint Job. Watch your opponent cry as your effective range goes from 18" to 31" with 24 shots. Just remember that Snap Fire makes you worse shots than usual.

Upgrades- Quit mucking' about. You gitz is always muckin' about.

Nobs- Always bring a Nob, even if it is just to have a character in your mob to make the Mob Rule less punishing (rolling a 3 or 4 means you auto fail the check if there is no character in the unit). Give him a Bosspole and a Power Klaw, though the Bosspole is not as mandatory as it was before, as it only allows you to reroll on the Mob Rule table rather than rerolling Ld checks, but it's better than nothing. And the Power Klaw is still our Swiss army knife. Never leave home without one. It will handily krump gits of all sizes, including ones hiding in metal boxes. The Nob has access to the ranged weapon options and can take a shoota for free. As the Klaw is a specialist weapon and the Big Choppa is 2 handed there is no CC advantage to taking a slugga on your nob over the shoota. Well done gitz you just got yourselves an extra shot!

Note- In 7th, if the challenger does not kill a Nob, (in the case of things like distraction guard sarge) all that nob's overkill hits the squad, so really no big deal. If you are worried about losing a nob challenges, add a cheap, bare-bones mekboy in the squad to accept challenges so your nob can use his power klaw on the rest of those poor gitz.

Mob size- The recommended sizes for fielding Boyz is 12/20/30, depending on the point value you're playing and/or if you're using the Orks organization chart. Generally speaking, though, you're still playing Orks, so more orks is always better. Conventional wisdom is that the only reason you ever take less than the full 30 boyz is because 30 don't fit in a battlewagon or a trukk.

'Ard Boyz:A 4+ armour save upgrade, making your boyz much more durable. Can get expensive, however, especially in high numbers. No limitation anymore. When you run out of HQ slots for Painboyz to give your boyz some much needed protection from the Mob Rule table, upgrading a mob with 'Eavy Armor has become a viable option since it increases your chances of survival by 50%. Combine with a Painboy for a nigh unkillable tarpit. This upgrade is usually better for the Slugga boys, who are more likely to be shot at. A full mob of Sluggas charging down at something, with 4+ armour save protecting them, will bring down anyone not lucky enough to have power weapons or en masse rending, or give sluggas that added bit of survivability to win shoot outs with other basic infantry. With luck, it is possible for them to take out a full squad of assault terminators. This is almost required if you are running Trukk Boyz, as the the 4+ armor will make it to when that trukk explodes your boys can practically laugh it off. Beware of AP4, if you go up against anything with AP4 you might as well forgo the armour for t-shirts with silly phrases on them, they'll fair just as well. 'Ard Shootas are better for use at holding objectives since they have that extra +4 and can keep the enmy away/at bay for a bit. Especially useful with objectives that have little to no cover around them, and if you're running Orks your opponent is gonna NOT want your ladz to have any cover when holding.

Rokkits- Rokkits are dirt cheap now. If you have points lying around, feel free to bring a few. Don't rely on them to kill anything reliably, but the added AP3 firepower is nice against MEQs in a mob full of sluggas.

Always use Big Shootas on Shootas- Big Shootas reach out and touch the enemy while you're mucking about. Each Big Shoota is better than the two Shootas you could've bought combined, plus with double the range to be sure that they're always in the game. Big Shootas give you options to return fire at units like Dark Reapers/Devs/Warp Spiders or simply rake troops on the opponent's line with your objective holders.

Gretchin(codex): Dirt-cheap and expendable, usually used as screening units for infantry, holding objectives while your Boyz do the fighting, or for tying up more dangerous units in assault. Gretchin are one of those diamond in the rough units, with a low points cost and low footprint, your enemy will time after time ignore these guys. Especially in multiple objective games, chuck your objective in a piece of terrain (preferably in the heart of a ruin) and your opponents will likely be distracted with the sea of Orks. Tot up your objectives at the end of the game, and let your opponent know that they forgot that one objective held by ten Grots. Their ranged attacks can actually do a decent amount of damage to enemy infantry, owing to the Grots' higher Ballistic Skill, as well as the volume of shots coming from a large unit. If you're fielding big units of footslogging boyz, you NEED to field Gretchin to protect them from incoming fire and Overwatch. If you're doing a mob list, these guys are essential as 5/6 games now have objectives, and leaving a mob behind doing nothing will lose you games. ALWAYS TAKE THEM. Laugh your fucking ass off when one gretchin kills a terminator on overwatch and earns back his entire squad's points. Also brilliant cover campers, as most barricades/ aegis defence lines completely hide them.

Rustgob's Grunts (Stormclaw)-Overcosted for no reason. it's just a normal Grot mob with a Squig Hound and grabba stick.

Zhadsnark Biker Boyz(FW dread mob update)Zhadsnark da rippa makes bikers troops, this is great now boyz are no longer as good as they used to be.

Fast Attack[edit]

Transports[edit]

Trukks(codex):Available as Dedicated Transport for 12 eager Orks and our main transport in the ork codex. Most units now have access to this as a dedicated transport (Ork Boys, Nob squads, Meganob, Burnas...) but it's mostly a mixed bag due to its fragility. If you field one, don't expect it to stick around for long. When choosing upgrades, it's often better to get more vanilla Trukks than a few "super"-Trukks.On one hand, it's a fast, cheap, open-topped vehicle which can provide your Orks with an amazing assault range. On the other hand, it's very fragile (AV 10, Open-topped, 3 HP)causing them to explode when looked at. Due to their habit of exploding, it's risky to add on fancy bits otherwise learn the lesson of putting your all your eggs in one basket.

In conjunction with the new Mob Rule, when the Trukk explodes, you'll typically lose the orks inside unless they're wearing 'Eavy Amour, which ups their cost. An alternate option is to fill them with special units, like Meganobs who can shrug off the explosions.

Regular 12 Ork Boyz in are not adept at dealing with enemies in assault, save those who shouldn't be in assault anyway. While they can mess up Tau, or Tactical Marines, the moment they charge into a unit of Grey Hunters, the results aren't pretty.

Ramshackle downgrades penetrating hits to glances on a 6+ now

Warkoptas(Dread mob update): 1-3 AV10 Skimmers that can carry 10 models (except MANz). The basic guns on these guys are a Big Shoota and a Twin-linked Deffgun. It can swap its Big Shoota out with other basic heavy weapons. That's okay for infantry popping, but you're gonna want more. GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but if you roll double 1's, it's automatically destroyed (Which means a Mek can repair it). Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spare time!

Note: If you don't like the idea of using Av10 transports'check out the Heavy Support section. The ork codex might give you the idea that this and the battle wagon are our only transport options. But the truth is that we have the most transport options avalable of any codex in the strange thing is most of them are cramped into the heavy support section.

Jump Infanty[edit]

Stormboyz(codex):Slugga Boyz that cost 2x the normal cost with Jump Packs. They are Fast really fast even faster then normal jump pack infantry, (they get to run 2d6, but must take dangerous terrain if doing so) and ded killy with 30 of them, all for not much more than an average boy. With the option to use your Jump pack once per turn you can trade in the 12" move for a reroll on your charge dice that also has hammer of wrath.

Bikes and Jet bikes[edit]

Deff Koptas(codex):Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. T5 and2 Wounds, even though they aren't nobs who fly them. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, especially when accompanying groups that have might not be able to Overwatch, like Burnas and MANz. Their twin-linked rokkits and/or buzzsaws make them good tank-hunters since they can very easily get into a position where they can fire at the side or better yet the rear armor of a vehicle. They can take a 4+ jink but have to fire snap shots next turn. They'll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides, though they can at least glance it to death. The biggest problem from using them is their leadership; basic Ld is 7 and no option for a bosspole, a character or a squad of 10 or more. Meaning they will automatically fail on the Mob Rule table unless they are in close combat (why would you want them to be?) or unless you attach a character on a bike. They should be fielded in small units of 1-2 outside of Apocalypse games.**They got cheaper and weapon upgrades are free!

Alternative take: These things are great never leave home without them. They are dirt cheap, our best objective grabbers in the game and a perfect suicide squad to absorb overwatch.

Warbikers(codex):Really.Really.FUN. These guys are the core of any mobile Ork army. Surprisingly durable; Toughness 5 for the bikes, 4+ Armor Save base and +1 to cover saves after turbo boosting, which when combined with jinking leads to copious tears when your enemy's guns fail to kill anything. Bikers are also great because they have their hilarious Dakkagunz, Twin-linked, Strength 5, AP 5, and Assault 3 lets you move 12", send home (on a normal squad) about 3 really solid shots into the infantry you're assaulting, and then crash right into the opponent's lines and send thirty Furious Charge attacks their way, plus some Initiative 10 Impacty goodness. The only obvious downside to the Bikers is their point cost. They are really pricey, at 3 times the cost of a normal Ork Boy, and their squads are only practical in 5+ man squads. They are best for larger games, where they can safely suck up points and use their Nob+Bosspole+Power Klaw to full effect, but using "Look Out, Sir!" is only for dire circumstances. Watch out for stuff that ignores their cover saves. Heavy Flamers will ruin your Bikers' day, just like they do to all of your infantry. On a final note, you CAN field squads of 12, letting you use Mob Rule, but they become nigh-impossible to move without getting stuck in terrain or moving into the open. However, thanks to their 4+ jink cover save (come on, you're BS2 TL, of course you take it), they're a lot more survivable out in the open than your Boyz are.

Light vehicles[edit]

Warbuggies/Wartrakks(codex):The Warbuggy was the common Fast Attack selection for Ork armies back in 4th Edition. Today, these Buggies are too fragile to do anything, being Armor 10 all-around open topped and only having two Hull Points. KEEP THEM AWAY FROM BOYZ THESE THINGS EXPLODE WHEN YOU LOOK AT THEM. Its speed and ability to provide support weapons are very useful to the Ork advance, but sadly Deffkoptas do it better. Although the Big Shoota is cheap, barring range it adds little beyond normal Ork shooting; the Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles (though the weapons still feel underpowered). They aren't quite as good at moving into a position where they can strike at an enemy vehicle's rear armor as Deff Koptas though, since terrain is actually a problem for them, but few things are funnier than the look on your opponents face when you blow up hisBanebladeby rearshotting it with rokkit launcha Warbuggies. Now that twin linked rokkits are free and the squadron can outflank, Buggies are extremely useful as a cheap distraction unit, and also has a high chance of stripping some hull points to boot.

Role:Aside from providing fast-moving specialist weapons, Warbuggies are cheap and similarly worthless. As vehicles, Warbuggies are made of glass, but move quicker than most Ork vehicles can afford. This means, even should no appropriate targets exist, the Warbuggies remain expendable for movement-blocking, and objective-contesting.

Unit Synergy:Rokkit Warbuggies make good escorts for Battlewagons, on the accounts of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. Warbuggies provide much-needed anti-tank firepower for Zhadsnark lists, while maintaining a low-enough profile that one can easily provide cover saves for the Buggies by using Bikes to screenthem.

Trakk Upgrades:Basically Reinforced Ram, allows re-rolls on difficult terrain.

You can now take up to 5 Buggies in squadron.

Grot Mega Tank (imperial armour apocalypse):This is an interesting vehicle. The Mega tank has the same 5+ invul as its smaller brethren, but is still too fragile with 12/11/10 and only 3 HP. It mounts 5 Killa Kan weapons, 2 of which are Twin-linked, and it had BS3 and fires weapons independently, which makes it potent on the battlefield. It's pretty cheap, but its point cost reflects its survivability. Auto-comes with a Dozer Blade, Reinforced Ram, and Grot Riggers, meaning itdoes as it pleasesand has a chance to recover when the the enemy decides toFIRE THEIR LASCANNONS, but itisstill Armor 12 11 10. Boom Kanisters help deter those pesky Meltabombers and Haywire-welders, but don't guarantee anything. You need to take a mob of Grot Tanks alongside it, so you already have a cover screen (pray for some 4-ups!).

Unit Synergy:You need to dish out weapons amongst the Grot Tanks and the Mega Tank equally. Form them up and give them fitting weapons for what you want them to do. Remember you loose 5 of 'em when your Mega Tank gets shook. However, as it is able to independently fire all of its guns, adding a mix of various weapons remains a viable possibility. Staing in the middle of the field, it can then rapidly respond to a variety of threats.Modeling note: These are VERY fun to model on your own and are easy to do. I suggest you make your own instead of buying from forgeworld.

Flyers[edit]

Dakkajet(codex):AV10 flier with two S6 assault 3 supa-shootas attached. Spend 20 points on a third supa-shoota and 15 on a flyboss and you've got more dakka than 3 big shoota kans at the same BS whilst being harder to hit for all those non-skyfire units currently out there. Declare a Waaagh! and you go from 9 to 12 shots that turn. If you want you can go ahead and paint it red too for 5 points, just to get that incredibly-important extra inch, especially when you can fly 36 inches already and you need to throw away five points. Can be a rape machine against infantry and light vehicles. Only downside is starting in reserve. Contrary to popular belief, they are passable at shooting down enemy flyers. Just let your opponent take the first turn, or pray to the dice gods he fails his first reserve roll for it, and subsequently when his flyer arrives, use your Waaaagh!, bring in the Dakka Jet right up against its face and open fire on his Flyer. With Fighta Ace you'll get roughly 9 or more hits. On average that's about 1 sixes and room to spare, destroying 1/2 hull points, or if its one of those broken-as-fuck Necron flyers your opponent can't stop bragging about, you've got 1 penetrating hits. Fighta Ace gives BS3 on Flyers too now. Contrary to popular rage against fliers, Dakkajets are probably the squishiest flier in the game and taking one against an opponent without anti-air is not too unbalanced, especially against MEQ's.

Anecdote- my Dakkajet has taken down Flyrants, Flying Daemons, and the occasional Daemon Prince. If you need anti-air and you want Lootas to shoot elsewhere, the Dakkajet is your boy Unless you can't be bothered to take a battery of Traktor Kannons (see below) or you can't afford the 28 price tag on a 40 point model.

Burna-Bomma(codex):A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry that the Orks don't necessarily need, but love to take anyways.

Alternative take,it does have a lot of ignore cover weapons...

Blitza-Bomma(codex):Is suddenly absolutely amazing. Its bombs now strike at S7, ap2, Large blast and armorbane, so it can fuck up just about anything you point it it. Still has the table of fun things that can heppen when you drop the bomb, but you are orks and you live to watch your own dudes self destruct, so that shouldn't be an issue. Rolling dakka-dakka-boom got even better, as the free gun hits now get automatic back armor. With the nerf to Waaagh plane hurting the dakkajet real bad, the blitza-bomma's time is nigh. Great distraction to draw fire.

Fighta-Bommer(forge world):Your Focke-Wulf. TheFOUR TWIN-LINKEDbig shootas are kind of good for hammerin' out dice at everything, but as most flyers tend to have AV 10 somewhere, they'll still ward off most fliers, as long as you attack the weak areas. Additionally as far as aircraft go they are pretty damned tough mofos, but the main reason you want these is the absolutely nasty ordinance they can carry, Grot bombs are more outright destructive but can't be used against aircraft while rokkits can bring the pain to anything in the game. Shame about the limited ammo though. With Imperial Armour Aeronautica, these ground-pounders do best loitering around the battlefield and waiting for the perfect time to strike, then heckling and drawing fire. Honestly, it feels a little underpowered, but can still serve as an anti-armor Burna-Bomma. Use it as a Fighta-Bommer ya git! It's in IA:Aeronautica, and it allows ya to use it in regular games. It's even got amazing Apocalypse-only munitions. Man up and don't use any panzy Burna Bommer. Pretty much to closest thing to a Thunderbolt the Orks will get, while other units can do one thing better, the utility of the Fighta-Bommer allows you to use it in anti-infantry, light anti-tank, and air-superiority duties.

Fighta(forge world):Your Messerschmitt. Pretty useless now since the Dakkajet does everything it did better, can be upgraded to BS3, and isn't forgeworld.

Heavy Support[edit]

Infantry[edit]

Lootas(codex)One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing withPanzee,Dark Panzee,Blue Gits, orSquishy Umie, this is annoying, as the bad guyz tend to Dakka on your army. Lootas for da win. You only get three squads at most (less, if you wish to take any other Heavy choice), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in the majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your footsloggers or Trukks. Lootas work quite well on pretty muchanything(without 3+ saves) nowadays, since three Glances will bring down most vehicles soundly, and with their volume of shot they are bound to throw out enough to cripple even heavy tanks, Armor 14 is the only thing they can't touch. Overwatch means they can react to charges well, but they will still die in one turn if they don't kill what charges them first. They can also Snapfire on the move now, so they're not totally stationary. Also, they do a reasonable job of Anti-air. Don't be afraid to go to ground with these guys when they're at risk of getting blown off the table. As said before, snap firing isn't that big a deal for a BS2 army because of its ridiculous shot density, but the added coversave is. Now cheaper and competing with other Heavy Supports... The fuck? Can upgrade up to 3 lootas to mekboyz for free, if you so desire. < (Could keep a Battle Waggon or Big Trakk going for you..)

Flash Gitz(codex):New dex took them from "could be good if they were half the cost" to "better than they used to be, for half the cost" They no longer have heavy armor and can no longer take any upgrades to the snazzguns, but what they do have is being 3 points per model cheaper, and the snazzguns are now s5 apd6 ASSAULT 3 (this means that half the time they a squad of five is a -1S vulkan mega bolter or better), meaning you might actually hit something with them now. Speaking of hitting something, gitfindaz now grant BS3 if you don't move. Could be tricky to pull off, but the joy of watching your opponent shit bricks at the ammount of low ap, quasi-accurate dakka these guys can throw out will be worth it. Keeping them in vehicles or near a kustom force field (or preferably both) is highly recommended, as 6+ armor is not fantastic an a 22pt model.

Atillery[edit]

Mek Gunz(codex):A wonderful unit. Brutal in lower point games (1000 points) and still very effective in high end games. YouUSEDto limited to just 3, but now (thank Gork and Mork) we can take 5 in whichever variety we wish. Just shut up and field a battery of these guys. "But what if-". No, shut up, just do it. Get the full number of of cheap ass grot bodies for absorbing wounds, and cheap Ammo Runts to help offset average Ballistic Skill, all 3 points a pop. Then again, "average" is a relative term; BS 3 means it might as well be a giant sniper rifle in an army book of BS 2 blunderbusses. To make it even better the new artillery rules state that crew now use guns' toughness. T7 grots? Yes, please! Want to be a jerk with these guys? Put grots in front for that nice cover save. The main problem with fielding Mek Gunz is that they take up a Heavy Support slot, which may or may not pose a problem for your list.

Kannon -For 18pts, you get a 36" Missile Launcher(Shells) unit with BS3. It can switch to Frag rounds that are Str4 AP5 small blast, very versatile good if you don't know what you'll be facing. Be the bain of Space Marines and buy 5: 135pts for a fully manned semi-twinlinked Str 8 artillery battery is peanuts.

Lobba -The Lobba providesperhaps the bestanti-infantry Orks have to offer. 48inch range and Barrage allows you to hide and fire safelyall day long.Str5 small TWINLINKED blasts are awesome to drop around for a midrange army, park your lobbas behind a building and start sniping sergeants. Less utility than kannons, but greater range and much easier to keep alive, exact same price as Kannons. Morksend. Take 5.

Kustom mega-kannon -S8, AP2, Plasmacannons, what's not to like? You get a nice blast area and the grots manning the bloody thing might actually survive the Gets Hot with that 3+ save for being part of an artillery crew. Morksend 2. Take 5.

Traktor Kannon -Perhaps the most beautiful, unique creation Games Workshop/Gork/Mork has created. This is, by some, consideredTHE BEST ANTI-FLIER WEAPON IN THE GAME(althrough Tau players will disagree). Orks used to have to rely on Lootas aiming upwards, but now we have something OH SO MUCH BETTER. 36 pts per kannon (that's with the extra crew members included) gets you a semi-twinlinked krak missile with skyfire, and the new Traktor rule.

The Traktor rule makes it so that for every glance or pen a flyer suffers from a weapon with this rule, it also suffers an immobilize result (which as of 7th, has a 1/3 chance of auto-killing flyers) and against FMC's, when they take a grounding test, they take it at a -3 (so a 6+ to succeed) It's the glorious reverse-lifta droppa.

You can add one or more of these things to any of your batteries, since you upgrade on a per gun basis. Meaning you won't be stuck with a useless anti-air battery half the time, but instead you can just slap one of these babies in your kannon set up for some added anti air duty should the need arise. It's cheap enough to not be missed if it can't fire at flying things for a few turns.

The new skyfire rules also state you can shoot at Skimmers without having to Snap Fire.

Zzap Gun -The 1st of the Random Guns. The Zzap Gun's variable strength (averaging at 6.889), low AP, and potential to kill its own crew makes it too unreliable for tank-hunting as you roll to hit and then roll for strength.IF, you really like randomness in your army or are going for some sort of theme, sure, take them. But compared to the other options for 18 points a gun, this isn't worth it, regardless of what anyone tells you. People will tell you that this might be useful against Riptides and Wraithknights, but they're wrong. Why? Because Gork and Mork said we could do better with the Smasha Kannon.

Smasha Kannon -The 2nd Random Gun. The so-much-more-effective version of the Zzap Gun. This is the new answer for orks dealing with av14 WITHOUT running up and hitting it. S4 + d6, and AP1 makes this gun like the zzap gun, but INFINITELY more reliable. No chance to fry your own crew, margin of error is much lower. Plus, every now and then the unit decides to become a 5 man unit of rail guns, and that's just awesome.

Bubblechukka -The 3rd Random Gun. Did you like how random the Zzap Gun was? Well Games Workshop knew you did! And gives you theabsolutely fantasticBubblechukka! Note sarcasm. As with the Zzap Gun, there's really no reason to take this outside of the "Fun" or "absolutely-pissing-around" area. One d6 determines both Strength and AP simultaneously. When you can slice through that terminator armor like a hot knife through butter, you need 6's to wound, but when your strength is high enough to wound on a 2, with up to 5 large blasts you will throw out enough wounds to cause quite a few deaths anyway, regardless of armor.

Walkers[edit]

Killa Kans(codex):As a general rule, Walkers in armies are either horribly fragile gun-platforms, or are taken in single squads. Blurring the line between these two extremes is theKilla Kan. Not as durable as a normal Dreadnought or Deff Dred, but with thicker armor than other squadded Walkers, lacking extra guns, but packing a strong Combat Weapon, the Kan is a rather versatile unit. Mobile and accurate, pretty much every weapon choice is viable for this unit. Armor Plates and Grot Riggers are always a good option, keeping Penetrating Hits from slowing you down and getting lost Kans back on their feet. In many armies, you cannot go wrong with a squad of Kans. Just remember that you only have two Hull Points. Only two. More importantly, if 25 of Kans in a unit are destroyed the remainder have a chance to suffer Crew Shaken- they're still Grots at heart, after all. If you can, always take 6. If you have room in your heavy support, kans now work amazingly with deff dreads, with the kans providing a cover save for the dread, and the dread giving the kans a boost an their "don't be a cowardly grot" check.

Grotzooka -Good for mowing down infantry at amazing rates (a squad of 6 Grotzooka Kans throws out 12 S6 blasts a turn!).

Big Shoota -Keeping them cheap and able to threaten light vehicles at range.

Skorcha -Good for taking out entrenched infantry and horde armies. Does not fully utilize the BS3 that Killa Kans though. Take a Deffdread with double skorchas instead.

Mega-Blasta -Provide risky AP 2. With "Gets Hot" the Kans are more likely to hurt themselves.

Rokkit Launcha -Provide anti-vehicle firepower/marine poppers. At bs3 and no cost to upgrade from the big shoota, it's worth a look.

Kan Klaws (+2S AP2) -WS2 means that almost anything would hit them on 3+, which his bad due to AV11, meaning Kans are quite easily could be krak-grenaded to death. With low attack number and hitting most things on 4+ (5+ for WS5+) in most cases the Kans will be locked in combat for 3-4 close combat phases until they die, but at least they'd stop some elite infantrymen for a few turns, especially if they are fearless, and even better if they have no grenades or S6+ weapons. Of course, cutting tanks open with claws is always a good idea.

Krumpa's Killa Kanz (Stormclaw)- 3 Kanz with a Grotzooka, a Shoota and a Rokkit Launcha. It's a slight more expensive than normal, but it allows the Grotzooka-firing Kan to be a Deff Dread so they can regroup around him. The grotzooka kan also is a character, meaning he can issue and accept challenges. Perfect for crippling enemy leadership by sniping the sergeant.

Deff Dreads(codex):A dedicated close-combat Walker, the Deff Dread is able to dish out a ton of S10 hits in an assault, with the right upgrades. Of course, being an Ork, it's got abysmal ranged capability, so it should usually spend it's Shooting phase running at whatever needs to be krumped. Be careful, having only 3 Hull Points and Armor 12 it can't take much Anti-tank punishment. Armour Plates and Grot Riggers also highly recommended. As a Heavy Support choice it's often overshadowed by more versatile choices, like Killa Kanz or Battlewagons. Get him stuck in the assault an' keep 'im dere. As far as walkers go, he's at least super cheap.

Big Shoota -No reason to take unless you want to waste shots in the shooting phase

Rokkit Launcha -Cheaper and less hazardous than Kustom Megablasta.

Kustom Mega-blasta -Gets Hot is dangerous, especially when Rokkit Launcha could do same amount of damage.

Skorcha -Rip throughs horde armies and allows for effective overwatch. Don't take two or being immobilized will suck.

Dreadnought Close Combat Weapon -Comes with two stock. Take one, helps with assault. Take two, your Deff Dread will become a statue if immobilized.

Mega-Dread (Imperial armour apocalypse):This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death. The Killkannon, normally too short-ranged to be effective, finds its home he