Warhammer 40k - Waaaaaagh!!! Orks, always having a good time in any edition of the game!

Orks are the Green Tide, a massive mob of warlike beings that have some pretty awesome, ramshackle aesthetics. But the main allure of this army, I feel is their lore as being unpredictable but honest.

Orks believe in fighting and love good enemies. They have in the past even go as far as keeping certain enemies behind so they can fight them again.

Their players do try to win, but win or lose, the Battles are always fun and Ork players love to play!

Eye Candy

The Ork range has expanded since last I played them with all sorts of Squig beasts and a new Ghazkull Thraka miniature... which is again... not so mini...

Let's look at them rules!

Army Rule - Waaagh!!!

Once per battle, the Ork player calls a Waaagh!

In this turn, the Orks get plenty bonuses. Now, before we get into the RULES for this, I want to share something about Warhammer 40k culture concerning Ork Players... they REALLY DO WAAAGH!

It is perfectly acceptable during the course of friendly games or tournaments for an Ork Player to declare his Waaagh! by yelling: WAAAGH!

The louder the better.

If there happens to be more Ork players at the tournament, the OTHER Ork players might ANSWER with WAAAGHs of their own! (Because this represents how Orks in the game spur one another on to war.)

Anyway, on to the 10th edition rules for this!

  • Ork units get to Advance and Charge
  • They get +1 Strength and Attacks on Melee weapons
  • They get a 5+ Invulnerable save

Thus, Orks are tougher and get to do waaaaay more damage and most importantly - they get IN there!

The turn the Ork plays his Waaagh, it would be a good idea to have some Command Points available to do Reactive Stratagems to counter or soften the effects of the Waaagh.

Likely, this turn is the turn the Orks do the most damage.

Detachment Tribe - Waaagh Tribe

The Waaagh! Tribe gets Get Stuck In which gives them Sustained Hits 1 on all melee weapons. Permanently. This is very strong!

Unit Spotlight - Beast Snagga Boyz

And just to demonstrate, the Beast Snagga Boyz being a Battleline unit with 2 attacks each with Close Combat Weapons, would be 20 attacks for 10 Boyz , 30 attacks if they can all take Choppas and Sustained Hits 1 so a lot MORE attacks.

On the Waaagh, They all get +1A and are S6! for a whopping 30-40 attacks depending on the loadout.

Don't forget the Nob who would be wielding the Powa Snappa with 4x S7 attacks that can down Marines. During the Waagh its 5x S8 strikes and Sustained Hits 1 which is very nice.

beast Snaggas get to Re-Rill Hits against Vehicles and Monsters as well and come with a automatic 6+ Feel no Pain!

Unit Spotlight - Ghazkull Thraka

His full name is Ghazgkull Mag Uruk Thraka and he is "Da Prophet of da Waaagh!"

The strongest most powerful Goff in the game, he had huge stats and massive damage output capability.

Even better is his ability to give Plus 1 to Hit and to Wound to the unit he leads.

Makari, his Grot mascot gives all Orks within 12" Lethal Hits on the turn they Waaagh. A very powerful combo indeed!

Weapon Spotlight - Deff Kannon

The Stompa Cannon. Extremely powerful. Feels almost unfair... but luckily it is fired by an Ork... so it needs a 5 or a 6 to Hit its target... Oh wait. it shoots 3D6 shots!

So roll 3 Dice... that's how many shots it shoots... NOW roll 5s and 6s!

It's going to hurt!

Weapon Spotlight - Mega Choppa

I am pretty sure the Mega-Choppa is also on the Stompa.

Either 18 attacks! S10, Ap-2 and D3 (this will still wreck a Terminator squad) or 6x Strikes at S24, Ap-5 and D10 for ripping up big stuff.

Weapon Spotlight - Squig Launchas

An interesting weapons I am sure is mounted to a Buggy here. D6+6 shots with the Blast, Ignores Cover and Indirect Fire rules. This is going to pick out units sitting behind cover that can't normally be seen. The bigger the unit, the more shots are coming in. Only 5+ to Hit but of course there are a lot of shots to make up for this. S5, Ap-1 and D2. Could to a fair bit of damage to Medium and Light Infantry.

Statagem Spotlight - Orks is never Beaten

Should you get the drop on an Ork, don't count yourself lucky yet!

When you charge, you get to hit first, so it is prefereable to be the one charging the Ork, instead of the other way around. In this case, using Orks is Never Beaten will allow models to make strikes before they are removed from play.

We call this "Fights on Death".

Stratagem Spotlight - 'Ere we Go

You could use this any time... or you could do this during the Waaagh for some seriously long moves.

+2 to Advance and Charge rolls.

For example, Beast Snaggas move 6", you then roll a D6 for more inches of movement in the Advance. Now with +2 it means 3"-9". You then declare a charge with 2D6. An average roll is 7, but you could roll a 2. In this case your range is Minimum of 4" and up till 14" with an average of 9"!

During a Waaagh you Advance and Charge so seems like a no-brainer synergy for the unit you need to be certain of to get into combat.

And there we have it! My Orky Review!

Thank you so much for reading!

Stick around as the next one is the vile Thousand Sons!

Cheers!
@zakludick

Hive South Africa

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