Tuesday, June 21, 2016
7th Edition Ork Tools
I am constantly reminded every time an ork steps onto the field how much I appreciate this one army among the sea of never ending shenanigans players bring to the table. it does exactly what it looks like it does. That is novel on it's own in a game full of c-c-c-c-combo breakers! (older video gamers will appreciate the reference)
It is a brutal (but kunnin') force, and I decided to bring mine to a tournament last weekend. I had a few good games with them and realized that other than taking them out and putting them away, they are super fun.
While preparing, I was able to remind myself of all the things they do well.
Let's face it: most players don't even show up with Ork artillery. Available to them however are Mek Guns which are some of the neatest units in the game for almost no price at all. Mek Guns come in a lot of variety and one of those varieties is the Traktor kannon. It is stronger (STR 8 AP 3 instead of the usual STR 7 AP 4 anti-air missiles most get) at anti-air operations and automatically adds an immobilized result to any other results it gets when smashing flyers. So really, two hits with Trakor Kannons and a plane is probably finished. Hitting on Gretchen at BS 3 isn't the worst thing in the world when you have five Mek Guns. That forces planes that enjoy living to jink. Against Flying Circus's, it gives the flying monster a whopping -3 to its grounding check which is enormously important if you want to take one down and slaughter it with Meganobz. And you do.
If you have lootas and are content to count on them for anti-air duty, then you can instead take the Kustom Mega Kannons which are essentially STR 8 Plasma cannons. Zzap guns are unreliable and probably aren't as good, but they embody everything orky: random STR and the chance to kill its own crew but with the chance to pump out some serious low cost AP 2 firepower. The ork artillery compares favorably when you look at its cost to almost any kind of hard hitting unit the enemy can boast. A base Devastator squad with Plasma Cannons for example is T4, 5 wounds and costs about 130 points. The Kustom Mega Kannons? 150 points with 20 Tough 7 wounds to give! The comparison isn't even close and you get better firepower at the cost of a little accuracy.
There is a dirty little secret here too in that a Mega armored character can make the artillery unit mobile, granting slow and purposeful to the unit. This can provide added opportunity for clever deployment and objective snagging when it's least expected.
Whether it be Nurgle infested Spawn or Power Armored Sisters of Battle, the orks bring it hard and fast in melee. 4 attacks on a charge at STR 4 is almost as good as Necron Flayed ones and while they can't truly compete with the Flayed ones, the Ork hordes are also not as likely to give up the fight until they are well and truly devastated. They also don't cost nearly as much. 30 Boyz in a unit will mill your bones to dust in one round, and their unique morale rules make breaking them a real challenge.
MegaNobz are a strong part of the codex's ability to project melee might forward into the enemy. They've grown to be one of my favorite things in the codex s some here know, because a two wound 2+ save running around with a Powerfist screams to be used It has seemed to me that they compliment well if the Ork horde charges first and locks the elements the Nobz don't want to fight first and then the Nobz come into the least fair matchup possible. Then just let the orks do their whittling...and the Meganobz do the final culling of the flock.
Underestimated is the onslaught of Ork Psykers. I did a blog on that already which you can find here: Ork Psyker article
Suffice it is to say, the orks can obliterate their enemies with an awesome array of firepower from their Psykers, and this aspect of the codex is no doubt the one most overlooked. When people say Orks aren't competitive, I wonder if it is simply a lack of imagination. Consider that a strong Psychic attack by Orks, which many armies simply can't stop, can decimate squads on its own with powers like Power Vomit, Frazzle and Da' Krunch. It's a lot of added firepower to units if you want it.
Da' Lucky Stikk on a MegaArmored Warboss is truly a thing of beauty giving it an enormous edge in protecting his flock. He alone can tank a huge number of wounds for the unit he is in and so long as you keep him out of challenges, he will rack up an impressive kill total to turn the battle way in the favor of the ork mobz so keeping him at the fore of the unit when charging is important.
Ork Warlord traits are very very good and the Finkin' Kap let's you have two of them instead of just one. All of them are useful, especially if you don't have Da Lucky Stikk (and you won't if you select the Finkin' Kap).
My great Uncle used to call my sister and I his Gofers. As in "Go fer this' or "Go fer that", because he could get us to bring him tools or whatever he needed while he worked. What an Orky thing to say.
Gretchen are the gofers of the Ork race. The little bastard are uber cheap and baby sit objectives or just simply sit where they are told very well. If there is one unit whose whole reason for being is merely to EXIST in a given space, the Gretchen have mastered it. They are the galaxy's cheapest gofers, stumbling blocks, cover save generators and charge insurers. Put them in front of your melee unit and watch as the enemy kills them in frustration, unable to get at the unit they really wanted to kill. Or roll your 5+ cover saves and protect the Meganobz using these entirely useless Gretchen who just use forest and ruin cover to make a shooting units life nigh meaningless in actual impact.
In Warhammer 40,000, things die. Making the enemy units use up their kills for the day on something so fruitless is fun.
Yup, I took and cleared out an entire battle company with the orks you see above and at the spear of that attack were the Bikerz and their silly cover saves. Bursting forward and going flat out turn one while Night fight is in effect? Sheesh. I was able to blast into the enemy lines with the unit round 2, hold there and then do it again, ripping apart his backfield artillery.in round 3. It was a runaway freight train of hurt, and by round three I had other things in his face as you'd expect. Zoom in and look. This guy even had Whirlwinds, which are frighteningly good against Orks.
The other fun thing was that the bikerz can really shoot. The volume of decent strength shooting was a very pleasant surprise as I have learned to use them more.
The Tau Empire would have been able to force me into a different plan, but that's entirely okay because fortunately the Orks are capable of different plans. The Battle Company just happened to be susceptible to this one.
This force included Kommandos and plenty of ability to push models up to the front, even in Hammer and Anvil deployment. 4 trukks, a Biker squad and Kommandos ensured that I could most definitely pin the enemy in while the rest of my orks slowly crossed the intervening no mans land.
I will be playing orks more I think. Everyone pretty much wins when orks are being placed on the table, or so it seems to me.