2012-10-30

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Revision as of 03:09, 30 October 2012

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*'''Meat Grinder Assault Phase:''' This works best on a small table, preferably so you won't have to put up points for trukks and battlewagons. Take Ghazghkull, another WB and then fill up your troops and elites with full mobs of boyz and nobz. If your enemy is built for slaughtering hordes this isn't quite so effective but when you get the charge mother of god you will need at least two extra pairs of hands to roll all those dice.

*'''Meat Grinder Assault Phase:''' This works best on a small table, preferably so you won't have to put up points for trukks and battlewagons. Take Ghazghkull, another WB and then fill up your troops and elites with full mobs of boyz and nobz. If your enemy is built for slaughtering hordes this isn't quite so effective but when you get the charge mother of god you will need at least two extra pairs of hands to roll all those dice.

*'''Psykik Hazzmat Teem:''' This is a tactic that makes playing your army [[Dwarf Fortress|fun]].  Take a squad of Meganobz, preferably with a Grotsnik somewhere giving them Cybork Bodies, and put a Warp'ead Weirdboy in the squad.  The Mega Armor will soak up bad rolls on the Weirdboy Psychic powers roll, and act like a buffer for damage coming the Weirdboy's way.  Start the game with them embarked in a Transport, and move the whole crew towards something hard to kill, like a Land Raider or angry Character and retinue.  Blast away with the Weirdboy every turn, at anything that you can, and prepare for fun.  Once the Weirdboy rolls an "'ere we go!" result, warp out of the transport and directly into an enemy squad or behind enemy armor.  Wreck everybody's day.  Be warned, this is an expensive tactic points-wise, so make sure to protect the transport while moving into position, and try to account for the random Weirdboy rolls.

*'''Psykik Hazzmat Teem:''' This is a tactic that makes playing your army [[Dwarf Fortress|fun]].  Take a squad of Meganobz, preferably with a Grotsnik somewhere giving them Cybork Bodies, and put a Warp'ead Weirdboy in the squad.  The Mega Armor will soak up bad rolls on the Weirdboy Psychic powers roll, and act like a buffer for damage coming the Weirdboy's way.  Start the game with them embarked in a Transport, and move the whole crew towards something hard to kill, like a Land Raider or angry Character and retinue.  Blast away with the Weirdboy every turn, at anything that you can, and prepare for fun.  Once the Weirdboy rolls an "'ere we go!" result, warp out of the transport and directly into an enemy squad or behind enemy armor.  Wreck everybody's day.  Be warned, this is an expensive tactic points-wise, so make sure to protect the transport while moving into position, and try to account for the random Weirdboy rolls.

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==Allies==

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'''Allies of Convenience:''' Tau, Necrons, Imperial Guard, Chaos Space Marines.

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'''Desperate Allies:'''  Dark Eldar, Eldar, Dark Angels, Grey Knights, Space Marines, Space Wolves, Chaos Daemons.

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'''Come the Apocalypse:''' Black Templars, Sisters of Battle, Tyranids, Blood Angels.

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Orks only look out for number one. Blood Axes and Freebooterz will work with both the Tau and Imperial Guard as guns for hire. Orks don't care who gets them to the fight, in fact they are probably the least racist race in the Grim Dark future. You want to show them a good fight? They will always fight with anyone, its just everyone else who has to get over their own egos to work with the Orks. That being said Orks always treat everyone the same, show us a good fight and we will show you one as well.

==Other Articles==

==Other Articles==

*[[Warhammer_40,000/Tactics/Orks/Dred_List|Dreadnaught List]]

*[[Warhammer_40,000/Tactics/Orks/Dred_List|Dreadnaught List]]

[[Category: Warhammer Tactics]]

[[Category: Warhammer Tactics]]

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