Ork Army List Tactica

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Deathwing. Ravenwing. These are the hammer and scythe of the Dark Angels. Mounted in godlike Terminator Armor or speedy bikes, these Space Marines are the bane of all who oppose them. Surely none can stand in their way as they carve a bloody path in the name of the Immortal God-Emperor.

The forgotten undead slowly rise from their status on the numerous Tomb Worlds scattered throughout the galaxy. Left for millions of years in renourishing  slumber, the Necrons now rise out of ground to destroy the enemies of the Necrotyr once and for all. Surely none will stand in their path towards galactic domination. 

...

...

Wrong! An old Orkiod proverb states that "anyfing oomies (or klankerz) can do, Orks can do betta!" and this is the case when it comes to fast, elite, hardhitting list builds. This is epitomized by the Ork codex, which allots for a plethora of different builds apart from the regular Footslogging and Mechanized lists of old (of course, we'll be discussing those as well!). 

Discussed below are the six primary Ork list builds, all listed with advantages and disadvantages, pros and cons, fluffy goodness as well as example lists. Hopefully this'll become a primer for any aspiring Ork Warboss.

Builds in bold are the primary list builds.
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is most probably the most common Orkoid army that you will see on the battlefields of the 40k universe. There is a copious amount of reason behind this fact, both in terms of fluff usage and tactical proficiency. Orks are a simple race, being attracted to booze, guns, dirty combustion engines, and killing in general. All they need is a crude gun and a dull blade and they are transformed into the perfect killing machine. This is evident in the Footslogging philosophy. Footslogging allows for the most leeway when it come to the tactical skills of the commander, allowing for the player to loose vast amounts of warm-bodies and still maintain a high body count. This is a great start for any new Ork commander, and provides a great basis to build up to more advanced Ork oriented tactics.

Advantages
  • Huge body count. The basic Ork boy is a great point-output unit. Will be able to use the "swamp 'em" tactic to high success.
  • Basically, will able to handle nearly every threat that will occur on any given battle field. They can be tailor made to meet any threat, being able to utilized the hidden Power Klaw to great effect. Can be made to be either close combat oriented or can provide a great, if inaccurate, firing line. But the sheer out put of shots, you're bound to hit something.
  •  
  • While the bulk of the enemy army is focused on the huge mass of swarming, green limbs, you are free to preform flanking maneuvers, getting squads of MAO (Mega Armored Orks) in to close combat, and ripping the throat out of the enemy.
  •  
  • A great base to build up an army. Huge room for change. You could throw in a mechanized division or an element of Ravensquig in there for a great flanking element.
  • One of the best assault army's out there. Getting them in to close combat, point for point, they will outdo any basic combat troop out there.
 

Disadvantages
  • Extremely vulnerable to Template Weapons
  • They are plants, so they burn very easily. Be wary of flame heavy armies such as Sisters of Battle and certain Imperial Guard armies.
  • Low leadership. Mob Rule (don't have my Codex right now. I believe that's what its called) counterbalances this to a certain extent.

Key: Mandatory, Optional
  • As many Boyz as you can possibly squeeze into your point restrictions and FOC!!
 

Ulgah's Sloggaz [1500 Points]

Mek Ulgah - 110 Points
  • Power Klaw
  • Kustom Force Field
Mek Kooz - 110 Points
  • Power Klaw
  • Kustom Force Field
30 Shoota Boyz - 235 Points
  • 3 Big Shootas
  • Nob with Power Klaw and Boss Pole
30 Shoota Boyz - 235 Points
  • 3 Big Shootas
  • Nob with Power Klaw and Boss Pole
30 Shoota Boyz - 235 Points
  • 3 Big Shootas
  • Nob with Power Klaw and Boss Pole
30 Shoota Boyz - 235 Points
  • 3 Big Shootas
  • Nob with Power Klaw and Boss Pole
30 Shoota Boyz - 235 Points
  • 3 Big Shootas
  • Nob with Power Klaw and Boss Pole
28 Gretchin - 104 Points
  • 2 Runtherds
All in all, a great army to start out with.

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the most affluent and influential Ork Warbosses can fund a Mechanized army. As the name suggests, this build revolves around having every single Boy, Grot, and Snot in a Trukk or, for that matter, anything with wheels and that goes fast. Its a fun list to run, and, though you've got to look out for a few things, should be fairly effective.

Advantages
  • Higher body count than any of the other, more specialized, list builds..
  • Can with Red Paint Job and other upgrades, this is one of the fastest lists out there. You'll be able to be engaged in combat before you can say "Vrooom!"
  •  
  • When coupled with elements of Ravensquig, this can be an extraordinarily powerful list. Especially if you include Nob Bikers in the mix. Have fun cutting down your enemies!
  •  
  • A great base to build up an army. Huge room for change and improvements.
 

Disadvantages
  • Watch out for Lascannons and any other Tank Busting guns!
  • If your transports get destroyed early in the battle and you have to slog your way across to the enemy lines, you've just decreased your chances of victory by quite a bit. Once you are engaged in assault, your transports are pretty much expendable.
  • Lower model count than Footsloggers.

Key: Mandatory, Optional
  • Everything must be riding in a Trukk or Battlewagon. No exceptions, unless your'e playing a hybrid Mechanized list.
    Try to avoid slow units as they tend to be singled out and destroyed as the rest of your army speeds down the playing field.
 

Nobgrim's Bloo Raiders [1500 Points]

Warboss Nobgrim - 75 Points
  • Kombi-Skorcha
  • Big Choppa
  • 'Evay Armor
Mek Klankaklaw - 110 Points
  • Kustom Force Field
  • Power Klaw
6 Nobs - 195 Points
  • Power Klaw
  • Boss Pole
  • 2 Kombi-Skorhaz
  • Trukk
11 Shoota Boyz (Joined by Klankaklaw) - 106 Points
  • Big Shoota
  • Trukk
12 Shoota Boyz  - 112 Points
  • Big Shoota
  • Trukk
12 Shoota Boyz  - 112 Points
  • Big Shoota
  • Trukk
12 Shoota Boyz  - 112 Points
  • Big Shoota
  • Trukk
11 Slugga Boyz (Joined by Nobgrim) - 141 Points
  • Nob with Power Klaw and Boss Pole
  • Trukk
12 Slugga Boyz  - 147 Points
  • Nob with Power Klaw and Boss Pole
  • Trukk
Mechanized lists are one of the more competitive Ork builds that you can go for. They're very versatile and adaptable to almost any situation.


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list is comprised exclusively of mechanical Orks, representing the perverse and eccentric experiments of Doc Grotsnik. This could either represent the personal army of Grotsnik or a debauchery of the Necron race (as first coined by Wargamer in this post. I'll be adding my own flavor to the things that he developed, though.). Either way, the thought of a fully mechanical Ork horde lumbering across the battlefield, belching smoke and drinking grease is a funny thought indeed.

And, as first dictated by Wargamer, for Propa Orky Katalogin', here is a list of what you should call all your units in the Necrork list!

[box]Grotsnik = Da' Cuttin' (or "Da Decieva", because he promised it wouldn't 'urt!).
Warboss = Necrork Warlord.
Big Mek = Da Uvver Necrork Warlord.
Nobz = Immortalz.
Meganobz = Bigga Immortalz.
Burnas = Pyre'highers
Tankbustas = 'Eavy Destroyas.
Lootas = Destroyas.
Kommandos = Flayin' Gitz.
Boyz = Worrias.
Grotz = Scab Swarms.
Deff Koptas = Wraifs.
Flash Gitz = Err... More Destroyas. Shiny ones.
Looted Vehicles = Da Monolift.
Squig Brained Dreadnought = Run! It's comin' dis way![/box]

Pure Necrork ~ All models that are able to do so must take Cybork Bodies given to them by Grotsnik, who also must be taken.

Key: Mandatory, Optional
  • Mad Dok Grotsnik
  • All units that are able to do so must upgrade to having Cybork Bodies.
Hybrid Necrork ~ Builds off of the idea of a Pure Necrork army but adds a bit for playability and choices to the list composition.

Key: Mandatory, Optional
  • Mad Dok Grotsnik
  • Any unit can take the Cybork Body upgrade if they so choose.
Advantages
  • Everything has a invulnerable save, given to them by Grotsnik.
  • Other then that, they function much like a regular Ork Army.
  •  
 

Disadvantages
  • Becasue you have to upgrade your units to have Cybork Bodies, they are more costly then the regular boyz.
Grotsniks Koven [1500 Points]

Mad Dok Grotsnik - 160 Points

7 Nobz - 300 Points
  • Cybork Bodies
  • 3 Power Klaws
  • Trukk
30 Shoota Boyz - 345 Points
  • Cybork Bodies
  • 3 Big Shootaz
30 Shoota Boyz - 345 Points
  • Cybork Bodies
  • 3 Big Shootaz
30 Shoota Boyz - 345 Points
  • Cybork Bodies
  • 3 Big Shootaz
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Speed demons and diesel addicts, the Ravensquig are the bikers of the Ork Race. Before we get started on any advantages and disadvantages, there are some minimum requirements that you need to know before making any decisions on playing Ravensquig.

And, for Propa Orky Katalogin', here is what your units should be called when playing Ravensquig.

Wazdakka Gutzmek = Sammula
Warboss = Kaptain
Warbikes = Bika Boyz
Nob Warbikes = Bigga Bika Boyz

Pure Ravensquig ~ Made up entirely of bikes. There are two different ways that you can go about doing this. These two options are depicted below.

Warbosses and Nobs

Key: Mandatory, Optional
  • 2 Warbosses equipped with Bikes
  • 2 Squads of Nobs on Bikes as your Troop selection
  • 0-3 Squads of Nobs on Bikes as your Elite selection


Wazdakka Gutzmek

Key: Mandatory, Optional
  • Wazdakka Gutzmek
  • 2 Squads of Warbikers as your Troop selection
  • 0-4 Squads of Warbikes as your Troop selection
  • 0-3 Squads of Warbikes as your Fast Attack selection


Hybrid Ravensquig ~ Basically builds upon the same concept of a fast, dead hard Ork army but is less set in its make up. For example, you may only have one squad of Nob Bikers as an Troop choice, but fill up the organization chart with more boyz.

Key: Mandatory, Optional
  • Wazdakka Gutzmek or an number of Warbosses on Bikes
  • 0-6 Squads of Warbikes as your Troops selection
  • 0-2 Squads of Nobs on Bikes as your Troops selection


Advantages
  • Extremely mobile with strong Troop choices. If the Orks were a Doctors office, Footsloggers would be a bone saw and Ravensquig would be the scalpel. Strength relies on their uncanny ability to dart in, hit the enemy where they are weak, and get out.
  • Tanks should pose no problem. They have a bewildering array of weaponry at their disposal to take down these threats, such as Power Klaws, Dakkaguns, and Rokkit Launchas. You could always out run them as well but that just ain't Orky.
  •  
  • Two words: Turbo Boost.
  •  
  • Has the ability to outflank fairly easily.
  • Has the Exhaust Cloud special rule.
 

Disadvantages
  • Some units, such as Deffkoptas are extremely vulnerable to incoming fire. Use these units sparingly or very smartly, never leave them out in the open.
  • Like the Deffwing, Ravensquig lack adequate numbers. This makes them less effective against horde armies. Always expect to be outnumbered.
  • Every element of the list is expensive.
  • Be wary of the first turn, as you will have to dart forward, leaving the bulk of your army exposed to incoming fire.
A very tactically advanced army. If you don't know what you are doing, you will be dead meat. You can't afford to make the mistakes that you could do with the Footslogging list.

Sammula's Bika Boyz

Sammula - 180 Points

Warboss Killkrusha- 120 Points
  • Big Choppa
  • Attack Squig
  • Bike
6 Nobz - 375 Points
  • Painboy with Grot Orderly and Bike
  • 1 Nob with Power Klaw, Waagh! Banner and Bike
  • 1 Nob with Power Klaw and Bike
  • 1 Nob with Big Choppa and Bike
  • 2 Nobs with Bikes
5 Warbikers - 185 Points
  • Nob with Power Klaw
5 Warbikers - 185 Points
  • Nob with Power Klaw
5 Warbikers - 185 Points
  • Nob with Power Klaw
3 Deffkoptaz - 135 Points
  • 3 Rokkit Launchas
3 Deffkoptaz - 135 Points
  • 3 Rokkit Launchas

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The Mega Armor is the apex of Ork invention. Hulking, imposing, and dead hard, it characterizes everything that is good in a proper Ork. Every Warboss's dream is to have an army of these warriors under his command. Based upon the Deathwing, the First Company of the Dark Angels Space Marines, the Deffwing are to the Deathwing as the Ravensquig are to the Ravenwing. Both revolve upon a completely different force composition than regular Ork armies, the Ravensquig relies on the agile and exceedingly fast performance of Orkoid bikes, while the Deffwing capitalizes on the Orks natural stubbornness and brute strength, while enhancing these natural phenomena with colossal suits of Mega Armor. Both have their advantages and drawbacks.

And, for Propa Orky Katalogin', here is what your units should be called when playing Ravensquig.

Warlord Ghazghkull Thraka = Belial
Warboss = 'Evay Kaptain
Mega Armored Nobs = Terminatuhs
Battlewagons = Land Raiduhs

Pure Deffwing ~ In order to have a completely and fully Mega Armored army, you must follow these minimum prerequisites.

Key: Mandatory, Optional

2 Warbosses equipped with Mega Armor
  • Both of the two Troop selections must be made up of MAN squads(Mega Armored Nobs)
  • No Fast Attack selections may be purchased
  • Any number of the Elites selections may be occupied by MAN squads
  • The only Heavy Support choice that may be purchased is the Battle Wagon
  • Hybrid Deffwing ~ There are also many variation of this standard force organization that capitalizes on the sheer strength in Close Combat powers of the MAN. There are less requirements then that of a pure MAN army, but they have to be touched on as well.

    Key: Mandatory, Optional

    Any number of Warbosses equipped with Mega Armor
  • Any number (depending upon the number of Mega Armored Warbosses included) of MAN (Mega Armored Nobs) squads occupying your Troop selections
  • Any number of the Elites selections may be occupied by MAN squads
  • Of course, in order you stick to the overall feel of a Deffwing army, you will want to have these selections, regardless of whether you are playing a pure Deffwing army, or a hybrid army. These minimums are discussed below.

    • At least one MAW (Mega Armored Warboss)
    • At least one MAN squad occupying a Troop selection.
    • At least one MAN squad occupying an Elite selection.
    In order to enhance the comparability to Deathwing, many Deffwing players opt to include Mad Doc Grotsnik and give Cybork Bodies to all of their MAN and MAW squads to add a 5+ invulnerable save to each MAO (Mega Armored Ork). In addition to being extremely fluffy, this also has a huge impact upon the tactical viability of Mega Armored armies. With out this important Invulnerable Save, every MAO is extremely vulnerable to Instant Death Weapons, especially Power Fists. A single Space Marine Sergeant equipped with a Power Fist could feasibly destroy 3 MAO by himself. The addition of a 5+ invulnerable save will circumnavigate this slight set back.

    Another variation of the list for the player to include a Warphead as a Headquarter choice, which allows the possibility of the psychic power of 'Ere We Go to be enacted. This also relates nicely with the Deathwing philosophy, depicting the uncanny habit of Deathwing Terminators to deep strike into battle. Even if you do not make the roll necessary to constitute the 'Ere We Go rule, the other psychic abilities of a Warphead make it a formidable foe for your enemies.

    Advantages
    • Every model will have a godlike +2 save, which will keep your troops alive a lot longer than every other, normally organized army. This is a double-edged sword, for with a low save, always comes a low model count, and Deffwing is no exception. This doesn't mean that the army will be ineffective or bad, just that it's tactical options will be extremely limited.
    • The psychological factor. It is very imposing to opponents when you pull up with a single carrying case for a 2000 point battle and field only 25 models.
    • The disadvantage of having an extremely slow army is that it is easily combated with the utilization of agile vehicles. The Trukk is an excellent piece of equipment that should never be overlooked and should always be taken. Never (unless their transport vehicle was blown up) should a MAN be walking, in the Deffwing or even in a regular Ork army.
    • There is a plethora of ideas for fluff that can accompany an army of such individuality of that of the Deffwing. My army, for example, will be based around the leadership of a steampunk-like Mega Armored Warboss who is, in actually a renegade Grot who commandeered the most powerful Dreadnought in his former army, and then enlisted the help of a group of Rebel Grots who command a fairly large contingent of Grot Tanks, my count as Mega Armored Nobs. You are only limited by the extent of your imagination and the amount of time you are willing to put into the development of your army.
    Disadvantages
    • Vulnerable to AP 2 weaponry and Insta-Death weapons.
    • Extremely low model count.
    • Lists that normally aren't competitive will be against Deffwing. Deffwing are much more of a fluffy army then a competitive army.

    Kalazaklawh's Raiders

    Warboss Kalazaklawh - 140 Points
    • Mega Armour
    • Cybork body
    5 Mega Armored Nobs - 395 Points
    • Cybork Bodies
    • Battle Wagon
      • Armor Plates
      • Kannon
      • Grot Riggers
      • Red Paint Job
      • 3x Rokkit Launchas
    5 Mega Armored Nobs - 395 Points
    • Cybork Bodies
    • Battle Wagon
      • Armor Plates
      • Kannon
      • Grot Riggers
      • Red Paint Job
      • 3x Rokkit Launchas


    5 Mega Armored Nobs - 395 Points
    • Cybork Bodies
    • Battle Wagon
      • Armor Plates
      • Kannon
      • Grot Riggers
      • Red Paint Job
      • 3x Rokkit Launchas
    12 Ork Boyz - 127 Points
    • Nob
      • Big Choppa
    • Trukk
      • Rokkit Launcha
    12 Ork Boyz - 127 Points
    • Nob
      • Big Choppa
    • Trukk
      • Rokkit Launcha




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