I loved how wild and diverse the orks were in first and second editions but third edition was so bland I drifted away from the greenskins and never went back. Should I wait for the new codex? I thought it was a huge missed opportunity with all of the formations that came out for 7th. Lets be honest, they aren't good at much else and they scamper away into the weeds at the very first sign of trouble. I run a dread mob with boyz and I have a lot of fun in my local meta. A grot oiler allows a Mek to re-reroll a failed Mek's Tools repair roll. But the unit that will use Da' Jump? Orks, you will find, are all about layering bonuses onto the Boyz for force multiplication.Next
They get to move lots of stuff around and roll a ton of dice! On vehicles with better combat abilities, such as one equipped with a Deffrolla, or a Dreadnought, Morkanaut or Gorkanaut, this is a bargain stratagem. As more and more codices have come out, most armies are getting stratagems which are simply amazing, or way too good. Great on weapons with strong firepower against vehicles such as Tankbustas or Lootas. The model can immediately shoot as if it were the shooting phase or fight as if it were the fight phase before it is removed. The model knows one additional psychic power and can manifest one additional psychic power per turn.Next
Now I'm back home and want to pick this up again. For reference, a unit of 5 Meganobz is 10 power, a unit of 30 Boyz is 11 power and a Battlewagon is 8-9 power. This is very strong for backfield units like Lootas, allowing you to pass off wounds onto a nearby cheap Gretchin screen. A nice stratagem for getting back command points. Your opponent either focuses on wiping out one squad, thereby keeping one squad at full strength and keeping the damaged squad relatively safe from morale, or they can whittle down both squads, still leaving both a relatively strong effectiveness at the risk of losing a few models to morale if they can get both squads down to half strength. Otherwise, this is exactly the same as the Tellyporta stratagem. With the right unit embarked in the vehicle, this could do a lot of damage.Next
If the bearer is in a vehicle the vehicle gets it instead so a small buff and a large nerf. Playtesting can make or break any army. With a few exceptions, they still have the problem of getting into close range quickly, as walking through a cloud of incoming fire is not something you want to subject these expensive units to. So it is that playing against Orks is always fun because all of the nasty things you wish to do to them work! Can only be used once per game. I just want a nutter leaping into combat without a Cyborg body, with a Pfist, slugga, or Choppa, I agree Scarboyz and Ard Boyz are important components of an Ork army. Looking at the Space Marine codex, it is sad how many of the stratagems are just a bit useless. The core of my force is 100 Goff Slugga Boyz in 5 units of 20 orks each plus a nob for each one of those mobs.Next
Wounding most infantry on a 3+ will be great for the unit and really boost your damage output in combat. Use on an Infantry unit after it has fired in the shooting phase. The unit gains the Skarboyz keyword and the strength characteristic is increased to 5. The nob would always have a power claw and a chance to demolish the enemy vehicle early in the game. This makes backfield units such as Lootas very strong for taking objectives, forcing your opponent to use Troops to take objectives from them if they cannot easily eliminate the unit. This makes for quite the nasty surprise when a mob of 30 Ork Boyz appears behind enemy lines! I kind of feel like 'Ard Boyz should have been a 4+ Save, like they used to be.Next
I don't see this being taken too often honestly. On a 6+ you get the command point back. Some of these are generic stratagems available to other armies, while they also get some unique ones to help too. If you can position so that you limit their damage to a dead rhino or something less important, then wipe out sections of Gretchen. Warlord Traits Orks also get the standard 6 warlord traits, as well as the Clan-specific ones to add a bit of flavour to your army.
But yeah, more generally, a lot of variety has been lost now that there's little distinction between what used to be Infiltration, Deep Strike, Outflanking, etc. Because there isn't an Aeldari Codex yet, I'm still limited to these three - which isn't bad, but I look forward to some flavorful faction-specific Stratagems. The dreads are Org Atrocitors from Demonblade which at the time were really big and beefy but they look a little small next to the current monster that is the plastic ork dread. May as well just spend the same amount of points on more shoota boyz who will generate pretty much the same hits and be better in every other way. On a cheap unit like a Trukk, this can allow you to charge and try and tie up an enemy unit to stop them from shooting, as well as doing some damage when you make it in. With the change to this stratagem, there is the risk that you could select Ork unit A to fight again, maybe destroying enemy unit A before they can attack I hope that makes sense! I would not be surprised if it was late, and as an Ork player I wouldn't really mind waiting an additional three months.Next
Every model with a Rokkit Pack that does so much make a Dangerous Terrain test In someways it's better than losing a model out right, and dangerous terrain tests aren't as bad as they used to be, on the other hand it's easier to lose multiple models at the same time now too. A nice chapter tactics for the Orks. Deathskulls Models get a 6+ invulnerable save. If 3-5 units were destroyed score D3 instead. This is great for allowing you to maximise your deployment to your advantage. I think there are better traits available. I rather like it but am more likely to rely on the other Witchfires over this if I were to use Weirdboys.Next