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Veteran warlords share some of their favorite tactics right here. So if you want to find out the best way to thrash those weedy eldar then read on. (Sorry to all you eldar players out there, we know eldar are a good race really.) We want to fill this page with all your sneakiest, most cunnin' tricks, so send 'em in to: blackdwarf@lineone.net
CONTENTS
| Article | Game | Page | Contributer(s) |
| Blood Angels: The lowdown | 40K(3) | 1 | Joe Hawkins |
| Sneaky Git Tactics | 40K(3) | 1 | OpsMan1492@aol.com |
| A Guide to Orks, Guns, Axes, and how to combine the three | 40K(2) | 1 | James |
To Rule a Waaagh! |
40K(3) | 1 | Ron Lechler |
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My favorite army is the Blood Angels. Here are a few different ways to make your enemy run away. Likewise, all you people that don't play Blood Angels, listen here because to know their strengths is to know their weaknesses. MOBILITY: SETUP: THE MOVE: IMPORTANT: |
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The most important thing to remember with Orcs have all of your forces attack at the same time. I'm sure every orc player can name at least one battle where a fast enemy zipped around the battle field and attacked bits and pieces of the army while the bulk of the army jogged after them. RESTRICT THE ENEMIES MOVEMENT: USE YOUR WHEELZ: REMEMBER THE GOLDEN RULE: I'd like to say thank you for these rules. To whoever sent them: I didnt get your name, only an email address. If youd like to email me again I can put in your name. - James |
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As I have already explained in the about us section I collect Orks, and being the grisly Warlord type, know a few tricks 'o the trade. |
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As the overwhelming "green tide" flows over opposing armies, opponents cringe with fear. The orks are a very effective army when put into play by an equally experienced warboss (yourself). If you're wondering where to start, buying the codex: orks is an obvious and helpful product to purchase before you begin. After you have read the codex and have begun to understand what these greenskins are all about, you should begin with your army list. Troops (Shoota Boyz, Slugga Boyz, Burna Boyz, Tankbusta Boyz, etc.) are the backbone to any successful Waaagh!. A mob of Sluggas and a mob of Shootas (both mobs are capible of housing 10-30 boyz) are almost a mandatory choice (again, they are your backbone). The orks specialize in strength in numbers, so the more boyz the better! If Stikkbommas tickle you fancy as well, they are very loyal troops to carry with you. Although Grots (otherwise known as Gretchin or Snotlings in Fantasy) are suggested to act as a human shield for your boyz, they are strictly optional. You're ready for battle.....right? Wrong! Although your backbone is stable enough to fight, your metaphorical body that represents your army doesn't have a head on its shoulders. Your HQ is lead by a pain-mongering Warboss. A Warboss is a must for your army. In fact the Codex states that it is against the rules to not include a warboss to your army. Although your boss is an independent character, he can be given a retinue of many different orks to accompany him. Nobz can act as his bodyguard (but if you prefer, Nobz can also be placed in a mob of almost any squad). Two Mekboyz can also be included in the retinue. If the Warboss (along with mekboyz) comes accross a destroyed vehicle or weapon, the Meks are given the chance to repair it (ten points a boy is a small price to pay for a sturdy wartrukk)! A Mad Dok can also join your merry crew to help injured orks or tend to the wounds of the warboss and his bodyguard. Elite squads are armed to the teeth with 'eavy armor, infiltrator rules, and jump packs. A perfect start for this category (and one of the most powerful mobs) are the resilient 'ard boyz and the insanely swift Stormboyz. The 'ard boyz are average orks that have managed to scrape bits of armor from defeated foes to create a rather effective armor type known as 'eavy armor. Any ork that bears this thick armor has a saving throw that is upgraded to a 4+. Since other orks only have a 6+ throw, it is best to have these in your army. Orks are a slow and clumsy race, so Stormboyz have done their best to improve this slight flaw by strapping rokkits to their backs and flying into battle. They move twelve inches rather than six, so they can face off faster than the rest of the boyz. If these colorful ork groups don't entice you, the Skarboyz will. They are orky veterans from past battles who have come to wreak havoc once again. They have the same stats as most other models but are stronger (with a strength of four rather than three). Next, of course, is the the customized fast attack section that the Mekboyz have tampered with personally. If you like the idea of getting out to the grassy knoll, a wartrukk can carry boyz accross the field with ease. It is already armed with a big shoota but can also equip a rokkit launcha. Warbikes are just as fast but are much more ferocious. Each has a twin linked big shoota, but if this is not mounted, the rider can be armed with a traditional slugga and choppa. When this occurs, the bikes cost twenty points, rather than thirty. The thick-skinned titans are naturally skilled when it comes to building heavy support choices. A must-have is the ever-popular ork dreadnought. With the armor equivelent to that of a space marine dreadnought, two power claws, and versitile rokkit launchas, big shootas, and scorchas, this behemoth is a powerful weapon when on the battlefield. If you'd rather have something a little heavier (and quite a bit faster as well) you should take a look at the reknowned ork battlewagon. It is the only vehicle capible of being mounted with big gunz (zzap gun, big lobba, and kannon) and can also mount loads and loads of big shootas and still has enough room to carry your boyz to where the action is! An Ork army is a perfect choice for an experienced player. Their flaws and can be managed if you know what you're doing. When focused, an ork army can dominate any obstacle and still want to come back for more. Happy hammering! |
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