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




BLOOD ANGELS: THE LOWDOWN Joe Hawkins

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:
There is one simple rule that makes the Blood Angels extremely mobile. I am not talking speed like the Eldar, but I'm talking the punch like the Orks with the speed like cavalry. I'll explain. To have an elite squad in a transport is good. The Eldar can do this, but their elite squads are expensive, and their transports are expensive.
      For 65 points, the Blood Angels can have a Rhino with a supercharged engine. This gives the Rhino a speed of 13-18" as well as the capacity to carry ten marines. Also, Blood Angel marines are allowed to disembark from their transports if they move over 12 inches. At first this may not sound like much, but look closer. For an extra 65 points, you can give a tactical squad a high movement factor on their first turn. They will be allowed to travel 13-18 inches on their first turn, then disembark. They are then allowed to assault their 6" making their total assault range 19-24 inches. If you make the proper assault weapon choice for the squad, you can have a meltagun get within close range of an enemy tank on the first turn. That simple factor makes the Blood Angel army extremely mobile. In my 1500 point army, I take three tactical squads in Rhinos.
      Next is the assault troops. Alone, they can be picked off relatively easily before they can maximize their close combat ability. However, there is a simple tactic that you can do to avoid this from happening. Because you will have such a small army to begin with, it is wise to concentrate your forces in one area. Put the Rhinos ahead of the gang, and your assault troops behind. The Rhinos will be the preferred target mainly because the enemy doesn't want to know what is inside of them. The Rhinos will also move faster then the assault troops on the first turn. In this tactic, your assault troops will be spared from a little fire, and can make a good hole where it is needed. Their assault range is a mere 18 inches rather then the 19-24 assault range of the tactical squads.
      Also assault troops, but deserving a separate category, is the Death Company. These are the only troops in the game that are allowed two saves. Place them behind the Rhinos, as well. This will really scare the enemy.
      Lastly is the support. A dreadnought with either an assault cannon or twin linked heavy bolters. Don't forget an assassin as well.
      As for the HQ, just take a commander with a little wargear. He will be placed in one of the Rhinos with a 9-man squad.
      The strategy ... the punch- With this strategy, the idea is to punch once. You must make this a team effort, or someone will be left behind.

SETUP:
Find a nice spot with a little cover, and deploy your army there. Don't spread out too much. If you want too, you can use the dreadnought to refuse your flank. I like to put a Vindicare assassin out of harms way so as not to be within easy reach of the enemy, and within three feet of their main army. If you are lucky, that guy can pick off vital enemy models at the rate of 1/turn. Setup your Rhinos within like six inches of each other. They are mobile enough to go anywhere you want on the battlefield, but they look scary when together. Assault troops and death company behind.

THE MOVE:
If the enemy has the first turn, and they move up, you got it made. The standard distance between armies is 18 inches. They will be within charge range on the first turn if you don't lose any Rhinos. However, if you have the first turn, don't use your supercharged engines. Move like six or seven inches (NOT WITHIN ENEMY CHARGE RANGE) up so you can be within striking distance next turn. Then deploy a smoke screen. With that, and hopefully hugging any cover that can protect a tank, they can survive one turn of enemy shooting. If you want too, you can run the Dreadnought up in front of the tanks to protect your army. He might get killed, but then you will probably have the full punch ready on your second turn. Once you get there, it is not over. Most likely, the army will be bigger then you are. However, there are a few good things in your favor. I will explain one at a time.
      First is that it is your turn. This will probably decide the outcome of the battle. Take a breath and concentrate. You have three Rhinos. The enemy will most likely have infantry in front of their tanks. The infantry is all that stand in the way... TANK SHOCK. Even if they pass their leadership test, they will move out of the way. Then you deploy the tactical squad right in front of the tank that the enemy infantry was guarding. Perfect time to use that meltagun. The assault troops will be right behind.
      Second ... first shoot, then charge. Meltagun+short range= molten tank. If there are no enemy tanks, then still shoot at the infantry. See if you can damage the enemy as much as possible. Then assault with the tactical squads first. They can charge the leftover infantry while the assault troops jump in to engage any remaining tanks (you did get them melta bombs, right?). Then you have the Death Company, that now could break away and head over to the flank that is the biggest.

IMPORTANT:
The enemy is most likely to be spread out. Consequently, you have to pick the spot that has the largest enemy concentration to receive the punch. Their whole army will not be there, so you might only need two tactical squads for the punch. The third you can use to refuse the flank along with the dreadnought and assassin. Right behind them should be the Death Company or assault squad. Timing is everything in this. The deployment is important, and so is the first turn. The hardest part is to get in position. The two things to ensure that the punch will work is to use it by the second turn, and throw everything into it. That will deal more damage to the enemy then you will receive, and it will put you into a great position within the enemy deployment zone to continue your rampage.
      Lastly, an important note is not to scatter your army after the punch. The remainder of the enemy can still single out and destroy units that break away from the group. Pick one direction, and send the whole army there. The punch works best when you hit it on the far flank of the enemy and then sweep their deployment zone. This is what is known as crossing the "T" because it allows you, at any given moment in the battle to engage PART of the enemy army with the WHOLE of your army.
      The only thing a Blood Angel army lacks is fire support. However, by turn two, you will not need it.

SNEAKY GIT TACTICS OpsMan1492@aol.com

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.
This usually ends when your completely spread out and the enemy cutts you to ribbons. Eldar are famous for this. How do we stop this senceless slaughter? In the new rules you need to accomplish two things:

RESTRICT THE ENEMIES MOVEMENT:
The move and fire rocket launcha is a wonderful thing. Put one or two in every squad. Take out the heavy stuff first with Krak missles then use Frag to restrict part of the battle field or cut the enemy formation in half. This is all possible do to the new pinning rules.

USE YOUR WHEELZ:
Always take the max number of wheelz units and use them as a group. My favorite is a full unit of bikes, a full unit of trax with rocket launchas, and a battle wagon mob. Add in some storm boyz and the Warboss with bodyguard on a battle waggon and you have a powerful assalt force. The most important thing to remember with this group is when to use them. Start them behind a building so the enemy can't shot at them. Then see how he is deployed. If the enemy is close to your foot troops and far away from you start moving right away down the table edge in order to flank him. The wheels and the boyz should hit at about the same time. If close to the wheelz stay behind the terrain until the boyz are almost into hand to hand then let'em have it. If the enemy is spread across a broad front use the rocket launchas to split the force and fall on the side closest to the wheelz.

REMEMBER THE GOLDEN RULE:
Movement decides the battle. With movement you control when, where, and how the battle is fought. If you control these things in every battle you will always win.

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

A GUIDE TO ORKS, GUNS, AXES, AND HOW TO COMBINE THE THREE James

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.
Now, many players might say that an ork and an axe combine best in the ork's own head, but I disagree. Orks can be one of the most effective races, especially in hand to hand combat. Shooting with orks is often less effective, especially in the new rules (which I don't use incedently,) but there are still a few long range weapons that can be used to worry the enemy, at least until the boyz get stuck in!

Army choice can be difficult, especially with so many great ladz to choose from. Obviously one of the major considerations in choosing an army, is the enemy. I have a few general tips on this subject, but there are a few opponents I have not had much experience against ie dark eldar and imperial guard (and squats, but nobody has them anymore - shame.) Space Marines are tough and skilled but there are not usually that many of them. Your best bet is to pick lots of boyz, to try and overwhelm them in close combat. Scorchers work well as you don't have to roll to hit, and a few tough guys for any 'problems' that might come up should see you through. Eldar will drop like flys once your ladz get in there, but you will lose quite a few, so make sure you have enough to start with. There are a few problems eg scouts, warpspiders, swooping hawks which can sometimes be dealt with by your stormboyz, Kommandos, or just deathskulls on overwatch. At least one 'dread is heartily recommended. Chaos will be easily able to match anything you have in hand to hand combat, so don't go for super-hard combat people. Instead try for large mobs which can soak up the casualties long enough to take out the enemy. Light vehicles are a must, and tanks can have their place. Imperial guard are quite similar to orks except they shoot better, and fight worse. Use this to your advantage with some tough close combat boyz, and don't forget the blood axe Kommandos for their tanks. Light vehicles have a lot of punch and are hard to hit, so use them! Dark Eldar are one race I have never fought against so you're on your own here... possibly some of the anti-eldar tactics might work. Other Orks can provide the most fun. Forget shooting and just pick an army that will thrash in close combat. Bring along a dread or two.

Shooty stuff As an ork player you might find that most of your shots miss, whilst the enemy seem to hit every time. This is bound to happen with your low BS, but don't worry. there are still a few ways to kill the enemy without gettin' your hands bloody (of course if you were a proper ork you'd rather get stuck in, but this is about tactics.) Things which don't rely on BS are often a good bet. Shokk atakk gunz, pulsa rokkits, grapper gunz and other orky seige weapons are all high on my 'must have' list. Orks can often hit better close up if armed with pistols (and these can be used in close combat too.) By far the easiest way to get a hit or two is to have a lot of shots. Gretchin are useless in combat, but are cheap and can shoot, so get a huge mass, and open up on the enemy. Statisticly speaking you have to hit sooner or later, and a few hits might be all you need. Flamers are a good bet as you don't need to roll to hit! other template weapons can often hit something even if they miss their original target. In order to avoid being cut to shreads take a gretchin sheild for your boyz, sneak through cover, ride a trukk (and drive it fast!) or provide a decoy. For a decoy, good bets are Mega-armoured nobs or fast moving vehicles. The first of these will shrug off some of the heaviest fire, and the second will be really hard to hit.

Hand to Hand Kombat This is where your ladz like it best so don't let them down. Make sure you run all the way, and get stuck in ASAP, because any turn that the ladz aren't fighting is a turn wasted. Also don't slow them down with optimistic shooting, unless you are sure that it is a better use for them than a turn less Kombat. Don't look for the maximum number of kills in one turn, but try to look at the whole game: ask yourself how can this unit be best used over the 4 turns, and weight up the unit's killing power in close combat over shooting or other. Don't spend a huge amount of points on a unit and just try to keep it alive, use it. Make use of cover wherever possible, when closing with the enemy, and you might want to get some gretchin in front of your better units. They won't live long, but that doesn't matter, cause they're cheap. (yer get out there and run ya lazy grot, cause if I catches ya 'fore da gitz gets ya yer gunna get it... got it?) All in all grots don't have much fun on a battlefield. (awww the poor 'lil critters, 'aint they sweet?)

Vehicles There's nothing an ork likes more than going REALLY FAST.. big guns going DAKKA DAKKA.... gitz going SPLAT SPLAT. Give in..... get loads of light vehicles. They're cheap, they last longer than you're average ork, they're fast, they kill lotz they're red, they've got squig fuel injectors they.... ok, enough already. Let me just say that light veicles are the best.. get some, better still get lots. The best light vehicle of all time has to be the Scorcher. These flame spouting demon machines don't need to roll to hit, so can be pushed to their max and not suffer to hit penalties. Bear in mind that any vehicle going 20'' or faster will be extremely hard to hit, so traxs are usually better than buggies because their combat speed is 20''. Attack from the flanks, so as to keep the weaker front armour protected, and make sure you specify that the vehicles are starting the game at slow speed. This is so they can accelerate to combat speed in their first turn. It is easily worth the points for extras such as superchared engines and squig fuel injectors, as these can mean an extra turns worth of killing. Also worth having is a dreadnaught or two, just cause they rock in close combat (and look really orky.)

Special Tips Get your mek a shokk attack gun and telescopik legz. The you can put him behind some cover and he is only vernerable to overwatch fire. Better still he has a better view of the battlefield, and can really worry any terminators which might be lurking out there. Give your scorcher(s) squig fuel injectors, and the enemy will be nicely fried for your boyz when they get there, 2-3 turns later. *Note that vehicles card combinations must be unique. Don't bother pumping up your warboss with loads of super-weapons. A power sword (or even a sword!) will do nicely. Give him some form of protection though. Last of all have fun! Make sure that your army lists reflect the orky spirit and you can't go wrong!


TO RULE A WAAAGH! Ron Lechler

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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