Thursday, August 5, 2010

Ork Tactica: Troops

It is thundering here at work so I have time to write my first tactic segment. This is the first of many. I will cover both orks and blood angels eventually.
Here in 5th edition troops are king. They are needed to win objective games. If your troops suck I will just kill yours and make you fight for a tie. Out of all the codexes orks have some of the best troops in both staying power and sheer assault force.
First we have the hated gretchin. These annoying little buggers are great at hiding and holding objectives especially ones in cover. All the while these guys are super low pointed. I tend to run 10 to 19 and a runthurder. That let's me have a large scoring unit for under 70 points. I also love using these guys to bubble wrap my lootas. That will protect my lootas from outflankers or just anything else that wants to fight them in combat. Gretchin are a must in any ork army. They just stay back and let the rest of the boys go all out charging into my opponents lines. Most of the time your opponent will wait till the end to kill the gretchin but it is too late. These buggers tend to be harder to kill then they imagined and score me and objective or two.
Next we have ork boys the core of any ork army. These guys are great. They are fearless at 11 or more models and also have a leadership that is the same as the number of boys in the squad as well capping at 10. I personally like taking 30 man squads. It just gives them more staying power and become more cumbersome. For squad upgrades a nob with a power klaw is a must. The power klaw nob is really hard to kill. He has two wounds and will get his swings unless your opponent can wrap him twice with wounds around a large squad which is no easy task. So on his dieing breaths you nob will take a few people with him. After that you can take one squad as Ard Boyz but I never do. We can also take a transport with 12 guys or less and we have special weapons. I hate small squishy squads and super squishy transports so I avoid them. The special weapons are useless because you should never stop running except to assault. You also want to try your hardest to get the charge. These guys are far worse if you cannot get off the charge. The switch from strength 3 to 4 is huge because of furious charge. The initiative bonus is not typically noticeable on the boys squads however.
Here are some other tips and tricks to use. First off is spreading out. With a squad this large it is easy to want to clump up and push every one of these guys down your opponents throat. This is not the case. Spread them out first. Templates will end the squad quickly if you don't. Also seeing the frustration build for your opponent as he hits only a few guys with a big template is amazing. Then you simply remove casualties from the back of the squad and the wall of boys keeps coming. Next when you have terrain in the way Congo line your guys to go around rather then clumping. Let the rear of the squad keep your coherency and the meet the front line of guys back together as soon as you can. Another great trick is spreading out and holding multiple objectives. You can easily get 3 to 4 objectives with one squad. Or your other option is create a huge barrier around objectives so your opponent can't contest them without tank shocking in. I will post videos of some of this later.
RIPPED

1 comment:

  1. I'm also a huge fan of Grots for objective holding. I usually just run 10 Grots with the Slaver; can't go wrong for 40pts. I've also found that running them larger doesn't do you a lot of good. You can absorb some more shots but you should be in cover going to ground anyway and taking a 3+ save. The extra bodies does you virtually no good in assault because you're still going to lose and those extra bodies, unlike Orks, doesn't boost your LD and you're going to get run down regardless. That's been my experience anyway.

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