Warhammer 40,000: Orks Army Guide
The far future of Warhammer 40,000 is a miserable place to live. At any moment, your quiet farm world could be attacked by giant bugs from space, destroyed by nihilistic skeleton robots, corrupted by evil cultists, or blown up by an Inquisitor who thinks your neighbour Jim might be worshipping the giant bugs from space.
But through it all, there is one faction who not only survives but thrives in the cruel darkness of the 41st millennium: the Orks. They love nothing more than a good fight, grow bigger and stronger with time, and have created some of the most, let's say, creative technology in the setting. If you want to charge into the fray bellowing “WAAAGH!” at the top of your lungs, the Orks are the tabletop army for you.
Why Play Orks
Aside from their unique aesthetic and darkly humorous lore, the Orks are a simple army at heart – run toward your opponent and get into close combat as quickly as possible. If any of your dedicated melee units (which is most of them) cross the table and make it into Engagement Range, you’re very likely to win the game.
However, there are a couple of quirks you’ll need to keep in mind: most of your units have poor Armour Saves, low Shooting accuracy, and a lack of reliable anti-tank weapons outside of melee. How you solve these issues is up to you, but you’ll have to keep them in mind before settling on a battle plan.
Army Rule
Thankfully, you don’t have to rely purely on the enthusiasm and natural ferocity of your units to see you to victory. The Ork Army Rule is called – you guessed it – WAAAGH! For the uninitiated, WAAAGH! is both the Orks’ signature battle cry and the name for a gathering of Orks. In gameplay terms, you can call a WAAAGH! once per game, at the beginning of any Battle Round.
When you do so, everyone in your army gets three buffs until the start of the next Battle Round: a five plus Invulnerable Save, plus one to Strength and Attacks for all melee weapons, and the ability to Charge after Advancing.
When to WAAAGH!
To get the most out of an Ork army, it is vital to learn when you should (and shouldn’t) call a WAAAGH! – it can turn a losing game into a winning one if done correctly, but can also be mistimed or cause you to take unnecessary risks.
For example, you could call a WAAAGH! in an early round, helping you to weather the storm of incoming fire and increasing the odds of making a successful Charge. Or you could save it until later in the game, ensuring your important units hit as hard as possible to completely destroy your enemies.
Suggested Units
There are as many ways to wage a WAAAGH! as there are Orks in the galaxy, so you’ll have no shortage of fun and useful units to leverage in your battles. Here is a short list of the best Ork units at your disposal:
Characters
Usually found leading from the front, all of your Characters are at least passable in close combat, with a handful reaching the pinnacle of melee prowess. A lucky Warboss with a Power Klaw can trade blows with the strongest Characters in the game and can often wipe out small units by himself.
Warboss |
Your classic leader unit, the Warboss does exactly what you’d expect him to: turn enemy units into a fine red mist. He’s fairly cheap, works well with many Stratagems, and acts as a force multiplier to whatever unit he’s attached to. Just keep in mind that you’ll need to make sure he gets to the front line in one piece. |
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Weirdboy |
When you think of Orks, you might not think of Psykers. That would be a mistake because Weirdboys can prove valuable in almost any list – their main ability, Da Jump, allows them to teleport themselves (and whatever unit they’re attached to) anywhere more than nine inches from an enemy unit, allowing you to pull off a turn one charge if you’re lucky. He also packs a mean ranged attack called ’Eadbanger, which gets stronger the more Orks are around him and is decent in melee too. |
Big Mek |
This is your oddball support Character – he buffs shooting, but also increases his unit’s mobility while on foot. And if you put him in Mega Armour (more on that later), he can repair/revive Meganobz, which is incredibly valuable. |
Beastboss on Squigosaur |
And now we come to the new Boyz on the block. Beast Snaggaz are semi-feral Orks who love hunting Monsters and Vehicles, and the Beastboss is their version of a Warboss. |
Most of your Characters can use multiple sets of armour and/or mounts, and each option changes how they function, which units they can lead, and how many points they cost. Special shout-outs go to the Big Mek in Mega Armour, default Beastboss, and Deffkilla Wartrike (which effectively replaces the old Warboss on Warbike).
Battleline
Among Ork players, there is an old saying that never goes out of style: “Boyz before Toyz.” If you have the option of adding more Ork Boys to your army or adding another type of unit, nine times out of ten you’ll want more Boys.
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Beast Snagga Boys
Your elite alternative to regular Boyz, these primal powerhouses are more expensive, but also slightly better all around, especially against Monsters and Vehicles. Use them in Beast Snagga lists, or if you need an escort for a Beastboss on foot.
InfantryBoyz may be the best-known Ork unit, but let it never be said that Orks lack options. When the Orks go to war, everyone piles in – from the biggest, gnarliest Nobz to the weediest Gretchin.
MountedOrks have access to a pair of useful cavalry-esque units to bridge the gap between your Infantry and your Vehicles. These units are reasonably tough, very fast, and great for taking down enemy Vehicles (Squighog) or Infantry (Warbikers) who thought they were safe at the edge of the board.
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