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Preview


ORK ARMY TACTICS image title.

Gather up ladz, and listen good. The Ork Codex offers endless possibilities for the budding Warlord. Robin Cruddace and Mark Pendl open doors for those who have been itching for new ways to kick in 'eads (although usually the thick part of a boot works just fine)!

There's been a shortage of green paint in the Design Studio as its many inhabitants have been gripped with Green Fever. With a new Codex: Orks, hordes of new Boyz and loads of new gadgets, it's difficult not to get carried away with the chanting and join in the Waaagh! This Tactica will shed some light on what the new wave of Mekz and Dokz have been up to in their workshops and on their operating tables.

Picture of a horde of Ork boyz.BOYZ BEFORE TOYZ
The backbone of any good Waaagh! always has been, and always will be, da ladz. When Orks go to war, mobz of Boyz stampede across the battlefield, eager to get stuck in.

Mobz of Ork Boyz can be taken in units of up to 30, and as any Nob worth his hobnailed boots knows, bigger is better. More Boyz means braver Boyz, because with the Mob Rule!, you can substitute the number of models in the unit for their Leadership. Any unit with 11 or more Boyz becomes Fearless. By taking two or three large units of Boyz, you can easily overwhelm your opponent with these footsloggin' troops. With a well-timed Waaagh!, the ladz can surge forward and catch an opponent unawares and deny him a final round of shooting. Even if an entire mob were to fall, there'll still be plenty of Boyz at the other end for a proper fight.

The sheer number of Orks in a mob can absorb round after round of fire, but, if you find your Boyz keep getting shot up, then consider forking out and getting yourself some 'Ard Boyz. 'Ard Boyz have all the benefits of your standard Ork but with extra metal plates and thicker helmets and stuff. This gives them a 4+ Armour save — invaluable when charging against those Space Marine-boyz and their bolters. Or how about a Big Mek with a Kustom Force Field to give the Ladz a 5+ cover save? If you're a bit short on teef, however, then just use the terrain to your advantage and stay in cover. This is perfect for the Ladz with Shootas who can take objectives before laying down a torrent of fire. 

Picture of Orks charging into battle.

Green Fury. In addition to all 'dis, Orks have the Furious Charge rule. Players should pay attention to this when designing their units, as some units become very fearsome on the charge - a single Nob with a slugga and choppa has 5 Strength 5 Attacks on the charge, and with a big choppa, can attain a tank-busting Strength 7. The same Ork with a power klaw hits home at a whopping Strength 9!

By joining a Weirdboy with the Boyz, you create a unit that is far more dangerous than the sum of its parts. Not only do many of a Weirdboyz powers enhance the unit he's with, but he can also benefit from the Mob Rule! when making a psychic test. The Weirdboy might fry an enemy unit, give all Orks in the mob +1 Attack, or even teleport the Boyz he's with across the board. He's no slouch in close combat, either; chances are he'll be able to attack with a power weapon. A Warphead makes this combination even more killy and a little bit less unpredictable, as he gets more control over which psychic power he can use.

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