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Can Orks Still Compete in the Current 40K Meta?

da sons of anorky

 

Hey everyone, Reecius here to talk about everyone’s favorite baddies, the Orks! As always, check out the Tactics Corner for more great analysis!

Orks are commonly considered the weakest army in the game right now as a solo army. While many consider them to be great allies (they still have absolutely rockin troops for the points) with some stand-out units, by and large the data and popular opinion is against the Green Skins.

I would like to make the case for why the Orks can still get it done and be a lot of fun to play.

So, good analysis is rooted in a mixture of fact and informed opinion. Let’s start with the facts.

The Good

  1. Great scoring units.
    1. Boyz still are absolutely solid troops for 6pt models. A 120pt unit of 20 Shoota Boyz is a great scoring unit. They shoot well, they assault well they are fearless with Mob Rule and they are so hard to deal with that often, they get ignored. These fellas will routinely win you the game as a reasonably priced but still useful troop. They have just enough offense to be a threat if they need to be but not enough to pose a huge threat and their beefy defense means they will take a lot of attention to deal with. Not being able to go to ground in the face of some of the crazy offensive power we see in units like Missilesides can be rough (although they often ignore cover anyway, haha) it is a good trade to not have to see the unit melt in the face of a flubbed Ld check.
    2. 12 Trukk Boyz or 20 Slugga Boyz in a Battlewagon are also a great scoring unit. Trukks rock now, and with a Ram and/or Boarding Plank, they can really surprise some folks with a game winning assault or Tank Shock. They also give you a MASSIVE threat range being open topped and the WAAGH! when you need it makes charges ultra reliable. I absolutely love Trukk Boy units and went 3-0 with an army of 6 of them at a local tournament. I only wish Orks could ally with themselves to get more of them! I would take 8 in a heartbeat! Hull Points was actually a benefit to Trukks as the damn things are so flimsy, down-grading a glance to only taking a Hull point is awesome! The increase in speed to Fast Vehicles was also really nice for Trukks and they just fly around the table. You can use the tricks for Defensive Assault, and Secondary Movement we often discuss to protect your Orks too, and to help them survive Overwatch to get into combat reliably. Combined with their cheap cost and the Ramshackle Table, I honestly feel Trukks are one of the better transport vehicles in the game at present.
    3. Similarly, 20 Slugga Boyz in a Battlewagon is all of the same goodness, a bit slower but harder to kill and harder hitting. We will get to the various benefits of the Battlewagon itself, later.
    4. Mega Nobz. These guys got a massive boost in 6th ed, and they hit like a brick shit-house. I prefer 3 in a Trukk as a cheap, scoring, hard hitting, fast assault unit.
    5. Biker Boyz. Warbikerz are actually quite good (a bit pricey, but their special rules in 6th ed are really good) and I use them frequently. With Wazzdakka making them troops, and they providing a 4+ cover save to themselves and units behind them due to their special rules, they are solid. They are also fast and they shoot surprisingly well, particularly as a unit to ground FMC’s and such. I’d love to see them drop down to 18-19 points, then they’d be spectacular.
    6. Nob Bikerz. Pricey, but solid. These guys are hard to kill, fast, hit very hard and are a scoring unit. Nice one, all around. The key to using them well now, IMO, is to take smaller units than we did previously. They are too susceptible to ID from Smash attacks in HtH or from Str10 shooting to really count on them to be an all purpose shock troop unit, but a smaller unit of 3-5 still packs a wallop for a much lower price point.
    7. Grots. The good old Grot squad. While it has been eclipsed to a large degree by taking a bare bones Shoota Boy unit as a dedicated scoring unit, the Grot Squad is still one of the cheapest units in 40K that will consistently win the game for you. Reserve, hide them in a Bastion, etc. they really add a lot.
  2. Efficient Support Unit
    1. Lootas, lootas, lootas. These guys rock the house. Always have, and they got better this edition. Now, they can move and shoot at half the efficacy as holding still. They kill MC’s quite well and mine routinely blast FMCs out of the air without having to ground them! They shred infantry, light and medium vehicles, and in almost any game you play, they will kick ass. The only Flyer that really scares you is the stupid Heldrake, but if you take a Skyshield or hide them, you can hopefully avoid the Baleflamer and then move into the open and go Turkey Hunting!
    2. Warboss on a Bike. The Warboss on a Bike is a stud, pure and simple. For his very reasonable points cost, you can get a fast, insanely hard hitting IC (6 Strength 10 attacks on the charge? Yes please!) that is also fairly resilient. At T6 he has poor man’s EW, and while his 3 wounds go fast, he will almost always smack your opponent in the nuts with his Power Klaw before going man down. I often take 2. Also, he is small enough to run him solo, safely. Hide him behind a Trukk or Battlewagon and join a unit before assaulting, even using the Slingshot Engage tricks to give either he or his unit greater reach.
    3. Warboss in Mega Armor. Also a stud, although slightly less studly than his biker brother. This Warboss grants Slow and Purposeful to any unit he joins which is really cool for Lootas as it means they can move and fire at full effect (although no Overwatch). He can also tank wounds for them, give them a LD buff, and packs a punch in HtH for a low price point. He is also great for going with a unit of say, Slugga Boyz in a Battlewagon or Trukk and if the thing explodes, he can tank all the wounds to save his Ork buddies. This also goes well with Lootas in a Battlewagon as it means they can move and shoot at full BS!
    4. Battlewagons. Ah yes, the legendary Deff Rolla express itself, the Battlewagon. The damn things were the bane of my existence in 5th, and they dropped off in 6th but I think when people see how good they still are, that will change. Why? in the current meta, they are really good (well, they are really good anyway). A lot of the heavy hitting armies out there are massed str 5, 6 and 7 armies. Missilesides, Wave Serpents, Fire Warriors, War Walkers, Soul grinders, Etc. A lot of armies actually struggle with AV14. The Battlewagon is cheap AV14 that is also an assault vehicle. Nice! The Deff Rolla is also a fantastic weapon for smashing Wave Serpents, and with a little luck, Broadisdes and such, too. Don’t forget awesome upgrades like the Boarding Plank and Grabbing Klaw either, and you can surprise the hell out of people when you tell them you can smack their vehicle in assault from 2″ off of the hull without getting out, or that their Wave Serpent can’t move the next turn! However, the bttlewagon is also a very reliable way to get assault units up the field. They are also excellent for hiding Trukks, Bikers, etc. and being able to move enemy units around with a Tank Shock for getting them off of objectives, moving them into a clump for shooting or for cutting off LoS for assaults is all extremely useful. And again, it’s cheap! Taking them with the Big Mek though, not as good as it used to be due to the amount of stuff that ignores cover in the meta at present. Red Paint can still be good though, when you have units like Lootas in them as you can hide the BW, move 1″ to just see around LoS blocking terrain, shoot at full BS with the Lootas and still not get auto-hit in assault. Nice!
    5. Big Gunz. (Thanks to Bug Sculpter for pointing out this omission). These are a really good, cheap support unit. Lobbas and Kannons particularly, are very good. They provide you with the ability to snipe models out of a unit, hit models out of LoS or to take on heavier tanks and 3+ save units. They also do well on a Quad Gun as one of the grot crew can shoot it at BS3, which is as good as it gets for Orks! These guys also do well on or under a Skyshield as you can shoot barrage weapons from under a piece of terrain through it but oddly (and probably not intentionally) not down through it. Go figure.

The Bad

  1. All the other units.
    1. Yeah, there are a lot of stinkers in there. As much as I always like to find the positive, a lot of the Ork units are either truly bad or a near miss. Storm Boyz for example, are almost awesome. If they were 9 pts for example (totally fair, IMO) they would rock! You could take massive mobs of them and just fly up the field kicking ass! But, at 12pts per model they are too expensive for what you get. Shame too, because they are absolutely fantastic models.
    2. Burna Boyz are the same. They were very good last edition, but now that you can only move 6″ and fire out of a vehicle with Template weapons, they just struggle to ever get into range to do their thing without disembarking in which case they can’t all shoot and subsequently get owned. They’re almost awesome, can be great, but consistently will not perform as well as Lootas which they compete with.
    3. Kommandos are still pretty good but not being able to assault out of reserves and overwatch just kicked them square in the nuts. While in certain match-ups they can be good, you will be hard pressed justifying taking them over more Boyz or Lootas.
    4. Dakkajets. Gah, if only they were Strength 7, they would rock. While they are great for the points, shred infantry, and kill FMCs, Storm Talons and Scythes well; the most common flyer and worst nightmare to Orks, the Heldrake, takes a big, chaotic dump on the Dakkajet. It will also get absolutely smoked by Tau skyfire. That to me makes it fall into the liability category as in comparison, Lootas do the same thing but more reliably.
    5. Then there are the stinkers such as the Looted Wagon, Flash Gitz, etc. Fun, funny units that can be good, but typically suck almost all the time.

The Ugly

  1. Being an older book, Orks simply lack a lot of the tools needed to play in 6th ed. AA for example. Lootas are a great stop gap but not a true AA solution. Dakkajets are awesome but being Str 6 really hamstrings them. They can’t do anything to the Orks’ biggest nemesis: the Heldrake. That plus their extreme fragility means they are a bit of a liability in a really competitive list.
  2. Assault. While not having to take Fearless saves helps a lot, Challenges hurts just as much. The poor Nob, even with Eavy Armor and 2 wounds, tends to come out on the short end of the stick in most challenges. The Boyz can get it done in a fight on the charge with Furious Assault, but in subsequent rounds of combat really count on the nob to add wounds into combat and tear into tough units like Termies and such. Having him taken out of combat so easily, often killed, really stinks. The only work around is to go into tough combats with multiple characters so that one could fall on the sword when needed. As it stands, I often see my Boyz get eaten up by Tactical Marines and such in a combat. You can’t count on Orks winning the game through assault alone.
  3. Psyker defense. Or, more appropriately, their lack thereof. Orks are really at the mercy of Psykers and in this edition when certain powers can just be devastating, that is rough.
  4. No real AP2 shooting. While yes, they technically have some, it isn’t noteworthy. Orks have trouble getting through 2+ saves such as Broadisdes, Riptides, Oblits, Termies, Etc. While volume of fire will work in a lot of cases, against things like Riptides, it just isn’t enough. You need to have a plan to get around this, typically with assault.

 

Analysis

So what to make of it all?

Orks definitely have some weaknesses in the current meta. While in general they have some great tools in their book, when faced with what you will likely see in a tournament in 6th ed, you definitely need a plan of attack as to how to proceed.

Conclusion

So there you have it. Orks have a tough road to hoe in the current competitive meta, but they can still do it with some ingenuity and creative tactics. Stick to the bread and butter units, take lots of them, and you will do fine plus you will have the enjoyment of playing an army people don’t see that often these days.

You just have to ask yourself how you can get the most out of each unit in your arsenal given the current mission, opponent and terrain layout. Often that means using your units in ways that do not jump out at you right away. Attacking an enemy head on that you have little to no chance of defeating is asking for failure and frustration. So, ironically, when playing Orks, you have to use your head!

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