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Mob Up: Not Just for Kill Point Denial

Greetings fellow Warbosses. Jason “Doc” Rogers here to talk about the new Mob Up stratagem for Orks. Check the Tactics Corner for more great articles.

With the release of Chapter Approved, like many of you, I was initially underwhelmed. However, now that I have had time to mull it over, I really like what I see. In this article, I am going to address how to use the Mob Up stratagem for an alpha-strike assault. For this tactic, you will need to have the ability to Charge after Advancing.

Mob Up – This is by far my favorite thing for the Orks in Chapter Approved.

Most people look at this as just a way to deny Kill Points to your enemy. I see this as a great way to increase your combat effectiveness, and not just because you get to add more models to a unit of boyz. If used correctly, it can dramatically increase your chances of making your charge rolls while also getting lots of boyz into combat. If played right, you can use it for a fairly consistent 1st turn charge/alpha strike.

Stormboyz are cheap, and because they have the Full Throttle ability, they are easiest to use for this example. Full Throttle allows Stormboyz to advance and still charge. However, if they do so, the unit takes a Mortal Wound on the roll of a 1, rolling 1D6 per model in the unit.

Say you have a unit of 15 Stormboyz, and two units of 10 Stormboyz that are 24” away from the enemy at the start of the game. 10 model units are ideal as you might be hard pressed to end up close enough to Mob Up your units if you take smaller units. This also allows you more choices on which units Mob Up as 10 is the magic number for this stratagem.

The biggest problem with Stormboyz is that they are a glass cannon. Many times, they lose models to shooting or overwatch before they can get into the fray. Move all your Stormboyz units towards the enemy and advance as you do so. Say your unit of 15 Stormboyz rolls a 1 for advance… bad news, you aren’t going to make the charge and now your big unit of Stormboyz is vulnerable to enemy fire next turn. Right? Not necessarily.

Make your advance rolls and move your other Stormboyz units, ensuring that each unit ends its movement within 2” of your 15 man Stormboyz mob. Now say one of your 10 man units rolls a 3 for advance and the other rolls a 5.

At the end of your movement, Mob Up the 15-man unit and the 10-man unit that moved 17”.

Now you have a 25 man Stormboyz mob that only needs to roll a 7+, (with a reroll), to successfully charge your opponent. You have extra models in the unit to absorb overwatch and you can pull casualties from the back. An extra Nob for krumpin’ the big nasties and vehicles never hurts either.

While this may not be what everyone was hoping for, it is certainly something that helps Da Boyz get into the fray.

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