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Ork Codex Review: Stratagems

Hi everyone, Michael here with a review of the stratagems in the Ork codex. The new book has brought some shiny new toys for the Orks, are they all awesome, or there there some duds to be had. For more reviews and analyses, check out the Tactics Corner.

Rating system

Here is the rating systems I will be using in the review:

Obviously, most stratagems are Situational as you need specific things to happen to be able to use them. However, this rating does not refer to that, but rather that you will rarely be using the stratagem, even when the right conditions come up to allow you to use it.

Mob Up (1CP)– Used at the end of the movement phase. Two infantry units with the same datasheet within 2″ of each other may join up if one has less than 10 models and one has more than 10 models.

Medi-Squig (1CP)– At the end of the movement phase, select a Character within 3″ of a Painboy. The model regains D3 lost wounds

Snagga Grapple (1CP)– Use on a Deffkilla Wartrike that Falls Back. Select a unit within 1″ before they fall back. On a 2+, they suffer D3 mortal wounds.

Warphead (1CP)– Before the battle begins, select a Weirdboy. The model knows one additional psychic power and can manifest one additional psychic power per turn.

Ramming Speed (2CP)– A selected Ork Vehicle can charge 3D6″. In addition, if it finishes a charge move within 1″ of an enemy unit, on a 2+, the unit suffers D3 mortal wounds.

Boarding Action (1CP)– Use at the end of the Fight phase. Select an enemy vehicle that cannot Fly within 1″ of a Trukk or Battlewagon. Any models embarked may make a single attack with one of their melee weapons against an enemy unit.

Extra Gubbinz (1CP/3CP)– This is the standard extra Relic for 1CP, or 2 extra Relics for 3CP.

Get Stuck In, Ladz! (3CP)– Use at end of the Fight Phase. An Ork Infantry unit from your army that has already fought may fight a second time.

Orks is Never Beaten (2CP)– Use when an Ork character is slain. The model can immediately shoot as if it were the shooting phase or fight as if it were the fight phase before it is removed.

Force-Field Projecta (3CP)– Use at the start of the battle round. Select a Big Mek. Until the start of the next battle round, increase the range of that model’s Kustom Force Field ability from 9″ to 18″. You can only use the stratagem once per battle.

Billowing Exhaust Clouds (1CP)– Select a Speed Freeks unit at the start of your movement phase. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target the unit.

More Dakka! (2CP)– Use on a unit in your shooting phase. The Dakka! Dakka! Dakka! ability triggers on a 5 or a 6 (rather than just a 6).

‘Ard Boyz (2CP)– Select a Boyz unit. Their save increases to 5+.

Tellyporta (2CP)– Use during deployment. Set up an Ork unit with a power rating of 20 or less in reserve. At the end of your movement phase, you can set up the unit anywhere on the battlefield at least 9″ from an enemy unit. If used on a transport, all units embarked on it remain so when put in reserve.

Combined with Evil Sunz to get an 8″ charge from reserve (with a re-roll of one or both dice), this is a great way to get into combat with large mobs. Even other Ork clans get the re-roll, giving you better odds of getting a charge off from reserve. This is a very strong stratagem to use in the army.

Extra Stikkbombs (1CP)– In the shooting phase, up to 10 Ork infantry models can fire a grenade weapon instead of 1.

Grot Shields (1CP)– Use on an infantry squad (that are not Gretchin) that has been hit by a ranged weapon. Each time a model from the unit loses a wound and there is a Gretchin unit within 6″ that is closer to the enemy unit, roll a D6. On a 2+, the original model does not lose a wound and a gretchin model is slain.

Loot It! (1CP)– Use when a vehicle is destroyed. Choose an Ork unit within 3″ or that was embarked on the vehicle . Increase the save characteristic of the unit by 1 (can only be used on the same unit once per battle). If used on Lootas, it does not cost you the CP on a 4+.

Long, Uncontrolled Bursts (1CP)– Use at the start of the shooting phase. Select an Ork vehicle that can Fly. Until the end of the phase, add 1 to the hit rolls for shooting attacks when targeting enemy units that can Fly.

Unstoppable Green Tide (3CP)– Use at the end of your movement phase. Select a unit of Boyz that has less than half of its starting number of models remaining. Remove it from the battlefield and set up the unit at full strength within 6″ of a board edge and at least 9″ from an enemy model. Can only be used once per battle.

Monster Hunters (3CP)– Snakebites only. Use at the start of any phase. Select an enemy unit with a wound characteristic of 10 or more. Until the end of the phase, add 1 to the wound rolls for attacks made by Snakebit units that target it.

Drive-by Krumpin’ (1CP)– Evil Sunz only. Use at the end of the shooting phase on an Evil Sunz Speed Freeks unit. The unit can immediately move as if it were the movement phase, but may not charge.

Wreckers (2CP)– Deathskulls only. Use at the start of any phase. A Deathskulls unit may re-roll wound rolls for attacks made against enemy vehicles until the end of the phase.

Showin’ Off (2CP)– Bad Moons only. Use on an Infantry unit after it has fired in the shooting phase. The unit can shoot all of its weapons a second time (can only be used once per phase).

Dead Sneaky (1CP/2CP)– Blood Axes only. Select a Blood Axe infantry model during deployment (1CP for power rating of 8 or less, 2CP for power 9 or more) and deploy it in reserve. At the end of any of your movement phases, you can set the unit up anywhere on the battlefield at least 9″ from an enemy model.

Kill-Kroozer Broadside (3CP)– Freebooterz only. Use at the start of the shooting phase. Select D3 points on the battlefield more than 6″ away from each other and visible to a Freebooterz unit. Roll a D6 for each unit (friend or foe) within 3″. ON a 5+, the unit suffers D3 mortal wounds (-1 to the roll for a character). Can only be used once per game.

Skarboyz (1CP)– Goffs only. Use before the battle, select a unit of Boyz (not Ard Boyz). The unit gains the Skarboyz keyword and the strength characteristic is increased to 5.

Overall

The Orks have access to some fantastic stratagems that should really boost the effectiveness of the army.

Force Field Projecta, More Dakka!, Tellyporta and Unstoppable Green Tide stand out at the moment as incredibly useful. Luckily, Orks have access to a lot of cheap troops units and HQ units to maximise the number of CP they can start with, so you should be able to use a lot of these during the game.

Most of the stratagems are solid in the right situation, with only Dead Sneaky feeling a bit useless (and then only because Tellyporta exists).

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