WHAAAGH!!!
soz, still showing my Orkish Side
This is the second of the 'Freakz Tactica, this one showing the Armoury of the 'Freakz, their Weapons and Wargear.
Note: If you’re an Ork Horde player, use the information here at your own risk, suggestions/advice here are for speed freaks.
First the Weapons Armoury of 'Freakz, I will list the Looted Vehicle Weapons in the last part (as they are Imperial):
| Slugga | One of the most used weapons in the Ork army, would be a very good weapon if it wasn't for the Ork BS, it
would be too good. |
| Shoota | Out of over 3,500pts of 'Freakz I have; only 8 have Shootaz. This is because a Slugga is better use as you
will be mainly moving a lot, so you will lose range (due to being a Rapid Fire weapon). In short, I do not
recommend the Shoota. |
| Big Shoota | At good 'Freak army will have a fair whack of Big Shootaz, most will be twin linked, they have a long range, high(ish) strength, decent AP, and 3 shots, the more shots the better! Highly recommended weapon. |
| Rokkit Launcha | The most common place anti-tank/marine weapon in the Ork Army. It has a decent range, high strength, and good AP, and it's an Assault weapon to boot! But then you have the Ork BS problem, but the Rokkit Launcha are very cheap. |
| Combi-Weapons | A Shoota combined with another weapon, either a Skorcha or Rokkit Launcha. Please look in the appropriate
weapons listings. |
| Skorcha | Same stats as the Heavy Flamer. Very useful for Orks, no rolling to hit, plus its got high(ish) strength
and good Ap. |
| Burna | Same stats as the Flamer. Good for Guardsmen hunting, but if it's not fired, it can be used as a power
weapon in close combat. |
| Grot Blasta | Not a common weapon in a 'Freak army, but can be funny when this gun drops something, say a terminator? |
| Kustom Mega Blasta | Only ever found on Buggies/Trakz or Mek Boyz. A 24" range Plasma Cannon that can harm the vehicle
carrying it. I would find it useful, but its expensive and relying on Ork BS to hit. Worth it to be Orky
though. |
| Kustom Force Field | Only available to Mek Boyz. Although not a weapon as such, it needs 2 Hands to use. but it is
still a beauty of Ork technology generates a protective shield, very useful for Ork vehicles as
they count as Hull Down. |
| Lobba | Useful for when you want to harm the enemy while not being shot at. Not a favourite weapon of mine, but
then it doesn't use Ork BS. |
| Kannon | A versatile weapon can either be used as anti-tank (Shell) or anti-personal (Frag). Useful for when making
versatile armies. |
| Zzap Gun | A unique weapon for the Orkz, for starters it auto hits! Its mainly a anti-tank weapon, but can easily take
out heavy infantry, but is next to useless when facing cheap light infantry. This weapon is highly
recommended. The problem is getting the gun near enough to be used and getting an unlucky dice roll for
strength. |
Looted Weapons:
| Heavy Bolter | Common place on Imperial Vehicles, especially Guard vehicles. The same as the Big Shoota, only slightly
better AP, and is a Heavy weapon, so is a good weapon. |
| Earthshaker | BOOM! A long range, very high strength, very good AP, and an ordinance template to boot! |
| Multi-laser | A fairly unique weapon. Similar to the Big Shoota, but has better strength, less AP though. A good weapon. |
| Heavy Flamer | Same as the Skorcha. Shame the Imperial Vehicles aren't fast enough to make full use of it. |
| Griffon Mortar | A good guess range weapon. |
| Inferno Cannon | Can't give an opinion, as I do not know which set of rules it uses (one of 3 sets rules) |
| Lascannon | A very good AT weapon with a long range and high strength, but relies on Ork BS to hit. |
| Battlecannon | Much like the Earthshaker, but less range and 1 point less strength. Very useful. |
| Demolisher Cannon | A Battlecannon with a third of the Range, but Strength 10 and AP 1! Very useful, but the range is a
problem. |
| Plasma Cannon | A good weapon, high strength, very good AP, decent range, and a blast to boot. Unfortunately needs Ork BS
to hit, but when it hits, it'll do some damage. |
| Multi-Melta | A very good AT weapon, but lacks range and needs (once again) Ork BS to hit. Not recommended for use in Ork
armies. |
| Autocannon | A high strength, decent AP and long range, a good weapon. But only available only the Pred' Destructor. |
| Plasma Gun | A good anti marine weapon, and only available on the Razorback, and it's Twin Linked to boot. |
| Storm Bolter | Not a good weapon (even Marine players would admit this). Avoid if you can. |
Now the Close Combat Weapons (CCW) of the Orkz:
| Choppa | The most common CCW used by the Orkz. It has a special rule which reduces enemy armour, very well versus
high armour infantry like marines, especially terminators. |
| Sluggaz | No special rules for this in close combat, counts as a normal CCW. |
| 'Uge Choppa | Not a good weapon in my opinion, it requires 2 hands to use so no +1 Attack for 2 CCW's, it also strikes
last, the only benefit is that it gets +2 Strength. |
| Power Claw | A very good weapon, at the cost of striking last, you get X2 Strength and ignore Armour saves! |
| 'Urty Syringe | Not a weapon I've used, but the rules seem very good. Wounding high toughness is a problem for Orkz, this
covers it (for Mad Docs that is), but it doesn't work versus Tyranids, Daemons, Eldar Wraithguard or the
Eldar Avatar. |
| Close Combat Weapon | Not actually that common in Ork armies, only Ork units with non-combat (Tankbusta Boyz and
Stikkbommaz) uses will have this. | | Burna | A useful weapon as it counts as Power Weapon when not fired as a Flamer in the same turn. The problem with
the Burna is the lack of strength and attacks when using the Burna. |
Not many close combat weapon types for the Orkz, but boy do they get a lot of each!
Now onto the Wargear of the Orkz, first the infantry upgrades:
| Big Horns/Iron Gob | A useful piece of equipment which increases Leadership, not high on the points priority list
though. |
| Bionik Arm | A very useful item which is regularly on my Warboss/Big Mek, which gives a special attack as well as
counting as an additional CCW, so even if you have two handed weapon and a Choppa/Power Claw, you will get +1
Attack for 2 CCW's. |
| Bionik Bonce | Used to get an increased Armour Saves, but a decent points cost of 10. Useful with 'eavy Armour for a 3+
Armour Save. |
| Bosspole | Under no circumstances do you get this item! It's useless for 'Freakz as 'Freakz don't Mob Up like normal
Orkz. |
| Cybork Body | Gives an Invulnerable save for a very cheap points cost of 10. Needn't if going toe-to-toe with other
characters. |
| Frag Stikkbombz | As Frag Grenades. Can be a helpful item, well worth the point paid. |
| Krak Stikkbombz | As Krak Grenades. They're not worth the 2 points spent on them. Avoid if possible. |
| Tankbusta Bombz | As Krak Grenades, but double the d6 roll (d6 X 2 + 6 for armour penetration). If the unit lacks AT, then
the cheap Tankbusta Bombz will cover that. |
| Kustom Job: More Dakka | An upgrade for the either the Slugga or Shoota. More Dakka gives the weapon more shots, very useful
as the more shots Orkz fire, the more chance that it will hit. |
| Kustom Job: Blasta | An upgrade for the either the Slugga or Shoota. Blasta makes the weapon better at piercing armour
at short range, but at the cost of Overheating (as Plasma weapons), useful for fighting Space Marines. |
| Kustom Job: Shootier | An upgrade for the either the Slugga or Shoota. Shootier makes the weapon stronger (+1 Strength),
good for fighting Space Marines. |
| Waaagh! Banner | Quite Useful for 'Freakz as they have quite small mobz (usually 10 strong). But at 20pts, it's takes a lot of the wargear allowance. |
| 'Eavy Armour | Best given to your characters and anyone else if you can. This will give much needed protection as your
basic Armour save is only 6+! |
| Mega Armour | Not a favourite of mine as I do not like the permanent difficult terrain. But the 2+ save plus Power Claw
and Shoota as basic is very cheap at 30pts. It a matter of opinion really. |
| Mega Boosta | Only available to Orkz in Mega Armour. This wargear allows the Mega Armour to move a little faster. I'd
says it’s needed if it's the Mega Armour in the Squad, as to not slow down the unit he's with. |
| Stikkbomb Chukka | Only Available to Orkz in Mega Armour. This allows them to use Frag Stikkbombz, but at the cost of
not being able to use the Power Claw on the Turn they charge in cover. Personnel choice for this one. |
| Supa Stikkbombz | Only Available to Mek Boyz. A brilliant anti tank grenade, with Strength 10 + 2d6! At only 5pts, always try
to give your Mek Boyz this. The only downside is if you roll a double on the 2 dice. |
| Meks TOols | Never used these before, mainly because I do not mind if a weapon is destroyed, and the Grot Riggaz will
repair the immobilised result very quickly. |
| Doks TOols | Never used these before. Can't give an opinion |
| Grot Oilers | Assistants to Mek Boyz. These Grotz help repair the vehicle, but due to my lack of use of Meks Toolz, I
haven't used them. |
| Grot Orderlies | Assistants to Mad Docs. These Grotz help heal the wounded but due to my lack of use of Docs Toolz, I
haven't used them. |
| Ammo Runt | These guyz help weapons to hit, by being able to hand extra ammo to Orkz, although I can see the usefulness
to these guyz, I have never used these. |
| Banna Wava | Although these guyz are meant to carry bannaz, I use mine for fun, just to see a little grot with a blasta
within a group of really hard Orkz. |
| Attack Squigz | I take these guyz a fair lot, with Iniative of 4 and 2 Attacks; they can do a lot, and at 6 points each,
there not taxing either. |
YIKES! And you Ork players want choices!
Now the Vehicles!
| Grot Riggaz | All 'Freak vehicles must have Riggaz, but then I'd take it anyway. It allows vehicles to repair immobilised
results, very useful as 'Freakz rely on speed. |
| Armour Platez | These can be either useless or life savers! I've only recently started using them, but already found they
can keep your vehicles going. |
| Big Grabba/ Boarding Plank/ Reinforced Ram/ Wrecker Ball | These things are rather limited in there use, as they need the vehicle in base contact with the target vehicle (but not Walkers, skimmers, infantry and any other models
that has a WS stat). I would avoid these if possible. |
| Bolt-On Big Shoota | This can only be put on Truks or Battlewagon, but what they do is add more firepower to the unit. I
recommended taking them if possible. |
| Red Paint Job | Quite useful as the extra inch of movement can give you a surprising charge and people think you are out
of charge range. I recommend if you have the points spare. |
| Searchlight | Avoid where possible, to get the best of this item means presenting yourself as a target, not the best when
You’re in an armour 10 vehicle! |
| Stickbomb Chukka | Not a favoured upgrade, but useful if you get the best of it. Avoid if possible, use only if you
think you can make use of it. |
| Turbo Boosta | Another upgrade where launching a surprise charge can be made, this offers greater movement, but if you roll to high, it leaves you in front of an enemy unit! Useful for getting into position (going full belt across the board). |
| Armoured Top | This upgrade removes the weaknesses of being open-topped, but limited how the vehicle works (transport
rules, chapter approved open-topped vehicles). But very useful for non-transport vehicles. |
| Force Field | This does almost does the same as the Armoured Top, but only removes the +1 modifier to the results tables,
at the cost of make fast vehicles normal speed. Very useful for vehicles like Looted Griffons and
Battlewagons as they are already normal speed. |
Well there you are, I've wrote both articles in under half a day (Unlike Nicks Dwarf Rune Article), I hope I've covered everything, if not post it in the forums, and I'll get it changed/added.
Hope you Orkaz out there benefit from this text.
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