Speed Freaks! Freaks of Speed! Kult of Speed!
WHAAAGH!!!
Soz for that, I’m just showing my Orkish side.
Anyway, Speed Freaks are Ork armies built for speed, many Orks love speed, and will follow a Warboss (or Big Mek) that offers
them that. The main advantage of the freaks is the sheer speed of the army; nearly each unit is able to move 24" a turn!
In this tactica I will be going through each Speed Freak unit.
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 HQ, the Speed kult must be lead by either a Warboss or Big Mek, but you can have both if wanted
| Warboss | The Warboss is the best fighter you have! Boasting the actually impressive stats before upgrades. A warboss
can be suited to many roles, even my own is a shooty/combaty one (Big Shoota, Choppa, Bionik Arm), but as
with all orks he is better in combat. I suggest the use of the Warboss in games of at least 1,500pts though. |
| Warboss Retinue | One of the hardest bodyguards in the game, but also one of the most expensive. The Warboss
retinue is made of Ork Nobz (short for Nobles before the jokes happen!), Ork Nobz are hard and tough fighters
(Stop sniggering!) and can be suited to any role as the WHOLE bodyguard have access to the armoury so even
each model can be suited to a role, but I suggest the majority of the unit are equipped the same (most likely
Slugga and Choppa). The Warboss retinue can also have Mek Boyz and Mad Docs, Mek Boyz giving you access to
the Kustom Force Field (more on this later), something I will always take when I take a retinue. Mad Docs are
sort of unexplored area for me, I haven't found a use for these as I find the best answer to avoid situations
where I would need a Mad Doc! |
| Big Mek | Can't handle himself in a fight as well as the Warboss, but can still deliver a grand kicking. The Big Mek
is more then half the points of a Warboss, so is best suited to small games (1,000 and less), in larger
games, a warboss will seem a better choice. |
| Big Mek Retinue | Nowhere as good as the Warboss Retinue, but are able to get some funky items Nobz can't use. I rarely use
this unit, as a unit of Burna Boyz will do the same job at a cheaper price (if you want Burnas) as well as
having more troops to boot. |
| Warboss on Bike | Gives Speed Freaks the choice of an all bike mounted army as well as a toughness 5 Warboss (but still
toughness 4 for instant death). Has more combat options then a normal Warboss (bike has Big Shootas to boot),
but isn't fast enough for my liking (If I need him out of there, I want fast!), although I plan to build one
(Choppa, Power Claw, Bionik Arm, 'Eavy Armour, a mere 150pts!) |
| Warboss on Bike Nob Retinue | Unlike normal bodyguard, these ones don't need a Warboss to use him, but if you do, you get
them both for a HQ choice, brill! Much like the Nob Retinue for normal Warboss, these are a very combaty
unit, but are able to deliver a good shooty blast (twin linked Big Shootas). The Disadvantage with them is
the small squad size and expensive models. |
Elites next, not really needed as the Troops can handle the same, but these guys do it better!
| 'Ard Boyz | Ork boyz with a mighty 4+ save and a cheap 12pts per model! I haven't used them at all though, as I prefer
not to be hit at all! But these guys are used a lot by my fellow 'Freak players, and the 4+ save is always
welcomed. |
| Skarboyz | My favourite unit, the strength of 4 (w/ Choppa!) and cheap 11pts per model makes them a useful unit. I use
these whenever I have the points (but then I have a unit in my 1,000 pt army, but none in my 1,500?). The
disadvantage is the lack of armour, but with a low points cost, you can get quite a few. Hint: 3 Burnaz in
the unit are worth it! (Strength 4 Power Weapons!). |
| Stormboyz | I'm undecided on these guys, they have a large mob size without a need for a transport. But for 15pts per
model they are the most expensive Ork boy type, so good deployment and use in battle is needed. The other
advantage is that they don't need a transport to get greater speeds! I suggest thinking of their role is
battle before getting them (very good in combat, but lack anti-tank (except Nob)). |
Troops, the basic warriors of your force, but are the most powerful units in your force.
| Burna Boyz | Although limited, they are still useful, at either anti-tank, heavy infantry or light infantry/horde. These
guyz can handle it (in Orky fashion). Having access to 4 Burnaz, and Burnaz being the most versatile weapon
in the Ork army (if not the game, more on this later). They can also have a Mek Boy lead the unit, giving
more options (like Kustom Force Field). |
| Tankbusta Boyz | Unlike other Ork units, these guyz are not for combat (shock, horror!), armed with tankbusta bombz (as basic)
and the choice of up to 3 Rokkit Launchas (plus an extra one for the Nob), combined with their Tank-Hunter
special rules, these guys are you best chance at taking down armoured threats. Note: a Power Claw and Bionik
Arm for the Nob does wonders (as both get Tank Hunter, and you get more attacks if needed). |
| Trukk Boyz | The basic unit in your army, I always include at least one. These guyz are tough and reliable, even more so
with a Nob commanding the unit (hopefully with Power Claw). Never underestimate this unit, despite the
Strength of 3, these guyz can take down even Space Marines fairly easily. |
| Warbikes | Out of 40+ battles, I’ve only used mine 3 times. I find them far too expensive to be Orky. But I do suggest
a whole army of them (40 odd bikes can be quite be a funny sight) |
| Warbuggy/Wartrak Squadron | A very useful unit indeed, fast and shooty, just how Orkz like it. Although easy to take
out, a wise opponent will target the trukks over these, but their firepower will always be underestimated (
even by the Ork player!). A highly recommended unit. Note: for those of devious nature (not me), you can take
buggies with no weapons, using them as shields for their truks. |
Fast Attack now, but then I think the Troops are faster, but then, that's me.
| Deth Koptas | A unique and unuseuial unit for Orkz. For starters it’s a jetbike, and I like them despite being bikes! I
don't use them for combat, but for support, as you can have one strong unit, as well as one being a Mek Boy
for free, but that Mek Boy can have a Kustom Force Field, which can be used to protect the slower moving
units as he isn't needed on the front line and is by himself (and being seriously cheap to boot!). |
| Outriders | The same as normal warbikers, but faster. Still not a fan (though I'd use them for the extra speed). |
| Fighta Bomma Raid | Anyone who knows me will know I always take the 'Raid. It doesn't need a model; it’s cheap, and can
affect whole armies (including your own!), even those in reserve! A highly recommended unit, even if it’s only to fill spare points. Note: try not to use it in games less then 1,000pts, the fewer unit’s means it’s less likely to get back points. |
Heavy Support, no matter what army you have, these will always be favourites!
| Guntrukks | Trukks with bigger gunz! Haven't used one yet (though I'd like to), but I'll still put forth an opinion. To
get the best out of them, you need to think of a role, if you plan to bombard from afar and in cover, Lobbaz
are for you, if you’re going tank hunting, the Zzap gun is brilliant, but if you want versatility, a Kannon can for fill anti tank and personal roles. |
| Battlewagon | See Transports |
Looted Vehicles - Right, this is where it gets difficult, the Looted vehicle can be 1 of a range of vehicles, and I will need to
analyse each:
| Rhino(s) | The only one available in more then one (up to 3). I've found little use for these, a Trukk is faster and
has more firepower, these won it for me, rather then armour. These are also available with Forge World rules
(Imperial Armour Update) with slightly better rules. |
| Basilisk | A firm favourite among Ork players, mainly for the filthy great gun on it! I'm not a fan of it though due
to it's weak armour. |
| Chimera | A good transport, as well as fire support (multi laser + heavy bolter), also good for a mount up vehicle (
'Freak special rule), haven't used one, but may well convert one for its firepower. |
| Griffon | Similar to the Basilisk, but a less powerful gun, but no less fun. A cheap powerful looted vehicle. |
| Hellhound | A decent unit, but not fast enough for its role. It's also unclear on which rules to use (3 separate rules
listings). |
| Land Raider | Not a good choice, too expensive to be useful, doesn't get firepower on move. A Battlewagon is better
suited to the 'Freak army then the Land Raider. |
| Leman Russ | My favourite Looted Vehicle, high armour, great main gun and not too expensive. Highly recommended. |
| Leman Russ Demolisher | Better armour then the Battle Tank, a more powerful gun, but with far less range. Used correctly it
can be a swine. Needs Sponsons to fire until its main gun is in range. |
| Predator Annihilator | Good armour and brilliant weapons, problem is that manned by Orks, so will unlikely to hit, but then that shouldn't stop you. I may loot one for my self? |
| Predator Destructor | The anti infantry version of the annihilator, has a lot of firepower, a decent unit. |
| Razorback | Much like the Chimera, but with less weapons, armour and transport, but with no points changes. Not
recommended. |
Transports, the backbone of the 'Freak army.
| Wartrukk | Although not very impressive, it's no less important, given a weapon it can give fire support while
transporting. Whether I recommended it or not, you need them in your 'Freak Army! |
| Battlewagon | Available in greater numbers then normal Ork armies. This has a lot of firepower, armour and transport
spaces, and not too expensive either (usually 145pts). Very Recommended (even if it's just to convert). |
There you are, I didn't know there were that many unit choices to the 'Freakz!
Hope you Orkaz out there benefit from this text.
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