Post by subjectbosco on Aug 11, 2014 10:14:54 GMT
Part 4: Fast Attack
Some Orks wanna go fast, and this is, as you would guess, -The best place to get your excitement go through the roof. Most units here are vehicles and flyers, so expect to be filling up all your slots here if you forgo a Speed Freak or Mechanized list.
Trukk: A dirt cheap, fast transport that was once exclusively a Dedicated Transport can now be taken as a Fast Attack choice. It's odd when most units can take it as a Dedicated Transport without hogging up any slots from any sections, but it's there for any inconveniences you may face, like giving it to Kommandos since they don't have access to one. With a capacity of twelve models (Or Six for Mega Armour wearers) and being Open-Topped, it's an ideal way to get Boyz to combat quickly and still charge in on the turn they disembark, unlike Rhinos and Wave Serpents that can't say the same for the ladder. Now that Rokkit Launchas are free to replace the Big Shoota, you can switch them without spending a single point if you want to. You also have many options to put on your Trukks, like a Red Paint Job and a Boarding Plank.
Ramshackle now treats penetrating hits as glances on a roll of 6, so think of it as a baby's first Serpent Shield. Personally, I don't see why anyone should take a Trukk here when almost all of our Boyz can take it via Dedicated Transport. For that, the Trukk is a great delivery vehicle (Preferably with more as it decreases a unit's chance from being targeted), but you should save the space for a different unit.
Competitive: (Dedicated Transport) Yes
(Fast Attack) No
Stormboyz: If you think Trukks are still too fragile for you,or if twelve Boyz isn't enough, the Stormboyz are a nice replacement. Their max size had been increased up to thirty, have Stikkbombs, and they received a price drop. Pretty much Boyz with Jump Packs, so there ain't much to go on. It's always nice to include a Nob with a Power Klaw, and they can move from cover to cover. You can also gamble their run move by rolling 2D6 in the shooting phase rather than a D6, but they'll have to take a Dangerous Terrain check if they do use their Rokkits again on the same turn.
They're slightly cheaper than 'Ard Boyz, and if you upgrade one to a Nob at a size of ten, you pretty much have a free Nob when you compare the point cost to Boyz with 'Eavy Armour at the same mob size. Stormboyz are great as the anvil of a pure assault based army, while the Trukk Boyz act as the clean up crew to finish up what the Stormboyz left.
Competitive: Yes
Deffkoptas: Soi soi soi soi soi- Oh sorry, I was making some roflcopter noise. Anyway, the Deffkopta is unique as they're Jetbikes. They lost Outflank, but they gained Hit and Run to compensate their lost. Their weapon options are free, and they now cost less per model. Deffkoptas also now can take a one use pie plate called the Bigbomm, and it's not bad for what its worth. Now that they can only Scout, your best bet is to either run them as a pair or alone, with no Nob to take, 66% of the time they'll fall back if you run three or more.
In low point games they do well by delivering reliable anti-infantry/tank shots on the fly, especially if you go for the rear armour with Rokkits. They aren't as good as before with the new vehicle chart, which hurts them the most. They can still do a decent job, as they're cheap for what they do. But now that we have better units to handle vehicles, Deffkoptas are best reserved in games of 750 points or below.
Competitive: No
Dakkajet: Once a popular aircraft for the Orks, the Dakkajet had got a big nerf. Now when a Waaagh! gets called out, you only get an additional shot rather than double for each Supa-Shoota you have. Flyboss now only gives you an additional Ballistic Skill against Flying Monsterous Creatures, Jetbikes, Skimmers, and other Flyers. It's still recommended to add another Supa-Shoota to get a better chance of scoring more hits, plus we know that more dakka is always good. This jet is best against infantry and Flying Monsterous Creatures like the Lord of Change and Hive Crones.
Sadly, this is the worst out of the three. The Dakkajet is mediocre against infantry and doesn't handle as well as you want it to. Lootas and Traktor Kannons are better at taking down Flyers, so hunting for flying monsters is what it's best at, although it can be situational. You're better off with the other two, unless you commonly face Daemon Princes and Tyranids.
Competitive: No
Burna-Bommer: A Flyer that scares blob armies, it does a better job than the Dakkajet in this role. Burna Bombs and Skorcha Missiles both ignores cover when fired, and it comes with a Twin-linked Supa-Shoota and Big Shoota. The Big Shoota is fired on a Gretchin's Ballistic Skill, a nice bonus, given how you have a grot gunner on the model. As to how many Skorcha Missiles you should put on, I think two or four is plenty, depending on how much points you have. This Flyer doesn't disappoints when you face infantry more often, and is in my opinion my preferred unit over Burna Boyz.
Competitive: Yes
Blitza-Bommer: The Burna-Bommer's cousin, this one is geared against TEQs and even Transports. The Boom Bomb has a funny table that haves a very slim chance for it to kamikaze a unit, and to make a single attack at Strength nine on both the target and itself. Has the same guns as the other Bommer, except the Big Shoota isn't Twin-linked. Since the Blitza only carries two Boom Bombs and can crash itself on an unlucky roll (Gotta love Orks!), running two is probably the best way to use them effectively. Given how this is one of the few units that can ignore TEQ saves, I can see some list featuring at least one of these.
Competitive: Yes
Warbikers: Even tho we lost the ability to run Bikers as Troops (In a Battleforged army anyway), Warbikers are still very effective. For the same price and size of Nobz, you get a Boy with a Bike, but unlike other units, they don't have Stikkbombs. Such a shame, but they can take still take a Nob like any other Boyz, same thing, so nothing worth repeating. Like Nob Bikers, they won't care if they snap fire after they Jinx, plus they're better in close combat than Beaker Bikers, although Khorne Bikers are slightly better (But cost more of course). Warbikers are the other unit I would recommend, along with Nob Bikers to be the hard hitters with Trukk Boyz being the back up units. Whether your doing Evil Sunz or Mechanized, Warbikers also fit in!
Competitive: Yes
Warbuggies: Still running old models as usual I see. Aside from that, Warbuggies are cheap as chips and got better given how they're extremely fragile. The first is a simple price drop, and making Twin-linked Rokkits free to reolace the Twin-linked Big Shoota. They can now have up to five karts rather than three, but the best buff has to be allowing them to Outflank. This is because they're one of the most fragile vehicles in the game, so this Special Rule helps them get to the enemy lines more safely (Finally a good way to make use of the Skorcha weapons). Having four Buggies coming on the board from reserves will cost you a triple digit of points, and makes for an excellent harassing and distraction unit.
If you can get pass the ugly old models (Or find better ones from a third party miniature company), these go karts are great IF you run three or more. Heck, they'll probably be our best budget unit in low point games, it's good to see them being viable again. Now if we can get GW to update their aging models, that would be splenda!
Competitive: Yes
SUMMARY: The Bommers, Stormboyz, and Warbikers/buggies can find use in many armies, while the Dakkajet also haves a chance in a meta of Flying Circuses.
Finally, we will soon see the best and overcrowded section in the Ork Codex: Heavy Support. What units will be the heavy lifters (Pun attended) in a section full of so many good units? Stay tuned!
Some Orks wanna go fast, and this is, as you would guess, -The best place to get your excitement go through the roof. Most units here are vehicles and flyers, so expect to be filling up all your slots here if you forgo a Speed Freak or Mechanized list.
Trukk: A dirt cheap, fast transport that was once exclusively a Dedicated Transport can now be taken as a Fast Attack choice. It's odd when most units can take it as a Dedicated Transport without hogging up any slots from any sections, but it's there for any inconveniences you may face, like giving it to Kommandos since they don't have access to one. With a capacity of twelve models (Or Six for Mega Armour wearers) and being Open-Topped, it's an ideal way to get Boyz to combat quickly and still charge in on the turn they disembark, unlike Rhinos and Wave Serpents that can't say the same for the ladder. Now that Rokkit Launchas are free to replace the Big Shoota, you can switch them without spending a single point if you want to. You also have many options to put on your Trukks, like a Red Paint Job and a Boarding Plank.
Ramshackle now treats penetrating hits as glances on a roll of 6, so think of it as a baby's first Serpent Shield. Personally, I don't see why anyone should take a Trukk here when almost all of our Boyz can take it via Dedicated Transport. For that, the Trukk is a great delivery vehicle (Preferably with more as it decreases a unit's chance from being targeted), but you should save the space for a different unit.
Competitive: (Dedicated Transport) Yes
(Fast Attack) No
Stormboyz: If you think Trukks are still too fragile for you,or if twelve Boyz isn't enough, the Stormboyz are a nice replacement. Their max size had been increased up to thirty, have Stikkbombs, and they received a price drop. Pretty much Boyz with Jump Packs, so there ain't much to go on. It's always nice to include a Nob with a Power Klaw, and they can move from cover to cover. You can also gamble their run move by rolling 2D6 in the shooting phase rather than a D6, but they'll have to take a Dangerous Terrain check if they do use their Rokkits again on the same turn.
They're slightly cheaper than 'Ard Boyz, and if you upgrade one to a Nob at a size of ten, you pretty much have a free Nob when you compare the point cost to Boyz with 'Eavy Armour at the same mob size. Stormboyz are great as the anvil of a pure assault based army, while the Trukk Boyz act as the clean up crew to finish up what the Stormboyz left.
Competitive: Yes
Deffkoptas: Soi soi soi soi soi- Oh sorry, I was making some roflcopter noise. Anyway, the Deffkopta is unique as they're Jetbikes. They lost Outflank, but they gained Hit and Run to compensate their lost. Their weapon options are free, and they now cost less per model. Deffkoptas also now can take a one use pie plate called the Bigbomm, and it's not bad for what its worth. Now that they can only Scout, your best bet is to either run them as a pair or alone, with no Nob to take, 66% of the time they'll fall back if you run three or more.
In low point games they do well by delivering reliable anti-infantry/tank shots on the fly, especially if you go for the rear armour with Rokkits. They aren't as good as before with the new vehicle chart, which hurts them the most. They can still do a decent job, as they're cheap for what they do. But now that we have better units to handle vehicles, Deffkoptas are best reserved in games of 750 points or below.
Competitive: No
Dakkajet: Once a popular aircraft for the Orks, the Dakkajet had got a big nerf. Now when a Waaagh! gets called out, you only get an additional shot rather than double for each Supa-Shoota you have. Flyboss now only gives you an additional Ballistic Skill against Flying Monsterous Creatures, Jetbikes, Skimmers, and other Flyers. It's still recommended to add another Supa-Shoota to get a better chance of scoring more hits, plus we know that more dakka is always good. This jet is best against infantry and Flying Monsterous Creatures like the Lord of Change and Hive Crones.
Sadly, this is the worst out of the three. The Dakkajet is mediocre against infantry and doesn't handle as well as you want it to. Lootas and Traktor Kannons are better at taking down Flyers, so hunting for flying monsters is what it's best at, although it can be situational. You're better off with the other two, unless you commonly face Daemon Princes and Tyranids.
Competitive: No
Burna-Bommer: A Flyer that scares blob armies, it does a better job than the Dakkajet in this role. Burna Bombs and Skorcha Missiles both ignores cover when fired, and it comes with a Twin-linked Supa-Shoota and Big Shoota. The Big Shoota is fired on a Gretchin's Ballistic Skill, a nice bonus, given how you have a grot gunner on the model. As to how many Skorcha Missiles you should put on, I think two or four is plenty, depending on how much points you have. This Flyer doesn't disappoints when you face infantry more often, and is in my opinion my preferred unit over Burna Boyz.
Competitive: Yes
Blitza-Bommer: The Burna-Bommer's cousin, this one is geared against TEQs and even Transports. The Boom Bomb has a funny table that haves a very slim chance for it to kamikaze a unit, and to make a single attack at Strength nine on both the target and itself. Has the same guns as the other Bommer, except the Big Shoota isn't Twin-linked. Since the Blitza only carries two Boom Bombs and can crash itself on an unlucky roll (Gotta love Orks!), running two is probably the best way to use them effectively. Given how this is one of the few units that can ignore TEQ saves, I can see some list featuring at least one of these.
Competitive: Yes
Warbikers: Even tho we lost the ability to run Bikers as Troops (In a Battleforged army anyway), Warbikers are still very effective. For the same price and size of Nobz, you get a Boy with a Bike, but unlike other units, they don't have Stikkbombs. Such a shame, but they can take still take a Nob like any other Boyz, same thing, so nothing worth repeating. Like Nob Bikers, they won't care if they snap fire after they Jinx, plus they're better in close combat than Beaker Bikers, although Khorne Bikers are slightly better (But cost more of course). Warbikers are the other unit I would recommend, along with Nob Bikers to be the hard hitters with Trukk Boyz being the back up units. Whether your doing Evil Sunz or Mechanized, Warbikers also fit in!
Competitive: Yes
Warbuggies: Still running old models as usual I see. Aside from that, Warbuggies are cheap as chips and got better given how they're extremely fragile. The first is a simple price drop, and making Twin-linked Rokkits free to reolace the Twin-linked Big Shoota. They can now have up to five karts rather than three, but the best buff has to be allowing them to Outflank. This is because they're one of the most fragile vehicles in the game, so this Special Rule helps them get to the enemy lines more safely (Finally a good way to make use of the Skorcha weapons). Having four Buggies coming on the board from reserves will cost you a triple digit of points, and makes for an excellent harassing and distraction unit.
If you can get pass the ugly old models (Or find better ones from a third party miniature company), these go karts are great IF you run three or more. Heck, they'll probably be our best budget unit in low point games, it's good to see them being viable again. Now if we can get GW to update their aging models, that would be splenda!
Competitive: Yes
SUMMARY: The Bommers, Stormboyz, and Warbikers/buggies can find use in many armies, while the Dakkajet also haves a chance in a meta of Flying Circuses.
Finally, we will soon see the best and overcrowded section in the Ork Codex: Heavy Support. What units will be the heavy lifters (Pun attended) in a section full of so many good units? Stay tuned!