Friday 6 November 2015

DEM TRICKSY ORKS: DA FORCE FIELD TAKTIK

So as I was writing the Ork posts I found a thing, a good thing I think.  It centres around this guy...


The ork Weirdboy.

I was inspired when I noticed that the ork Weirdboy can take powers from the Daemonology discipline.  Now I had seen a couple lists where guys tried to use their Weirdboy to summon daemons which always ended in disaster because you perils on any doubles and the high casting cost of summoning pretty much guarantees a perils.  Then I though "What about sanctic powers?"

Most of the powers in the sanctic discipline have casting cost of 1, which is low enough to throw 2 or 3 dice, get it off fairly reliably and minimise the risk of getting a perils result.

So where am I going with this?  Sanctuary and Hammerhand, that's where I'm going.

Hammerhand gives a boost to the Orks rather paltry S3 and makes them far more reliably killy even if they didn't charge, not to mention putting a Nob with big choppa at S8 and your average PK nob S10, making both easily capable of busting open most vehicles.  Not to mention you Weirdboy is now S8 with a force weapon.

Sanctuary comes into play when you add a Big Mek and the Mega Force Field, or a Skyshield Landing Pad.  This boosts your Invul save to a 3+.

So, to put this in unit terms, you can have a 7 man unit of Nobs, 3 PKs and 4 Big choppas, a Painboy, lvl 2 Weirdboy, and a Big Mek with Mega force Field all for 500ish points.  That is a scary unit.
You could also drop the Big Mek and take bikes to get a 3+ cover save (after turbo-boosting) and simply drag the Weirdboy along for the strength buff

Alternately, you could take a large unit of artillery on a Skyshield Landing pad, add a Weirdboy and get a 3++ for your weapons battery.

Hows that for durable?

Until next time, keep them dice rollin.

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