Ork unique characters, except the Mad Dok, suck so I will usually rolling on the tables. I prefer to take the combined arms detachment which gives the underrated rule that you get to re-roll your warlord trait (as well as OS). Combine this will Da Finkin's Kap for only 10 pts and the improvement to the book tables in 7th and they should come in handy, provided you remember that you actually have them. There were many times in 6th where my Warlord trait was useless and I never thought twice about them once the game started.
Ork traits
- Warlord gains the Waaagh! special rule, warbosses' Waagh gives fearless until next turn - If you elect to make a painboy your warlord, you can still get a Waaag, which is a nice bonus. Making units fearless. Since Waaagh now affects more units than it used to, fearless for a turn will be very important. You could even consider saving it until a turn when you have multiple units falling back. It gives you an extra tool and a turn of reliability.
- Warlord, and all Ork units within 12" of him, re-roll failed Morale and Pinning tests - An old style boss pole, but with range. Orks are still cowardly gits that succumb to fear with no re-roll. Great for an assaulting warboss or a sit back SAG gun.
- Warlord, and all Ork units within 12" of him, can re-roll all the dice for Run moves or charge range - For sheer utility this is the top choice for me but notably doesn't allow fear tests to be rerolled - This should have just been fleet to make things simpler, but instead is slightly worse. Since 'ere we go is already pretty decent, this doesn't have as much utility as I would like.
- Warlord can re-roll one failed To Hit or To Wound roll each turn - Most valuable on a warboss. Combine this with an attack squig and you could be getting 2 rerolls in to hit in assault. It might be nice for a SAG too, essentially a free ammo runt per turn.
- Warlord can re-roll one failed armour or invulnerable saving throw each turn - The go to choice for mega armored warbosses, but even biker bosses will use it to tank wounds. The loss of cybork 5+++ really hurts here, since there is no way to get an invuln so any power weapon wounds won't benefit from this and you just have to rely on just your FNP (if available). It would be nice if you could use it for cover saves too. It's quite kunnin to hide behnd appropriate terrain.
- Warlord has +1 Strength - This just isn't that useful. A warboss is usually going to take a PK anyways, so moving from S5 to S6 is a waste. I guess you're still S10 even if enfeebled, but this is so situational that you don't waste time thinking about it. For a Warboss with BC, you move from S7 to S8, I guess that helps, but strongly consider a Klaw and just reroll this result. It wouldn't be the end of the world if I got this for a painboy or big mek since they're both S4, pushing the Big Mek to S10 with a Klaw and giving the Painboy S5 poison, allowing a reroll against T4, which is nice, but there are plenty of better traits.
The first two options are very solid. Both of the re-roll traits work well with Da Lucky Stixx, giving you an extra free reroll per turn before you kill yourself. They work well enough on their own. The psuedo-fleet isn't bad, but the +1 strength is a real dud. As it stands, it's a pretty solid option for nearly any warlord choice.
Command Traits
- Friendlies w/in 12” use Warlord's Ld - useful with a warboss at Ld9 since Mob Rule no longer ups leadership values. Useless with a weirdboy or painboy as they are only Ld7
- Enemy units within 12” use lowest Ld - I've never found this to be very useful, but on a warboss assaulting in could break a unit or two that wouldn't normally break.
- Friendlies w/in 12” have Move through cover - I would love to get this on my biker boss just to speed the game up ignoring all those dangerous terrain tests.
- Friendlies w/in 12” add 1” run and charge - Combos well with Waagh, but doesn't add range to turbo boosts
- Friendlies w/in 12” re-roll 1s to hit shooting - not too useful with Orks at BS2. Maybe on a Big Mek with Sag near lootas and mek guns. Orks only gain about 5% with this so we're looking at 1 extra hit per 10 shoota boys. Weakest option.
- Friendlies w/in 12” re-roll 1s to hit in assault - now we're cooking. Especially juicy with the waagh banner or lucky stixx. May lead to overkill though. Not as flexible as the Ork re-roll to hit or wound, but comparable.
Personal Traits
- Warlord has counter-attack - At least counter attack extends to the whole squad. Can help mitigate a failed charge., but you still lose the FC bonus.
- Warlord has Furious Charge - useless, all Orks have FC already
- Warlord has outflank - It gives you additional deployment options, but you're usually better starting on the board and charging forward to close the gap quickly. An outflanking squad of ard boyz in hammer and anvil would be nice.
- +1 VP for each char warlord slays in a challenge - A warboss with this is nice since it prevents the opponent from feeding you a useless Sgt. On a painboy or big mek it is pretty useless.
- Warlord has FNP - Useful if you decide not to bring a painboy, but FNP is something Orks already do well. Maybe if it improved FNP it would be better.
- Warlord has Fearless and It Will Not Die - Hot diggity, gimme. Fearless nobs, fearless boyz, fearless any squad is good stuff
Strategic Traits
Since you now know if you're going first or second before you roll, this table is even better than before and gives you some good options- All units have Move Through Cover and Stealth in ruins - The revamp of terrain means ruins are going to be everywhere. Bikes can now assault up terrain too. Depends on the board obviously.
- Can activate Night Fighting and have Night Vision - Very useful to help mitigate alpha strikes. Range isn't a factor anymore, so it will even help against drop pod armies.
- Warlord and 3 non vehicles have Infiltrate - Invaluable to foot squads to ensure 2nd turn charges. It can really help to close the gap. Plus you get outflank. There are lot of uses for this. It can even be something as simple as waiting to deploy your lootas until after you've seen where your opponent put his armor. This can make a unit of grots into scout move blockers against bikes or flesh hounds.
- Add +1 to sieze, can re-roll reserves (while alive) - The sieze bonus is nice, but I don't usually hold much in reserve with Orks. You can reroll successes so it can be used to keep grots off the table.
- Opponent has -1 to reserve rolls - Some opponents aren't going to care about this, but it can help spread out a 2nd wave of drop pods or fliers. Has value if you go first or 2nd. If first you'll subtly affect your opponents deployment decisions. Could be even better going 2nd since your opponent will have already committed units to reserve.
- Choose 3 units to take a pinning test their 1st turn - Pretty sweet deal against Tau with their low leadership or other Orks to maybe cause some early mob rule wounds. Since pinned units cannot snap fire anymore, it gives you a chance to suppress some enemies. Won't have any effect against Daemons, pure bike armies, mech forces, Knights, Necrons, or Tyranids in synapse. That still leaves a lot of solid armies and options that you'll want it against. It could be just enough to disrupt someone's plan
Taking Da Finkin' Kap gives you a roll on this table and I plan to take it whenever I can. Almost everything has utility.
Seen above, a dead warboss |
Note that any character can now be the warlord, please consider giving your runtherd's their due.
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