The gitz n’ grots of your army

I think it’s best to start from the very beginning. This last year brought new beginnings, for the Ork kind, in the lovely season of Orktober. The 8th Edition codex was released and brought a whole new crowd of war bosses along with it. So here I will cover what every waagh out there needs.

Meats

Every race in the 40k universe has its own bread and butter. For Orks, this happens to be their troop choices. The Ork army, as it stands in 8th edition, has two options for troops; boyz and gretchin. Either of these choices for your army is worth collecting and here’s why: distraction. You can never go wrong by getting a crap ton of either of these troop choices, they draw a lot of attention and that is exactly what you want them to do. When starting you army, you must ask yourself what kind of play style fits you.

Boyz

If you prefer to overwhelm your enemy I would say gather as many boyz as you can. A hardy horde can be deadly enough on its own, without being buffed by more elite units. Boyz is the second cheapest investment you can make with an Ork army, at 7 points apiece you would be insane not to! I do recommend a power klaw in the group (to take care of dem tougher hummies) but shootas and other upgrades not so much. The reason being that you want to significantly capitalize on the cheap point cost and if we are being honest, some boyz are meant to die from the start.

Credit to:
https://www.deviantart.com/thomaswievegg

Strategy

Boyz has a 6+ armor save so do not be discouraged if you lose a few before you get to rein in the pain. Numbers are a big factor for Orks 90% of the time because our saves suck, so play to the strengths; the sheer amount of attacks from a 30 man squad of boyz can potentially wipe anything from the map. This is not because they are super effective alone… but because of the overwhelming dice number granted by the excitement of waagh energy instilled in each an ery one of the boyz. So if we do the math a regular ole squad of boyz (without the boss nob n power klaw) has 2 attacks base and choppa gives them an extra attack automatically so 3 attacks each then the green tide ability gives them an extra attack when above 20 models. In the end, without any augmentation, you could teleport dem into the enemy’s face with a potential 120 attacks not counting for overwatch – there truly is little that can counter such odds.

With boyz, the buffs are limitless. Stratagems allow you to regenerate a whole squad and leave your enemy weeping, make them goffs and dakka dakka basically triggers in melee, psychic powers can give them even more attacks. Synergy is very important when making the best out of your boyz, though as you can see it is not entirely necessary. If you decide this route sounds fun, be warned that it’s expected with Ork players and expect a smart opponent to bring flamers.

Grots

Your second choice for the meat of your army, my personal favorite, is the grots. These little annoying buggers cost 3 points each, a full squad of 10 only costs 30 points. That means you can field twice as many of these guys as you can boyz. I am a personal fan of grots simply because they are annoying and arguably the most effective at protecting high priority units. Gretchins is just as much a numbers game as boyz are but for a different reason… sacrifice. To put it simply grots are meant to die or flee so always bring a Runtherd or other morale “booster”. These guys can be buffed in similar ways as boyz but not as much.


Credit to:
https://www.deviantart.com/kinder-warlock


Strategy

If your grots are not getting shot at or holding an objective it is time to rethink your strategy. Surround your elites with a mob of gretchin and use the grot shield strategy to your advantage. If you can’t protec than attack charge the nearest high-value target with grots and keep them from destroying your other units. Eat the overwatch with the little guys. Don’t expect too much damage or them to last very long but they will work their intended purpose, especially for the low point cost. The magnificent thing with grots is that flamer or not it’s very unlikely that a single unit will 30+ attacks to deal with a squad of 30 gretchin and if they do its likely you’ve tied whatever unit down for at least a turn. This is long enough for most heavy hitters to come in.

The point cost ratio is much nicer and grots also gain more accuracy in large numbers so it may even be possible for a squad of thirty to at least damage a target they have tarpitted maybe even bring it down to half wounds. You don’t have to think about a unit of gretchin, when fielded, either because they don’t have any upgrades to consider. Field them and single out tougher units until the elites mop up the rest. Oh yes, and everyone underestimates these beautiful green gobos so for you blood axes out there this is perfect for ya! Most players will ignore these little guys. Before they know it they are right where you want them, holding that objective or tying up that land raider that won’t stop shooting up your guys with that damn new bolter beta rule.

Comments (12)

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  5. Gary Dennis

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    Solid strategic advice. Are you going to go into each type of unit? Type of clan? Pro’s and coke to horde lists vs the speedwaaaagh!!

    Great start to what I hope will be a great page. Looking forward to future posts of Orky goodness. Need stuff to read and inspire whilst I write an Ork book based on a narrative campaign me and my pal are writing and playing.

    • Da Boss

      Reply

      Thanks! Eventually, I plan to break down the units and different strategies(clans/upgrade choices). The next few articles may be more of a new player focus though I want to get the newcomers from 8th being released up to speed. Some lure next, which can help with your book but after that who knows!

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