40K: 5 Ork Units Blessed By Mork
…Or was it Gork? Come take a look at 5 Ork Units that you’ll want to keep an eye on in 8th!
Every army has gotten a face-lift and rework in Warhammer 40,000 8th edition and Orks are no different. I’ve had many a fun game vs the Orks in the past but now just about every unit they have is worth taking a look at again. So if you’ve got some old go-to units maybe set those aside and give these a shot for a game or two, you just might be surprised!
Burna Boyz
Ork shooting is all about massed dice to overcome that pesky low BS score, right? Well why not just skip that whole “rolling to hit” with Burna Boyz! They have Assault Weapons so that means they can move, advance and fire them with a -1 to hit that you don’t care about! For added danger, load them into a Trukk and get your Flame on!
Stormboyz
First off, this unit is cheap. Secondly, it’s incredibly fast! Stormboyz move 12″ and can Advance and Charge in the same turn! With Pistols and Choppas they are ready to get in close and do some work. They are surprisingly deadly in close combat to most things because they hit on +3 and generate a respectable amount of attacks per model. If you need a unit that can get a first turn charge off or if you just want something that can threaten anywhere on the board, Stormboyz just might surprise you – and hopefully your opponent.
Deff Dread
Okay – this one is for me. The Deff Dread model is just plain awesome. On the tabletop it’s Toughness 7 with 8 wounds and a +3 save. One thing I love about the Deff Dread is that it doesn’t really lose any combat effectiveness when it takes damage. It doesn’t slow down, lose attacks or weapons. It goes full throttle from 8 wounds to 0, and then it has a chance to explode. It’s move 6″ with the ability to re-roll failed charges, too. Load this bad-boy up with a Klaws and go NUTS.
Killa Kans
Okay, I may have a soft spot for Orky Walkers. The Killa Kans do have one ability I really like. If the unit contains 3 or more Kans, they get an extra Attack in close combat. Each Kan already has 3 base attacks and when using their Kan Klaw, it’s +3 strength. That’s 12 Str 8, AP -3, 3 Damage swings heading your way. They should re-name this unit to be Killa Kan Openerz!
Ork Boyz
Between Mob Rule and Green Tide (which gives them an extra Attack each when the unit is over 20 models) I can’t wait to see squads of 30 boyz running around the table again. Sure, they are still Ork Boyz and have basic stats but when it’s time for an Ork Krumpin’ Da’ Boyz will never let you down! Also hidden Power Klaws are back with a fury…
I could go on. I didn’t even get into the Characters or the Nobs and what they can do – but I think you get the picture. Even the basic orks are worth a look again. So park the Bikers and loots for a bit longer and experiment with the madness that is the Green Tide – you might just be ready for a WAAAGH!!!
Ork Players – what units are you having surprising success with any why? Let us know in the comments below!