Warhammer 40k Forum and Wargaming Forums banner

1 - 4 of 4 Posts

·
Premium Member
Joined
·
4,376 Posts
Discussion Starter · #1 ·
A note on Relics. The Relics in Codex: Orks are limited to one per character because it clearly states that “a model can take one of the following.” Thus, you cannot give a Warboss Da Finkin Cap and Da Dead Shiny Shoota. In contrast, Waaagh Ghazghkull says only that “one of each of the following Kustom Gubbinz can be chosen per army.” As such, you can give an independent character chosen from Waaagh Ghazghkull more than one Relic. However, despite this difference both sets of Relics make it clear that you are not allowed to mix relics from one book with those of another. Thus, a Combined Arms Detachment, Ork Horde Detachment, or Formation from Codex: Orks can only take Relics from Codex: Orks. Similarly, the Great Waaagh Detachment or any formations from Waaagh Ghazghkull can only select Relics from Waaagh Gazghkull.


Da Dead Shiny Shoota

Perhaps the best thing going for Da Dead Shiny Shoota is that it costs next to nothing. If you have a Big Mek or Warboss without some other Relic and you find yourself with a few spare points this can be a fair upgrade to purchase. 6 twin-linked shots is a lot of Dakka for 5 points. That said, I would not forgo a more powerful Relic in favor of Da Dead Shiny Shoota.

If you are worried about targeting your own models first be aware that misses don’t automatically target your units. Rather, for all of your misses you roll again and on a roll of a 1, you hit a friendly unit. In order to mitigate this the easiest solution is probably to have your units outside of the 6” bubble, although this is not always possible. A second strategy is to simply have your nearby units inside of transports such as Battlewagons or Trukks.

Suggested Build:

Big Mek. It probably isn’t worth giving this to a Warboss unless you are running two of them, and even then you might be better off with something else. However, in many cases none of the Relics make a lot of sense for a Big Mek who is often back a little more and repairing things such as a Stompa or Gorkanaut and Da Dead Shiny Shoota allows you to put out a lot of shots from only a single fire point.


Da Finkin’ Kap

Many players like to put Da Finkin’ Kap on their Warlord in a Combined Arms Detachment. The Ideal Mission Commander rule allows you to re-roll your Warlord Trait. This gives you four potential rolls on the Strategic table for whichever specific buff you are trying to get: the initial roll and re-roll, plus the extra trait and re-roll.

This can be particularly powerful in a game where there are a lot of ruins on the board as one of the strategic traits gives stealth (ruins) and move through cover (ruins). It is also very useful if you are playing with the Green Tide formation as it can enable you to infiltrate with the entire tide, putting you at least 6” closer to your opponent. Lastly, if your opponent has a lot of forces in reserve the -1 to reserve rolls can help ensure that his or her reserves come in piecemeal instead of all at once.



Da Lucky Stikk

For many players this is the “go to” Relic. It offers two different bonuses which can ideally be combined for twice the benefit, but even benefitting from just +1WS or the rerolls justifies the price. Note that the rerolls allow you to re-roll hits, wounds, and saves. This means you cannot reroll armor pens or Feel no Pain saves, as FnP is technically not a save.

The biggest challenge you will have with Da Lucky Stikk is deciding what character to put it on and what unit to put that character in. Regardless you will want to give this guy a Power Klaw due to the ability to reroll to hit and to wound, thus maximizing AP.2 hits.

Suggested Builds:

Warboss in Mega Armor. This guy can tank wounds like a champ and still benefits from the +1 WS and re-rolls to hit as long as he doesn’t fail too many armor saves when your opponent strikes. Some players use this warboss to babysit a unit of Lootas. This strategy can be effective as the Warboss tanks wound and allows the Lootas to move and fire, but it does not utilize the full value of the Warboss’ +1 WS. Instead consider a basic unit of Slugga/Choppa Boyz. The Warboss can still tank overwatch shots and basic CC attacks, while the Nob can accept a challenge against an enemy character with a Power Fist. The Boyz then hit on 3’s and generate a truly ridiculous number of S.4 hits.

Warboss in Eavy Armor. This guy can’t tank wounds, but still hits like a brick with the re-rolls. If you are desperate you can re-roll his 4+ armor saves. This lack of tanking ability suggests a different role for this warboss. Put him with a unit of Tankbustas allowing them to hit an Imperial Knight with their Melta Bombs on 3’s. This tactic is particularly effective against the Adamantine Lance as 15 Tankbustas and a Warboss with a Klaw, all hitting on 3’s can easily wreck 2 Knight Titans. Watch out for a 6 on the stomp table though.

Warboss on a Bike. This guy is mobile and and if you go flat out he can re-roll his 3+ cover saves, which is really powerful if your opponent has no access to ignores cover weaponry, but next to useless if he or she has ready access to it. Put this Warboss with a death star of bikers. The Warboss is less useful with Nob Bikers due to their access to a Waaagh Banner which already grants them +1 WS. If you combine this guy with Zhardsnark Da Rippa from Forgeworld you can get a 2+ rerollable cover save as Zhardsnark grants your bikers skilled rider.

Big Mek on a Bike. This is a more unusual suggestion. However, in the increasingly popular Highlander Format a lot of players are opting for the Forgeworld Biker Boss Zhardsnark. As this option utilizes a player’s only Warboss equivalent, putting Da Lucky Stikk on a Big Mek grants the player many of the same bonuses, at the cost of 1 less attack and 1 less strength/toughness.


Headwoppa’s Killchoppa

Headwoppa’s Killchoppa is one of two upgraded Big Choppas Orks have access too. In the case of the Killchoppa it grants rending and instant death. In most cases you would probably be better off using a Power Klaw at S.10 on your Warboss, but in some cases rending and instant death may be the way to go. For example, against massed Wraithknights the same week that you have already won the lottery. However, the trouble with this strategy is it relies on rolling 6’s to wound instead of simply rolling 2’s to wound with a Power Klaw.

Suggested Build:

Big Mek. This may represent a better strategy than using a Warboss with the Killchoppa as you will be giving up less offensive punch against a Wraithknight or other similar target as you will only be dropping from wounding on 4’s no saves, to wounding on 6’s with instant death.


Warboss Gazbag’s Blitzbike

Gazbag’s Blitzbike is basically an upgraded Ork Bike, or a downgraded version of Wazdakka’s bike from our previous codex. It’s gun is S.6, Assault 3, AP.3, twin-linked with a 24” range. The trouble here is that you can get a regular bike anyways, and all you get here is the extra strength, AP, and range. In most cases you would be better off using a regular bike and buying a different relic.

Suggested Builds: None


Da Fixer Upperz

This is essentially an upgraded version of the basic Mek’s Tools that repairs on a roll of 3+ instead of a roll of 5+. This means that in some cases it should be avoided for the same reason as the Blitzbike in favor of a different Relic. However, there are specific cases where Da Fixer Upperz is extremely useful such as when a Big Mek is inside a Stompa for an entire game ensuring that your Lord of War is essentially unkillable.

In contrast, if your Big Mek is more mobile and you expect to get some combat or shooting out of him, you are better off with a different Relic that will make him more survivable or provide him with some other bonus in many instances an Ork vehicle will be blown up in a single turn thanks to the bonus from open-topped.

Suggested Build:

Big Mek. Stick him in a Stompa or a gorkanaut alongside a unit of Burnas consisting of 3 Meks and 2 Burnas. This gives you three rolls at 5+ and a single roll at 3+. For added security you can give the Big Mek a grot oiler to allow you to re-roll one of his repair rolls. With any luck you should be repairing two hull points every turn and causing your opponent an endless amount of frustration. Make sure to give the big Mek a Kustom Force Field.



Choppa of da Ragnarok

Despite the great potential the Choppa of da Ragnarok seems to suggest, it has several problems. First, it specifies that you must inflict a casualty. This means that not only do you need to be in assault, but you also need to inflict a wound and have that wound actually kill the model in question. As such, you will get no bonus for putting a wound on a monstrous creature, or inflicting a wound on an independent character. Second, in order to inflict a casualty your opponent has to fail a save and rarely will you fight something that doesn’t have a 3+ save. Third, in order to get this you have to use the Great Waaagh Detachment, which I don’t recommend, or run a formation out of Waaagh Ghazghkull. Several of the formations can make use of the Choppa. In those cases, this might be worth it. However, you are still giving up a Power Klaw to get this and only saving 5 points. That is a rough sacrifice. Sure, if you have killed 2 models your Warboss will be up to S.9 and AP.3, but until then you will probably be missing your S.10 Power Klaw.

Suggested Builds:

Warboss in the Council of the Waaagh!. This is probably the use that requires you to sacrifice the least since your huge deathstar would have a S.10 Power Klaw from Ghazghkull and probably another S.10 Power Klaw from the additional Warboss. Including the Choppa of da Ragnarok here can probably grant you some needed flexibility.

Big Mek in a Dread Mob. This is a not a typical use of a Big Mek, but as a Big Mek only has a base S.4, he will not double to S.10 with a Power Klaw. This, combined with the fact that the Dread Mob is not lacking for AP2 attacks that strike before I.1 means that the Choppa can be rather useful. You are basically paying an extra 15 points above the cost of a regular Big Choppa for the possibility of improved Strength and AP.


Big Bosspole

The Big Bosspole is tremendously useful. Ork leadership is garbage and the Mob Rule table can be devastating. As such, I cannot overstate the value of fearless on a unit. The biggest reason you will not regularly see the Big Bosspole in Ork armies is simply that you have to take it with a Great Waaagh Detachment or in a formation from Waaagh Ghazghkull. I cannot overstate this, do not use the Great Waaagh Detachment. It is bad. However, if you place the Big Bosspole on a character from a formation the addition of Fearless can be extremely useful, and on the Green Tide it is practically a gift from Gork, or possibly Mork.

Suggested Builds:

Warboss in the Green Tide. Give this to the Warboss that you have to buy as part of the Green Tide formation: it will never run away and you won’t have your WS dropped down to 1 when you fail a fear test against daemons.

Big Mek in the Dread Mob. This use for the Big Bosspole obviously requires you to put the Big Mek, and probably the painboy as well, into a big squad of Boyz that you would field in a Combined Arms Detachment of some sort. Between Fearless, FnP, and maybe ‘Eavy Armour you can ensure that your Boyz stay alive long enough that your walkers can make it up the field as well.

Warboss or Big Mek in the Council of Waaagh!. Given the fragile nature of Orks, and the lack of an inv. save, adding fearless to one of the characters will allow you to stay in assault even if your opponent rolls a ridiculous number of inv. saves, or attacks you with S.8 weapons that insta-kill your Nobz. As with both uses above, it also keeps your Deathstar from dropping down to WS1 if you fail a fear check.


Da Supa-Cybork

Da Supa-Cybork seems like a good/useful relic at first glance, but unfortunately it does not bear extended scrutiny. While eternal warrior is nice, it is easier and more cost efficient to get a pseudo eternal warrior by putting a warboss on a bike. Yes, you will still be vulnerable to the force power, but without an inv. save chances are the fight wasn’t going to go our way anyways, and the toughness boost might have prevented our opponent from wounding us. Similarly, FnP 5+ is useful, but if we really were desperate for FnP we can add a Painboy or buy FnP 6+ from Cybork Body.

Recommended Builds:

Big Mek. As a Big Mek cannot get his toughness up to 6 he can’t get pseudo eternal warrior and thus is still susceptible to S.10 attacks. This mitigates that danger, but is still not all that great of an option.


Da Killa Klaw

Da Killa Klaw is a Power Klaw that costs an extra 15 points and allows the wielder to exchange all of his attacks for a single attack that inflicts instant death. This seems kind of cool, but without any access to rerolls in combat such as a beakie Chaplain giving out Zealot, only rolling a single die to hit is just a not a great idea. That said, in a situation where you are regularly facing an army with lots of monstrous creatures that cannot challenge your characters out (I’m looking at your Tyranids), you could get some mileage out of this.

Recommended Builds: nothing in particular: highly situational.


Mega Force Field

The Mega Force Field provides a bump to the regular Kustom Force Field, bringing you save from a 5+ inv. save to a 4+. Some players have put this in the Green Tide to try and protect it. While this seems like a plausible idea, it ends up being less useful. First, as the tide itself doesn’t include a Big Mek you would need to buy a second Great Waaagh Detachment to simply enable you to buy the Mega Force Field. And second, 6” is a rather small bubble where 100 Orks are concerned. However, you can get some mileage out of the Mega Force Field by using it to protect a Stompa or other similarly large points investment.

Recommended Builds:

Big Mek in Stompa. Load the Stompa full of repair and keep it alive with the 4+ inv. save. You would need to utilize the Great Waaagh Detachment here, but it is probably worth it if your strategy is to put an unkillable Stompa on the board.

Big Mek in Dread Mob. Putting the Big Mek in one of the Gork/Morkanauts is possible, but probably not the best way to utilize him. Instead, consider putting the Big Mek and the Painboy in a squad of Boyz or Bikers (purchased from a non-Great Waaagh detachment) and use this to provide moving inv. save to your walkers as they move up the field.


Kill-Dakka

Words alone cannot express my disdain for the Kill-Dakka. Anything more than 5 points for a weapon that you have absolutely no control over is not worth it. At the very least you know your Lootas will be S.7, Ap.4. Similarly, you know your Flash Gitz will be S.5, Assault 3. You have no idea what kind of gun you will get from one game to the next and you pay 30 points on the off chance that what you get will meet the needs you have in that specific game.

Recommended Build: please never take this.
 

·
Registered
Joined
·
522 Posts
Thanks for pointing out Da Fixer upperz. It's one of those relics that, TBH, I just quickly glanced at and never bothered to use.
You've given a pretty good overview of these sometimes handy extras, but it's a shame that there are so many that are just a points sink, and not likely to see much, if any, use.
I've tried a couple out, just for the hell of it TBH, and have been pretty underwhelmed by anything other than DLS, MFF, and Da Finkin Kap.
I will be using the Bg Bosspole in my Green Tide shortly though, not used that before, seems like a mandatory take in that case TBH.
 

·
Premium Member
Joined
·
4,376 Posts
Discussion Starter · #3 ·
Thanks for pointing out Da Fixer upperz. It's one of those relics that, TBH, I just quickly glanced at and never bothered to use.
You've given a pretty good overview of these sometimes handy extras, but it's a shame that there are so many that are just a points sink, and not likely to see much, if any, use.
I've tried a couple out, just for the hell of it TBH, and have been pretty underwhelmed by anything other than DLS, MFF, and Da Finkin Kap.
I will be using the Bg Bosspole in my Green Tide shortly though, not used that before, seems like a mandatory take in that case TBH.
Yeah Da Fixer upperz is one I like to give a big mek if I am putting him in a stompa or gorknaut/morkanaut then add either a unit of burnas with 3 meks and the grot riggers and you have something that is going to be hard to take down.

It is a shame most of our stuff won't be used or worse looks good on paper but in game is completely worthless or at best situational in its use. Dead shiny shoota and headchoppa I'm talking about you.
 

·
Registered
Joined
·
55 Posts
Thank you!

Thank you for that amazing post!

A *lot* of builds and relics I never thought off! Really enjoyed reading that and I bet you I'll use some of it in comming battles to smash some skulls.

Again. Thank you for putting the time and effort into that well-written post.
 
1 - 4 of 4 Posts
Top