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Build a better Waaagh! – Warhammer Community cooks up their ideal Ork armies

With Codex: Orks up for pre-order tomorrow, Warhammer Community’s own aspiring Warbosses have been planning their next Waaagh! – here’s what they’ve put together.

Andy

I’ve always wanted a Kult of Speed army ever since the 3rd Edition Codex: Armageddon, and the new Codex gives me the chance to build the Speedwaaagh! of my dreams.

Kult of Speed (1DP), Blitz Brigade (1DP), Brute Bosses (1DP)

Unit

Points

Warboss – power klaw, kombi-rokkit (Leading Nobz)

100

– Enhancement: Blitzboss

20

10x Nobz – kombi-rokkits, 2x skorchas

250

Gunwagon – killkannon, 4x big shootas, lobba

150

Warboss – power klaw, kombi-rokkit (Leading Nobz)

100

10x Nobz – kombi-rokkits, 2x skorchas

250

Gunwagon – killkannon, 4x big shootas, lobba

150

2x Warbuggies – rivet kannons

130

2x Warbuggies – mek speshuls

130

2x Warbuggies – mek speshuls

130

Wartrakk

70

Wartrakk

70

3x Deffkoptas

80

3x Deffkoptas

80

6x Warbikers

140

3x Warbikes

75

3x Warbikes

75

First up were a couple of Warbosses (one doubtlessly supporting Gork and the other Mork), both leading big units of Nobz from the back of Gunwagons (both painted red). These are the big combat units of the force, designed to race forward and get stuck in while the rest of the force focuses on boring stuff like objectives. 

The main boss also gets the Blitzboss enhancement from the Brute Bosses detachment, giving his wagon a little extra survivability in the first turn, and getting him into the fray a little faster with +2 Movement (like the Red Paint Job of yesteryear!)

Backing up the two wagons are a swarm of six Warbuggies, four with mek speshuls, which can put out a monstrous amount of shots a turn, and another two with rivet kannons for a little more anti-elite firepower.

A few mobs of Deffkoptas are included to give some extra anti-tank firepower, and can also use their Aerial Manoover ability to fly away into Strategic Reserve if they’re needed across the battlefield to grab an objective or claim a table quarter in the next turn.

The Wartrakks are there to help out other units with their Bust ‘em ability, granting [Lethal Hits] to friendly Speed Freeks units that attack units hit by their attacks. This could give a boost to the Warbuggy rivet kannons or Deffkopta blasta rokkits at a crucial moment.

Finally, a few units of Warbikers are included to help carry out actions and to harass the enemy on the flanks.

There’s a lot of duplication in this army, as I’m trying out a few different units. It’s a starting point and in future I can see myself swapping in some other units (Tankbustas in a Trukk, maybe. A big mob of Stormboyz. Almost certainly Wazdakka Gutsmek). 

Rob

Ever since my first time playing Warhammer 40,000 in high school, I’ve been enamoured by Gork and Mork’s silliest warriors, the Gretchin. I find their tragically pathetic energy immensely endearing, and have always wanted to field an army with an unmanageable amount of grots

The classic Dread Mob was good enough for it in the past, but a dedicated Runt Swarm detachment gives them some actual support. It’s the time of the Gretchin!

Runt Swarm (1DP), Dread Mob (1DP), Wreckas (1DP)

Big Mek Dakkarig

135

– Enhancement: Dreadherder

20

Big Mek Dakkarig

135

6x Killa Kans

260

6x Killa Kans

260

Deff Dread

130

20x Gretchin

80

– Runtherd

10

20x Gretchin

80

– Runtherd

10

10x Gretchin

45

10x Gretchin

45

Tankbustas

145

Trukk

60

3x Deffkoptas

80

The army has two key components – a horde of Gretchin for objective play, and a hard core of Killa Kans for big fightin’. The grots are split up into two big units of 20 and two smaller groups of 10 so that I have plenty of OC for overwhelming front line objectives while the backline squads are easier to hide behind terrain areas, and if they spend the entire game doing actions and nothing else, well that’s wot Grots is for.

Having 12 Killa Kans on the board means that the Dread Mob detachment is an easy pick, so I beefed up the Walker contingent with two Big Mek Dakkarigs and a Deff Dread. One of the Dakkarigs – my Warlord, Gitnob da Mekboss – also has the Dreadherder enhancement so he can sit behind a unit of Kans and blast away in relative safety, while improving their own shooting significantly.

This left me with a few hundred points and one detachment point to round out the army list. 

At first I considered taking Madcap Meks and throwing a bunch of Shokk Attack Guns onto the field, but settled on a unit of Tankbustas in a Trukk with the Wreckas detachment. The rest of my army is of middling speed at best, so a rapid response Trukk that can fire an accurate barrage of rokkits with the Drive-By Bustin’ stratagem sounds useful indeed.

This army gives me a good spread of units and both the Priority Assets and Purge the Foe force dispositions to pick from, depending on how hooligan Gitnob’s Kanmob are feeling. The next challenge is to work out a version that includes a Stompa


What will you be building from the new Codex? Get your pre-order in tomorrow, and in two short weeks you’ll have the first Codex of the edition in your hands. Make sure to show us your new armies on Facebook and Instagram.

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