Nephilim Faction Focus: Ben Jurek Talks Orks

Welcome to War Zone: Nephilim! There’s never been a shake-up this large during an edition of 40k, and in June Games Workshop dropped a new missions pack with all-new secondaries, changed how CP works in games, published new, all-digital points for the first time ever, and published a new balance dataslate, dramatically shifting the power levels of some armies.

With any big changes comes a new series of Faction Focus articles and we’re doing the same for Nephilim as we did for Nachmund. Last time around I made a lot of Ork players very angry by suggesting their outlook wasn’t so gloomy in Nachmund. Well strap in, because I’m gonna do it again. Also, this time I’ve enlisted the help of noted Warboss Ben Jurek, who’s currently ranked 2nd ranked in the ITC for Orks, to provide some additional commentary and list thoughts.

The Notable Changes

While some of the game’s top armies saw major nerfs coming into Nephilim – most notably Tyranids – Orks received a number of buffs, acknowledging that the changes made in the December Dataslate went a bit too far pushing the faction down.

The Summary

  • Point Drops: The Orks picked up a number of point drops on key units with the Nephilim points update, and while kustom jobs didn’t stay free, they weren’t particularly enticing anyways. Ork troops dropped a point each, giving us 4-point grots – a miracle basically unheard of in 9th edition. Meanwhile the Beastboss on Squigosaur and Squigbuggies dropped 15 points each, and the Kill Rig dropped back to its original price, 20 points cheaper.
  • WAAAGH! Changes: Orks got a much-needed and appreciated boost to their Waaagh! Mechanic. Now calling a standard Waaagh! boosts Core and Characters’ Attacks and Strength by 1 in stages 1 and 2, and your ork units get a 5+ invulnerable save in stage 1 and a 6+ in stage 2. The Speedwaaagh! hasn’t changed but this is a big improvement for Goffs in particular, who can now more easily weather that first round of combat if they don’t annihilate their opponents or consolidate into new ones while also boosting units like the Squighog Boyz above key strength thresholds.
    Ben: There is now more incentive to take Ghazghkull for his great waaagh ability , specifically in speedwaagh builds.
  • Dialing back the buggy nerfs: One of the harsher nerfs from the December dataslate was dialed back, and now an Ork army just can’t include more than 3 each of each of their buggies on a per-model basis (instead of only allowing a single unit), allowing you to take multiple units of them and take a single Nitro Squigs Rukkatrukk without losing the ability to take two more. This, coupled with the recent walkback of the nerf of the Freebooterz trait (it was nerfed in June then reverted a month later), potentially puts those vehicle lists back on the table, but they have a lot less play in Nephilim thanks to the new secondaries.
  • Secondary Updates: Speaking of which, Orks got some major love when it came to their faction secondaries. The best update here is to Get Da Good Bitz, which no longer requires you and your opponent to pick Good Bitz objective markers and can just be done on any objective markers that aren’t in a deployment zone. This is incredibly good, and Grots can easily turn this into 15 free points with the right deployment layout and terrain. Da Biggest and Da Best is also got easier to score, adding a rider that scores you 2 VP if your Warlord is on an objective outside your deployment zone, which also makes it much easier to score points with, particularly if you’re up against an opponent who can’t easily take out Ghazghkull. Stomp ‘Em Good remains highly situational but good in those situations. These give Orks some solid options, though potentially not as good as the game’s current top factions.

Ben: Orks have options now. You can play defensively and and with the right secondaries you never need to cross into your opponent’s half of the board . You can also play hyper aggressively against armies you know you combat well . I prefer to take a base warboss or a squigosaur boss as my warlord and shield them with lookout sir. Making him very non interactable. I take a kombi-scorcha on my warboss to sometimes net an additional 2 points flaming a random vehicle or monster that got too close. You also don’t need to dedicate much of your army to these missions . 2 groups of grots can score both green tide and get the good bitz. While the boss scores Da Biggest and Da Best. 190 points scoring 35 secondary points is incredibly strong . My special sauce for scoring get the good bits turn 1 ,where the no mans land objective is over 5 inches away is packing 10 grots into a battlewagon just for that extra move.

Aside from their powerful faction secondaries they also have the option psychic ritual, psychic interrogation Behind enemy lines and any list of secondaries that your opponent might give up. 

  • CP Changes: It’s not all good news for Orks in Nephilim. The CP changes hurt them more than most factions, in part because it can be difficult to fit everything you want into a single detachment, and in part because many of the faction’s Stratagems are overcosted.

Ben: Thankfully most of these strats aren’t actually needed. The hardest hit has been having to take 2 detachments to have 2 warbosses and all the CP to equip them. I’ve given up on that idea and just run boss Zagstruk as my second “warboss”. 

The net result is that Nephilim Orks are in a much better place than they were, not just because of their buffs, but because some of their key opponents saw nerfs that brought them down to a more reasonable level. 

Credit: Robert “TheChirurgeon” Jones

Playing Nephilim Missions

If you’re playing Orks competitively they come in two major flavors, though within those flavors you have a surprising amount of flexibility, and there are some other potentially viable options to look at.

Goffs

You know who really, really loves the new Waaagh! rules? Goffs, who like to stack their +1 faction charge bonus with the new Waaagh Strength bonus to get S7 attacks from beast snagga boyz on the charge with exploding 6s to hit. These lists run Ghaz and may have a pair of Kill Rigs, giving them lots of psychic support and ranged firepower, they may run Trukkboy Meganobz, or they may run heavier on Squighog boyz and Beastsnaggas.

Ben: “Super Goffs” as I like to call them are the easiest to go to and have a cheap named character to replace the second warboss you used to take. 

SpeedWaaagh

On the other side of the spectrum, the Speedmob still offers quite a bit of power, though these lists offer less in the way of secondary scoring – the Deffkilla Wartrike is not as tough as the Beastboss on Squigosaur and losing the easy version Get da Good Bitz really, really stinks, plus Stomp ‘Em Good isn’t as strong an option, either. That said, what you lose in easy scoring you gain in raw hitting power and speed with a host of buggies, deffkoptas, and a pair of wazboms.

Ben: While they don’t lose get the good bitz entirely, they have to do it with their bikes as its core model and it doesn’t finish at the end of the turn. Still playable (and what you took pre-Nephilim), but not as busted. Now that the new WAAAGH! Provides better options, the Speedmob isn’t what it used to be. There is also room for Evil Sunz in the conventional Waaagh! discussion as they have some very good warlord traits and relics that are unique to the clan. As I’ll point out later, you can just swap clans on strong melee lists to your liking. 

There are now 2 Speedwaagh spectrums, Those who take the Army of Renown and those who don’t, and that’s because Freebooterz also have play again. The army of renown did not get buffed nearly as well as a conventional Speedwaagh featuring ghazghkull as your warlord. WhileFreebooterz are not back to its full nightmare form from when it dominated the SoCal Open, they are definitely back on the table and worthy of being discussed. Being able to split your buggies again, adding attacks to your units (just like the AoR), and the invulnerable push this army up. Unlike with the Army of Renown you are also free to take some infantry units to help score secondary objectives. So with two high-scoring secondaries you can auto take you just have to figure out your third. It feels like the old days, running 9 buggies and jets with some support, and now even Ghaz. 

Other Options

  • Deathskulls: Obsec bodies and protection from mortal wounds definitely shine. Honestly you can take a solid melee list and apply any of Goffs, Deathskulls, Evil Sunz, Blood Axes, or Snakebites and it will perform. I think in certain metas and with certain game plans Deathskulls might just be better. Re-rolling your wound for the Wurr Tower from the kill rig is a big boon. 
  • Blood Axes: With an entire slew of additional relics and stratagems, Free CP and a CP generator, Blood axes can shine in nephilim. They play the missions very well and also have a very solid named character in Boss Snikrot. SURPRIZE! When able to be used is probably one of the best stratagems orks have access to and the army can really take advantage of mortals that proc on the charge with free fall backs and charges all around. Do not sleep on blood axes.  
  • Snakebites: Not much special here. You likely won’t see them as their trait does not apply too often since most of your army is t5 . Mozzrog is crazy but that’s about it. If you want to play them for flavor or are in a meta where that transhuman-like effect makes a big difference then maybe consider switching to this clan. 

Rob: If you looked at that Speedwaaagh option and felt like the struggle to score faction secondaries might be a problem well, that’s why Goffs have quickly become the sole favorite. There’s also some outside play for Kommando-heavy Blood Axes, as they also got 1 point per model cheaper, and 5-model units work very well as Good Bitz units that can forward deploy.

Ultimately an Ork list needs to have a plan for scoring Get Da Good Bitz every game for the easy 15 points, followed by a general plan to score Da Biggest and Da Best, which coincidentally will often align with keeping Ghazghkull alive as long as possible while ping-ponging him between objectives if he’s in teh list. After that, Stomp ‘Em Good will be around for games where you can expect to hit melee early and often and actually remove units quick enough to ensure you’ll score it. 

Credit: Robert “TheChirurgeon” Jones

Squaring Up Against the Meta

The Positive

Rob: Ironically, Orks throwing out a large number of low AP attacks works in their favor against a number of armies, such as Harlequins, who just live on 4+ invulnerable saves, and Custodes, who have a 4+ invulnerable save as a backstop for higher-AP attacks. Likewise, against nights the Beastsnagga rules can really help out and being able to take Bring it Down over Biggest and Da Strongest is a big upgrade.

Ben: Imperial knights as a matchup are fine, but Chaos Knights can be very difficult. Funny Enough Orks have pretty positive play into many of the high-tier armies. They can absolutely run over a Necrons player and deal with C’tans with mortal wounds coming out of multiple phases. You can also do a silly amount of damage to the Silent King with just some squighog riders. Since the changes the Harlequins matchup has gone from a coin flip to favorable. The elf meta right now is heavy on shuriken cannons, which fall very flat against kill rigs and other ork vehicles. And if you’re running ghaz he is an absolute menace against tau. 

Orks have enough volume to handle sisters, and aforementioned mortal wounds hit the army hard, with the majority of these mortals coming from bomb squigs. You can absolutely nuke Morvenn Vahl while she’s being protected by lookout sir. The only real problem in that matchup are Sacresants.

The Struggle

Ben: Outside of Meganobz, Orks live by AP-1 and AP-2 attacks. This means that they can struggle against armies with Armour of Contempt, especially targets with a 2+ save on top of that. These matchups require planning and a significant chunk of your army can’t interact. Thankfully with the secondaries available you don’t actually need to. Tyranids can also be a very tricky matchup depending on the build. Harpies have been a big problem for me. All of their units being capable in melee can make things difficult if you can’t wipe them out on the charge.

A match that is easily lost and not to be underestimated is the chaos knight matchup. Dreadtests on an army of leadership 6 and 7 are brutal. You do have a stratagem to ignore the charge penalty on 1 core unit for the half charge dread test. This matchup if not played well can definitely get away from you. 

Rob: The good news on marines being a struggle is that marines are still marines, and most of those armies either lack the tools to compete elsewhere (loyalists), have bad secondaries (chaos space marines), or are slow (Death Guard). Your bigger threats are going to be Sisters and Thousand Sons.

Ben: See my sisters comment, above.

Rob: Alright, fair enough.

The Lists

Let’s finish things off by looking at some Ork lists, starting with one from Ben.

Ben Jurek’s List

++ Battalion Detachment 0CP (Orks) [119 PL, 3CP, 2,000pts] ++

Clan Kultur: Goffs

+ HQ [15 PL, -3CP, 280pts] +

Boss Zagstruk [6 PL, 110pts]: Blitz Missiles, Choppa, Da Vulcha’s Klaws, Slugga

Warboss [5 PL, -2CP, 100pts]: 4. Brutal but Kunnin, Da Killa Klaw, Kombi-skorcha, Power Klaw [10pts], 2x Slugga, Stikkbombs, Stratagem: Relic [-1CP], Stratagem: Warlord Trait [-1CP], Warlord

Weirdboy [4 PL, -1CP, 70pts]: 2. Warpath, 3. Da Jump, Stratagem: Extra Gubbinz [-1CP], Super Cybork Body, Weirdboy Staff

+ Troops [14 PL, 280pts] +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Gretchin [2 PL, 40pts]: ‘Orrible Gitz
. 10x Gretchin [40pts]: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin [40pts]: 10x Grot Blaster

+ Elites [48 PL, 705pts] +

Kommandos [8 PL, 125pts]: Bomb Squig [5pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 8x Kommando [88pts]: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram [16pts]: Breacha Ram [5pts], Stikkbombs

Kommandos [8 PL, 125pts]: Bomb Squig [5pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 8x Kommando [88pts]: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram [16pts]: Breacha Ram [5pts], Stikkbombs

Kommandos [8 PL, 125pts]: Bomb Squig [5pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 8x Kommando [88pts]: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram [16pts]: Breacha Ram [5pts], Stikkbombs

Meganobz [6 PL, 90pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

Meganobz [6 PL, 90pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

Meganobz [12 PL, 150pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

+ Fast Attack [12 PL, 235pts] +

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 75pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Heavy Support [30 PL, 500pts] +

Battlewagon [8 PL, 120pts]: Deff Rolla [15pts]

Kill Rig [11 PL, 190pts]: ‘Eavy Lobba, 4. Spirit of Gork, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

Kill Rig [11 PL, 190pts]: ‘Eavy Lobba, 2. Frazzle, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

++ Total: [119 PL, 3CP, 2,000pts] ++

Ben: Honestly, I love this list. Of course I’d say that but it is everything I love about orks: It has big kill rigs. It does damage in all phases. it has 5d3 mortals it can spew out from bomb squigs. It’s not too different from any other goff pressure list, except that it can choose not to pressure. Orks just now have the option to set up counter charges and not go into the opponent’s deployment zone. They can just exist and score 90 points. You can score the other 10 by interacting with your opponent’s side of the board if you have to. One piece of special sauce: I use a battlewagon to give one group of gretchin some extra move to get on no man’s land objectives on turn 1. 

Aside from the newfound freedom of not having to send your waves of greenskins to die into bad matchups, most of the time you still pressure your opponent and leave them pushed into their own corner or table them entirely. 30x kommandos ensure some likely turn 1 Waaaghs. I generally prefer to call them on turn 1 where I can leverage the 5++ against more of my opponent’s army.  

This army scores a plethora of secondaries and baits opponents into Assassination with targets that look enticing. But as only three of your characters are likely to see combat, it’s a trap. Keep in mind that the ork secondaries are superior to the base ones. You will almost always take two of them.

Scores: Biggest and the bestest, Get the Good Bitz, Green tide, Stomp Em Good, Psychic Ritual, Psychic Interrogation, Behind Enemy Lines, Engage on all Fronts, Raise the Banners, RND

Gives up: No Prisoners, Assassinate. 

 

Richard Kilton’s List

++ Battalion Detachment -3CP (Orks) [97 PL, 1CP, 1,700pts] ++

Clan Kultur: Goffs

+ No Force Org Slot [12 PL, 195pts] +

Nob on Smasha Squig [4 PL, 65pts]: Big Choppa, Slugga, Smasha Squig Jaws
Nob on Smasha Squig [4 PL, 65pts]: Big Choppa, Slugga, Smasha Squig Jaws
Nob on Smasha Squig [4 PL, 65pts]: Big Choppa, Slugga, Smasha Squig Jaws

+ HQ [15 PL, -2CP, 285pts] +

Boss Zagstruk [6 PL, 110pts]: Blitz Missiles, Choppa, Da Vulcha’s Klaws, Slugga

Warboss [5 PL, -2CP, 105pts]: Attack Squig [5pts], Da Killa Klaw, Kombi-skorcha, Power Klaw [10pts], 2x Slugga, Stikkbombs, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

Weirdboy [4 PL, 70pts]: 2. Warpath, 3. Da Jump, Weirdboy Staff

+ Troops [24 PL, 460pts] +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Boyz [5 PL, 80pts]: Trukk Boyz
. Boss Nob [8pts]: Choppa, Choppa, Stikkbombs
. 9x Ork Boy w/ Slugga & Choppa [72pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

Gretchin [2 PL, 40pts]
. 10x Gretchin [40pts]: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin [40pts]: 10x Grot Blaster

+ Elites [22 PL, 330pts] +

Kommandos [4 PL, 60pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 4x Kommando [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [6 PL, 90pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

Meganobz [6 PL, 90pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

Meganobz [6 PL, 90pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

+ Fast Attack [12 PL, 240pts] +

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Heavy Support [8 PL, 120pts] +

Battlewagon [8 PL, 120pts]: Deff Rolla [15pts]

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota

++ Supreme Command Detachment +3CP (Orks) [15 PL, 3CP, 300pts] ++

Clan Kultur: Goffs

+ Primarch | Daemon Primarch | Supreme Commander [15 PL, 300pts] +

Ghazghkull Thraka [15 PL, 300pts]: Gork’s Klaw, Mork’s Roar, Stikkbombs, Warlord

++ Total: [112 PL, 4CP, 2,000pts] ++

Ben: Rich is the most decorated and respected warboss in the history of this game. We call him the old boss. I hope to be as good as him one day.  He is still crushing GTs and did so with this list. It’s very similar to other Goff builds like mine. He chose to run Ghazghkull and – count ’em – three Nobs on smasha squigs. That’s a ridiculous amount of mortal wound potential just in the charge phase. Charging one target he can likely trigger the  Unstoppable Momentum stratagem and really get into the soft bits of an army. He also has the utility of some Trukkboyz which can clear to most places of the board when you need them to.   Rich plays classic orks lists and does so with a lot of kunning and patience. I won’t be surprised to see him and this list win again.  

Alberto Nicolas’ Blood Axes

++ Patrol Detachment 0CP (Orks) [76 PL, 4CP, 1,280pts] ++

Clan Kultur: Blood Axes

+ HQ +

Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord

+ Troops +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Boyz [5 PL, 80pts]: Trukk Boyz
. Boss Nob: Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [4 PL, 55pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Choppa
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Squighog Boyz [8 PL, 130pts]: Bomb Squig
. 5x Squighog Boy: 5x Saddlegit Weapons, 5x Squighog Jaws, 5x Stikka

Stormboyz [6 PL, 90pts]
. Boss Nob: Choppa
. 8x Stormboy: 8x Choppa, 8x Slugga, 8x Stikkbombs

+ Heavy Support +

Kill Rig [11 PL, 190pts]: 2. Frazzle, 4. Spirit of Gork

Kill Rig [11 PL, 190pts]: 4. Spirit of Gork, 6. Squiggly Curse

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [42 PL, -4CP, 720pts] ++

Clan Kultur: Blood Axes

Detachment Command Cost [-2CP]

+ HQ +

Weirdboy [4 PL, -2CP, 70pts]: 1. Extra Kunnin’ (Blood Axes), 2. Warpath, 3. Da Jump, Morgog’s Finkin’ Cap (Blood Axes), Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Boyz [5 PL, 80pts]: Trukk Boyz
. Boss Nob: Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Burna Boyz [3 PL, 50pts]
. 4x Burna Boy: 4x Burna, 4x Stikkbombs
. Spanner: Big Shoota

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Squighog Boyz [8 PL, 160pts]: 2x Bomb Squig
. 6x Squighog Boy: 6x Saddlegit Weapons, 6x Squighog Jaws, 6x Stikka

Stormboyz [6 PL, 90pts]
. Boss Nob: Choppa
. 8x Stormboy: 8x Choppa, 8x Slugga, 8x Stikkbombs

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [118 PL, 2,000pts] ++

Ben: As I said earlier in the article, A lot of Ork melee lists are going to look alot alike and in some cases you can really just pick a clan. This is a prime example of that. Blood axes have an entire supplement of good stratagems this list can take advantage of along with CP farm from the thinking cap and CP discounts from extra kunnin to feed them.

Marshall Peterson’s Blood Axes (Pre-Nephilim)

Ben: I wanted to focus on post dataslate lists but I feel wrong not mentioning a list that suddenly got cheaper and better. It has the CP abilities like mentioned before and is just chock full of “deal x mortal wounds” This list was performing well before the orks even got their buffs. This mortal wound focused list is a different take that studying ork scholars should know about and some lists (like mine) borrow from. Marshall is the current #1 ork player in the ITC and he pulled it off with this take on Blood Axes. 

++ Battalion Detachment 0CP (Orks) [106 PL, 2,000pts, 8CP] ++

Clan Kultur: Blood Axes

+ No Force Org Slot +

Nob on Smasha Squig [4 PL, 65pts, -1CP]: Headwoppa’s Killchoppa, Stratagem: Extra Gubbinz

+ HQ +

Boss Snikrot [5 PL, 95pts, -1CP]: Stratagem: Big Boss

Warboss in Mega Armour [6 PL, 115pts]: 2. Counta-Taktics (Aura) (Blood Axes), Da Krushin’ Armour, Warlord

Wurrboy [4 PL, 70pts, -2CP]: 1. Extra Kunnin’ (Blood Axes), 4. Spirit of Gork, 6. Squiggly Curse, Morgog’s Finkin’ Cap (Blood Axes), Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Kommandos [8 PL, 135pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 135pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 135pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Tankbustas [4 PL, 95pts]: 2x Bomb Squig
. Boss Nob
. 3x Tankbusta: 3x Rokkit Launcha
. Tankbusta w/ Hammer

Tankbustas [4 PL, 95pts]: 2x Bomb Squig
. Boss Nob
. 3x Tankbusta: 3x Rokkit Launcha
. Tankbusta w/ Hammer

Tankbustas [4 PL, 95pts]: 2x Bomb Squig
. Boss Nob
. 3x Tankbusta: 3x Rokkit Launcha
. Tankbusta w/ Hammer

+ Fast Attack +

Squighog Boyz [8 PL, 160pts]: 2x Bomb Squig
. 6x Squighog Boy: 6x Saddlegit Weapons, 6x Squighog Jaws, 6x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Stormboyz [6 PL, 110pts]
. Boss Nob: Choppa
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Heavy Support +

Battlewagon [8 PL, 120pts]: Deff Rolla
Battlewagon [8 PL, 120pts]: Deff Rolla

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

++ Total: [106 PL, 8CP, 2,000pts] ++

Final Thoughts

Bne: Personally, I think just south of Necrons and Sisters, Orks are definitely up there in the discussion of most improved armies post-Nephilim. I think this came as a surprise to some, including myself. I’m going to enjoy it as long as I have it. 

Rob: Agreed. Orks are good and if you’re struggling with them it’s because you, personally are bad. Fight me.

That concludes our look at Orks, but we’ll have more over the next few weeks as we cover each of the game’s factions and some of the subfactions. Until then, if you have any questions or feedback, drop us a note in the comments below or email us at contact@goonhammer.com.