Orks of Omen Faction Focus: Orks

With a new batch of rules updates comes the need to revisit the strategies and tactics of each faction. Today Warboss Ben Jurek is talking about the changes to Orks and how those changes will affect them in the meta.

Welcome to Arks of Omen! There has been a monumental amount of changes coming all at once with the new dataslate, MFM, big FAQ and the new Chapter Approved. Needless to say, there’s a lot set to change going forward and we’re here to cover it all.

With every seasonal change you can count on the Goonhammer competitive crew to write a new series of Faction Focus articles and we’re doing the same for Arks as we did for Nephilim. In this article Ben Jurek will talk about the Orks, covering how the faction changed, what it means for playing them, how they fare in the new meta, and offer a list with some thoughts on playing them.

The Notable Changes 

In Arks, It really isn’t much about what changed in Orkz; it’s more about what changed everywhere else. The loss of Armor of Contempt makes the ever-trusty choppa a bit more deadly, particularly against those pesky power-armored targets. Flyers, which can be the bane of some Orks lists, are virtually extinct in most lists. On top of that there were large nerfs to many units that play well into Orks – I’m looking at you, Flamers of Tzeentch. And Orks benefit from the majority of the Core Secondary objective changes as they do have the option to score those with relative ease.

Now it’s not all good news. The resurgence of marines and the amount of dakka they bring to the table is going to be an issue for the boyz. So while we can celebrate a little we must be cautious. Thankfully, with free Strategic Reserves, the boyz can choose to do a little more hiding than they could before.

The Points

Second to the above world shift are the changes to Orks themselves. Orks received a few scattered but welcome point drops, most notably some major discounts on equipment for basic Nobz and 5pts off Flash Gitz and Killa Kanz, which makes the former possibly playable and the latter very cheap.

The Secondary Objectives

For some inexplicable reason they buffed Get the Good Bitz, though they completely removed The Biggest and the Best. Green Tide is also significantly easier, with the table quarter exclusion zone only being 3”. Overall this will make taking a more passive-scoring, defensive game plan a bit less good.

The Arks Detachment

The Arks detachment is going to free up list building, but it will also make things complicated with Specialist Mobs like Trukk boyz and Orrible Gitz (you can only take one per list). It’s now cheaper to bring two warbosses in a list (1 CP instead of 2 via adding a Patrol Detachment) and having two in a list via the Heroic Support Stratagem will be standard.

Credit: Robert “TheChirurgeon” Jones

The Matchups

Moving into Arks, Orks should be firmly in the A tier of armies, and in a relative balance with other A tier armies. They will play well into most of the meta and won’t have a lot out there that is a paper to their firm rock. And outside of World Eaters, the meta is likely to become one heck of a lot more shooty. The easiest way to defeat an Ork player is by killing them early in their deployment zone. So if you can’t hide and didn’t reserve units you might have a bad time against armies which can shoot you off the table before you get rolling.

The Positive

Orks are good or at least even into a lot of what’s out there. They’re going to have a lot of trade pieces that are a bit more deadly into much of the meta. They can deny primary scoring, score secondaries, and even earn additional CP while you’re at it. With a few exceptions Ork players should feel confident as long as they can weather the storm of shooting that some lists can bring.

Chaos Demons: The flamer nerf turns a matchup in which Orks could already be confident into one which I consider downright favorable. You can own the board and when you lose units on the eventual counter charges you have more coming. Killing greater demons is not a hard ask for the boyz. I like this pairing.

Aeldari: I already liked this matchup in a lot of cases. It gets a bit better with the Harlequin nerfs. I’m a little concerned about a resurgence of hail of doom but outside of that you just trade far too efficiently for Eldar to keep up.

The Negative

As I mentioned above, Here are a few of the exceptions which need discussing:

Astra Militarum: The clear and present S-tier army with their new codex. Packing Kasrkins, Indirect fire shooting, and a handful of tanks. They can cleanly shoot you off the board even if you hide while essentially denying much of your game plan by zoning with sentinels. One squad of Kasrkin teleporting on turn 1 can trade up 3x, move block and deny scoring, all for 100 points. This is a beyond rough matchup going second. 

Ultramarines : Remember how I said hiding was important? Well Ultramarines scare the crap out of me with their ability to deploy an alpha strike. If they go second they can undo most of it with multiple uses of their redeploy. I do not think many armies can handle this alpha option – and that includes my Orks. 

Dark Angels Terminators: Just because AoC is gone doesn’t mean the coast is clear on tanky infantry being in the meta. Especially tanky infantry with Objective Secured. A lot of Orks lists will drop their Armor of Contempt-era equipment in favor of lighter options. This army will be a harsh reminder you still need some level of armor busting. 

The Lists

The Ork meta, at least in the US, is more than familiar with the Goff Pressure list. I’m also going to include a Deathskullz list and a Freebooter list just for readers to digest and enjoy. 

Goffs

== Goffs Arks of Omen == 1 CP, 1996 pts, 116 PL  

Stratagems:
– Heroic Support (1 CP)  

HQ1: Beastboss on Squigosaur: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord [160 pts, 9 PL, -2 CP]  

HQ2: Boss Zagstruk [110 pts, 6 PL]  

HQ3: Warboss on Warbike: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz [115 pts, 6 PL, -2 CP]  

HQ4: Weirdboy: 3. Da Jump, 4. Fists of Gork [70 pts, 4 PL]  

TR1: Beast Snagga Boyz: 9xBeast Snagga Boy, Beast Snagga Nob [100 pts, 5 PL]
TR2: Beast Snagga Boyz: 9xBeast Snagga Boy, Beast Snagga Nob [100 pts, 5 PL]  

TR3: Gretchin: 10xGretchin [40 pts, 2 PL]
TR4: Gretchin: 10xGretchin [40 pts, 2 PL]
TR5: Gretchin: 10xGretchin [40 pts, 2 PL]  

EL1: Kommandos: Bomb Squig, Boss Nob (Power Klaw, Slugga), 8xKommando, Kommando w/ Breacha Ram [125 pts, 8 PL]
EL2: Kommandos: Bomb Squig, Boss Nob (Power Klaw, Slugga), 9xKommando [120 pts, 8 PL]  

EL3: Nobz: Boss Nob (Big Choppa, Choppa), 7xNob (Big Choppa, Choppa), Trukk Boyz [136 pts, 12 PL]  

FA1: Squighog Boyz: Bomb Squig, 3xSquighog Boy [80 pts, 4 PL]
FA2: Squighog Boyz: Bomb Squig, 3xSquighog Boy [80 pts, 4 PL]
FA3: Squighog Boyz: Bomb Squig, 3xSquighog Boy [80 pts, 4 PL]  

FA4: Stormboyz: Boss Nob (Power Klaw, Slugga), 8xStormboy [100 pts, 6 PL]
FA5: Stormboyz: Boss Nob (Choppa, Slugga), 4xStormboy [50 pts, 3 PL]  

HS1: Kill Rig: 2. Frazzle, 6. Squiggly Curse [190 pts, 11 PL]
HS2: Kill Rig: 2. Frazzle, 4. Spirit of Gork [190 pts, 11 PL]  

DT1: Trukk [70 pts, 4 PL]  

It’s Goffs pressure! More of the same, If it isn’t broken, don’t fix it.  It moves up the field fast, It kills, It Scores, It dies. It wins. Sure, let’s throw in a bunch of Nobz and enjoy the free big choppas. 

Credit: Greg “Greggles” Hess

Deathskulls

== Deathskulls Arks of Omen == 1 CP, 2000 pts, 113 PL  

Stratagems:
– Heroic Support (1 CP)  

HQ1: Warboss: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz [105 pts, 5 PL, -2 CP]  

HQ2: Warboss in Mega Armour: 3. ‘Ard as Nails, Da Krushin’ Armour, Stratagem: Relic, Stratagem: Warlord Trait, Warlord [115 pts, 6 PL, -2 CP]  

HQ3: Weirdboy: 3. Da Jump, 4. Fists of Gork [70 pts, 4 PL]  

TR1: Beast Snagga Boyz: 9xBeast Snagga Boy, Beast Snagga Nob [100 pts, 5 PL]
TR2: Beast Snagga Boyz: 9xBeast Snagga Boy, Beast Snagga Nob [100 pts, 5 PL]
TR3: Beast Snagga Boyz: 9xBeast Snagga Boy, Beast Snagga Nob [100 pts, 5 PL]  

TR4: Gretchin: 10xGretchin [40 pts, 2 PL]
TR5: Gretchin: 10xGretchin [40 pts, 2 PL]
TR6: Gretchin: 10xGretchin [40 pts, 2 PL]  

EL1: Burna Boyz: 4xBurna Boy, Spanner (Kustom Mega-Blasta), Zzapkrumpaz [65 pts, 4 PL]
EL2: Burna Boyz: 4xBurna Boy, Spanner (Kustom Mega-Blasta) [55 pts, 3 PL]  

EL3: Kommandos: Boss Nob (Power Klaw, Slugga), 4xKommando [60 pts, 4 PL]
EL4: Kommandos: Boss Nob (Power Klaw, Slugga), 4xKommando [60 pts, 4 PL]
EL5: Kommandos: Boss Nob (Power Klaw, Slugga), 4xKommando [60 pts, 4 PL]  

EL6: Nobz: Boss Nob (Big Choppa, Choppa), 9xNob (Big Choppa, Choppa), Trukk Boyz [170 pts, 12 PL]  

FA1: Stormboyz: Boss Nob (Power Klaw, Slugga), 4xStormboy [60 pts, 3 PL]
FA2: Stormboyz: Boss Nob (Power Klaw, Slugga), 4xStormboy [60 pts, 3 PL]
FA3: Stormboyz: Boss Nob (Power Klaw, Slugga), 4xStormboy [60 pts, 3 PL]  

HS1: Kill Rig: 2. Frazzle, 6. Squiggly Curse [190 pts, 11 PL]
HS2: Kill Rig: 2. Frazzle, 3. Bitin’ Jawz [190 pts, 11 PL]
HS3: Kill Rig: 1. Roar of Mork, 2. Frazzle [190 pts, 11 PL]  

DT1: Trukk [70 pts, 4 PL]  

Coming straight out of the WTC format is a style of list I’ve grown fond of and have a number of reps behind. Deathskullz. This list loves to score passively. Unfortunately it gets a slight nerf in Arks with the loss of Biggest and the Best. However it is incredibly good at setting opponents primary scores to 0 . It uses its mass level of obsec and mobility to simply just steal objectives. It has enough killing power to handle issues and scores its secondaries with ease.

Killa Kans. Credit: Rockfish
Killa Kans. Credit: Rockfish

BONUS LIST: Freebooterz

  == Freebooterz Arks of Omen == 4 CP, 2000 pts, 124 PL  

HQ1: Ghazghkull Thraka: Proper Killy (Goffs), Stratagem: Warlord Trait, Warlord [300 pts, 15 PL, -1 CP]  

TR1: Gretchin: 10xGretchin [40 pts, 2 PL]
TR2: Gretchin: 10xGretchin [40 pts, 2 PL]  

EL1: Meganobz: Boss Meganob (Kombi-rokkit, Power Klaw), 6xMeganob (Kombi-rokkit, Power Klaw) [245 pts, 18 PL]
EL2: Mek: Choppa, Kustom Mega-Slugga [25 pts, 2 PL]
EL3: Nob with Waaagh! Banner: Killa Reputation (Freebooterz), Stratagem: Big Boss [70 pts, 4 PL, -1 CP]  

FA1: Megatrakk Scrapjets: 3xMegatrakk Scrapjet [300 pts, 15 PL]  

FA2: Rukkatrukk Squigbuggies: 3xRukkatrukk Squigbuggy [285 pts, 18 PL]   

HS1: Battlewagon: 4xBig Shoota, Da Booma, Killkannon, Lobba [160 pts, 9 PL]  

HS2: Flash Gitz: Ammo Runt, 6xFlash Git, Kaptin [145 pts, 14 PL]  

HS3: Killa Kans: 3xKilla Kan (Skorcha) [105 pts, 7 PL]
HS4: Killa Kans: 3xKilla Kan (Skorcha) [105 pts, 7 PL]
HS5: Killa Kans: 3xKilla Kan (Skorcha) [105 pts, 7 PL]  

HS6: Lootas: 4xLoota, Spanner (Kustom Mega-Blasta) [75 pts, 4 PL] 

Freebooterz aren’t dead. While this list isn’t as straightforward as the first two, it has the tools to create some incredibly explosive turns. Use the kanz to trigger the kultur trait and the let the rest of the list go absolutely berserk. This list also takes full advantage of their trait in melee as well.  A Shout-out here to “Mork” Perry from the Art of War for making the initial pass of this idea. 

Wrapping Things Up

Orks were good enough to make the LVO finals with a fantastic pilot behind them. In Arks they are positioned to be an even bigger menace. Ork pilots should be more than happy with the changes Arks of Omen brings. 

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