Add 1 to wound rolls for your Warlord’s attacks that target a VEHICLE or MONSTER unit. Blood Axes: ... Winning Orks Lists of 9th edition . If the result is 9+, do not make a wound roll. 40K: Ork Kultur Wars – Ranking The Ork Clans Adam Harrison 5 Minute Read October 30 We’ve gotten a good look at the Ork Clan Kulturs and put together our rankings of the Ork Clans from best to worst – Come take a look to see how your clan Kultur stacks-up! ++ Battalion Detachment 0CP (Orks) [88 PL, 1,875pts] ++, Big Mek W/ Kustom Force Field [4 PL, 80pts]: Grot Oiler, Warboss [4 PL, 90pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Kombi-Rokkit, Power Klaw, Warlord, . Select a CHARACTER from your army that is within 3″ of a friendly PAINBOY . If manifested, select one enemy unit within 12″ of this psyker. Big Meks, particularly those with Shokk Attack Guns, may have taken the biggest hit in all of 9th edition, simultaneously going up 40 points in cost while losing access to Da Souped-up Shokka relic and Kustom Ammo strat, as Specialist Detachments are no longer permitted in Competitive Play. On a 5+ that unit suffers D3 mortal wounds. If you wish, you can pick a Clan Warlord Trait from the list below instead of from the Ork Warlord Traits, but only if your Warlord is from the relevant clan. Essentially here your Squiggoths are your pressure pieces that you’re going to fire up the board at your opponent. Ork Flyers mostly saw points changes that were on-rate for the 9th edition transition except for the Wazbom Blastajet, which went up 41 points. Select two INFANTRY units from your army that are within 2″ of each other and have the same datasheet (e.g. That’s probably the most likely to see use, though the Gunwagon does pick up the boost that its Kustom weapons now get to double shoot. As it may not surprise you to learn, Orks are pretty good at this – maybe good enough to punch through the challenges and make themselves a force to be reckoned with on the tournament tables. : You can re-roll charge rolls for this unit. Roll a D6 for each unit (friend or foe) within 3″ of any of those points. Boyz and a few other units get only a single point increase, making them competitively priced relative to other Troops. Use this Stratagem at the end of your Movement phase. This army gets up in an opponent’s face and trades on the fact that it’s got a wide range of threats that can disperse around the board and operate largely independently (off the back of Deathskulls re-rolls) to dominate the table. Orks are one of the few monofaction armies that have been hurt by the changes to army construction – grots were a marginal tax to pay at most, and the ability to take three Battalions or a Brigade means that Orks will likely have, CP to work with in 9th edition than they did in 8th. Roll a dice each time a model with this kultur loses a wound. The main concern here is whether you actually need them to threaten enough of the table any more, and running full units when they’re 50% pricier than boyz for the same defensive profile feels like a big risk, especially when you can supplement your board control with Kommandos. Lootas saw a much more modest change – going up to 20 points – but the bigger challenge is that without Grots to shield them they’re going to be much less survivable, and their AP-1 looks increasingly inadequate in a world full of power-armoured models. In addition, in the Shooting phase, this Warlord can target enemy CHARACTER units within 18″ even if they are not the closest enemy unit. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected). Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. You then simply replace the keyword in every instance on that unit’s datasheet with the name of your chosen specialist mob. Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gains a 5+ invulnerable save. While there were certainly some 9th edition changes in that hurt Orks (seriously, 5 point grots is a war crime), any wailing and gnashing of teef was clearly premature. This probably relegates them to gimmick builds or just maybe for an event where you’re really sure the tables are going to be terrain light, but they’re genuinely pretty good when you look at their stats in a vacuum. Ghaz comes down turn 2 and the gorin’ begins, with every remaining Squiggoth rushing forwards to try and engage/trample as much stuff as possible, acting as a huge distraction while the buggies plink away and Kommandos sneak on to objectives to secure them in the name or Gork (or possibly Mork). In addition, immediately make an additional hit roll against the same target using the same weapon. Use this Stratagem at the start of any phase. Trukks made it through the transition almost unchanged (+1 point). Use this Stratagem at the start of any turn. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. These additional hit rolls cannot themselves generate any further hit rolls. Use this Stratagem before the battle. Got that? they exist and b.) If you’re looking for tougher units to throw down on an objective you probably end up taking Meganobz over these, because the 4+ save on the Nobz makes them way too brittle to a wide variety of shooting, whereas anything with a 2+ needs real attention to take down. Don’t forget to give your first the Forktress Kustom Job for substantially increased resilience. If your army includes one or more MEKBOY WORKSHOP units, you can give one of the following Kustom Jobs to an ORK unit from your army. MrMoustaffa wrote: Does anyone know some good tactics channels or blogs for advice on orks in 9th? When resolving the burna bombs ability for a unit with this Subkultur, add 1 to each roll. The Mekboy Workshop is cheap-ish and easier to take, but almost certainly still not worth it. Moroniks: When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected). When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1″ away, that unit is treated as having the benefit of cover to its saving throw. AP -2 becomes AP -3). 9th edition makes orks to be brutal, but kunnin'. : Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again. The model’s supa-gatler has a Damage characteristic of 2. You can only use this Stratagem once per battle. Until the start of the next battle round, increase the range of that model’s Kustom Force Field ability to 18″. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield.