Jerry Wayne Odom Jr.

Kult of Speed


Winning with Kult of Speed at 1850 - Warhammer 40000

I've had alot of requests on how to play Orks against other armies lately and I haven't had time to really answer anyone or write those things down for people. Many of the things are true in my "beat armies" sections but those were from when I was a far less experienced player and now I have some different views. Recently I played in a league here in Baton Rouge at 1850 points and finished with a record of 5-2-1. Not too bad and it could've been better had I made some realizations about how to play my KOS army earlier on. Here I'll discuss a few tactics I used and how they worked out for me so that maybe some of you up and coming Ork players can benefit.

Kustom Force Fields

I employ the burner boyz unit and a big mek with the fields to help my vehicles survive and prevent devastating loss of vehicles early in the game and prevent the emergency embarkations or even worse ordinance 6's that cost the KOS dearly. You'll find that with strategic placement you can line your army up to charge across the board and maintain total Hull down and 5+ invulnerable status of your entire army.

Warboss Squad on Bikes

A fearless command squad with Choppas and a fast move is awesome. I previously used a trukk but the squad would be in danger of being embarked on the wrong side of the board and squandered. Not to mention they're now tougher and have big shootas. Its expensive but in my opinion worth it as the enemy won't know what to shoot at.(them or everything else)
Warbike Outriders

Outriders can easily get into hand to hand in turn one on almost any scenario. I use 5 man squads with a powerclaw carrying nob. In addition bikes give everyone behind them 5+ cover saves and they get it themselves.

Fighta Bomba Raid

This little 30 point preliminary bombardment throws many players off their game. It can stun vehicles and pinn troups for turn one. Most opponents come out with a plan for turn one to counter act all your charges and speed. Many of their units rely on other units and if suddenly they've got a stunned Land Raider on turn one it all falls apart. Worth it.

Power Claw in Every Unit

A claw should be in every unit. This is a general rule for me.

Basilisk

Give it indirect fire, a force field and armored plates and your opponents will spend the whole game going after it. Get lucky in turn one and you can destroy your opponents morale. A basilisk is an advantage to me in that it prevents unit grouping by your opponent. They can't be as comfortable in their stand and shoot tactics with you having a template strength 9 weapon out there.

Guntrukks

I use guntrukks with a zzap gun as tank killers. If they get the tank then good if not then they force the enemy to concentrate fire on the think to knock it out.

Trukk Boyz

I use all trukk boyz and possibly a storm boy elite unit. Make sure you mind your trukks so they have a place to fall back to if broken. Keep them close to the trukk if you can as the enemy can break them in his turn, they run back into the trukk and instantly regroup, jump out in your turn and assault again.

Buy Discount Warhammer Minis

Just a tip from a person experienced in buying warhammer 40k minis, buy them off the Internet. Its much cheaper and you'll be able to get everything for at least 20% off what you would've gotten them for in a shop. Consider buying warhammer 40k off of Ebay and definitely from some online seller. 7/14/2005