The Fast Attack part of the Ork codex is one of the places I see it being weaker than some other ‘dexes.  There are two options here that I think are tremendous, and two that I think are sub-par, or at least they’ve been when I’ve used them.

Stormboyz:

Stormboyz are probably one of my favorite units in the game.  One of the fastest units in the game (potential for 24″ of movement every turn), they can easily get to where you need them and do some damage.  They come standard with stikkbombs, which makes them useful against IG mostly and against Orks in cover, which is a bonus sometimes.

For 12 points a pop, they are twice the price of a slugga boy with the same stats (except for the stikkbombs…) and equipment and no WAAGH.  Initially it looks like they are a waste of time.  However, when you factor in how quickly they move without the necessity of a transport, it becomes clear how good they CAN be.

I’ve run a unit of 15 with a nob with a power klaw in my army for ages now, and its always been a top performer.  Its usual role is to be left in reserve and to come in and plug gaps where needed.  With their speed, they accomplish this role very well.  Also, I occasionally put them on the board and try to rush my opponent with them, but this is a tactic of limited and situational use; and, while incredibly orky, just throwing your units at the enemy piecemeal is usually a poor strategy.

I should mention Zagstruk here.   He looks good on paper, but I’ve found that his method of arrival is too risky and fraught with ways in which an expensive unit will be useless.  Its hard to argue with the I4 Power Klaw on the charge or the neato Leadership rules; but deepstriking in is just not as effective IMO.  Perhaps if they could waagh?   Anyway, I’ve never had good results with him and found him to be a waste of points.   I know others swear by him, but I just feel like swearing AT him.

Warbuggies:

Another of my favorite units.  Love them for harrassing the enemy, as well as the anti-tank they can provide, and finally using them to interdict the enemy.

First of all, warbuggies are CHEAP.  I run mine with TL Rokkit Launchas and try and go after vehicles with them.  TL BS2 is just slightly more acccurate than BS3, hitting just north of 50% of the time.  This means you have a pretty reliable unit for delivering S8 shots.  Spamming warbuggies is a solid strat as Zen has shown me.  He ran 3 units of 3 at me and watched as they blew my units apart.  It was sad 🙁  The crazy thing is that 9 warbuggies with TL Rokkits is only 315 points!  Coupled with a KFF, they are reasonably rugged.

By putting them in front of your mobz of boyz, they give the boyz a 4+ cover save while dishing out shooting.  They can also be tasked to run interference between the mobz and scary units that are inbound.  Case in point, zooming a unit of three to block off the advance of a land raider.  I know plenty of people advocate the use of Tau Piranas in a similar manner, and these work just as well, except without the tasty 4+ over save, but for cheaper!

Also, I can think of many games in which I used them to get up close to my opponent’s objectives and contest them, forcing him to expend shots on them that would’ve been better used elsewhere.

Fast, Shooty, and reasonably durable; warbuggies are just tremendous.

Warbikers:

I really, really dislike warbikers, and its a shame, because I think the models are first-rate.  First major issue with them is leadership.  They just don’t have the squad size to stand up to lots of leadership tests.  On top of that, they are pretty pricey at 25 points a pop.  Too easy to see off the board with a poor roll.

I could see them potentially getting coupled with a warboss on bike (ideally Wazzdakka so they become troops) for the higher leadership and a bit more punch in combat.

They do dish out serious shooting power at close range, and they are relatively survivable with their cover saves and T5 (watch out for bane wolves!).  But they just seem to be overpriced for what they do.

Now, I don’t have as much experience with them as other units in the Ork dex as the Blood Axe theme I run means that I didn’t really try them that much, and I’m basing my experiences off of fellow gamers who have tried them out and my observations of their games with them.

I’ve heard people say that running units of 3 with a nob with power klaw (for 110 points) is a good way to go as its a fire-and-forget unit that can threaten vehicles…but I think for the points, I’d rather have 3 warbuggies with rokkits…

If anyone has had luck with these, please let me know how you did it and in what configurations.

Deffkoptas:

UGH!  I just despise this unit, which is sad, because, again, they have GREAT models (I converted mine to have two blades to look more like Hueys); but they are just overpriced IMO.

Sure, you have the ability for alpha strikes with the scout turbo boost and then assault.  And that’s worked out well for me a couple of times.  But for the points I’m spending, I’m hoping for more…  Also, S7 is just sad.  Sure its enough to do damage to most vehicles with rear AV of 10; but its not much of a guarantee.

My main issue with them is they die too easily.  Unlike a buggie which you have to roll on a chart for and that can be in fearless squadrons, a single hit from a krak missile has a 83% chance of taking it out…  And at least warbikes have that 4+ cover save…

Anyway, just never been impressed with these units either playing against (lootas just SHRED them) or with them.

Again, if you’ve had any luck with them, please let me know how and in what configuration.