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Warning

It’s Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.

Wow, that took way longer than expected, for the last year and half Blood of Kittens has been taking a tactical look at the 2014 Ork codex. Little did we know how much Warhammer 40k would change in a short period. We went from a rapid release of codexes with a bland take on the rules making what looked like a balanced game. Then all of sudden we were hit in 2015 with the Necron codex and the power creep went into overdrive with each successive release.

What did this mean for the Orks though?

Well sadly Orks have been hurt a ton, and are one of the weaker codexes overall today. Now, this doesn’t mean Orks don’t have bright spots, the Stompa and a few formations have made them competitive, just not top tier. Thankfully, Orks also just got a bonus n the last few weeks with their own Necron Decurion style Detachment. It is too early to say how powerful it is, but there is some tricks to be had for sure!

So with an eye to present and future take a look at what Blood of Kittens thought was powerful and not powerful in 2014. Then compare to the new tiers for 2016. Keep in mind the units listed don’t include anything from Forge World.

Ork Flyers are a combination of World War 2 and early Jet Age esthetic, initially performing as you would expect when arrayed against the vast technology for the 41st millennium

  • Mad Dok Grotsnik
  • Painboy
  • Stormboyz
  • Mek Gunz
  • Gretchin
  • Boyz

 

  • Warboss
  • Deffcopter
  • Dakkajet
  • Buggies
  • Trukks
  • Lootas
  • Mek
  • Big Meks
  • Mega Nobz
  • Stompa
  • Ghazghkull Thraka
  • Snikrot

 

  • Weirdboyz
  • Kaptin Badrukk
  • Nobz
  • Burnaz
  • Tankbusters
  • Gork & Morkananut
  • Burna-Bommer
  • Warbiker
  • Flash Gitz
  • Kommandos

 

  • Blitz-Bommer
  • Battlewagon
  • Killer Kanz
  • Deff Dred
  • Boss Zagstruk
  • Mad Dok Grotsnik
  • Mek Gunz
  • Gretchin
  • Warboss
  • Painboy
  • Tankbusters
  • Mega Nobz

 

  • Painboy
  • Nobz
  • Stormboyz
  • Stompa
  • Ghazghkull Thraka
  • Lootas
  • Big Meks
  • Dakkajet
  • Burna-Bommer
  • Buggies
  • Burnaz
  • Flash Gitz

 

  • Deffkopter
  • Snikrot
  • Meks
  • Kommandos
  • Morkananut
  • Boyz
  • Warbiker
  • Boss Zagstruk
  • Battlewagon

 

  • Blitz-Bommer
  • Killer Kanz
  • Deff Dred
  • Weirdboyz
  • Kaptin Badrukk
  • Gorkananut
  • Trukks

 

Let us start with what I felt I got wrong about the Ork codex. The biggest change was Boyz from top tier to 3rd tier, people just don’t play them outside of Green Tide. Ork lists today are built around elite assault units and don’t have much for the squabbling prone Boyz. I also moved Tankbustas from 3rd to top tier because they just do so much in the current meta, any unit with tons of Melta Bombs are so important these days. The middle tiers are mostly a reshuffling of units. As for the Total Crap section we got almost all the Ork walkers as GW took a complete dump on them. I put the Trukk in the bottom as well because it just doesn’t hold up, if Orks got them for free somehow they would be better otherwise they are just a deathtrap for anything other than Meganobz. The Weirdboy also gets special mention because Ork psychic powers are horrible, and the only use for this guy is if you want to summon Daemons.

So, there you have it! The long Ork tactica is over and with the release of the new Ghaz Supplement update don’t suspect Orks will be getting a new codex anytime soon. Like I mentioned before Orks competitive lists seem to be based around some sort of beat stick or Stompa, especially using certain a Forge World Warboss and Mek-Stompa.

I hope you enjoyed this series and looking forward to the next one!

For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules– edits will be made accordingly. Also check out other articles in this series…

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