Orks 7th Edition
Orks Tactical Summary as of 10-26-16
Orks have been the center of Games Workshop whimsy since creation, and no matter how serious the Dark Millennium gets you can always count on the Orks to put a stop to it. Orks in space has always been a bit of stretch, but with a solid fungal Brain Boy mystery firmly established they fit right in. Orks have always played evil patsy, hardly ever the real power behind the throne, but a willing participant through out the Warhammer 40k history.
Orks have had a very up and down history when it comes to the tabletop; with the focus on silly random effects taking precedence over actual fun, nothing says bad game design when your own army does more damage to itself than the opponent. Orks had a good run between late 4th and throughout 5th edition with new plastic kits and great rules. Since 6th though they have had a very hard time staying anywhere near competitive. This is a big problem as Orks are one of the bedrock armies, with tons of players who are now forced to sit on the sideline of competitive play.
The Orks have tons of Formations and Detachments to work with, they just take too much of an monetary investment to field or the bonus rules are just terrible. Orks need some rule overhauls, most notably the whole Mob Rule fiasco still going on. If one is determined to play Orks in this day and age, you have to take it to the extreme. Formations like Boss Snikrot’s Red Skull Kommandos or Council of Waaagh! come to mind, then taking advantage of good units like Tankbustas, Kommandos, and Meganobz to complete a list. Stacking up on Warbosses and other characters doesn’t hurt either. At this point, thinking outside the box is the best you can hope for with Orks, because without an actual update there isn’t much reason field them on the tabletop.
Below you find all the quick reference material you need to build an competitive or fluffy Orks army.
- Orks
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Ork Horde Detachment
- Great Waaagh! Detachment
- Great Waaagh! Band Detachment
As of 10-26-2016 Orks Detachments are…
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Ork Horde Detachment
- Great Waaagh! Detachment
- Great Waaagh! Band Detachment
(See tabs for details)
Combined Arms Detachment
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Allied Detachment
Compulsory: 1 HQ, 1 Troop
Optional: 1 Troop, 1 Elite, 1 FA, 1 HS
Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
Command Benefits:
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Air Superiority Detachment
Force Organization
Compulsory: 1 Flyer Wing
Optional: 2 Flyer Wings
Restrictions: All Units must have the same Faction.
Command Benefits:
Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.
Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.
Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.
Source: Supplement: Death from the Skies
Ork Horde Detachment
Force Organization
Compulsory: 1 HQ, 3 Troops
Optional: 2 HQ, 6 Troops, 3 Elites, 3 FA, 3 HS, 1 LoW, 1 Fortification
Restrictions: All units in this Detachment must have the Orks Faction (or have no Faction).
Command Benefits:
Boss of Da Waaagh!: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks.
The Greenskin Hordes: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more(before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect and it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests etc.) so long as it can still successfully make the charge.
Source: Codex: Orks
Great Waaagh! Detachment
Force Organization
Compulsory: 1 HQ, 2 Troops, 1 Elite
Optional: 1 HQ, 6 Troops, 3 Elites, 3 FA, 3 HS, 1 LoW, 1 Fortification
Restrictions: All units in this Detachment must have the Orks Faction (or have no Faction).
Command Benefits: Biggest an’ da Best, Da Boss iz Watchin’.
Da Right Boss for da Plan: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Waaagh! Ghazghkull Warlord Traits table).
Tellyporta Strike: Before deployment, roll a D6 for each non-Flyer unit in this Detachment, adding +1 to the result if the unit’s Battlefield Role is Troops. On a result of 6+, that unit has the Deep Strike special rule.
Source: Supplement: Waaagh! Ghazghkull
Great Waaagh! Band Detachment
Force Organization
Core +1: Waaagh!-Band Formation, Goff Killmob Formation
Command 0-1 per Core: Council of Waaagh! Formation, 1 Weirdboy, Painboy, Mek, or Big Mek.
Auxiliary 1-10 per Core: Dakkajet Skwadron Formation, Ghazghkull’s Bullyboyz Formation, Da Vulcha Skwad Formation, Badrukk’s Flash Gitz Formation, Blitz Brigade Formation, Boss Snikrot’s Red Skull Kommandos Formation, Gorkanaut Krushin’ Crew Formation, Dread Mob Formation, Air Armada Formation, Blitz-Bommer Skwadron Formation, Burna-Bommer Skwadron Formation, 1 Gretchin Unit, 1 Lootas, Burna Boyz, Tankbustas, Kommandors, Stormboyz, or Flash Gitz units, 1 Warbikes, Warbuggies, or Deffkoptas Unit. 1 Stompa, Gorkanaut, Morkanaut, Battlewagon, or Mek Gunz unit.
Restrictions: This Detachment must include at least one Core choice, one Auxiliary choice, and may include up to one Command choice. Only the datasheets listed here can be included in this Detachment and all units in the Detachment must have the Ork Faction.
Command Benefits: Biggest an’ da Best, Da Boss iz Watchin.
Da Big Boss: If this Detachment is chosen as your Primary Detachmetn, you can choose to re-roll the result on the Warlord Traits table.
Da Great Waaagh!: If this Detachment contains your Warlord and he has the Waaagh! special rule, he can call a Waaagh! each and every turn, including the first turn.
Da Green Horde: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit. This doesn’t matter if reduced to below 10 models as a result of Overwatch, Dangerous Terrain tests. etc.
Source: Supplement: Waaagh! Ghazghkull
As of 10-25-2016 Orks Unique Item groups are…
- Gifts of Gork and Mork
- Orkimedes’ Kustom Gubbinz
(See tabs for details)
Only one of each of the following Gifts of Gork and Mork may be chosen per army.
Da Finkin’ Kap 10 pts:
The wearer of Da Finkin’ Kap generates an additional Warlord Trait from the Strategic Traits table in Warhammer 40,000: The Rules. If the additional trait is the same as the first trait they generated, roll again until a different trait is generated.
Warboss Gazbag’s Blitzbike 35 pts:
A model equipped with Warboss Gazbag’s Blitzbike changes their unit type to Bike, as described in Warhammer 40,000: The Rules. In addition, this model has a 4+ Armour Save. When turbo-boosting, this model can move up to 18? instead of 12? and counts its cover save as being 1 point higher than normal until the start of its next turn. Warboss Gazbag’s Blitzbike is equipped with twin-linked kustom dakkablastas with Range 24 inches, Str 6, AP 3, Type: Assault 3.
Da Lucky Stikk 25 pts:
All models in the bearer’s unit add +1 to the Weapon Skill characteristic on their profile (this is not cumulative with the bonus from a Waaagh! banner). In addition, the bearer can choose to re-roll any failed To Hit or To Wound rolls or saving throws that they make. However, should three or more of the re-rolls generate failed results in the same turn, the model is immediately removed as a casualty with no saving throws of any kind allowed.
Headwoppa’s Killchoppa 20 pts:
Range -, Str +2, AP 5, Type: Melee, Rending, Two-Handed, Decapitating Strike – Any To Wound roll of a 6 made with Headwoppa’s Killchoppa has the Instant Death special rule.
Da Fixer Upperz 15 pts:
In each of your Shooting phases, instead of firing a weapon, a model equipped with da Fixer Upperz can choose to repair a single friendly vehicle he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 3 or more, you may either restore a lost Hull Point or repair a Weapon Destroyed or an Immobilised result instead; this is effective immediately.
Da Dead Shiny Shoota 5 pts:
Range 18 inches, Str 4, AP 6, Type: Assault 6, Twin-linked, Stray Shot – Roll a D6 each time da Dead Shiny Shoota fails To Hit its target (after re-rolls). For each roll of 1, a friendly unit within 6? of the target, chosen by your opponent, suffers a single Strength 4 AP6 hit as if it were just shot by the wielder of da Dead Shiny Shoota. The wielder of da Dead Shiny Shoota, and his unit, cannot be chosen as the targets for a Stray Shot.
Any units from a Detachment or Formation presented in Supplement: Waaagh! Ghazghkull that can select Gifts of Gork and Mork cannot select from those listed in Codex: Orks, but can instead select from Orkimedes’ Kustom Gubbinz.
Choppa of Da Ragnarork 20 pts:
Range -. Str +2, AP 5, Type: Melee, Two-Handed, Grand Destiny – At the end of any Assault phase in which the bearer of the Choppa of da Ragnarork inflicted one or more casualties, the weapon’s Strength modifier is increased by 1 and its AP value is lowered by 1. These effects are cumulative and last for the rest of the battle (but cannot be made better than Strength +6 and AP1).
Big Bosspole 20 pts:
Any unit with the Orks Faction joined by the bearer of the Big Bosspole has the Fearless special rule.
Da Supa-Cybork 50 pts:
Da Supa-Cybork confers the Feel no Pain (5+), Eternal Warrior and Relentless special rules.
Da Killa Klaw 40 pts:
Range -, Str x2, AP 2, Type: Melee, Specialist Weapon, Unwieldy, Dead Kill – The controlling player can choose to exchange all of the wielder’s close combat Attacks for a single Attack with the Instant Death special rule.
Mega Force Field 75 pts:
Big Mek only. The bearer, and all models within 6”, receive a 4+ invulnerable save against shooting attacks. If the bearer is embarked in a vehicle, then the vehicle receives a 4+ invulnerable save against shooting attacks instead.
Kill-dakka 30 pts:
Kill-dakka is a ranged weapon with a profile that is randomly generated before deployment at the start of each battle. Roll a D6 and consult the Kill-dakka charge to see what effects Kill-dakka has for the duration of the battle.
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
Ork Warband Formation
Requirements: 1 Warboss, 1 Mek, 1 Unit of Nobz or Meganobz, 6 units of Boyz, 1 Unit of Gretchin
Restrictions: None.
Special Rules:
Boss of Da Waaagh!: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks.
The Greenskin Hordes: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect and it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests etc.) so long as it can still successfully make the charge.
Stampede: If the Formation’s Warboss is your Warlord he can use his Waaagh! special rule each and every turn after the first.
Source: Codex: Orks
Council of Waaagh! Formation
Requirements: Ghaghkull, Grotsnik, 2 Warbosses, 1 Big Mek, 1 Nob Unit
Restrictions: The Nobz unit must be equipped with a Waaagh! banner.
Special Rules: Biggest an’ da Best, Da Boss iz Watchin’.
Boss Mob: All models in this Formation must be deployed as a single unit. Models with the Independent Character special rule cannot choose to leave or join the unit.
Banner of da Great Waaagh!: As long as the bearer of the Waaagh! banner is still alive, all models in the same unit have the Fearless special rule and add 1 to the Weapon Skill characteristic on their profile. In addition, all friendly units with the Orks Faction within 12” re-roll failed Morale and Pinning checks.
Ghazghkull’s Leftenuntz: Both of the Ork Warbosses in the Formation have +1 WS on their profile. Furthermore, at the start of each battle, before deployment, make two rolls on the Waaagh! Ghazghkull Warlord Traits table, re-rolling duplicates, and apply both of the results to Ghazghkull Thraka in addition to his standard Warlord Trait.
Source: Supplement: Waaagh! Ghazghkull
Ghazghkull’s Bullyboyz Formation
Ghazghkull’s Bullyboyz Formation
Restrictions: All units must include at least 5 models.
Special Rules: Biggest an’ da Best, Da Boss iz Watchin’, Fear, Fearless.
Bullyboyz: All models in this Formation add 1 to the Weapon Skill characteristic on their profile.
Source: Supplement: Waaagh! Ghazghkull
Da Vulcha Skwad Formation
Requirements: Boss Zagstruk, 3 Stormboyz Units
Restrictions: None.
Special Rules: Biggest an’ da Best , Da Boss iz Watchin’.
Dead on Target… ish: All units from this Formation begin the game in Reserves, and must arrive via Deep Strike. However, units from this Formation only scatter D6” when arriving via Deep Strike.
’Ard ’Itterz: Hammer of Wrath attacks made by any Stormboy models in a unit joined by Boss Zagstruk gain the Shred special rule, as long as he is part of that unit.
Vulcha Skwad: During deployment, the controlling player can choose to form Boss. Zagstruk and all of the units of Stormboyz in this Formation into a single unit known as Da Vulcha Skwad. Zagstruk cannot leave this unit. Da Vulcha Skwad counts as 3 units for Victory Points purposes if it is completely destroyed.
Source: Supplement: Waaagh! Ghazghkull
Blitz Brigade Formation
Restrictions: Every Battlewagon in this Formation must be upgraded with either a reinforced ram or a deff rolla.
Special Rules: Biggest an’ da Best, Da Boss iz Watchin’, Scout.
Know Yer Limitz: Infantry units that begin the game embarked upon a Battlewagon from this Formation cannot charge on the first turn if their Battlewagon made a Scout redeployment.
Source: Supplement: Waaagh! Ghazghkull
Dread Mob Formation
Requirements: 1 Big Mek, 1 Painboy, 2 Gorka or Morkanauts, 3 Deff Dreads, 3 Killa Kan Units
Restrictions: All units of Killa Kans must include three models.
Special Rules: Biggest an’ da Best, Da Boss iz Watchin’.
’Ere We Go!: If every model in a unit has this special rule, the unit can re-roll a single dice when determining its charge range.
Wall of Steel: All models in this Formation with the Hammer of Wrath special rule inflict D3 hits instead of the usual 1.
Source: Supplement: Waaagh! Ghazghkull
Boss Snikrot’s Red Skull Kommandos Formation
Boss Snikrot’s Red Skull Kommandos Formation
Requirements: Boss Snikrot, 4 Kommando Units
Restrictions: None.
Special Rules: Biggest an’ da Best, Da Boss iz Watchin.
Sneaky Gitz: Boss Snikrot must join one of the units in this Formation, and the whole Formation must be held back as Reserves. When rolling for Reserves, make a single Reserve Roll for all the units in this Formation. All units in this Formation move on from any table edge when they arrive from Reserves, but they must all enter from the same table edge. No dice roll is required to determine where they enter from; the controlling player chooses. Furthermore, on the turn they arrive, whichever turn it is, any unit in this Formation that does not shoot in the Shooting phase can re-roll its failed cover saves until the start of their next turn.
Strike from da Shadows: All units in this Formation have their Stealth special rule replaced with the Shrouded special rule on the turn they arrive from Reserves, until the start of their next turn.
Source: Supplement: Waaagh! Ghazghkull
Green Tide Formation
Requirements: 1 Warboss, 10 Boy Units
Restrictions: The entire Formation must fight on foot – no Dedicated Transports can be taken as upgrades, and the Warboss cannot be equipped with a Warbike.
Special Rules: Biggest an’ da Best, Da Boss iz Watchin’.
Green Tide: All of the units of Boyz and the Warboss form a single unit known as the Green Tide. The Warboss cannot leave this unit. The Green Tide counts as 11 units for Victory Points purposes if it is completely destroyed. If the Green Tide ever rolls a Breaking Heads or Squabble result on the Mob Rule table, any resulting hits are allocated by the Formation’s controlling player.
Waaagh! Horde: Models in the Green Tide gain the Hammer of Wrath special rule in any Assault phase in which they successfully charge an enemy unit and the dice rolled for their charge range is 10 or more (before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect.
Stampede: If the Formation’s Warboss is your Warlord, he can use the Waaagh! special rule each and every turn after the first.
Source: Supplement: Waaagh! Ghazghkul
Gorkanaut Krushin’ Krew Formation
Gorkanaut Krushin’ Krew Formation
Restrictions: None.
Special Rules:
Escalating Rivalry: At the start of each game turn, look up the current game turn number on the Escalating Rivalry table. All models in this Formation gain the special rules listed on the Escalating Rivalry table.
Source: Campaign: Sanctus Reach: Red Waaagh
Mogrok’s Bossboyz Formation
Requirements: 3 Big Meks, 1 Warboss, 1 Weirdboy (ML2)
Restrictions: None.
Special Rules:
Big Mek Mogrok: The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait (see Codex: Orks).
Very Kunnin’: Before deployment, the controlling player can nominate up to D3 friendly Ork units; these units gain the Acute Senses and Outflank special rules. The controlling player also adds +1 to any attempts to Seize the Initiative, as described in Warhammer 40,000: The Rules.
Source: Campaign: Sanctus Reach: Red Waaagh
Grukk’s Rippin’ Krew Formation
Grukk’s Rippin’ Krew Formation
Requirements: Grukk Face-Rippa, Skrak’s Skull Nobz, Rustgob’s Runts, Krumpa’s Killa Kanz
Restrictions: None.
Special Rules:
What Grukk Says Goes: Whilst Grukk Face-Rippa is a live, all units in this Formation re-roll failed Morale, Pinning, Fear or Cowardly Grots! tests.
Tellyport Attack: All the units in this Formation have the Deep Strike special rule. If all the units in this Formation start the game in Deep Strike Reserve. they will all automatically arrive from Reseave at the start of your first turn (no Reserve rolls are necessary)
Source: Campaign: Sanctus Reach: Stormclaw
Skyboss Wingnutz Air Armada Formation
Skyboss Wingnutz Air Armada Formation
Requirements: 3 Dakkajets, 1 Burna Bommer, 1 Blitza Bommer
Restrictions: One Dakkajet must take a Flyboss.
Special Rules:
Airborne Horde: Whenever a Flyer from this Formation leaves combat airspace, it returns to play with its full complement of Hull Points, and with its starting quota of One Use Only weapons.
Source: Campaign: Sanctus Reach: Hour of the Wolf
Grukk’s Goff Killermob Formation
Grukk’s Goff Killermob Formation
Restrictions: All units of Boyz must have at least 20 models and be equipped with sluggas and choppas. The unit of Killa Kans must have at least 3 models.
Special Rules: Fear.
Grukk’s Killboyz: Skrak’s Skull-Nobz and all units of Boyz in this Formation can re-roll their charge distances.
Source: Campaign: Sanctus Reach: Hour of the Wolf
Kaptin Badrukk’s Flash Gitz Formation
Kaptin Badrukk’s Flash Gitz Formation
Requirements: Kaptin Badrukk, 2 Units of Flash Gitz
Restrictions: All units of Flash Gitz must have 10 models.
Special Rules:
Kaptin Badrukk’s Flash Gitz: During deployment, the controlling player can choose to form Kaptin Badrukk and all of the units of Flash Gitz in this Formation into a single unit known as Kaptin Badrukk’s Flash Gitz. Badrukk cannot leave this unit. Kaptin Badrukk’s Flash Gitz counts as 3 units for Victory Points purposes if it is completely destroyed.
Kustomized: All snazzguns carried by models in this Formation have the Master-crafted special rule.
Source: Campaign: Sanctus Reach: Hour of the Wolf
Ork Painmob Formation
Requirements: 1 Painboy, 1 Ork Boy Unit, 1 Ork Nob Unit, 1 Deff Dread
Restrictions: None. Special Rules:
Pile on Da Pain!: Once per battle, at the start of your movement phase an Ork Painboy can call ‘Pile on Da Pain’ When it does so, every unit from the Formation that is locked in combat is allowed to Pile In and fight as if it were a Fight sub-phase, but enemy units cannot fight back. Using this ability does not stop the Ork units from fighting the Assault phase of the same turn.
Source: Start Collecting!: Orks
Waaagh!-Band Formation
Requirements: 1 Warboss, 1 Mek, 1 Nobz or Meganobz unit, 6 Boyz units, 1 Gretchin unit.
Restrictions: None.
Special Rules:
Boss of Da Waaagh: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling the Warlord Traits found in Ork sources.
The Greenskin Hordes: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit. This doesn’t matter if reduced to below 10 models as a result of Overwatch, Dangerous Terrain tests, etc. Stampede: If this Formation’s Warboss is your Warlord he can use his Waaagh! special rule each and every turn after the first.
Source: Supplement: Waaagh! Ghazghkull
Goff Killmob Formation
Requirements: 1 Warboss, 1 Nobz unit, 3 Boyz units, 1 Gorkanaut, 2 Deff Dreads, Killa Kans unit.
Restrictions: All units of Boyz must have at least 20 models. The unit of Killa Kans must have at least 3 models.
Special Rules: Fear.
Goff Killboyz: Infantry units in this Formation can re-roll their charge distances.
Source: Supplement: Waaagh! Ghazghkull
Dakkajet Skwadron Formation
Restrictions: None.
Special Rules:
Give ’em Some Dakka: Dakkakets in this Formation have the Tank Hunters special rule if the target of their attack is Flyer.
Source: Supplement: Waaagh! Ghazghkull
Blitz-Bommer Skwadron Formation
Blitz-Bommer Skwadron Formation
Requirements: 3 Blitza-bommers
Restrictions: None.
Special Rules:
Drop da Bomb: Blitza-bommers in this Formation re-roll failed armour penetration rolls with their boom bombs, and can choose to re-roll glancing hits in an attempt to get a penetrating hit, but the second result must be kept.
Source: Supplement: Waaagh! Ghazghkull
Burna-Bommer Skwadron Formation
Burna-Bommer Skwadron Formation
Restrictions: None.
Special Rules:
Scorch da Earth: Add 1 to the Strength of any burna bombs used by Burna-bommers in this Formation.
Source: Supplement: Waaagh! Ghazghkull
Ork Skwadron Formation
Restrictions: None.
Special Rules:
Best of Da Best!: The life of an Ork Flyboy is usually brutal and short, but the handful in every skwadron that survive the first few missions go on to become skilled and deadly pilots. Before deployment takes place, pick one Wing from this formation. All of the Flyers in that Wing have 1 added to the Ballistic Skill and Agility values on their profile and have the Skilled Rider special rule.
Da Big Wing:When a skwadron of Ork Flyers swoop down together on the attack, the Ork Flyboyz become caught up in the wild thrill of breakneck speed, blasting weapons, and the loud cries of ‘’ERE WE GO!’ echoing over the comms network. If all three Flyer Wings are in Attack Patterns at the start of the Shooting phase, and each Wing is within 24″ of at least one Flyer from each other Wing, then all of the Flyers in this formation can move Flat Out and shoot.
Source: Supplement: Death from the Skies
Kustom Wazmob Formation
Restrictions: None.
Special Rules:
Mega Kustom Force Field: The Wing Leader and the other Flyers in the Wing receive a 3+ invulnerable save if the Wing is in a Fortitude Attack Pattern.
Source: Supplement: Death from the Skies
Below are any links to any buying guides, product reviews, or tactical articles related to the Orks.