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)
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.
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
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.
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
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.