40k 11th Ed - Datasheet Review 1 - Ork Boyz

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Right. Time to start looking at Datasheets again, now for 11th Edition.

I wrote about How to read a Datasheet, which is what we are going to do now.

Stats

Move: 6"
Toughness: 5
Armor Save: 5+
Wounds: 1 (3 for the Nob)
Leadership: 7+
Objective Control: 2

Unit Composition

1 Nob and 9 Boyz - 85pts
or
2 Nobs and 18 Boyz - 170pts

Nobs are armed with: Kustom Choppa and Combi-Skorcha
Boyz are armed with: Choppa, Shoota and Slugga

Wargear Options

  • Any Nob can replace their Kustom Choppa for a Power Klaw.

  • Any Nob can replace their Combi-Skorcha for either a Kombi-Rokkit or a Kustom Shoota

  • Any Nob can replace both the Kustom Choppa and Combi-Skorcha for a Big Choppa

  • For every 10 models in a unit, 1 Boy can replace their Shoota with a Rokkit Launcha

  • For every 10 models in a unit, 1 Boy can replace their Shoota with a Big Shoota

  • For every 10 models in a unit, 1 Boy can replace their Shoota with a Burna

Ranged Weapon Profiles

  • Slugga
    Range 12"
    Attacks: 1
    Ballistic Skill: 5+
    Strength: 4
    Armor Penetration: 0
    Damage: 1

Rules: Close Quarters, Lethal Hits: non-Monster/Vehicle

  • Shoota
    Range 18"
    Attacks: 2
    Ballistic Skill: 5+
    Strength: 4
    Armor Penetration: 0
    Damage: 1

Rules: Rapid Fire 1, Lethal Hits: non-Monster/Vehicle

  • Big Shoota
    Range 36"
    Attacks: 3
    Ballistic Skill: 5+
    Strength: 4
    Armor Penetration: 0
    Damage: 1

Rules: Rapid Fire 2, Lethal Hits: non-Monster/Vehicle

  • Burna
    Range 12"
    Attacks: 3
    Ballistic Skill: Auto
    Strength: 4
    Armor Penetration: 0
    Damage: 1

Rules: Torrent, Blast 1

  • Rokkit Launcha, 2 Firing modes

-- Blasta

Range 24"
Attacks: 2
Ballistic Skill: 5+
Strength: 4
Armor Penetration: 0
Damage: 1

Rules: Blast 2

-- Busta

Range 24"
Attacks: 2
Ballistic Skill: 5+
Strength: 10
Armor Penetration: -2
Damage: 3

  • Kombi-Scorcha, 2 Firing modes

-- Shoota

Range 18"
Attacks: 2
Ballistic Skill: 5+
Strength: 4
Armor Penetration: 0
Damage: 1

Rules: Rapid Fire 1, Lethal Hits: non-Monster/Vehicle

-- Scorcha

Range 12"
Attacks: 3
Ballistic Skill: Auto
Strength: 5
Armor Penetration: 0
Damage: 1

Rules: Torrent, Blast 1

  • Kombi-Rokkit, 2 Firing modes

-- Shoota

Range 18"
Attacks: 2
Ballistic Skill: 5+
Strength: 4
Armor Penetration: 0
Damage: 1

Rules: Rapid Fire 1, Lethal Hits: non-Monster/Vehicle

-- Busta Rokkit

Range 24"
Attacks: 1
Ballistic Skill: Auto
Strength: 10
Armor Penetration: -2
Damage: 3

  • Kustom Shoota
    Range 18"
    Attacks: 4
    Ballistic Skill: 5+
    Strength: 4
    Armor Penetration: 0
    Damage: 1

Rules: Rapid Fire 2, Lethal Hits: non-Monster/Vehicle

Melee Weapon Profiles

  • Choppa
    Attacks: 3
    Weapon Skill: 3+
    Strength: 5
    Armor Penetration: -1
    Damage: 1

  • Kustom Choppa
    Attacks: 4
    Weapon Skill: 3+
    Strength: 5
    Armor Penetration: -2
    Damage: 2

  • Power Klaw
    Attacks: 3
    Weapon Skill: 3+
    Strength: 10
    Armor Penetration: -2
    Damage: 2

  • Big Choppa
    Attacks: 4
    Weapon Skill: 3+
    Strength: 7
    Armor Penetration: -1
    Damage: 2

Rules: Cleave 2
(Cleave is like Blast but for melee, so +2 attacks for every 5 enemy models in target unit. 10 man enemy unit? +4 attacks!)

Abilities

Tide of Muscle

In the Fight Phase, if this unit Charged, their melee attacks have Lethal Hits.
(Thus being able to wound anything on a Hit roll of a 6.)

Never too Busy to Fight

Being engaged in melee does not prevent this unit from being able to perform an Action
(Actions are needed to complete objectives. Usually you should be eligible to shoot if you can do an action so being in engagement takes this away.)

Ammo Runts

Once per Battle, per unit, this unit can use their Ammo Runts and gain +1 to Hit rolls in shooting.

Conclusion

Ork Boyz are the cornerstone of the Ork Horde. They can easily deal damage in melee and even have fairly decent shooting with a lot of numbers behind scoring a hit. Against the correct enemy targets they can deal a lot of damage.

They are also good at taking objectives.

All Orks can re-roll Advances and they can Advance and Shoot/Charge when they are Riled Up otherwise I would say that their only main weakensses are mobility and armor.

Their save is low but T5 is fairly tough!

Thank you for reading! On to the next one!

11th Edition Review Links

Army Rules

Orks Detachments

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40k 11th Ed - Datasheet Review 1 - Ork Boyz | Ecency