40k 11th Ed: Detachment - War Horde (Orks) 3DP

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Time to get stuck in with da Boyz! Literally what this Detachment is all about.

Right, so I have written about the Building of a Warhammer 11th Edition army and that it includes choosing an Army, with Army Rules and then getting to choose a Detachment. We reviewed what the Orks Army Rules are.

Now, you usually get 3 Detachment Points and with that you can build a very diverse combination of bonuses. Like I said before 1DP Detachments = specific unit buffs, 2 and 3-DP Detachments have broader, more powerful bonuses.

This is one of those Detachments! 3DP to play a War Horde.

Detachment - War Horde - 3DP

Dispositions: Take and Hold or Purge the Foe

Detachment Rule - Get Stuck In

Friendly Ork units' melee attacks have Sustained Hits 1.

Review: Just that, simple, stupid, effective. Sustained Hits 1 means that when you roll the bucket of dice that is the Ork's melee phase, rolls of 6, score additional hits! If something already has Sustained Hits 1 or more, they do not stack.

Enhancements

Every Detachment has access to Enhancements, buffs that you pay points for and put on Characters and sometimes units. War Horde has 4.

Headwoppa's Killchoppa - 15pts

Orks model only. If this unit made a Charge Move this turn, its attacks have +1AP

Da Boss is Watchin' - 25pts

Orks model only. Once per battle, per army in your Movement Phase, you can use this ability. This unit is Riled Up until the start of your next turn.

Kunnin' But Brutal - 20pts

Orks model only. When this unit is selected to make a fall-back move, it can still shoot and charge.

Follow Me Ladz - 20pts

Orks model only. This unit has +2"M

Review: One for striking tough armor, one for an extra Waaagh for one unit, one fallback and shoot/charge and one movement boost for 1 unit. Again. Simple. Stupid. Effective. Brutal and Kunnin'.

Stratagems

Every Detachment gives you extra Stratagems besides the Core Stratagems that everyone has access to. War Horde gives you 6.

Breakin' Heads

Overview: Regroup by bashing heads together! You do need a Character attached to a unit to pull this one off.

COST: 1CP
WHEN: Any phase, when a friendly attached Orks Infantry unit becoes Battleshocked.
TARGET: That Ork unit.
EFFECT: Roll a D3. That unit suffers that many Mortal Wounds and is no longer Battleshocked.

Hit 'Em Harder

Overview: Deal damage easier, especially against tough targets. Combos with the Sustained Hits that the Detachment gives. Lethal Hits trigget on a 6 to Hit... scoring an auto wound.

COST: 1CP
WHEN: Fight phase, when an Ork unit is selected to fight.
TARGET: That Ork unit.
Effect: That unit's melee attacks have Lethal Hits.

Review: If 10x Ork Boyz have 3x Attacks each it is 30 attacks. On average, they roll 20 Hits and 10 miss. But on average 5x 6's, scoring 5 additional Hits due to the Detachment Rule, and 5x Auto Wounds due to this Strat. A good combo!

Fungus-fuel Injection

Overview: Make Mounted or Vehicles move faster.

COST: 1CP
WHEN: Your Movement Phase
TARGET: A friendly Orks Mounted/Vehicle unit.
EFFECT: That unit has +2"M

Close-range Dakka

Overview: More Dakka! (In Ork kulture, this means more bullets, more noise, more destruction)

COST: 1CP
WHEN: Your Shooting Phase, before an Orks unit is selected to shoot
TARGET: That Orks Unit
EFFECT: Your unit's Ranged attacks have Rapid Fire 1, or if they already have Rapid Fire, then add 1 to the Rapid Fire.

Orks Is Never Beaten

Overview: This is a Fights On Death 4+ ability, 3+ if they are Riled Up.

COST: 1CP
WHEN: Fight Phase, when an enemy unit targets a friendly Orks unit (excludes Titan units)
TARGET: That Orks unit.
EFFECT: When a model from this unit is destroyed that has not been selected to fight, do not remove them from play. On a D6 roll of 4+(with a +1 if this unit is Riled Up), they remain on the board until they have fought, then remove them from the board.

Mow 'Em Down

Overview: Use a Vehicle unit to mow down enemy infantry.

COST: 1CP
WHEN: Fight Phase when a friendly Orks Vehicle unit (Excluding Walker units) that made a Charge Move, is selected to fight.
TARGET: That Orks Vehicle unit.
EFFECT: You unit's melee Attacks gain the Cleave 1 ability. If they already have Cleave, add +1 to their Cleave ability.

Review: Cleave is like Blast, but for melee. For every 5 enemies in the target unit, gain that many attacks. So Cleave 1 vs 10 models gain 2x additional Attacks.

Completed

And there you have it, this is the War Horde!
Simple, stupid, effective.
The abilities are not complicated and can give instant good bonuses that need only a few runs to understand how to use them all.
As for the rest, Battle Experience is the only way to really master this army and Detachment combo.

11th Edition Review Links

Army Rules

Thank you for reading!

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40k 11th Ed: Detachment - War Horde (Orks) 3DP | Ecency