Goff: 'Ard Boyz
![]() |
| Used to have Ork Bards. |
The Goffs are considered (or, more accurately consider themselves!) the toughest and most no-nonsense Orks. Hard, tough, fearless and belligerent they seemingly seek to embody 'orkyness' itself. Wave upon waves of hardened and ferocious infantry are sent into battle purely to satisfy their bloodlust. In many ways they really are the most quintessential of the Orks.
Warlord [1] (170pts)
Carbine Attachment: Rocket Launcher
Ultra Saw Blade
Heavy Armor
War!
Orc Mob [20] x5 (2300pts)
2x Ultra Claw
2x Shred Rifles
1x Mad Doctor
Heavy Armor
Specialist Orcs [5] x3 (420pts)
2x Bomb Hammer
1x Bomb Beast
Blowtorches
Tactics: Well, what is it that can be said? This list has absolutely zero subtlety. It is a big, tough and dumb ball of angry Orks which have been suitably well equipped to wreck their enemies in close quarter combat. Of note, the Orc Mobs have two Shred Rifles (a new weapon type invented to rebalance GF) and two Ultra Claws (Power Klaws), both which have good anti-armor options to really soften hard enemies like Battle Brothers. The Specialist Orcs provide additional support.
Evil Sunz: Mad Ladz An' Trukks
![]() |
| "NOT FAST ENUFF!" |
While technically separate, the Evil Sunz and the phenomena of the 'Kult of Speed' are often intertwined and even interchangeable. The Evil Sunz have a serious love for grease, gasoline and going really fast. In older fluff (not sure about the modern one) this love of vehicle also meant they had more Mekboyz.
Warlord [1] (170pts)
Carbine Attachment: Rocket Launcher
Ultra Saw Blade
Heavy Armor
War!
Mechanic [1] (150pts)
Plasma Rifle
2x Attack Beasts
Heavy Armor
Precision Monocle
Specialist Orcs A [10] x2 (580pts)
10x Flamethrowers
Specialist Orcs B [10] x2 (680pts)
10x Railguns
Truck [1] x4 (900pts)
Battle Ram
Red Paint Job
Boarding Plank
Attack Buggy [1] x2 (340pts)
Tracked
Red Paint Job
Tactics: This army has two interchangeable components depending on the flow of battle. On one hand it is very much a 'shooty' army, with troops armed with powerful guns. The Specialist Orks are split between Type A, which are anti-squishies and Type B which are deadlier against bigger, tougher targets. On the other hand all these squads can be mounted into the trucks which are nothing but supercharged, super fast battering rams which will flatten enemies with the Impact (auto hit) mechanic. Do note that even ranged-focused Orcs remain dangerous in melee due to Furious.
Bad Moons: Flash N' Greed
![]() |
| Favorite Videogame: Borderland. |
The Bad Moons clan is infamous for being rich, making them the closest the brutish orks have to a merchant class. They grow more teeth and faster than any other orks. Yes, for those who don't know Ork money are Ork teeth, or 'teef'. In older editions they were also traders who attempted to get their hands on alien technology and they also had particularly gifted, if nutty Weirdboyz. This influenced the concepts behind this list.
Warlord [1] (180pts)
Carbine Attachment: Rocket Launcher
2x Attack Beasts
War!
Shaman [1] x2 (220pts)
2x Attack Beasts
Psychic (2)
Orc Specialists A [5] x5 (925pts)
1x Twin Carbine with Attachment: Flamethrower
4x Flamethrower
Blowtorches
Orc Specialists B [5] x5 (800pts)
5x Shred Rifles
Blowtorches
Goblin Walker A [1] x5 (725pts)
Bazooka
Tactics: These Orks pack not one, but three hero units to accompany their squads. Unlike the Goff list, however, survivability isn't so much of a strong suit, resulting in powerful and flashy units but lacking the hardened defenses. Befitting the very mild old 40k inspiration it is recommended to assign a squad of goons to each Shaman (Weirdboy) to increase survival rate. There are two types of basic troops, each with a different target in mind: keep in mind they are also separated into squads of 5, not 10 confusing the crap out of opponents. Finally the Goblin Walkers (Killa Kanz) exist to provide heavy stompage.
Deathskulls: Looted Armor
Mercenaries: Feudal Guards
The Deathskulls are superstitious looters who scavenge everything they can from enemies. Much like the Evil Sunz, the Meks play an important role in their culture and organization as they are the ones who tinker with the spoils of war and whatever else they picked off like the orkish carrion they are. Note that, in Grimdark Future, it is generally accepted that armies in the Mercenaries list can be taken by any army. These looted Feudal Guards APC represent Chimeras and Rhinos which have been looted, repaired and modified with bitz and bobs of stolen and repurposed human technology while the Heavy Walker could be some cobbled together abomination made of destroyed and rebuilt Dreadnoughts and Mechanicus robots and servitors.
![]() |
| Ever picked up every single scraps in Fallout? Then you know how Deathskulls live. |
Mechanic [1] x2 (300pts)
Plasma Rifle
2x Attack Beasts
Heavy Armor
Precision Monocle
Orc Mob [10] x3 (555pts)
1x Carbine with Attachment: Rocket Launcher
1x Heavy Machinegun
1x Laser Machinegun
Twin Missile Pod
Heavy Walker [1] x3 (930pts)
1x Laser Cannon
Twin Missile Pod
Tactics: This is another stompy and shooty list, albeit one that make use of different vehicles and walkers to bring some nasty surprises to the battlefield. The APC and Walkers are quite versatile, able to pick off a variety of targets rather than being specialized vehicles or being used as battering rams. Two mechanics should help them survive longer. The Specialist Orcs, meanwhile, hang in the back and fire into enemy lines presumably waiting for the battle to end to pick apart all the loot and broken vehicles.
Orc Mob [10] x3 (555pts)
1x Carbine with Attachment: Rocket Launcher
1x Heavy Machinegun
Specialist Orcs [5] (185pts)
5x Railguns
Blowtorches
Heavy APC [1] x3 (975pts)Blowtorches
1x Laser Machinegun
Twin Missile Pod
Heavy Walker [1] x3 (930pts)
1x Laser Cannon
Twin Missile Pod
Tactics: This is another stompy and shooty list, albeit one that make use of different vehicles and walkers to bring some nasty surprises to the battlefield. The APC and Walkers are quite versatile, able to pick off a variety of targets rather than being specialized vehicles or being used as battering rams. Two mechanics should help them survive longer. The Specialist Orcs, meanwhile, hang in the back and fire into enemy lines presumably waiting for the battle to end to pick apart all the loot and broken vehicles.




No comments:
Post a Comment