Warlord Snagga Snagga’s Feral Ork Horde Army List
Some says we’z Feral, nomadz they calls uz. I just say we’z always marching, konkering we iz…
Forces
The Warlord Snagga Snagga’s Feral Ork Horde Army List uses the datasheets from the Feral Ork Forces section.
Using The Army List
Unlike the very rigid formations used by the Imperium, Ork formations vary widely in both size and composition. The rules for creating Ork formations reflect this. The different types of Ork formations you may choose are shown on the army list that follows. The army list includes the following information:
- Type
- The name of the formation.
- Core Units
- The units that make up the formation. An Ork player can choose to double or triple the number of units in the formation if he wishes. A formation with double the normal number of units is called a big formation, and a formation with three times the normal number of units is called a ’uge formation.
- Cost
- Most Ork formations have three values. The first value is the cost for the basic formation, the second is its cost if it is a big formation, and the third value is its cost if it is a ’uge formation. If the formation only has one cost then it may not be increased in size. Up to one third of the points available to an Ork army can be spent on aircraft and Gargants.
- Extra Units
- An Ork formation may include any of the extra units listed in the
Extras
column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there is a limitation then the limit is doubled for a big formation and tripled for a ’uge formation. All of the core, extra, and free units in an Ork formation count as being part of one large formation. The different units may not move off on their own.
Special Rules
The Mob Rule (see Mob Rule) and Power of the Waaagh! (see Power of the Waaagh!) rules apply to all Ork formations.
Feral Ork Epic Tournament Special Rules
Every Ork army must include a Supreme Command character called a Warlord. The Warlord character is free, you don’t have to pay any points for it. The Warlord will join the formation with the most units in the army. War Engines count their starting Damage Capacity towards the formation size. If there is a tie you may choose which warband the Warlord will join.
Orkeosaurus that are part of a warband may only transport units from their own formation.
Feral Ork armies are allowed to field a Trappa formation. This formation represents Ork Wildboyz using their skills to scout ahead of the main army. Because of this all units in the formation have scout.
Warlord Snagga Snagga’s Feral Ork Horde Army List
Warlord Snagga Snagga’s Feral Ork Horde armies have a strategy rating of 3. All formations have an initiative rating of 3+, but receive modifiers depending on the action chosen when taking an action test (see Power of the Waaagh!), or the size of the formation when rallying (see Mob Rule).
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | Normal | Big | ’Uge | Extra Units |
Boarboyz Horde | Five Boarboyz | 100 | 175 | 250 |
|
Junka Brigade | Six Boyz and six Junkatrukks | 175 | 300 | n/a |
|
0–1 Madboyz Horde | Six Madboyz | 100 | n/a | n/a |
|
0–1 Steam Gargant | One Steam Gargant | 200 | 350 | 500 | None |
Trappas | Six Wildboyz | 150 | n/a | n/a |
Add up to one Nobz for +35 points Note: All units in the formation have Scout |
Warband | Two Nobz, six Boyz and two Grotz | 200 | 350 | 500 |
|
Wildboyz | Two Nobz and six Wildboyz | 125 | 225 | 325 |
|
Feral Ork Forces
- EA(+1)
- MW
- Supreme Commander
- MW
- Infiltrator
- Mounted
- Expendable
Formations that include at least one Ork unit don’t count Grot units that are lost in an assault when working out who has won the combat.
- Fearless
- EA(+1)
- Leader
- D
- Transport
May transport one of the following units: Boyz, Grotz, Nobz. Units being transported may shoot.
- EA(+D3)
- MW
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport four of the following units: Boyz, Grotz, Nobz, Wildboyz; plus two units of Grotz.
- EA(+D3)
- MW
- EA(+1)
- TK(D3)
- Damage Capacity 6
- Reinforced Armour
- Thick Rear Armour
- Transport
May Transport twelve of the following units: Boyz, Grotz, Nobz, Wildboyz; plus six units of Grotz). Critical Hit Effect: The unit takes a point of damage and moves 3D6cm in a random direction. If it moves into impassable terrain it stops and is destroyed. If it moves into another unit or units, it stops and one of those units suffers a macro-weapon hit.
- FxF
- MW
- EA(+1)
- TK(D3)
- MW
- Damage Capacity 4
- Fearless
- Reinforced Armour
- Walker
Armed with any two of the following weapons: Soopagun, Mega-Choppa. Critical Hit Effect: The unit is destroyed. All units within 2D6cm suffer a hit.
Mob Rule
Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up too is ideal) then there’s always a chance that they’ll prevail, no matter the odds. To represent this Ork formations with more than five units (i.e., too many to count on the fingers of one hand), not including Grotz or Squig Katapultz units, receive a +1 modifier to any Rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule War Engines count each point of starting damage capacity as a unit.
Power of the Waaagh!
Orks are not noted for their organisational abilities, and thus usually have a pretty low Initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up. Because of this Ork formations that are attempting to take Charge or Double actions receive a +2 modifier to their Action test roll.