
This is great for getting better odds on making a long-range charge, along with bonus mortal wounds if you make it in to combat. In addition, if it finishes a charge move within 1″ of an enemy unit, on a 2+, the unit suffers D3 mortal wounds. Ramming Speed (2CP)– A selected Ork Vehicle can charge 3D6″. If you are surrounded by a lot of Boyz, then you probably only get a couple of turns out of the Weirdboy before his head explodes, so this stratagem may have limited potential. You should be able to cast your powers most of the time, at least until the Weirdboy kills himself with Perils. The Ork psychic powers are pretty solid (as you will see in a future part of the review), so this is a pretty good stratagem to use if you are planning on running a Weirdboy. This allows a Weirdboy to know 2 powers and cast 2 powers per turn. The model knows one additional psychic power and can manifest one additional psychic power per turn. Warphead (1CP)– Before the battle begins, select a Weirdboy. It can fail to wound, forcing you to spend another CP to pass the roll, but this should hopefully be rare. This gets better when combined with the Blood Axes Kultur, allowing it to still shoot or assault after falling back. The ability to fall back and deal mortal wounds is pretty strong.

The Deffkilla Wartrike is a vehicle that has some great close range firepower and combat ability, so getting into combat is a good deal for it. Select a unit within 1″ before they fall back.

Snagga Grapple (1CP)– Use on a Deffkilla Wartrike that Falls Back.
Warhammer 40k 8th edition rules stratagens full#
A good roll will put most characters back to full strength. Used in conjunction with the Painboy’s abilities, you can potentially heal 2D3 wounds on a single character in one turn. This is a solid stratagem to help keep your characters alive for longer. Medi-Squig (1CP)– At the end of the movement phase, select a Character within 3″ of a Painboy. You now have a great firepower unit that can take maximum advantage of some of the other strong stratagems that the Orks have access to (as you will see below). For example, you could take a unit of 15 Lootas and 10 Lootas in your army and mob them up to a unit of 25 Lootas on your first turn. It is also a strong way to increase squad sizes in mobs to benefit from stratagems, abilities, etc. It can be useful for denying your opponent kill points if the mission has them and you can meet the criteria. This was the stratagem introduced in Chapter Approved last year. Efficient to Competitive, depending on unit.

Two infantry units with the same datasheet within 2″ of each other may join up if one has less than 10 models and one has more than 10 models. Mob Up (1CP)– Used at the end of the movement phase. However, this rating does not refer to that, but rather that you will rarely be using the stratagem, even when the right conditions come up to allow you to use it.

Obviously, most stratagems are Situational as you need specific things to happen to be able to use them.
