Welcumz Grots ta Warlord Gutripp Snottspit and 'iz boyz kamp. If youse iz a 'oomie watch yer step!
Der 'izgrots
in da kamp!
Warband Snottspit

The Warband
Warlord Gutripp Snottspit (some say he looks like Ghazghkul, but what do stinkin'
'oomies know!)
5 Mega- Armored Nobz with more shootier, dakka shoota, and mega boostas, and
wartruk
20 Skarboyz with slugga, choppas, 3 burnas, and frag stikkbombz
20 Shoota boyz with a Nob, and 3 big shootas
30 Gretchin mob with a Slaver
3 Warbuggies with twin linked big shootas
3 Wartraks with mega-blastas, and scorcha
2 Big gunz battery- 2 Kannons, and 2 Zzapp guns with 3 gretchin krew each.
1 Ork Dreadnought with big shoota, and mega-blasta
Tactics
Now that 3rd edition is out, the ork tactics somewhat have changed. Not a whole lot really, but subtle changes. The still have the three drawbacks. Low leadership, low armor saves, and low ballistic skill. The advantages have stayed the same. They are still cheap, and you can still field a million. Other bonuses now include the living shield rule for the gretchin, which comes in hand since you gotta the boyz in close. Warbikes able to use their big shootas in the first round of hand to hand combat FIRST! One other would be burnas, a power weapon/ flamer. Perfect for hand to hand, and shooting. There are other advantage, but I won't list them all here (don't want to give out all the secrets).
What I like to do is run the standard gretchin screen down the middle with the Skarboyz following behind. I send the HQ either on the left or right of the gretchin/ Skarboy mob depending where the heavy opposition is to give back-up to the Skarboyz in HtH. I send the Dreadnought down one flank with the wartraks. Then I'll send the warbuggies down the other flank. Most players send the buggies down the flank to harass the opponent hoping to draw fire from the mobz in the middle. I send them down to get behind the vehicles, and if you're playing against IG, or Space Marines, you have your fair share of tank to handle. The buggies with their twin linked big shootas Str: 5 AP: 5 Assault 3. You should be able to penetrate every vehicle there from behind with the exception of a Land Raider. If someone is rich enough, or has played the game long enough to put a Land Raider out, I leave the Zzapp gun to take care of that. It is short ranged, 24", but it packs a punch. Automatic hit Str: 2d6 with an armor penetration roll of 2d6. With that said, the shoota boys supporting the buggies, some people panic when they see all that green coming toward them, and tend to ignore the 3 buggies for the hoard of 20 ork with guns taking pot shots at them (that darn 3 BS)!
This tactic has served me well in 4 tournaments now, and I've placed in the top 3 in all of 'em. 'Ood luck grot! Krush 'em down ta da bonez!
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