So today I was having one of those moments where I was contemplating the vicissitudes of 40k, and my mind began to circle the drain of the new Ork “Mob Rule” CSR (codex special rule.) Once it went down the drain it entered a very, very dark place. Let us look at the rule. It says, “Ork mobs may always choose to substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special Rule.”
I think this is a genius rule. It accurately shows that the Orks are force of numbers, and as they get smaller due to combat attrition their morale begins to fail. Where I went with this rule was an attempt to make the first sentence work for the Orks in a new way. Many Ork players utilize this rule in its most direct “Gorker” method of use. I have never been a “Gorker,” but a “Morker.” This is evident in my clan of choice: Blood Axes. (If Gorker or Morker are unfamiliar terms for you do some research in GW’s Gorkamorka Game.)
I bet you are wondering how Orks can use “Mob Rule” cunningly. First we need to explain the most basic tenet of this rule all Orks have it. Second “may always choose to substitute number of Orks in their mob for their normal Leadership value,” doesn’t specify the lower limit. Therefore, an Ork mob of two may have their base Leadership of 7 (-1 if they are below 50%) or a Leadership of 2.
This rule is terribly helpful for getting large units of Gretchin tied up in close combat out of the way. Yes! I said exactly what you think I said. One can use this rule to disengage Gretchin mobs from combat. It is quite easy, and should only be done in your opponent’s close combat phase. Gretchin mobs use the Runtherderz leadership for Morale checks. Since at most there would be three Runtherderz in the mob, and they have the “Mob Rule” CSR… Basically, you are counting on the Grots loosing close combat, which they will unless your opponent is terribly unlucky. What it boils down to is tying up a unit with Grots, and when you are ready to assault your target with a proper Ork mob then you pull out the Grots and let fly.
My other “Cunnin’ Plan” has to do with using 3, 6 man Kommando Mobs. If at all possible infiltrate them 12” away from your opponent, and try to have them about 9”- 12” from your closest foot sloggers. Many players get nervous about units being fairly close to their lines, so they will send out a unit to deal with the threat. Hopefully, if they got first turn, and they assault this sacrificial lamb, then your chances are good at loosing the close combat. Make sure you pull your casualties so you are no longer engaged. That way when you “fail” your leadership test your opponent will be hanging out in the wind with no choice but to get hit by a ton of Boyz. At very least you have brought your opponent within reach of all of your 12” shots.
The key to playing “Mob Rule” effectively is to quit thinking like a Goff. Most Ork players want to get tied up in lengthy close combats where they are inflicting maximum damage. Effective use of the “Mob Rule” CSR requires pulling casualties to disengage your unit, careful positioning to ensure that you can easily break from combat, and small enough units of Orks so that you can break off combat without being below 50%.
I think this is a genius rule. It accurately shows that the Orks are force of numbers, and as they get smaller due to combat attrition their morale begins to fail. Where I went with this rule was an attempt to make the first sentence work for the Orks in a new way. Many Ork players utilize this rule in its most direct “Gorker” method of use. I have never been a “Gorker,” but a “Morker.” This is evident in my clan of choice: Blood Axes. (If Gorker or Morker are unfamiliar terms for you do some research in GW’s Gorkamorka Game.)
I bet you are wondering how Orks can use “Mob Rule” cunningly. First we need to explain the most basic tenet of this rule all Orks have it. Second “may always choose to substitute number of Orks in their mob for their normal Leadership value,” doesn’t specify the lower limit. Therefore, an Ork mob of two may have their base Leadership of 7 (-1 if they are below 50%) or a Leadership of 2.
This rule is terribly helpful for getting large units of Gretchin tied up in close combat out of the way. Yes! I said exactly what you think I said. One can use this rule to disengage Gretchin mobs from combat. It is quite easy, and should only be done in your opponent’s close combat phase. Gretchin mobs use the Runtherderz leadership for Morale checks. Since at most there would be three Runtherderz in the mob, and they have the “Mob Rule” CSR… Basically, you are counting on the Grots loosing close combat, which they will unless your opponent is terribly unlucky. What it boils down to is tying up a unit with Grots, and when you are ready to assault your target with a proper Ork mob then you pull out the Grots and let fly.
My other “Cunnin’ Plan” has to do with using 3, 6 man Kommando Mobs. If at all possible infiltrate them 12” away from your opponent, and try to have them about 9”- 12” from your closest foot sloggers. Many players get nervous about units being fairly close to their lines, so they will send out a unit to deal with the threat. Hopefully, if they got first turn, and they assault this sacrificial lamb, then your chances are good at loosing the close combat. Make sure you pull your casualties so you are no longer engaged. That way when you “fail” your leadership test your opponent will be hanging out in the wind with no choice but to get hit by a ton of Boyz. At very least you have brought your opponent within reach of all of your 12” shots.
The key to playing “Mob Rule” effectively is to quit thinking like a Goff. Most Ork players want to get tied up in lengthy close combats where they are inflicting maximum damage. Effective use of the “Mob Rule” CSR requires pulling casualties to disengage your unit, careful positioning to ensure that you can easily break from combat, and small enough units of Orks so that you can break off combat without being below 50%.