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Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/21 12:51:58


Post by: Afrodactyl


So, it's late in the edition but I figured that our lists probably won't change that much going forward so I decided to play around with some things I haven't used much, or using them slightly differently.

Xenos - Orks - War Horde

2x Ghazghkull Thraka (235pts)
Mozrog Skragbad (145pts)
Beastboss (80pts)
Beastboss (80pts)
Beastboss (80pts)

10x Beast Snagga Boyz (95pts)
10x Beast Snagga Boyz (95pts)
10x Beast Snagga Boyz (95pts)

5x Flash Gitz (80pts): Ammo Runt
5x Flash Gitz (80pts): Ammo Runt
11x Gretchin (40pts)
10x Kommandos (120pts): Breacha Ram, Bomb Squig, Distraction Grot
5x Meganobz (160pts): Killsaws
5x Stormboyz (65pts): Power klaw
Kill Rig (155pts)
Kill Rig (155pts)
Battlewagon (160pts): ’Ard Case, 4x Big shoota, Grabbin' klaw, Lobba, Wreckin' ball, Zzap gun, Deff rolla
Trukk (70pts): Wreckin' ball

I had a lot of fun with Ghaz in a big MANZ brick, and was pleasantly surprised with Mozrog being a decent missile/distraction Carnifex. He's just about fast, threatening, and tanky enough to be a menace that can't be ignored.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/23 09:33:34


Post by: Beardedragon


I went in to a team tournament with a Freeboota krew with a gargantuan squiggoth. It was a bit of a meme list, with 2x5 flash gitz and 10 burna boys in the squig.

I got turn 2 in every single one of my matches, it was rough.

Really really rough. It essentially felt like i played with stratagems only and had no detatchment rule because of the timing of the detatchment. Just running around hoping to analyze where important things would be and him being able to react to it accordingly. The squiggoth was fun though, but of course not competitive.

I won 2 battles, lost 2, and had 1 draw.

Lost versus Necrons (0-20) and another ork player (5-15)
Won versus World eaters (18-2) and death guard (13-7)
Draw versus another Necron player (10-10)

Funny highlights of the game:
Gargantuan squiggoth blast wiped 20 Berzerkers with his 10 burna boys and 10 flash gitz
Gargantuan squiggoth head smashed Angron to death
Gargantuan Squiggoth exploded in 2 of my games. One of them he dealt 12 mortal wounds to Ghaz and his 20 boys.
Makari killed C'tan The Nightbringer in my last game

I feel like i just want to bury this detatchment because the difference between going turn 1 and 2 is just too big. Going turn 1 makes the detatchment actually pretty decent (i tried that with training games) and going turn 2 is just horrible beyond mortal comprehension.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 03:23:55


Post by: Grimskul


Wazdakka is confirmed baaaack ladz!

Looks like the preview for the Armaggedon campaign expansion is leaning heavily into vehicle and fast attack units, so we'll likely have a more in depth SpeedWAAAGH! detachment, probably one focused on Wazdakka like Yriel's was for his Corsairs, and a more generic Speedboss one. Hope it actually does something for buggies!

https://www.warhammer-community.com/en-gb/articles/bmjvmce4/adepticon-preview-2026-wazdakka-gutsmek-battles-commissar-yarrick-for-the-fate-of-armageddon/

And to no one's surprise, they've announced 11th edition and Armageddon is the new box set. Based on the trailer, our launch bits will be a Warboss, Warphead/Weirdboy, Boyz and it looks like a weird open topped artillery cannon walker thing. Would have preferred a proper Looted Wagon or Armoured Ork Vehicle but we'll see if this is the "Shooty Dread" that people were talking about.

https://www.warhammer-community.com/en-gb/articles/ctdexme4/warhammer-40000-the-new-edition-is-revealed-at-adepticon-preview-2026/

Looks like instead of making shoota boyz and slugga boyz separate, they've just fused them together, which tbh, does make it a lot easier for existing players and those who bought the new boyz. Curious to see how much the rules will change for them, if any.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 05:29:35


Post by: Tomsug


New ed june 26, codex still works, lot of changes in the game and warboss on Warbike is back! I ´m happy.
Just little bit sceptic about the boyz. It can easily end “hey dudes make another 60 boyz to fix your squads to be working”



Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 06:26:45


Post by: Jidmah


Ork Boyz now have the best of both worlds, with every boy carrying a choppa, slugga, AND shoota into battle – all they need to rake Space Marine lines with a hail of bullets before charging in for a proper scrap.


I guess that's one way to fix shoota/slugga boys. However, if all boyz are boyz, it shouldn't matter how you built yours.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 06:38:33


Post by: Beardedragon


I agree with Grimskul.

I really just want a looted tank, like from dawn of war 1 and 2. A good old: I will sit here, not really be useful in melee at all, and all my point cost has gone in to firepower and durbility" kind of unit.

A tank, for orks. Dont get me wrong i like the new models, including the new new ork walker thingie, but i STILL want a LOOTED TANK!


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 09:44:57


Post by: ccs


 Tomsug wrote:
New ed june 26, codex still works, lot of changes in the game and warboss on Warbike is back! I ´m happy.
Just little bit sceptic about the boyz. It can easily end “hey dudes make another 60 boyz to fix your squads to be working”



Look at that, I was spot on for the date.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 10:59:23


Post by: Afrodactyl


I like the shoota/slugga boy changes so far, there's no reason to use shootas at all so having them all on one model is nice. The models so far look good too. Hopefully the rules don't let us down.

I'm not blown away by the Wazdakka mini, he's missing the hair squig and the chain blade (both of which are admittedly a very easy change) and he looks a little on the small side. I'm not mad about the giant tactical rock either. The bike looks cool though.

The size is also my main gripe with the Wartrike; it's meant to be a warboss-equivalent, so it should be reasonably big. The Wartrike boss is basically the size of a nob.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 13:32:52


Post by: Grimskul


 Afrodactyl wrote:
I like the shoota/slugga boy changes so far, there's no reason to use shootas at all so having them all on one model is nice. The models so far look good too. Hopefully the rules don't let us down.

I'm not blown away by the Wazdakka mini, he's missing the hair squig and the chain blade (both of which are admittedly a very easy change) and he looks a little on the small side. I'm not mad about the giant tactical rock either. The bike looks cool though.

The size is also my main gripe with the Wartrike; it's meant to be a warboss-equivalent, so it should be reasonably big. The Wartrike boss is basically the size of a nob.


Yeah, agreed with the Wartrike boss, especially when you compare it the FW Bikerboss who is sizably big and chonky as a Warboss should be, he looks absolutely puny in comparison.

Same thing basically happened for a lot of Ork heads that got shrunk from the Brian Nelson design, it happened to Ghaz too, his head got a lot smaller compared to his metal model.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 15:01:09


Post by: Jidmah


Some more pieces of news I picked up:

- cover modifies the hit roll. If not done right, might be catastrophic for orks. Might also be capped at 5+, who knows.
- Fights first will be nerfed as a defensive ability
- You roll first for charge distance and the decide the target.
- One stratagem per phase per unit, no exceptions
- charge after disembark is back


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 15:28:27


Post by: LunarSol


Being unable to be shot from outside 15" seems absolutely crazy for Orks.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 15:48:29


Post by: Jidmah


 LunarSol wrote:
Being unable to be shot from outside 15" seems absolutely crazy for Orks.

Not sure. The information on that seems massively incomplete.

From what I can tell, this is meant to allow units to survive the first few turns and at least get somewhat close to enemies. Plus you immediately lose it when you shoot.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 16:00:59


Post by: Grimskul


I believe that's also only if you're in an actual terrain piece, so you don't just get it baseline.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 16:07:10


Post by: LunarSol


Correct, but its still a huge bonus for Orks who really don't want to shoot and have an obvious advance and charge option to close that gap.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 16:47:24


Post by: Afrodactyl


 Jidmah wrote:
Some more pieces of news I picked up:

- cover modifies the hit roll. If not done right, might be catastrophic for orks. Might also be capped at 5+, who knows.
- Fights first will be nerfed as a defensive ability
- You roll first for charge distance and the decide the target.
- One stratagem per phase per unit, no exceptions
- charge after disembark is back


Hopefully there's a cap on cover, otherwise we're up a certain creek without a certain implement when it comes to shooting. Or we become the melee+flamethrowers faction.

A fights first nerf could be big for us, depending on how far the nerf goes.

Rolling then choosing targets could also be really nice. Fortunately we currently have a lot to make our charges pretty reliable.

One strat per phase per unit is a bit bad for us offensively, but great for us defensively as most factions have some kind of offensive wombo combo that would be nice to get rid of.

Charge after disembark is tasty.

I like the "lone op if inactive" rule currently, most of our good shooting is in the 12-24" range so it shouldn't have to much of an impact against us and mostly just work in our favour.


I'm actually quite concerned about the mixing of detachments and certain detachments getting certain objectives. My gut says it's going to be a min-maxy hellscape that doesn't work properly, encourages super toxic armies, or both. I'm really hoping I'm wrong.

Something about objectives now being the footprint of terrain features is bothering me as well, but I'm not quite sure why just yet. Just feels icky.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 17:29:35


Post by: LunarSol


I expect it will be pretty immediately apparent that entire model types are non viable simply because their detachment that makes them good has completely non-viable objectives attached.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/26 18:52:01


Post by: Grimskul


 LunarSol wrote:
I expect it will be pretty immediately apparent that entire model types are non viable simply because their detachment that makes them good has completely non-viable objectives attached.


Lol, legit. That's definitely the area that I'm most worried about is the combo'ing of detachments and how it relates to objectives. Especially since this will also just go back to stratagem bloat that they were trying to move away from, unless you actively choose which stratagems to keep from the detachments you combine.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/27 05:52:50


Post by: Jidmah


 LunarSol wrote:
Correct, but its still a huge bonus for Orks who really don't want to shoot and have an obvious advance and charge option to close that gap.

I don't think so. If a terrain piece is needed, it's literally just 2-3 extra inches over hiding a unit behind obscuring terrain today.


Automatically Appended Next Post:
 Afrodactyl wrote:
I'm actually quite concerned about the mixing of detachments and certain detachments getting certain objectives. My gut says it's going to be a min-maxy hellscape that doesn't work properly, encourages super toxic armies, or both. I'm really hoping I'm wrong.

I agree. I also wonder how stratagems are going to mix with that, so you don't end up with 20+ stratagems for your army again.

Something about objectives now being the footprint of terrain features is bothering me as well, but I'm not quite sure why just yet. Just feels icky.

I hope we do get a rule to replace our home objective with a fortification.


Our Codex is da biggest an da best! - Orks 10th Edition Tactics @ 2026/03/27 23:02:59


Post by: Jidmah


Spoiler:


Oh, and there is this thing.