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![[Post New]](/s/i/i.gif) 2023/09/13 17:03:56
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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thori wrote:Hi guys,
My last (and first !) tournament was in 9th with a 1-5 result and in November i'll try again with my lovely orks.
I want to play for 2k pts:
Mozrog
Squigboss + Headwhoppa
3 * Warboss (1 with follow me)
2 * SquigNob
2 * beastboyz + Trukks
3 * 5 Nobz (5 PK) + trukks
3 * Shockboyz
2 * 3 SquigHogs
11 * gretchins
Do you think it is competitive enough ? Any thoughts ?
thank you boyz !
You could possibly drop one Smasha Squig, give the remaining one Follow Me Ladz, and merge the 2x3 hogs into 6. They'll keep pace with the Trukks that way and the combined charge of 15 Nobs, 3 Warbosses, and a fully loaded Hog unit will be really nasty.
You'll then have about 60 points to play with for other scoring unit options.
And what do you mean by shockboys? Automatically Appended Next Post: Jiro wrote:Anyone else a little more unsure about beastsnagga boyz with a beast boss? 5 Nobz plus warboss seem a much better deal for 35pts less
They seem alright without a Beastboss as a scoring unit more than anything else. They'll bully things like guardsmen, guardians and smaller marine units off of things but nothing tougher.
But I'd probably go with Grots or stormboys instead if they're only a scoring unit.
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This message was edited 1 time. Last update was at 2023/09/13 17:10:06
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![[Post New]](/s/i/i.gif) 2023/09/13 17:15:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Grovelin' Grot
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oups sorry , shockboyz means stormboyz and its 3*5
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This message was edited 1 time. Last update was at 2023/09/13 17:18:55
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![[Post New]](/s/i/i.gif) 2023/09/13 17:31:41
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fixture of Dakka
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The Boyz seem fine; I think the boss is probably a little overcosted unless you want one with an Enhancement.
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![[Post New]](/s/i/i.gif) 2023/09/13 17:32:41
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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thori wrote:oups sorry , shockboyz means stormboyz and its 3*5
I thought they would be, no worries.
You could do as I recommended and fill the 60 points with more Grots, a Mek gun, or even a unit of Burna boys to stow away in one of the Nobz Trukks to bail out and snag a midfield objective/try to strip a few wounds before the Nobz charge in.
Or you could drop Follow Me Ladz, Mozrog, and a Warboss. By going to 1x5 Nobz with Warboss in a trukk and 1x10 Nobz with Warboss in a trukk, you have a spare trukk and enough points to get 10 Flash Gitz and Badrukk, with enough points to put a Super Cybork Body on a character.
Even as is, the list looks fine other than Follow Me Ladz on a character that's not really benefiting from it due to being in a transport.
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![[Post New]](/s/i/i.gif) 2023/09/13 18:10:09
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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One cant overwatch while embarked? Ive never heard that before. If im not mistaken it says you can only use firing deck during your shooting phase, but the overwatch also states it happens as its your shooting phase, so i dont see the conflict. It doesnt come up too often that i would want to overwatch my flash gitz from a transport but it has happened before. Been to a few local tournaments and ive never heard a ruling stating this isnt possible. If its not possible though, it seems more like an oversight rather than anything.
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This message was edited 1 time. Last update was at 2023/09/13 18:12:29
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/09/13 19:33:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fresh-Faced New User
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thori wrote:Hi guys,
My last (and first !) tournament was in 9th with a 1-5 result and in November i'll try again with my lovely orks.
I want to play for 2k pts:
Mozrog
Squigboss + Headwhoppa
3 * Warboss (1 with follow me)
2 * SquigNob
2 * beastboyz + Trukks
3 * 5 Nobz (5 PK) + trukks
3 * Shockboyz
2 * 3 SquigHogs
11 * gretchins
Do you think it is competitive enough ? Any thoughts ?
thank you boyz !
I like this list a lot however I do think it could do with some more grots to hold points.
I personally feel a unit designed to control the mid table would also be good such as MA Nobz (which are pretty tough given pts reductions to both them and Mek in MA plus changes to Dev Wounds) or some Flash Gitz or even both.
Heres a variation on the above lists (also 2k) to give some food for thought:
Kaptin Badrukk [80pts]
Mozrog Skragbad [195pts]
Big Mek in Mega Armour with KFF [85pts]:
Nob on Smasha Squig [60pts]
Warboss [65pts]: Attack squig, Power klaw
Warboss [65pts]: Attack squig, Power klaw
Warboss [65pts]: Attack squig, Power klaw
10 Flash Gitz w/ Ammo Runts [190pts]
10 Gretchin + RH [40pts]
10 Gretchin + RH [40pts]
5 Meganobz [150pts]
5 Nobz w/ PK [105pts]
5 Nobz w/ PK [105pts]
5 Nobz w/ PK [105pts]
5 Stormboyz w/ PK Nob [65pts]
5 Stormboyz w/ PK Nob [65pts]
6 x Squighog Boyz (with 2 bomb squigs) [220pts]:
Trukk [60pts]: Wreckin' ball
Trukk [60pts]: Wreckin' ball
Trukk [60pts]: Wreckin' ball
Trukk [60pts]: Wreckin' ball
Trukk [60pts]: Wreckin' ball
You lose the Squigboss, 1 unit of stormboyz and a Nob on Smasha Squig and both units of snagga boyz and you run 1 large unit of squighogs instead of 2 smaller ones. However you gain + 1 grot unit, a difficult to remove MA unit to hold mid and Badrukk + the ladz to give you some ranged threat.
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This message was edited 2 times. Last update was at 2023/09/13 19:35:58
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![[Post New]](/s/i/i.gif) 2023/09/13 19:35:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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Beardedragon wrote:One cant overwatch while embarked?
Ive never heard that before. If im not mistaken it says you can only use firing deck during your shooting phase, but the overwatch also states it happens as its your shooting phase, so i dont see the conflict. It doesnt come up too often that i would want to overwatch my flash gitz from a transport but it has happened before. Been to a few local tournaments and ive never heard a ruling stating this isnt possible. If its not possible though, it seems more like an oversight rather than anything.
Out of phase rule.
Can't use rules in certain phase except in that phase.
Same reason say screamer killer can't force battleshock test with overwatch. It's "in your shooting phase".
It's in rules commentary. I recommend reading it as it has quite a lot rules one would even expect in core rules. It's not document you should skip.
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This message was edited 1 time. Last update was at 2023/09/13 19:36:06
2023 painted/bought: 508/472 |
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![[Post New]](/s/i/i.gif) 2023/09/13 20:18:49
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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Jiro wrote:MA Nobz (which are pretty tough given pts reductions to both them and Mek in MA plus changes to Dev Wounds)
I feel like this is potentially worth discussion.
Pre-points cut, 5 MANz with a MegaMek in a trukk was 315 points for 20w t6 with a 2+, with a 4++ against ranged attacks and regenerating a model every turn, and 10w t8 4+ from the Trukk.
Now you get the same for the slightly more palatable 295 points.
Normally a 20 point reduction for a 300 point unit with transport isn't anything major, but with all of our other points drops and suddenly not losing entire squads to devastating wounds, MANz could potentially see some use again as a big brick that zooms onto an objective in the centre of the board and sits there and draws away a lot of resources.
Mitigating their alright at best melee output with our other hard hitters and you could have a huge blob in the centre of the board that no-one wants to approach and might have to spend multiple turns chewing through.
5 MANz, a MegaMek, 10 Nobz, a Warboss and 2 Trukks is 630 points without enhancements (quite a lot of points), but is fast, super durable, and hits really hard against most targets. If you bundled that onto the midboard turn one (hopefully in cover), there's not a huge amount of options your opponent has. Either stand back with a sizable portion of your list and try to shoot them off, or charge in and either commit a silly amount of resources and risk overkilling them (letting your Hogs, Snagga Boys, Dreads, whatever, run around and do what they want) or not commit enough and get pulped, guaranteeing us the objective.
My list 100% would not be able to deal with it at range, and would almost definitely require all of my Hogs (with Smashas), my Squiggoth and likely my Killchoppa Squigosaur to even stand a chance of dealing with it quickly or efficiently. This would also completely wipe out most of my hopes of dealing with tanks or monsters.
A third of your list pretty comfortably standing up to nearly half of the opponents and eliminating a large amount of my ability to take control of the board sounds pretty good to me on paper.
Caveat: I have only looked at the Ork index, in particular my own list, for this. Please shut me down if the like of Aeldari, Knights, etc just delete this. I think it's definitely worth discussing as a potential option.
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![[Post New]](/s/i/i.gif) 2023/09/14 09:11:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Grovelin' Grot
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thanks for your feedback guyz.
I tried not to have big units because in my meta there is a lot of SM "oath of the moment" and its instant death for the unit: so maybe not 1 * 6 Hogs but staying at 2 units of 3.
I like a lot the idea of Badrukk. Not for this tournament but maybe for the next one.
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![[Post New]](/s/i/i.gif) 2023/09/14 09:49:26
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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thori wrote:thanks for your feedback guyz.
I tried not to have big units because in my meta there is a lot of SM "oath of the moment" and its instant death for the unit: so maybe not 1 * 6 Hogs but staying at 2 units of 3.
I like a lot the idea of Badrukk. Not for this tournament but maybe for the next one.
Let us know how you get on
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![[Post New]](/s/i/i.gif) 2023/09/14 10:14:24
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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Yea not sure how different orks are but especially shooting unit if there's no stratagem/target 1 unit buff i always split. More flexible and more durable generally.
Melee gets iffier as makes coherency/fitting into combat trickier with all vs same unit and countercharge stratagem exists.
One worry your squig riders is what happened when i tried 2x3 bloodcrusher. 1st charge roll was just enough all could reach b2b but not big enough could have done so further so 1st unit blocked path for 2nd...you need to learn movement phase positioning to be better than me on that front
And especially in narrow terrain parks that can be tricky when can't just have 3 in front, 3 at back rank. 2/1 and 1/2 triangles but then you roll too well and have to ram into b2b with all...
Grumble grumble
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2023 painted/bought: 508/472 |
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![[Post New]](/s/i/i.gif) 2023/09/14 11:42:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Grimskul wrote:When you guys are running Lootas, are you just taking min squads of 5 on objectives or are you taking 10 man squads to max out more shots?
10 Man Squads for me as Jidmah mentioned to make them seem like a big threat. I also always go with KMBs (converted with bits I have around) since 3 ATKs base is great along with the AP and damage. My opponent was shokked  by the damage output on those. That said using Lootas depends entirely on your table setup (and how visible objectives will be). If they don't have good visibility to set up a nice fields of fire they will feel pretty useless.
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![[Post New]](/s/i/i.gif) 2023/09/14 11:46:46
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Grovelin' Grot
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Yesterday I did a test game with my SM buddy.
We played the scenario "you can't deep strike or scout" on objectives + Ritual. I found that i struggle a bit with my 3 Stormboyz in this configuration as secondary objective units.
Including your returns I am thinking of tuning this list with -1 stormboyz unit -1 squig Nob +2 bikes units for:
Mozrog
Squigboss + Headwhoppa
3 * Warboss
1 * SquigNob
2 * beastboyz + Trukks
3 * 5 Nobz (5 PK) + trukks
2 * 5 Stormboyz
2 * 3 Bikes, (nob PK)
1 * 6 SquigHogs (or just 2*3 but only 1 Nob)
11 * gretchins
Bikes have assault rules for Secondary Actions.
Need to test both. Tournament is in november, I have some time.
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This message was edited 1 time. Last update was at 2023/09/14 11:47:38
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![[Post New]](/s/i/i.gif) 2023/09/14 16:30:44
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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The Red Hobbit wrote: Grimskul wrote:When you guys are running Lootas, are you just taking min squads of 5 on objectives or are you taking 10 man squads to max out more shots?
10 Man Squads for me as Jidmah mentioned to make them seem like a big threat. I also always go with KMBs (converted with bits I have around) since 3 ATKs base is great along with the AP and damage. My opponent was shokked  by the damage output on those. That said using Lootas depends entirely on your table setup (and how visible objectives will be). If they don't have good visibility to set up a nice fields of fire they will feel pretty useless.
Curious. I want my units be a threat. Not seem like one  I want my opponent ignore my threats. So if I can have 2x5 shooters shooting at same targets but not look big threat because they are 2x5 I would love it
Though guess if you reverse, make something irrelevant seem like big threat it draws enemy focus from your real winners...screamer killer kind of does that work for me somehow.
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2023 painted/bought: 508/472 |
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![[Post New]](/s/i/i.gif) 2023/09/14 18:37:23
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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It doesn't really work like a distraction carnifex screamer killer though. Essentially you have clear view of an objective or a long firing lane, people will go out of their way to hug cover, hide from the lootas completely or even not place units there at all because they are afraid of them being shot to shreds - which, to be truthfully, can randomly happen because of how swingy they are.
It weird, but it works for some reason.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/09/15 15:28:09
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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Fellow Gitz, not exactly taktiks related, but I need help brainstorming how to squiggify some Lootas.
I was going to make 3 more Flying Squig Deffkoptas, but I really want some Lootas to sit on my backline. But they need to fit my All-Squig aesthetic.
Help a zogger out.
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![[Post New]](/s/i/i.gif) 2023/09/15 15:42:08
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Rough Rider with Boomstick
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@afrodyctal re: your thoughts of manz + mek. 630 points to secure one objective is a lot - but if the opponent ignores it those nobz can go charge some thing I guess.
How about the manz in a squiggoth instead of a trukk, to boost the melee output, and make them even harder to shift? Makes the unit+transport 445 points. Too many eggs in one basket? edit: just realised it only holds 10, so you can have 3manz+mek only. Nevermind! Automatically Appended Next Post: Re: squiggifying lootas; how about the AOS squig herder box which comes with 10 squigs. Make them weapons platforms somehow. Ork stands behind shooting. If the base is too small for the ork as well, make 'em cyber squigs. Or the goblin squig riders with bazookas!
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This message was edited 2 times. Last update was at 2023/09/15 15:48:06
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![[Post New]](/s/i/i.gif) 2023/09/15 16:39:36
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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PaddyMick wrote:@afrodyctal re: your thoughts of manz + mek. 630 points to secure one objective is a lot - but if the opponent ignores it those nobz can go charge some thing I guess.
How about the manz in a squiggoth instead of a trukk, to boost the melee output, and make them even harder to shift? Makes the unit+transport 445 points. Too many eggs in one basket? edit: just realised it only holds 10, so you can have 3manz+mek only. Nevermind!
Automatically Appended Next Post:
Re: squiggifying lootas; how about the AOS squig herder box which comes with 10 squigs. Make them weapons platforms somehow. Ork stands behind shooting. If the base is too small for the ork as well, make 'em cyber squigs. Or the goblin squig riders with bazookas!
Squiggoth's can't transport MANz unfortunately. The MANz + Nobz idea was more a pipedream idea in trying to bully the midboard away from the opponent with something fast, tough and punchy. MANz are cool and I want them to be good
I like the idea about gun platform Squigs....
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![[Post New]](/s/i/i.gif) 2023/09/15 19:50:14
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Feral Wildboy with Simple Club
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Afrodactyl wrote:Jiro wrote:MA Nobz (which are pretty tough given pts reductions to both them and Mek in MA plus changes to Dev Wounds)
I feel like this is potentially worth discussion.
Pre-points cut, 5 MANz with a MegaMek in a trukk was 315 points for 20w t6 with a 2+, with a 4++ against ranged attacks and regenerating a model every turn, and 10w t8 4+ from the Trukk.
Now you get the same for the slightly more palatable 295 points.
Normally a 20 point reduction for a 300 point unit with transport isn't anything major, but with all of our other points drops and suddenly not losing entire squads to devastating wounds, MANz could potentially see some use again as a big brick that zooms onto an objective in the centre of the board and sits there and draws away a lot of resources.
Mitigating their alright at best melee output with our other hard hitters and you could have a huge blob in the centre of the board that no-one wants to approach and might have to spend multiple turns chewing through.
5 MANz, a MegaMek, 10 Nobz, a Warboss and 2 Trukks is 630 points without enhancements (quite a lot of points), but is fast, super durable, and hits really hard against most targets. If you bundled that onto the midboard turn one (hopefully in cover), there's not a huge amount of options your opponent has. Either stand back with a sizable portion of your list and try to shoot them off, or charge in and either commit a silly amount of resources and risk overkilling them (letting your Hogs, Snagga Boys, Dreads, whatever, run around and do what they want) or not commit enough and get pulped, guaranteeing us the objective.
My list 100% would not be able to deal with it at range, and would almost definitely require all of my Hogs (with Smashas), my Squiggoth and likely my Killchoppa Squigosaur to even stand a chance of dealing with it quickly or efficiently. This would also completely wipe out most of my hopes of dealing with tanks or monsters.
A third of your list pretty comfortably standing up to nearly half of the opponents and eliminating a large amount of my ability to take control of the board sounds pretty good to me on paper.
Caveat: I have only looked at the Ork index, in particular my own list, for this. Please shut me down if the like of Aeldari, Knights, etc just delete this. I think it's definitely worth discussing as a potential option.
Have to politely disagree, all that you need to shut down that unit is just give it a -1 to hit.
Combined with low amount of hit's and WS4 and all of the sudden it's 300pts brick that's worst then our shooting. The durability is also mainly for shooting.
It also does not kill enough, and a cron blobe will kill it even if slowly. To give an idea, i would only need 10boyz and a snazzwagon. Not only will i take the objective from you, and force like a 3 or more turns of trade, i would do it at half the cost. Even just 10boyz would probably trade into it.
But their might be armies where this is viable, Tau comes to mind and any other shooty faction like maybe marines. Honestly i have only used MANZ more offensively but i can see it as a distraction to absorve shots. Automatically Appended Next Post: tneva82 wrote:Yea not sure how different orks are but especially shooting unit if there's no stratagem/target 1 unit buff i always split. More flexible and more durable generally.
Melee gets iffier as makes coherency/fitting into combat trickier with all vs same unit and countercharge stratagem exists.
One worry your squig riders is what happened when i tried 2x3 bloodcrusher. 1st charge roll was just enough all could reach b2b but not big enough could have done so further so 1st unit blocked path for 2nd...you need to learn movement phase positioning to be better than me on that front
And especially in narrow terrain parks that can be tricky when can't just have 3 in front, 3 at back rank. 2/1 and 1/2 triangles but then you roll too well and have to ram into b2b with all...
Grumble grumble
Also tried both, if i bunch them up it starts being a shooting target + a lot of transit, if i split i need to bring more support in order for them to be viable with extra smash.
From experience i rather split, the 2 units are bigger threats then one single one and they attract a lot less shooting, to the point i like to spend CP on them to make them worst to shoot at. Shoots against it aren't shoot's against more important stuff, most of the time it's a waist of time shooting, but if ignored they also cause havoc. Their also good action monkeys.
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This message was edited 1 time. Last update was at 2023/09/15 19:58:12
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![[Post New]](/s/i/i.gif) 2023/09/16 09:19:48
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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Forceride wrote:
Have to politely disagree, all that you need to shut down that unit is just give it a -1 to hit.
Combined with low amount of hit's and WS4 and all of the sudden it's 300pts brick that's worst then our shooting. The durability is also mainly for shooting.
It also does not kill enough, and a cron blobe will kill it even if slowly. To give an idea, i would only need 10boyz and a snazzwagon. Not only will i take the objective from you, and force like a 3 or more turns of trade, i would do it at half the cost. Even just 10boyz would probably trade into it.
But their might be armies where this is viable, Tau comes to mind and any other shooty faction like maybe marines. Honestly i have only used MANZ more offensively but i can see it as a distraction to absorve shots.
I respect your analysis on the matter. I know MANz aren't particularly killy, so in my expensive but realistic example I stuck with with a big block of Nobs to dissuade things from coming closer. The idea being that if you charge the MANz, you're getting counter charged by the Nobs who will probably clean up.
MANz are really good at taking punishment, but don't give it back too well. MANz just need something more to boost their damage output a little and they'll be a really solid unit. Or be really cheap, but that's a can of worms and could lead to problems.
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![[Post New]](/s/i/i.gif) 2023/09/16 11:45:30
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Feral Wildboy with Simple Club
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Afrodactyl wrote:Forceride wrote:
Have to politely disagree, all that you need to shut down that unit is just give it a -1 to hit.
Combined with low amount of hit's and WS4 and all of the sudden it's 300pts brick that's worst then our shooting. The durability is also mainly for shooting.
It also does not kill enough, and a cron blobe will kill it even if slowly. To give an idea, i would only need 10boyz and a snazzwagon. Not only will i take the objective from you, and force like a 3 or more turns of trade, i would do it at half the cost. Even just 10boyz would probably trade into it.
But their might be armies where this is viable, Tau comes to mind and any other shooty faction like maybe marines. Honestly i have only used MANZ more offensively but i can see it as a distraction to absorve shots.
I respect your analysis on the matter. I know MANz aren't particularly killy, so in my expensive but realistic example I stuck with with a big block of Nobs to dissuade things from coming closer. The idea being that if you charge the MANz, you're getting counter charged by the Nobs who will probably clean up.
MANz are really good at taking punishment, but don't give it back too well. MANz just need something more to boost their damage output a little and they'll be a really solid unit. Or be really cheap, but that's a can of worms and could lead to problems.
I agree with your line of thought, and would do the same, issue i have with that brick is the ease to shut down. I also think GW should give them more rules, if they had a FNP or something to make them really stick, i think there would be game for them. But the lack of OC and punch makes them rather underwhelming. Anyway the unit needs a role and i am not sure GW knows what it wants with them. They defo hit the sweet spot with Nobz as a offensive melee unit with some durability.
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This message was edited 1 time. Last update was at 2023/09/16 11:46:11
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![[Post New]](/s/i/i.gif) 2023/09/17 08:59:43
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Mekboy Hammerin' Somethin'
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Yeah, MANz are in a good spot defensively, it's just that they don't do much of anything else (especially compared to things like Nobz and Hogs).
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![[Post New]](/s/i/i.gif) 2023/09/17 14:38:27
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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just gimmie back my rokkits on my MANz and i'll be happy.
I already used them as tanky objective holders in the past, but i put kombirokkits on them because the random 3D3 rokkit shots even at BS5 tended to do damage from time to time.
Now they just sit there and every once in awhile i hit one of their 3 combi shots.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2023/09/17 22:32:39
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Vineheart01 wrote:just gimmie back my rokkits on my MANz and i'll be happy.
I already used them as tanky objective holders in the past, but i put kombirokkits on them because the random 3D3 rokkit shots even at BS5 tended to do damage from time to time.
Now they just sit there and every once in awhile i hit one of their 3 combi shots.
Amen. If any unit should get back its combi-weapons it's MANz. It's probably the only non-character kit in existence with enough of all weapons for every single model.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/09/18 01:28:55
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Yeah and while the combi-weapon rule is alright for marines its fecking horrid for orks.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2023/09/18 03:13:13
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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Vineheart01 wrote:Yeah and while the combi-weapon rule is alright for marines its fecking horrid for orks.
It's the classic blanket approach GW likes taking, either they usually give us worse versions of SM weapons, or they give us the same stats but don't make up for the accuracy/number of attacks that marines get.
Skorchas and Rokkits have a clear role difference, it would give Meganobz a lot more utility even just for overwatch while sitting on an objective.
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![[Post New]](/s/i/i.gif) 2023/09/24 00:55:05
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Dakka Veteran
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wow a week without a post? strange...
anyhow.. played vs eldar the other day. tried out MANz for the first time in 10th.
LIST 1500
Squigboss with HWKC
BM in MA with 3 MAN'z
WB in MA with 2 MAN'z
Badrukk and 5 FG
WB + Weirdboy + 20 boyz (Follow me Ladz)
Deff Dread (4 klaws)
2x Trukk
4 Grottanks
10 gretchin
5 Stormboyz
BM with three MANz in trukk and WB in MA with two MANz (hitching a ride with badrukk and 5 FG)
BM and his retinue were great! soaked a lot of damage and bringing back a model per turn enabled some shenenigans like getting better charges and getting objectives, which were otherwise unreachable. were preceived as a big threat by my opponent and quiet rightly so... damage output was a bit on the 'meh' side... but not nothing and BM's shooting is also a nice side effect. still, they really need an extra attack per model or hitting on 3's. anyone compared them to their murinz counterpart yet?
defensive wise its a big blocker unit. done its job in taking and clearing objectives and soaking firepower which would otherwise go into squigboss or Grottanks. worked really good, think i'll be trying them again.
WB was really dissapointing. hit like a wet noodle and no defensive capabilities whatsoever besides a 2+ and a 5++ and the most stupid rule ever... a 4+++ when you whaaagh. Well.. i waaagh when i'm in position and ready... and since he has a retinue he never gets to do a FNP save. if he would give that buff to the unit, that would be nice. but as he is, the WB in MA is useless.
20 boyz with warboss and weirdboy with the -1 to wound still viable. took one entire turn of all non-lance weapons shooting and a charge from a wraithlord + big blob of guardians to reduce the mob to WB, weirdboy and the nob. warboss hits like a trukk on the whaagh turn. weirdboy is a bit overcosted imho... but its like OC 40+ with T5 -1 to wound and packing some serious punch if not dealt with. not really my playstyle but in a better list with more soft targets, absolutley viable.
Grot tanks are still amazing.
the dread... well... took 5 fusions to the face and exploded turn one
squigboss with HWKC... does MUUUCH more dmg than his named counterpart, for a bit less tankyness. still undecided bout that aspect.
rest... FG and badrukk amazing as ever.
trukks are solid objective stealers and keep harrassing and binding units till late game. if they die before... well that meant, less stuff shooting my important units.
stormboyz as always useful. drop em in, get some points, charge some backfield chaff.
gretchin won the game by storming an objective on turn 5 with lots of OC
btw opponent brought a pretty mild eldar list
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![[Post New]](/s/i/i.gif) 2023/09/24 17:15:45
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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For those interested in squighog riders alternative, Boyz and Nobz added to previously mentioned Bosses.
Machines are STL available MyMiniFactory https://bit.ly/45LH4uD 3DEMON https://bit.ly/3LkR7OV and the riders are GW Boyz/Nobz/Bosses
More pictures on https://www.instagram.com/mektomsug/
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This message was edited 1 time. Last update was at 2023/09/24 17:17:02
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![[Post New]](/s/i/i.gif) 2023/09/25 09:19:38
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Feral Wildboy with Simple Club
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RedNoak wrote:
WB [/b]was really dissapointing. hit like a wet noodle and no defensive capabilities whatsoever besides a 2+ and a 5++ and the most stupid rule ever... a 4+++ when you whaaagh. Well.. i waaagh when i'm in position and ready... and since he has a retinue he never gets to do a FNP save. if he would give that buff to the unit, that would be nice. but as he is, the WB in MA is useless.
20 boyz with warboss and weirdboy with the -1 to wound still viable. took one entire turn of all non-lance weapons shooting and a charge from a wraithlord + big blob of guardians to reduce the mob to WB, weirdboy and the nob. warboss hits like a trukk on the whaagh turn. weirdboy is a bit overcosted imho... but its like OC 40+ with T5 -1 to wound and packing some serious punch if not dealt with. not really my playstyle but in a better list with more soft targets, absolutley viable
Eh mate, I think you have your datasheet's mixed up, 20 boyz with warboss and weirdboy don't have -1W unless you spend a strat on them,.. if you look at them by the strat you will get a lot more out of 20 beast boyz, with full hit rerolls to vehicles, 1 extra S and FNP 6 and the beastboss gets devwounds on charge plust anti-vehicle/monster also with rerolls... so your either confusing with the nobz datasheet that has perma -1W or your mentioning boyz under a strat that can be applied almost to anyone except vehicles.
Here's the ability boyz have
Breakin’ Heads: While a Warboss model is leading this unit,
in your Command phase, the first time a Battle-shock test
is failed for this unit that phase, if it is within range of an
objective marker, you can choose to break some heads. If you
do, 1 Bodyguard model in this unit is destroyed and you can
re-roll that test.
If this unit has a Starting Strength of 20, you can attach up to
two Leader units to it instead of one (but only if one of those
is a Warboss model). If you do, and this unit is destroyed, the
Leader units attached to it become separate units with their
original Starting Strengths.
Has for warboss in mega armor I already mentioned that through playing him, the best combo so far is to give him 3 MANZ and put them inside the truck and use them as a single use missile, the boss is there for the +1Hit to make them hit on 3, the things you want him to engage will most likely kill his bodyguards, you can also give him the 4fnp to make him a mini beastboss on squig making his waghh kind of redundant yes, but an extra durable character.
I think the rest checks out, most people are probably absorbing the Data slate and trying out, but the issue is fundamentally that GW did not change our play style, ork meta is the same it was before the Data slate. GW also failed to implement meaningful changes to MANZ/planes/buggies/walkers solidifying the current play style, even our shooting is limited to some good datasheets.
It's not all doom and gloom, there are some sheets i am still going to try out. But in general, much hasn't changed for us, the same conclusion remains, all we are trying to gouge is other armies, and see where they land at the moment.
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![[Post New]](/s/i/i.gif) 2023/09/26 07:56:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Boy Hangin' off a Trukk
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Those are amazing. Bought them at once!
If you make a rig let us know
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