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2024/07/25 18:16:19
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Forceride wrote: wait you mean the war horde list? Damn that's so unorky.. the cheating part. sad noises.
wasn't aware, thx for pointing out! Still enjoyed the gretchin list more.
The Gretchin list is awesome..
Automatically Appended Next Post:
LunarSol wrote: You could give Beast Snaggas the same 2 characters at 20 rule and he'd be.... well bad, but not useless.
I like the lone operative idea and aura… it gives big hunt detachment a different playstyle. More MSU instead of horde like greentide.
Personally I’d like to see detachments fixed like this.
Revert point hike on meganobs… keep the 5+++ nerf..
Bullyboys go back to being the elite pressure list.
Change the killakan special ability “shooty power trip” into add hazardous and +1 to attack characteristics of ranged weapons equipped by models in unit. Makes the ability less random and like grot tanks previously would fit better into dreadmob detachment rules.. killakans are basically not taken right now and dreadmob is really a loota spam list right now.
Add lone op to painboss and make his special ability into a beastsnagga boy only aura.. allows the list to be more of an msu style pressure list. Still has issues with the detachment rule being 1 target specific… this detachment could be fixed with a 2cp strat that allows a second target to detachment rules for the turn.
Add back reroll 1 to armor saves for units of 10+ models in greentide. This makes greentide more of a horde list that doesn’t just rely on spamming boys.. actually makes 10x kommandos, 10x stormboys and 1x unit of meganobs w warboss relic or 10x nobs/flashgitz better for the detachment.
Kult of speed needs much more work on individual buggy datasheets to fix it enough. The point reductions they will likely give them won’t fix it and create entirely new issues such as board congestion.
Warhorde is fine..
This message was edited 2 times. Last update was at 2024/07/26 17:10:36
2024/07/26 19:32:27
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Yeah, if the Painboss changed to restoring Beast Snagga boy models or restoring wounds to a Beast Snagga character, it would be a usable unit. It still probably wouldn't be good, but you could make an argument for it in certain list types. It's currently completely pointless.
I think the detachments are mostly fine, and it's more that they don't interact well with one or two datasheets in their current state.
Kult of Speed needs all of the Speed Freaks datasheets to be redone though, and for the detachment to do something more than a minor move and shoot. The current state of the Buggies, Jets and Bikes is painful to look at.
2024/07/30 02:43:48
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Afrodactyl wrote: Yeah, if the Painboss changed to restoring Beast Snagga boy models or restoring wounds to a Beast Snagga character, it would be a usable unit. It still probably wouldn't be good, but you could make an argument for it in certain list types. It's currently completely pointless.
First time I read his rule I thought I'd find out that Kill rigs had the character keyword so he'd be a mek for those... but turns out they're vehicles so meks are the meks for rigs. I'd be happy extending his ability to rigs... or just keeping it super niche and hitting him with another GW patented points drop.
tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips?
2024/08/06 06:41:03
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
This may just be indicative of people abandoning the faction, and the remaining few players struggling to keep their heads above water. Do we have the usage stats as well? Orks are normally quite common in tournaments, regardless of win rates.
2024/08/07 17:45:52
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
No matter what - one fact is absolutely obvious - the orks now struggle because I don 't play because I 'm building the storage and workshop since winter. The moment I come back everything becames speedy and krumpy again
It feels a bit frustrating to play against high save armies because we severely lack AP, but I'm still winning those games easily due to building up massive VP leads early.
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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.
2024/08/29 15:47:40
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Forceride wrote: I do agree, but, like every fly on a soup. There is also issues with the faction as a whole.
Our tools aren't obvious and the faction is suffering from several issues.
You can still win, sure, but it feels an uphill battle.
Honestly hoping they don't hold back in the next balance pass.
From rebalancing buggies to making shooting outside detach a bit more viable.
I could live with latest nerfs if they flesh out datasheet synergy and make the army functional outside of detach
Funny enough a bit like they sorted custodes..
This is just my bias opinion.. but considering we are in the back of the pack from top, there are good chances.
Yeah, I always find it funny that in the meta reports, you want to be slightly underperforming so you don't get the heat from the community and GW's tendency to overdo it with nerf bats. I do really hope they revisit buggies since it's a shame that such good models are saddled with such poor rules.If they could also price the Stompa reasonably, that would be a plus but I don't think I've ever seen GW give it a proper price cut in any of the chapter approved changes.
2024/08/30 10:05:46
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
The whole Speed Freaks section of the codex would only need minor tweaks to be viable, whether it be through damage output or adjusting their special rules.
At the moment they're just kind of expensive speed bumps and maybe objective grabbers.
The day the Stompa is points costed appropriately is the day that I pack in playing 40k, as clearly it's the beginning of the End Times
2024/08/30 14:49:50
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Afrodactyl wrote: The whole Speed Freaks section of the codex would only need minor tweaks to be viable, whether it be through damage output or adjusting their special rules.
At the moment they're just kind of expensive speed bumps and maybe objective grabbers.
The day the Stompa is points costed appropriately is the day that I pack in playing 40k, as clearly it's the beginning of the End Times
I would hope damage output, primarily with shooting, because our dakka options barring a few edge cases is sorely lacking, and having mobile firepower via buggies would be nice to have, primarily with Speed Freeks who have the issue of being able to get around for objectives, but they're not tough like Meganobz in Bully Boyz, and they don't have the killiness of units like in War Horde.
And yeah, I'm a Dred Mob guy at heart, I can always dream of the heights of the Kustom Stompa back in 7th ed haha.
This message was edited 1 time. Last update was at 2024/08/30 14:50:22
2024/08/30 20:00:46
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Afrodactyl wrote: The whole Speed Freaks section of the codex would only need minor tweaks to be viable, whether it be through damage output or adjusting their special rules.
At the moment they're just kind of expensive speed bumps and maybe objective grabbers.
The day the Stompa is points costed appropriately is the day that I pack in playing 40k, as clearly it's the beginning of the End Times
Properly cost the Stompa? Shhesh I would have to consider eating my boots if that happen.. you don't set a low bar for GW, no sir...
At this point the thing is a meme
This message was edited 1 time. Last update was at 2024/08/30 20:02:03
2024/09/14 06:31:34
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Long time no reports from Competitive Innovations huh? Well…
Despite the terrible win rate cruising around 39% last week, we still can score. Not great, but we can. Which is a quite interesting niche. Ver-y orky imho. So lets have a look at the selection of the lists that scored during last couple of weeks:
Smite Club Open 2024 – 40K World Championships Qualifier - Gareth Hunt – Orks (Dread Mob) – 3rd Place
Dread Mob without single dread or kan. 3x SAG, 7xMek Gunz, 30x Flashgitz, 30x Lootas, some stormboyz and 100x Grots. This is very 8th ed vibe! Who said we have no shooting options in this codex? Jidmah likes it
La Voz de Horus Open - 6th – Ivan Andres – Orks (War Horde)
Typical Warhord mechanized ork brigade. This time with almost all in doubles - 2 x Killrig, 2x Trukk, 2x small units of Flashgitz, Nobz, BSboyz, Komandos,…. Wide range of infantry + a lot of chars.
Warhammer 40,000 Throne of Skulls - Wayne Jimmison – Orks (Bully Boyz) – 4th Place
Dread mob without a dreads? Fine, so let ' s have a look on Bully Boyz with Gorkanaut, Kans, Koptas and Warbikers. And of course a Ghazzy + MANz+ few Nobz and 1 Wagon and Trukk to ride.
Spoiler:
Goffs (1750 points)
Orks
Strike Force (1750 points)
Bully Boyz
Warbikers (70 points)
• 2x Warbiker
• 2x Close combat weapon
2x Twin dakkagun
• 1x Boss Nob on Warbike
• 1x Close combat weapon
1x Power klaw
1x Twin dakkagun
The Saffron Slam IX - 2nd – David Jackson – Orks (Dread Mob)
One Gorkanaut not enough? Well let' s have a two of them! And 2 oldschool Meks, Zogrod with 60 Grots, 30 Lootas and 20 Kommandos. Seems like someone makes max out of pregame move and forward deploy?
While it's been kinda meh looking at our overall performance as a faction lately, it's good to see that there's still a dedicated few.
I love that last Dread Mob list. Just deploying half the army in the midboard and daring the opponent to come into range of the rest. Proper kunnin' list.
In other news I'm still trying to make Da Big Hunt work, which it kind of does if you go all in on Snagga units. It becomes quite technical at times, and movement and target priority becomes even more important than usual. It's working well, but the board gets clogged fast between all of the hogs, the Squigosaurs, the trukks and a Hunta Rig. It has really solid board control and pressure but I'm finding myself occasionally wanting for damage against units that Prey doesn't apply to.
The list in its current form is in spoilers below, but I'm considering making some changes. Possibly dropping a unit of hogs in favour of a Gorkanaut for some big punch that isn't dependent on the Prey mechanic (as soon as I figure out a way of squiggifying one), giving Glory Hog to one Squigosaurs for extra early pressure, and moving Proper Killy onto the now solo second Squigosaur to act as something of a distraction carnifex/missile.
Please let me know what you think, and any ideas you may have when it comes to the potential Gorkanaut conversion
Spoiler:
++ Army Roster (Xenos - Orks) [2,000pts] ++
+ Configuration +
Battle Size: 2. Strike Force (2000 Point limit)
Detachment: Da Big Hunt
Show/Hide Options: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
I am not sold on flashgitz and mek guns, i might give it a try to them and the gorka followed with ghaz. I just got the models printed and painted proper goff
I have a tournament coming but i am still undecided what list to bring.
This message was edited 1 time. Last update was at 2024/09/20 19:19:22
2024/09/25 16:07:54
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
The recent kill team new edition release has new Ork art that seems to coincide with the rumours that we're getting a new "heavily armoured Ork unit" for Kill Team that might be the replacement for Tankbustas. Possible they're revising them into something that is more of a "sapper" type unit rather than just boyz with rokkit launchas. It'll be interesting to see if its a completely new unit or a different take on the classic tankbusta unit.
Grimskul wrote: The recent kill team new edition release has new Ork art that seems to coincide with the rumours that we're getting a new "heavily armoured Ork unit" for Kill Team that might be the replacement for Tankbustas. Possible they're revising them into something that is more of a "sapper" type unit rather than just boyz with rokkit launchas. It'll be interesting to see if its a completely new unit or a different take on the classic tankbusta unit.
Char2: 1x Mek (45 pts)
1 with Kustom mega-slugga, Killsaw
Char3: 1x Warboss (100 pts)
1 with Kombi-weapon, Twin slugga, Attack squig, Power klaw
Enhancement: Fasta Than Yooz (+35 pts)
OTHER DATASHEETS
5x Flash Gitz (80 pts)
• 1x Kaptin
1 with Choppa, Snazzgun
• 4x Flash Gitz
4 with Choppa, Snazzgun
• Ammo Runt
5x Flash Gitz (80 pts)
• 1x Kaptin
1 with Choppa, Snazzgun
• 4x Flash Gitz
4 with Choppa, Snazzgun
• Ammo Runt
11x Gretchin (40 pts)
• 10x Gretchin
10 with Close combat weapon, Grot blasta
• 1x Runtherd
1 with Grot-smacka, Slugga
11x Gretchin (40 pts)
• 10x Gretchin
10 with Close combat weapon, Grot blasta
• 1x Runtherd
1 with Grot-smacka, Slugga
10x Kommandos (135 pts)
• 1x Boss Nob
1 with Slugga, Power klaw
• 9x Kommandos
1 with Breacha ram
1 with Burna, Close combat weapon
1 with Close combat weapon, Rokkit launcha
6 with Choppa, Slugga
• Bomb Squig, Distraction Grot
10x Nobz (210 pts)
• 1x Boss Nob
1 with Power klaw, Slugga
• 9x Nob
9 with Power klaw, Slugga
• 2x Ammo Runt
6x Warbikers (140 pts)
• 1x Boss Nob on Warbike
1 with Close combat weapon, Twin dakkagun, Power klaw
• 5x Warbiker
5 with Choppa, Close combat weapon, Twin dakkagun
3x Warbikers (70 pts)
• 1x Boss Nob on Warbike
1 with Close combat weapon, Twin dakkagun, Power klaw
• 2x Warbiker
2 with Choppa, Close combat weapon, Twin dakkagun
Brian Seipp was 2nd on London GT, which is not unsignificant…
He played War Horde with Ghazzy, two BW and two Trukks and 2 big blobs of Boyz
What is interesting:
- he use New Big Meks for big Boyz for smoother move I guess?
- 2 units of burnaboys - some anti meta trick I miss because I' m focused on my new ork furniture instead of the current meta?
- more or less no “supporting MSU” like warbikers or stormboyz. Just two units of grots. The rest is pure WAAAAGGGHH!!!!
Spoiler:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Player Name: Brian Seipp
Team Name: Ignite
Factions Used: Orks
Army Points: 1990
Army Enhancements: Follow Me Ladz (Char3: Big Mek), Kunnin’ But Brutal (Char5: Warboss)
Detachment: Warhorde
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Theme Song: : Ghazghkull Thraka (235 pts) – Warlord
Char2: Beastboss (80 pts)
Char3: Big Mek (105 pts) – Drilla, Traktor Blasta, Enhancement: Follow Me Ladz
Char4: Big Mek (80 pts) – Drilla, Traktor Blasta
Oh heck yes, ladz, new Tankbustas for us are finally confirmed! Presumably the rules will be free ala what happened for Tempestus Aquilons for Kill Team.
This message was edited 1 time. Last update was at 2024/10/05 18:36:28
2024/10/07 07:09:47
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Rough summary of things you can deduct from the collective previews and things said about the kit:
- 6 Orks, 2 Bomb squigs - All 5 non-nob models are dual builds, one option being a rokkit and the other being a melee weapon - Melee weapons are two of the new flat headed hammers, one classic rokkit hammer, dual piston fists and a one-handed hammer, similar to the one the nob has. - They are referred to be "heavily armored" multiple times. Personally, I'm hoping for a 3+ save, just like the new big mek, but 4+ is more realistic. - some people are guessing that the nob might be a character due to it having a different base size than the other models. Not too sure on that. - Melee loadout and ranged loadout might have separate datasheets for 40k, because the social media account is referring to them by different names "Breaka Boyz" and "Tankbustas". On the other hand, these names might also just be the killteam operative names which are in no way connected to 40k datasheets.
So the good news is that you can you can a trukk loaded with 10 rokkits and 2 rokkit pistols, but the unit is likely to not getting much cheaper. Whether the melee unit is worth taking heavily depends on the weapon profiles.
In any case, feel free to check r/orks for news and rumors. Unlike in the past, information is hitting reddit extremely fast these days.
This message was edited 3 times. Last update was at 2024/10/07 08:06:51
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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.
2024/10/08 11:00:59
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
I think they might have a place depending on the data sheet. I am not holding my breath..
They have a spot though, some detachments lack proper anti tank support.
Funny, this might be what some list's need to make them work.
Btw.. i had my game with gorkanaugh, my opponent struggled handling it. It was still alive by turn 3.
Lootas had a very respectable output specially the anti cover one.
Mek guns were ok, i took bubblechukas, while hilarious i can see some of the issues with a bad roll.
I am on the fence for flashgitz,they sound scary on paper but in practice their not that scary even with 30shots, i used 2 groups of 10 inside 2 trucks. This gave them a useful shell and a lot of mobility but they had no opportunity for play.
We ended the game at that point. My opponent conceded, he had only killed 6 grotz until that turn, this was GK.
My opponent advised me to bring 2 gorkas and cut the mek guns. Honestly still digesting the game. I think his idea has merit.
Hope you guy's are having fun games.
2024/10/08 13:54:04
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Jidmah wrote: Rough summary of things you can deduct from the collective previews and things said about the kit:
- 6 Orks, 2 Bomb squigs
- All 5 non-nob models are dual builds, one option being a rokkit and the other being a melee weapon
- Melee weapons are two of the new flat headed hammers, one classic rokkit hammer, dual piston fists and a one-handed hammer, similar to the one the nob has.
- They are referred to be "heavily armored" multiple times. Personally, I'm hoping for a 3+ save, just like the new big mek, but 4+ is more realistic.
- some people are guessing that the nob might be a character due to it having a different base size than the other models. Not too sure on that.
- Melee loadout and ranged loadout might have separate datasheets for 40k, because the social media account is referring to them by different names "Breaka Boyz" and "Tankbustas". On the other hand, these names might also just be the killteam operative names which are in no way connected to 40k datasheets.
So the good news is that you can you can a trukk loaded with 10 rokkits and 2 rokkit pistols, but the unit is likely to not getting much cheaper. Whether the melee unit is worth taking heavily depends on the weapon profiles.
In any case, feel free to check r/orks for news and rumors. Unlike in the past, information is hitting reddit extremely fast these days.
I think the fact that they're dual builds is the main saving grace of the unit not being a mish-mash of conflicting weapons profiles that it is right now, so we'll see if the melee version is superior or equivalent to the ranged one, but ideally they keep their current rule at the very least of getting +1 to wound against vehicles. I do appreciate that they also call out that Tankbustas do actually wear the tank plates/remains of the stuff they take out, so they get more than the basic boy 5+ save. I'm not holding out against getting a 3+ save but it would be nice to have some heavy infantry that aren't mega nobz. My main concern is that they'll lack AP, I hope we at least get a decent baseline of AP-2 for our weapons if not higher for the tankhammers.