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2024/10/23 14:23:57
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Yeah, if you want to be a meta chaser, it's hard to be a serious Ork player without going wide on the collection, because I remember how much things have changed since 5th ed and what units have been the leading competitive units and it's ranged from units that technically no longer exist like Nob Bikers, to newer models like Morkanauts. It also doesn't help that we are not a point and click army (despite being seen as the wacky fun army) that has a lot of nuance and understanding to use our units effectively, so compared to the days of Riptide and Wraithknight spam, you normally don't go for Orks as one of the top meta factions. That's usually relegated to Tau, some flavour of Marines or Eldar.
2024/10/23 16:21:40
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Honestly? 2 of each is probably plenty even there. You'll probably wind up with more at some point, but generally speaking unless your goal is to run Green Tide specifically, its rarely optimal to have that many.
2024/10/23 21:21:12
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Tomsug wrote: ok guys, but be honest. there are two exceptions of this in the ork army
Boyz and Grots
There is never too much Boyz and Grots:-)
As the resident Grot player I disagree.
I don't want even 1 actual ork (character, must be Warlord in Crusade), let alone a unit of Boyz in my army. I don't want them, I don't need them, and they don't fit the theme.
2024/10/24 10:22:20
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
LunarSol wrote: Great posts. You really shouldn't be picking up 3 of anything until you've got 2 of a variety of things.
Absolutely. For some models like the naut or many characters, even a single model is sufficient. And magnets are an ork's best friend anyways.
Automatically Appended Next Post:
Tomsug wrote: ok guys, but be honest. there are two exceptions of this in the ork army
Boyz and Grots
There is never too much Boyz and Grots:-)
Having three makes more sense for boyz and beastsnaggas, but every mob in excess of 3 is entering "this will be shelved for years" territory again. Gretchin are fine at two or three units.
The one unit I'd say you can never have enough of is trukks. Trukks have always been viable in one way or another, and in almost cases having more trukks was better than having less trukks.
This message was edited 1 time. Last update was at 2024/10/26 16:19:07
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.
2024/10/28 17:13:34
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
I used to have 90 Boyz. 25mm base, my first models I painted. Yeah, it was a hell of a lesson.
This week I stripped the bases and paint of 40 of them to rebase and repaint them.
And heureka! During the scrubbing of the paint down - which is a great way how to meditate btw. - I found, that thanks to this small improvement I gonna have 4x20 + 1x10 squads of boyz ready to be played on friendly matches and first time in my life I gonna have an opportunity to play a real green horde. Definitely not my playstyle, but I definitely gonna give it a try!
I just got into 40k and have the new ork combat patrol set and have 2 500 point games (which will be my first) comin up against the necrons and the sisters of battle respectively got any strategies to krump them
This message was edited 2 times. Last update was at 2024/11/04 15:53:30
2024/11/04 17:02:59
Subject: Re:Our Codex is da biggest an da best! - Orks 10th Edition Tactics
I haven't played 40k in forever but I'm getting back into and I have a bunch of Orks lying around.
What's the main difference between these new Beastie Boys and regular Slugga Boys? Are they meant to be stronger against monsters/vehicles but a bit weaker against infantry? I originally played Snakebites so I think I'd like to take at least one squad of them.
Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
2024/11/04 20:50:54
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Ive been playing tyranids for ages, and slowly coming back to playing some orks again.
I find 160 points for 4 measly models to be a very steep price, especially considering you DONT get +1 to hit anymore from any type of beastboss on squig or the nob.
So you are now forced to take on a larger unit and that unit cost more (even if the individual model price went down) and their damage gets cut by loosing access to +1 to hit.
And then when you wanna take all 8 models and a squiggosaur boss, you enter full 10 man terminator territory which just seem insane in terms of pricing.
Am i mistaken here?
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2024/11/05 00:11:25
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Ive been playing tyranids for ages, and slowly coming back to playing some orks again.
I find 160 points for 4 measly models to be a very steep price, especially considering you DONT get +1 to hit anymore from any type of beastboss on squig or the nob.
So you are now forced to take on a larger unit and that unit cost more (even if the individual model price went down) and their damage gets cut by loosing access to +1 to hit.
And then when you wanna take all 8 models and a squiggosaur boss, you enter full 10 man terminator territory which just seem insane in terms of pricing.
Am i mistaken here?
I’m not a very competitive player but I have to say I love them. A basic squad with a beastboss added in is an absolute tank of a unit. Tough but hits like no one’s business. Point them at enemy armour and enjoy. Orks struggle due to a lack of high AP weapons, but these things are lethal to vehicles. I’ve had them take out any marine tank they have faced, even kratos sized and even a Lord of skulls in a single turn of shooting and combat. Not even going to get into efficiency and cost and things but all I will say is my squad of these (that I have just doubled the size of) is the most reliable unit I have.
2024/11/05 10:37:35
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Krod rod da killa wrote: I just got into 40k and have the new ork combat patrol set and have 2 500 point games (which will be my first) comin up against the necrons and the sisters of battle respectively got any strategies to krump them
I had to read like 3 times to figure out you meant two games of 500 points each
Some advice:
- Since you probably lack the experience to tell when to best call the Waaagh!, just call it on turn 2. Hard to go wrong with that
- Make sure to hide your stuff so it can't be shot in turn one, even if you go first. Getting shot less is of higher priority than closing the gap to your opponent.
- If your opponent has big models like monsters or tanks, your squigs are your best shot at taking them out. However, don't let yourself get baited into chasing something you can't reach.
- For orks currently scoring VPs is the path to victory and should be prioritized over killing as much as possible
- For necrons, make sure to grab objectives fast. They are slow and usually not that good in combat, so they will struggle to take them from a unit of beastsnaggas sitting on it.
- Do not split your killing power against necrons, make sure you kill anything you attack and don't worry about overkill. Otherwise you might see all your damage undone by reanimation.
- I have little experience against sisters, but be aware that they have a ton of meltas which will chew through squighogs with ease.
Automatically Appended Next Post:
Orkeosaurus wrote: I haven't played 40k in forever but I'm getting back into and I have a bunch of Orks lying around.
What's the main difference between these new Beastie Boys and regular Slugga Boys? Are they meant to be stronger against monsters/vehicles but a bit weaker against infantry? I originally played Snakebites so I think I'd like to take at least one squad of them.
Regular boyz are cheap, durable unit for taking/holding objectives, beastie boyz are an allrounder unit for killing stuff. Both units need a warboss/beastboss leader to do any serious damage.
Outside of the Waaagh! slugga boyz pretty much bounce of anything that's not infantry.
I’m not a very competitive player but I have to say I love them. A basic squad with a beastboss added in is an absolute tank of a unit. Tough but hits like no one’s business. Point them at enemy armour and enjoy. Orks struggle due to a lack of high AP weapons, but these things are lethal to vehicles. I’ve had them take out any marine tank they have faced, even kratos sized and even a Lord of skulls in a single turn of shooting and combat. Not even going to get into efficiency and cost and things but all I will say is my squad of these (that I have just doubled the size of) is the most reliable unit I have.
Pretty much this. Orks don't really have any good units to take out high toughness units with good saves. I'd rather pay premium for a unit which mitigates this weakness rather than just roll over dead when facing an army with multiple heavy tanks.
And honestly, even at 320 the unit is fairly durable compared to most other ork units besides MANz. They will definitely last longer than the same amount of points spent on any ork vehicle.
This message was edited 2 times. Last update was at 2024/11/05 10:54:00
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.
2024/11/05 14:32:44
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
But dont they hit a lot less hard now compared to what they used to? They dont get +1 to hit anymore, which they did before. You hit on 3s and 4s rather than 2s and 3s. And if someone throws -1 to hit at your target youre down to 4s and 5s. Would they do better in to a knight than compared to 10 nobz with a warboss? The price is almost the same, 6 squighogs versus the nobz.
The nobz would probably wound big targets on 5s but with AP2 + you have the warboss and they can go through walls.
Squighogs cant go through walls and only have AP1. If 10 nobz and a warboss were to throw themselves at a knight i feel like they would do more damage than the 8 squighog boys, without really doing the math here (im really bad at math anyway).
I guess I need to see them in action then first. I just look at the loss of that sweet +1 to hit and a smaller unit that was cheaper because of the lack of a model. I feel like you really a pay a steep price for that 160 points.
But if you guys say so I guess ill have to try them out. I dont see them in competitive lists either, or at least havent in a while.
This message was edited 1 time. Last update was at 2024/11/05 14:34:25
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2024/11/05 14:38:57
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Your codex came out around the same time as mine (custodes) and yet your army seems to have improved sevenfold.
From a player who has never played as the Orks (in any edition or GW game system), I was wondering if you wouldn't mind sharing any tactical Intel with the enemy(me) that makes it easier to defeat the Orks in this newest edition?
::
Times Mad Doc Grotsnik has made British Pop Culture references I've had to look up: 05
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SamusDrake wrote: If unpainted models are good enough for Zeus, then they're good enou)gh for me.
2024/11/05 19:59:56
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Beardedragon wrote: I dont see them in competitive lists either, or at least havent in a while.
I've seen them in a few lists here and there, but they tend to be a 4 man unit with Moz or a Squigosaur that runs up the board to hunt a big vehicle or monster, then get splatted when they start drawing heavy fire. After running two blocks of 8 Hogs with Bosses for a while, I can definitely say that the reason we're not seeing Hogs (especially bigger units) in more lists is because Nobs exist.
Hogs hit like a truck into the right targets and are pretty durable, but Nobs hit like a truck regardless of their target. 10 nobs and a Warboss takes up waaaay less real estate on the board compared to 8 Hogs and a Squigosaur. Even if you take into account the trukk, it takes up less room because the trukk can simply move off after dropping the nobs where they need to be. Also, 10 nobs, Warboss and trukks is 100+ points cheaper than Hogs and Squigosaur so it gives you more options while building your list.
On a somewhat unrelated note, I think I'm going to give up on Da Big Hunt for a while and go back to War Horde. The extra AP is great, but there's more micro management involved and War Horde lets me switch my brain off and just have more fun. Sustained Hits feels like it covers for the lack of AP in most scenarios anyway, especially when I can just balance out the AP with forcing more saves. I tried my best to get it to work, but it feels like the effort involved isn't worth it when I spend most games fishing for 6s anyway.
Big Hunt has potential, it just needs a little nudge to get it out of the shadow of the bigger detachments. Maybe if each Beast Snagga unit got to choose it's own prey independently in the command phase or something.
2024/11/06 14:05:35
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
The issue with hogs is the profile which they excel is rare. Most vehicles sport Sv2.
Hogs shine as brick and screening. Their durable with an absurd amount of wounds covered with FNP. In order for them to do something damage wise you need to add the boss with dev wound enhancement. But this makes them prohibitively costly. For me, treat them as a brick. They also have one of the best abilities in our faction in the bomb squigs. You can snipe solo lords with it and i have done so.
As for "murines" trucks with beastsnaggas + beastboss and more trucks with nobz+warboss. For shooting you have flashgitz.
2024/11/06 15:58:07
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Beardedragon wrote: But dont they hit a lot less hard now compared to what they used to? They dont get +1 to hit anymore, which they did before. You hit on 3s and 4s rather than 2s and 3s. And if someone throws -1 to hit at your target youre down to 4s and 5s. Would they do better in to a knight than compared to 10 nobz with a warboss? The price is almost the same, 6 squighogs versus the nobz. The nobz would probably wound big targets on 5s but with AP2 + you have the warboss and they can go through walls.
Squighogs cant go through walls and only have AP1. If 10 nobz and a warboss were to throw themselves at a knight i feel like they would do more damage than the 8 squighog boys, without really doing the math here (im really bad at math anyway).
I'll do the some napkin math: Hitting on 2+ and wounding on 5+ against 5+ armor is a 40/216 =18.51% chance Hitting on 3+ and wounding on 4+ against 4+ armor is a 36/216=16.67% chance Hitting on 4+, wounding on 4+ against 4+ armor is a 27/216=12.5% chance In a turn without Waaagh! buff, a single squighog will deal more damage to a high toughness vehicle or monster than a warboss. In addition, Nobz are easier to kill and slower unless you add trukk.
Obviously, nobz are better against pretty much anything else, but nothing prevents you from having both - especially when you are not trying to place first in GTs squighogs are a valid alternative for a MANz or nobz unit missing from your collection.
This message was edited 1 time. Last update was at 2024/11/06 16:10:19
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.
2024/11/06 17:00:08
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Squighogs - movement. With the Follow me ladz beastboss on saur they have 10+2” move + 3,5” advance + 7+1” charge = 23,5” range in waaagh, which is exactly the breaking point for charging over 14” no mens land.
Just keep in mind, that unfortunately, they cannot use “Ere we go” because, its INFANTRY only… yeah, I made this mistake :(
So just to clarify… because the Warboss’ abilities now work when the waaghh is active does this now mean they now get it if they start battle round in a transport as the waaaggh will be active in the combat phase?
2024/11/06 17:50:43
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
No wolves on Fenris wrote: So just to clarify… because the Warboss’ abilities now work when the waaghh is active does this now mean they now get it if they start battle round in a transport as the waaaggh will be active in the combat phase?
Yes, its basically worded in a roundabout way that it works as intended again that Warbosses can still benefit from the WAAAGH! even if they were in a transport at the beginning of the battle round.
2024/11/06 19:28:36
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
And the warboss in Mega armor also losing his +1 to damage. And Zodgrods waaagh ability, as both of those 2 models had wording similar to the warboss, so they also lost their bonuses.
Either way, it was the stupidest thing i had ever heard when i saw that they made that change, its good they reverted it.
Automatically Appended Next Post: Have any of you thought about just running mozzie alone? Like a rapid ingress threat or something like that. Hes not as beefy as he used to be but hes still not directly easy to kill, and although he only has AP1 on most attacks, he hits fairly hard.
He doesnt really do anything major for his squighog unit so i thought, maybe he could run on his own?
This message was edited 1 time. Last update was at 2024/11/08 10:20:25
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2024/11/09 17:27:24
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
The lads on the way to waagh
+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos – Orks
+ DETACHMENT: War Horde
+ TOTAL ARMY POINTS: 1995pts
+
+ WARLORD: Char1: Ghazghkull Thraka
+ ENHANCEMENT:
+ NUMBER OF UNITS: 25
+ SECONDARY: – Bring It Down: (5×2) – Assassination: 6 Characters
+++++++++++++++++++++++++++++++++++++++++++++++
Tomsug wrote: Regarding the Jidmahs “there is never enough trukks…
That's a solid list. Not sure if I'd take the Flash Gitz personally, in favour of more MANz (assuming they're walking up the board), but it's a good list otherwise.
@beardeddragon I've toyed with the idea of using a lone Squigosaur as a missile unit/distraction carnifex due to it's fairly decent speed and decent durability, but ultimately scrapped the idea. I've not thought about Moz though as he's more expensive for not that much more benefit. My main issue against it was speed and base size. It's too slow to be like the bikerboss missile of old, and its based size stops it from squeezing into those gaps the bikerboss loved to take advantage of. It's certainly worth a try as a distraction unit though, it's big, scary and durable enough to at least draw some firepower.
2024/11/11 10:21:55
Subject: Re:Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Had a custodies game with my war horde orks, and it went fine, with a victory to me.
I tried to use 2x4 squighogs with squigboss and Mozrog, and while i, admittedly completely forgot they had lance (my second ork game in like half a year) the squighogs didnt seem to do a lot. It seemed more like they were extra wounds for mozzie and the squigboss.
Then i looked at the pricing. Mozzie + 4 squighogs is like 5 point difference from 10 nobz, a trukk and a warboss. Of course for a beastboss + 4 squighogs the difference is larger than just 5 measly points from the Nob combo, except if you wanna give the beastboss his devastating wounds enhancement then suddenly the difference again is small.
Mozrog + 4 squighogs really didnt feel like a kick ass combo. by the end of the battle, both mozrog and the beastboss were still alive, but again, it felt more like the squighogs were just extra wounds for the characters, and the characters dont really do much for the squighogs either.
But if i wanted to go for 4 squighogs and a squigboss, why not just rapid ingress a gorkanaut in? Its even cheaper than them. So i dunno really. Im not super convinced them and a character is great for the price you pay. Also if you just bought 4 squighogs and throw them against a mini knight like a karnivore, i dont think you are statistically even going to kill it. Which is a shame because you pay more for your unit than he does for his, and they are designed to kill vehicles and monsters. It seems more like they are jack of all trades units these days.
However, it did make me think, that maybe Mozrog alone, is a pretty good rapid ingress threat. Because mozzie dont really care about the waagh when hes ingressed in. You usually dont need advance when ingressed, his invul is better than the waagh invul, and he only gets 1 extra melee attack. well i guess the strength helps too but still. In my game Mozrog alone carried a decent amount of weight in my game by tanking hits and killing people. He didnt seem to have a clear answer to neither mozrog nor the squigboss because they are now mounted and not monsters.
I need to try ingressing in 8 squighogs to see what that can do, because i think it might be okay. Not paying for a character though. Im just a bit afraid that the unit will be too large to ever get all models in to combat.
So thats the next i need to try. Ingressing in Mozzie alone for a cheap beat stick the enemy has to deal with, another game ingressing in 8 squighogs, and another one ingressing in a gorkanaut.
All in war horde.
This message was edited 3 times. Last update was at 2024/11/11 10:32:16
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2024/11/11 11:34:52
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
I think the big issue that both the squighogs and the characters on squig, Is their lack of ap, they can go against a big monster/veichles, but when you face a 2+ armour save and maybe also an armour of contempt, or a damage reduction, well, they don't do anything.
2024/11/11 12:29:12
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
I mean, even a normal karnivore with a 3+ save would make 4+ saves.
4 squighog boys are 160 points, they would not, in general, take down a karnivore which is worth less points.
Lack of ap isnt the only problem they have. They just dont have access to +1 to hit which makes their attacks somewhat pitiful, considering the enemy will make +4 saves.
Among many things. You pay 40 points per model, which seem really really steep
Hope, is the first step on the road to disappointment.