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2026/01/21 23:23:14
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Last iteration of my list inspired by Ben Jones list.
0. Core composition = BW with Ghazzy and Nobz + Breaka with Warboss and 2 support Trukks + 5 Manz brick + kommandos and grots hold and works very well.
1. Best defence is more offence. Warboss in MA definitely wins over Big Mek in MA. 5 manz squad with lethals by makari works nice.
2. One small squad of boyz for sticky objetcive and adding some high volume choppa attacks helped the list a lot.
3. Final touch = one Trukks holds on breakas with warboss + Flashgitz, second Trukks is a pure Jidmah shooting platform = Tankbustas with SAG and Second Flashgitz.
Shooting support helps a lot and tankbustas with SAG really can deal a damage too.
4. Screw the support action making etc units. Simply krump him or die…
Spoiler:
Ghazghkull Thraka (235pts)
Big Mek with Shokk Attack Gun (80pts): Close combat weapon, Shokk attack gun, Grot assistant
Warboss (75pts): Kombi-weapon, Twin slugga, Attack squig, Power klaw
Warboss (75pts): Kombi-weapon, Twin slugga, Attack squig, Power klaw
Warboss in Mega Armour (105pts): Follow Me Ladz, ’Uge choppa, Big shoota
Mark Perry won a GT i recall and was featured on Waagh taktiks.
It was a more dakka list with a gak bucket of singular activations.
60 boys, 3 of the units with shootas and rockets, and 3 of them with sluggas/choppas and still rockets.
Zodgrod with 20 grots + 10 grots for holding the backfield Snikrot
30 kommandos with ALL the weapons options, including the kustom shootas.
Then 3 stormboy units, 3 warbikers, and ghaz with 6 MANZ (Killsaw/shoota). No transports. I highly doubt i can play and win with that list though, it seems very difficult.
I also dont have any kustom shoota kommandos
This message was edited 2 times. Last update was at 2026/01/22 07:43:31
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2026/01/22 08:20:30
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Beardedragon wrote: Mark Perry won a GT i recall and was featured on Waagh taktiks.
It was a more dakka list with a gak bucket of singular activations.
60 boys, 3 of the units with shootas and rockets, and 3 of them with sluggas/choppas and still rockets.
Zodgrod with 20 grots + 10 grots for holding the backfield
Snikrot
30 kommandos with ALL the weapons options, including the kustom shootas.
Then 3 stormboy units, 3 warbikers, and ghaz with 6 MANZ (Killsaw/shoota).
No transports.
I highly doubt i can play and win with that list though, it seems very difficult.
I also dont have any kustom shoota kommandos
This feels like a list that in theory would be really easy to pilot but would be a nightmare to actually do it
Have you got a link to the Waaagh tactics video? I had a glance at the YT channel and couldn't see anything obvious jumping out at me.
2026/01/22 10:14:36
Subject: Re:Our Codex is da biggest an da best! - Orks 10th Edition Tactics
Warbikers (65 points)
• 2x Warbiker
• 2x Choppa
2x Close combat weapon
2x Twin dakkagun
• 1x Boss Nob on Warbike
• 1x Close combat weapon
1x Power klaw
1x Twin dakkagun
Warbikers (65 points)
• 2x Warbiker
• 2x Choppa
2x Close combat weapon
2x Twin dakkagun
• 1x Boss Nob on Warbike
• 1x Close combat weapon
1x Power klaw
1x Twin dakkagun
Warbikers (65 points)
• 2x Warbiker
• 2x Choppa
2x Close combat weapon
2x Twin dakkagun
• 1x Boss Nob on Warbike
• 1x Close combat weapon
1x Power klaw
1x Twin dakkagun
MANz (with MA Boss) seems to be secret ingredience in todays meta. Not only me and Mark perry use them, but the one ork list in CIno.1 has them too and the architecture of the list is very much similar = wagon like a big brick, MANZ like a small brick, two transports with mixed shooting/ melee crews.
Spoiler:
IV Iberian Ham
hector sola arroyo
Marea verde (1995 points)
Marks Perry interview is interesting but for me very hard to listen. So I took transrcipt yourube makes, run it via AI to make it make sence little bit more. Here is the full transcript.
It is full of pure gold ideas. Like have a 5 units of boyz in lines base to base, next to each other, Nob with PK on front and rokit guy behind. The rest behind. If someone cahrge you, he have to kill 5 units of boyz and face 5 Nobz with PKs with 50 ablative wounds... Formations in 40k! crazy guy:-))
Super long full text:
Spoiler:
Transcript: Mor Perry's "More Dakka" GT Win Analysis
[0:01] Host: So, you want to play "More Dakka" where Mor Perry has come and figured it out because he has officially won his GT with his legendary "More Dakka" list. He also made another interesting tweak to it since we very recently just talked to him. So, thank you for being here. Mor Perry, how you doing?
[0:21] Mor Perry: I'm good. I'm good. I'm happy to be here.
[0:27] Host: Congratulations. Congratulations on your win. I mean, the last video caught off pretty well. People were really into it. You know, one of the main feedback comments that we get—sometimes maybe in jest, maybe in praise of you—is, "Well, only he can run that." What do you have to say about people thinking that this list is only playable by you because it's "More Dakka"? People don't really favor the detachment; they think it's kind of dead. What do you say to our fellow Warbosses that maybe are not too confident in this?
[0:58] Mor Perry: Learn some new skills. Understand that the fundamentals of this game are always shifting, but there are always lots of tactics and strategies that you could take advantage of if you just learn to do it. Understand your mistakes, understand what you're good at, and understand how a list operates and how to play the game inside the game that you're playing with your opponents. I think those are the skills that, if you don't understand something, if you can learn how to understand it, you're only going to get better as a player. Um, step up, you know, "git gud." I play a lot of Dark Souls and Elden Ring, so what am I supposed to stand there and say? Like, come on now. I'm a slight masochist. No, I'm just kidding.
[1:42] Host: Yeah. So, we also have some pictures of his deployment because that was another feedback thing we got—people wanted to at least get some visuals of how it would somewhat look. Uh, so we'll go over that as well. So, let's show off the list. It does have a minor tweak from last time, but if you haven't seen it before, let's go over it.
We have Boss Snikrot, Ghazghkull Thraka, and Zodgrod Wortsnagga, followed by... try not to mess this up... three 10-man units of Boyz, followed by [more] Boyz, followed by another three 10-man units of Shoota Boyz. And of course, they all have the Rokkit Launcha and they all have the Power Klaws—very important as we go over this, why they all need the Power Klaws.
The big unit of Gretchin for Zodgrod Wortsnagga, a 10-man unit of Gretchin, the legendary 30 Kommandos with all the gubbinz, right? All of the different wargear options. Very nice to see the Kustom Shoota finally get some love.
The actual tweak here: some Meganobz, right? The big six-man unit of Meganobz with the Kustom Shootas on our Ghazghkull Thraka instead of the 20-man unit of Boyz. So, we'll have to talk about that. The Mek Gun, uh, the "draw the dead card, Bring It Down" [bait]. Hilarious. Followed by three 5-man units of Stormboyz and three minimum-size units of Warbikers.
[3:13] Host: So, of course, let's get into the change real quick. What's up with this Meganobz over the Boyz? I know when I usually—when I first used your list and gave it a couple of tries—I did find the Boyz to be maybe in the way and maybe a little hard to keep safe, but then at the same time, they could whip out and do cool things. What made it so efficient to change it? Because it was already a good idea. What made this a better idea?
[3:37] Mor Perry: So, one: obviously having a 2+ Save was huge. It's only 20 more points than a 20-man Boy squad. T6, 2+ Save is a big deal. But if it's always in the Waaagh!, you're really maximizing that Feel No Pain [Invuln/FNP synergy]. That Feel No Pain is massive because it also gives Ghaz protection from Precision. Yes, you're in the Waaagh!, he's in the unit with the Feel No Pain. Precisioning him out is just not realistic in most places.
Then also they got more shots than the Shoota Boyz do in the 20-man squad. They all got Kustom Shootas—that's either 24 to 36 shots on top of Ghaz's 12 to 16. So like, they're maximizing that. The shooting is real. Like, I'm going to give you a heads up. When we get to the Knight stuff and some of the Death Guard things, I'll tell you how I was just dropping stuff with, you know, 200+ shots. And the math is there where you can kill not a Knight, but you can strip like half of a Knight from full health with just shooting shots. Outrageous if you're in the Waaagh!. It's crazy.
[4:44] Host: Talk about the strats on that or whatever you did use. But yeah, so what's up with the... what else up with the Meganobz? The Killsaws—those things.
[4:52] Mor Perry: The Killsaw was there mostly to help out with dropping some bigger targets. Um, you know, Power Klaws are really strong, but I wanted that AP-3. And since they're always in the Waaagh!, the Killsaw has 3 attacks, so I'm not feeling bad about that. And then with the strat, I don't need Twin Killsaws because I'm Strength 12 in the Waaagh!, +1 to Wound, 1 CP reroll ones to wound. So, it's like I have Twin-Linked and it also triggers off of Ghaz. So, you know, it's the best of both worlds. I have a Shoota and I'm pseudo Twin-Linked.
Um, and that unit was the MVP. Like it was crazy how much stronger that unit was than the Boy squad. For one, I didn't have to worry about protecting it as much from chip damage. Second, a much smaller footprint, but also protecting Ghaz. And honestly, it takes a lot of heat when it is exposed. I found when I went in with Ghaz, a bonus player could probably drop a 20-man Boy squad relatively easily. Six Meganobz are much harder to get through, even with Anti-Tank stuff because you're T6. So Strength 10 weapons are not wounding on 2s. Your 2+ Save and Cover—more than likely you are taking your AP-2 getting 3+ Saves. There's a lot of AP-2 in the game, and AP-3 you're still getting 4+ Saves [Invuln from Waaagh!]. And then on top of that, Noise Marines aren't blasting you away. Blastmasters are not great into the Meganobz.
Mhm. Um, versus like, you know, both the high volume profiles and the field just gives extra limit protecting Ghaz. And what happened a lot was, you know, you would have a big scary model like right here and you would wrap all your Boyz around it and you would put Ghaz or like one model touching there. The rest of the Boyz—the 20-man squad—didn't get a swing in melee. That's why I think like half is not melee because only a few guys would get a swing. But you can surround something with like, you know, six, seven Ork units that has a big scary character... Let's say a Dark Angels unit of the champion guys with all the swords... Inner Circle Companions. You can touch one of their models with Ghaz after charging up all the Boyz and then have all the Meganobz face up against Ghaz and they'll still get a swing, right? So you're maximizing that Ghaz's footprint. And then all the rest of the Boyz—say if they want to interrupt or Fight on Death—only one guy is ever going to swing back on Ghaz's unit versus like the Boyz, you're not getting that same level of hitting.
[7:33] Mor Perry: So you minimize that footprint for there for technical plays and uh you could just take a whole lot more hits. Uh and you're not weak. That unit was really like the big anti-infantry firepower magnet. So like I had to be a little bit more safe with this versus Meganobz are not prone and weak to anti-infantry fire. That unit can tank those type of shots. Most of those are Strength 4, Strength 5, and the Strength 6 ones are when you go forward then you got an armor save, you got Feel No Pains, etc. Um, and it just crushed. I don't know. It was the MVP because it acted as my anchor. I hit you with the rest of the army by simplifying the board state and then Ghaz's unit a lot of times in the end game was just like, "Yeah, 1v1 me," right? With four or five Meganobz at this point or maybe full six after the rest of the army has been simplified. Nothing is 1v1-ing this unit in the game that easy.
[8:36] Host: Yeah. No, that's actually a really great takeaway from when I used the list. Of course, most people would just be like, "Well, if the entire focal point of this list is you declaring the Waaagh! on Ghaz every turn, uh, well, I'm going to Precision him out." And that you really got around that with a big deal on top of still giving more anti-big, anti-high armor... whatever it needs to be that the Meganobz bring that's better than the Boyz. So it totally makes sense as a change for this list that I would appreciate for sure. First, you got the Kommandos infiltrating, taking all the midfield just like it would be in the lore. And then you got a bunch of Boyz coming in and Bikers coming in on small units and you're taking them all down. And then at the end after they've chewed all your chaff, there's Ghaz and his Bully Boyz all on Feel No Pains all hyped up ready to Advance, Shoot, and Charge, spraying you with like 30 shots, 40 shots, which is utterly outrageous. Uh, so I love that. So, let's get into... Oh, and actually, how do you... how are you, you know, some people still doubt the Zod [Zodgrod], right? And so, how would you really incorporate Zad alongside this Ghaz?
[9:47] Mor Perry: So, you hit people with Zod and Ghaz at the same time. You do not just sit there and say, "Hey, look, I'm going to... you know, my starter units are the three Biker squads, three Stormboyz, six Kommandos." Those units operate really well without being in the Waaagh!. So Turn 1, I don't need to do the Waaagh!. I did do the Waaagh! a fair amount of times Turn 1 with the fury of this list because sometimes people just... like I'm like, "I got to Fight on Death." So they just run at me. So then I walk back at them.
But when they're in a position where they can't fight me, those 12 units allow me to develop the board state. Or Turn 2, I'm calling in the Waaagh!. Ghaz is going in, 60 Boyz and Zod, and they're just dominating boards. I have all these OC 2 bodies. I have all the sticky objectives. Um, I steal people's home objectives typically by like Turn 2. Um and uh because Zod's Scout Move... Turn 2 is very safe to go into there in a lot of places. You have to really bunker down the home objective and you hate to have to do that against Orks where they're already dominating the midfield, right? Then you have more units that have to guard the home objective and not the front lines fighting Boyz.
Or the Zod unit is running escort for the Meganobz, right? Um, like I will surround that Ghaz unit... go charge something and surround it with Zodgrod, Bikes, Stormboyz, all the Boyz and make it where I'm like, "Yeah, you're just not getting into them," right? A big Mega-Death-Green-Tide ball. And um with all that said, uh that's one of the really big benefits of having those "troll crash" units is Zodgrod gets to go in later in the game and like that man... like really gets some mileage when you have to deal with both Zodgrod's unit correctly and Ghaz's unit correctly while Boyz develop both your stickies, your jailing, and trading away.
[11:53] Host: Yeah, I love it. I love my boy Zod. And as you said, you can use him to kind of take some of the heat off of Ghaz's unit now that his profiles got a little smaller, right? If they have a big unit they're trying to hit him with, Ghaz, they can't pile him in. They got to pile into a bunch of stupid Grots. You bring some more OC. Very sick. I love that. Uh, so let's go into the matchups as we said.
Matchup 1: Death Guard
[12:13] Host: So, starting off, we get stinky with it. We have Death Guard with a Demon Prince of Nurgle, Lord of Contagion, Lord of Virulence, Malignant Plaguecasters (two of them), and a Mortarion. One Chaos Rhino, a big brick of Blightlord Terminators, a Chaos Spawn unit... excuse me, guys. A Deathshroud unit, three-man, two Foetid Bloat-drones with Heavy Blight Launchers, and two 10-man units of Poxwalkers. So, how did this game kind of develop and unfold? How was your small arms fire? This looks like you got a lot of units compared to them.
[12:50] Mor Perry: Yeah. Yeah. No, I see I had more sticky models than they did and they were just "sticky to dash". Um, so that's kind of funny to say out loud. So, uh, this is one of the pictures that I posted in the Discord. So, go check that out... where I kind of developing with this list. One of the other changes was from the previous version was I had Beast Snagga Boyz and I found the Beast Snagga Boyz after an RTT team event... like they were just not performing well enough for me. Like they weren't pulling their weight. They were always like definitely like my lackluster units for what I wanted them to do. I just wanted more Boyz but I couldn't have more Boyz because I already had five units. I really wanted six units of Boyz, right? So I got that.
[13:50] Mor Perry: Well, one of the tactics that I was developing with this was, you know, with this, we talked about this in the past, whereas my list technically has 15 Nobz. Okay, we got, you know, all the Power Klaw Nobz, the Stormboy Nobz, the Biker Nobz, and then I have six Boy squads. This list has six Boy squads, right? Not the two Snaggas, two Shootas, two Slugga Boyz. Now it just has 60 Boyz—Shootas and Sluggas. So if you look over on this natural objective onto the left hand side, there's a big old board over there. So I found a tactic that makes it really hard to deal with Boyz. When they're side by side each other, they're hard to engage when you have units, right? What you do is you string them out. You stack one, two, three, four, five, six... ten all the way down and then do the exact same and make sure they're practically base-to-base, right? And you're putting every other one. So like I'm varying Slugga Boyz, Slugga Boyz, Shoota Boyz, Shoota Boyz, Slugga Boyz. Okay, 50 Boyz total, right?
[14:53] Mor Perry: Operate models and mains and I put the Nob and the Rokkit Launcha on the two front models. Mhm. Okay. So, ultimately I have, you know, five Nobz that practically have um 40... 45 Boyz to escort them for wounds, right? And what happens is when they're base-to-base like that, bigger power units like Hellions... as a feature for um something future talk about... are other melee units that are really good about getting up on one Boy squad and just killing it are not good about engaging five units at once and not killing all five units, right? There's a few units that can engage, you know, 50 Boyz and just obliterate them. Yeah. Um, and what happens is if you have one model here, one model here, if you only want to charge one model, you're only going to get one or two models to swing. You're going to base that one dude and two of your guys are going to base that guy and then I'll have auto Heroic Interventions into you. Um, and I just, you know, I'm swamping you down, right? Or you engage all 50 and all of a sudden, you know, all five Nobz are going to need to activate and they're probably not dying because you're funneled into swinging onto one unit at a time because you can't get a whole 10-man squad to swing on one unit model. So, they kind of have a way that they almost block other people from fully activating into one unit.
[16:21] Mor Perry: So for sure. And what I did, as you can see over there on that flank, is I just walked... I just marched all 50 of those Boyz onto my natural objective on the left flank. Okay, I put five units of Boyz with their Nobz and their Rokkit Launchas behind them and they flipped in... um not even octopus... like they normally sprawl all over the place. They were blocked and layered like a cake and the Shoota Boyz were in the middle. Therefore, they'll be the hardest ones to engage where you can't just go tag Shoota Boyz uh easily. You have to engage the Choppa Boyz on the flank. Um and I push them up on the objective. And at that point, I have you know I have five units sticking on the objective. I don't think most people are removing that off of that objective.
But also on Layout 1 is they got this really good angle up on that terrain where all five of those Rokkit Launchas and any of the other small arms I can take for that L in the No Man's Land... shuffle Kommandos over... I can get shove down eight Rokkits, seven Rokkits very safely down that lane where my opponents, if they walk out of their main castle on Layout 1, I'm lighting them up. And the Blightlord Terminators were in that position. I had two turns where I forced the Blightlord Terminators to have to pop -1 Damage for 2 CP and not get lit up by uh seven, eight Rokkit Launchas on different activations. Yeah. And I still killed with all the Shoota Boyz, the Bikes, a Grenade strat from my Stormboy units and Kommandos, all that stuff. Like they handled all 10 of those Terminators by themselves um by just sheer attention across two turns and just throwing dice at you and chipping away... grenade here, charging you... and so forth.
[18:03] Mor Perry: And before they got to turn your unit, the Demon Prince behind Mortarion would walk on the objective to try to slow it down. And like all the Demon Prince is engaged with, you know, five units of Boyz. Um they have these lists. So just like they're... they're so bombed. Yeah. And some Kommando hits. Exactly. Right. They all getting Lethal Hits from Makari, you know, just that's awesome. Mhm. So that was a tactic I found very much on there. You could say that five-layer, four-layered cake of Boyz. Yeah. Um for that tactic uh was a big thing that I developed after the team event last weekend um with the original version of the list... and sticking the objectives was one of the most important things for Orks because Orks pressure you, push you off objectives and if you stick the objectives they don't just kill you and take the objective away, they have to go stand on the objective and sometimes people have a hard time doing that. So that was on there or sometimes we just fail a bunch of Battle-shock tests uh and we get a little bit depressed. Uh so sticking is important.
[19:16] Mor Perry: All right, back to the actual game. So that tactic is going to be used in all five games um on that flank. Then Mortarion on that point... he moves up the Terminator. Seeing the Terminators aren't really in threat. They're not scared of being shot by a bunch of random Rokkit Launchas, but they're getting 3+ Saves, a bunch of Shootas. You know, it's unassuming. My damage is very unassuming. Yeah. Um and I am... he pushes Mortarion up, he pushes the Demons up, he pushes the R... that flank that has a bunch of Plaguecasters in it. Pushes some Spawn up. Try to, you know, screen out. Play the game. He got that need to do that. And we just start connecting, right? And then I'm pushing up forward. I march forward and he's like, "Okay, well, I'm going to... I got to stop you going to make it to Miami." I take six uh Secondaries every game. I take Engage on All Fronts and Behind Enemy Lines except for against Knights at that point. You know, I'm playing the kill game. Um and I get um I get Engage four points Turn 1 because these Kommando units just walk over the edge. They get it. Uh but also I'm set up where if you shoot these Kommando units at a lot of angles, you are being shot at by Rokkit Launchas. So that's an important part or Shootas. Um I'm saying, "Hey, Death Guard, half your self damage is done on melee. Engage the Kommando units." Uh Kommando units are a little hard to shoot because of Stealth, distraction. And then if you do go engage on melee, I'm just gonna start... I'm just going to start wailing on you is the idea.
[20:45] Host: Yeah, you're right about the fact that people have to chew through the Boyz and when you have that many different units and you're setting up Heroic Interventions to designate attacks. So, you're kind of just stuck in combat with a bunch of Power Klaws, a handful of Choppa punches, and they're all essentially getting Lethal Hits for the most part. Yep. So, like Ghaz is in the center mass. So, even the melee damage is kind of unassuming in that way as well. You know, people aren't expecting that. They're just like, "Oh, I'm just constantly taking lethal saves constantly." So, all these units are taking just, you know, saves from these Boyz en masse. Yep. Pretty sweet. That is one of the best parts about the list is that, you know, it does not chip. It does not do damage through normal means through one activation. It does damage through a process. Yeah. Through attrition, right? Like you said, attrition. Yep. And attrition because you're losing Boyz the whole time. It's not that they're not taking damage from you. It's just after they've killed half your army, you still have all your Power Klaws left essentially.
[21:50] Mor Perry: Yep. Like I said, I had 15 Nobz in the army. They're just buried in everything else. And for those 15 Nobz, I paid like 189 points, I want to say, or 88 points for 15 Nobz. That's almost BOGO Nobz. You know, six Boy squads. That's six Nobz. Those are eight-point Nobz is the way I approach a lot of that Power Klaw math. That's... that is some Power Klaw math right there. So... So that... that's any more takeaways from that game? Because we actually had pictures. We don't have pictures for all your deployments sadly. But we do have we did have that game and we have another one. So that's... I just let the chat so they understand that while we're uh unpacking all this. But uh any other takeaways from that game?
[22:29] Mor Perry: Not really other than like you know Morty ran up. He got greedy with Morty. He failed a 6-inch charge to kill like a Kommando or two and that didn't really change too much because like Ghaz went solid into Morty at that point. Yeah, Ghaz and his Meganobz did drop him down to one wound. Uh and then Lethal Boyz finished him off. Yes, exactly like like we were just saying. Yeah. And that's the thing I do want to sit there and say is that in this matchup normally it's really bad in Death Guard because like our damage is really hurt hard by -1 to Hit. But when you have Lethal Hits it really doesn't matter. It actually is fine because you have Lethal Hits which means you... you know you're hitting bad. You're wounding bad. Lethal Hits just go straight through that. And like I had no problems killing Death Guard units en masse mostly thanks to the idea of Lethal Hits being active for almost the entire game. Um and all that... that game was over in like three turns. Um we practically called it because like it was down to a few models left and like I still have like half my Boy models. Exactly. So yeah, and you you'll see that this is repeated chat where he essentially destroyed everybody, you know.
[23:53] Host: So, um, yeah, and yes, just for chats understands, yes, he was constantly declaring the Waaagh! on Ghaz so that Ghaz can use Makari's Banner. That way, he can constantly give out Lethal Hits and constantly keep up a 5+ Feel No Pain, just so everybody understands us, so we're clear. And shout out to the bad dog with 10 Waaagh! tags to the bad dog. Well, thank you for that very, very generous gift. All inspired by Mor Perry hopefully and thank you for the support. It matters a lot as the Waaagh! is growing and we hope to be successful. So, thank you very much for that. It means a lot. It's very generous of you and uh I'm very humbled every time. So, thank you bad dog.
Matchup 2: Black Templars
[24:29] Host: So, let's get into the second matchup where we have the Black Templars. We do have pictures of this game as well from what I understand. Uh the deployment, right? So, we have the Castellan. They're playing Gladius Task Force. Double Castellans, an Emperor's Champion, Lieutenant with Combi, and then double Marshal. We have an Assault Intercessor squad with the basic Intercessor, one Impulsor, an Incursor, double Redemptor Dreadnoughts, double Repulsor Executioners, a Scout, and then two 5-man units of Sword Brethren. So, what are you thinking going into this matchup?
[25:06] Mor Perry: So, as Marines, I am, as Lord, very, very comfortable fighting Marines. Uh, you're going to hit me, I'm going to hit you harder. Uh, also T5 protects very well in this matchup because majority of Marine melee profiles are Strength 4 and 5. And so, like the, you know, the bad grinds of having to dig for that, Marines really don't like having to roll 4s and 5s. Uh their army operates generally trying to be a play and freeze and open for the moment helps out with that but they're Black Templars so they don't have a moment um and um that was really just like... there was something on this game of playing Search and Destroy... no one will be a little cluster... this is an important thing for playing this list is practicing deployments therefore you know on each layout and typical matchup and you know factions you play against the matchup how you're going to deploy how you're going to [play] the virtual game. So like I already practiced deploying with this army. I know how to deploy it. I'll get it done quickly because I know what my opening fury is going to be. I know how I'm playing the game for the first two turns of the game, right? My opponent after that is determining how I'm playing the game because what do they have left? Are they in a winning position? Then I have to send, right? Oh, my opening is figured out.
[26:20] Mor Perry: So, we kind of see on there in Search and Destroy. This is after his Turn 1 movement. He ran at me in a certain way. He put out 10 Scouts, 10 Assault Intercessors to start trying to block. Hey, my army. Yeah, I have I have Stormboyz. He does pick up like I want to say like seven, eight Stormboyz Turn 1. Um he picks off a fair amount of Boyz. He's also actually down to like three solo Nobz in this game, which is hilarious. Um cuz like solo... no, this game was solo Nobz and solo uh Rokkit Launcha. So like anytime you kill a Boy squad, you kill eight models, you left the two most important parts of eight models that do the majority of all the damage. Um, so that was awesome.
[27:08] Host: And um, so you're taking damage opening. It looks like he's shooting down that line of fire. I mean, you can't really keep yourself super safe. What do you got to say about that for people that are like, "Well, I'll just get shot off the table." I mean, you kind of described it. They kill the non-important stuff to a degree, but whatever. And they have to concentrate, make sure they're kills. Like, he killed a couple units and then didn't kill all the rest units. Not going to pull. But if you notice here on these units is you think they're layered. Again, they're not layered. They're side by side. So, he's going to run at me. My entire front lane is nothing but Nobz of Power. So, you can't just run at me as he's going to jail one unit and like try to body block. I'm like, "No, if you're going to do that, okay, um I'm just going to hit you with all the Power Klaws." So, you can't like jail me in melee, right? Because you're engaging uh you know on that front line I have about over 10 units with Power Klaws on the very front model. Uh so it's kind of hard to do that.
[28:06] Mor Perry: And then um I put in this game in particular is Search and Destroy... you [see] Kommandos over on this right flank... 25... 25. Yep. I put five over there in the fall... one over on the Nicki objective. Um that's Nick. You can look at the other images, guys, and that's like him in those teenage years. Sir, shout out to Richard Siegler for making those way back in the day. Thank you, Siegler. U so on that that flank, I put out five Kommandos in the front. There's never five Kommandos up front and those are two naked squads of Burna and Choppas. And I put the Power... the Power Kommandos behind them. Um he said she's going to try to you know um tie me up with the Impulsor champ with Reactive Move because he's Gladius and uh the Impulsor... that that Emperor's Champ gets chased around the board for the next two turns with Reactive Moves trying to get back in boats and trying not to die. Um as that just did not work out for him. Um but I have it screened in such a way and that one is a different type of screen. I'm not side by side but I know it's on a flank. So, um, it's not the front lines, right? So, that's where I take a different theory on how the screen is on the flanks. And on the front lines, you need to screen in two different ways. Definitely as an Ork. Um, because at that point, I wanted to keep those, you know, Kommando units at half. Two Kustom Shootas. Favorite gun of the gun ever. I swear. Oh, I love the Kustom Shoota. The Rokkit Launcha, the Breacha, the Power Klaw. I want to keep all those safe because I want to shoot and charge with those units. Um, so I that's why I double layered uh screen them to keep them from getting tagged easily. Therefore, they would all get activations.
[29:50] Mor Perry: Um, but he runs at me. So my next turn, what happens is you see here. So I run Gaz up into this um right middle L on that one. Uh or left left middle L. I push Zodrod and two Bike squads over there. Uh, one of the things I love about Bikes is that against Marines and when those Marines catch out in the open trying to screen out melee, they are not good uh at taking saves from Bikes, right? I put thirty bike shots at you, that's 15, that's 10 hits. Yep. You know, that's going to be eight to nine wounds. That's going to be two and a half dead Marines very safely because they're AP-1 [with strat]. They're close by charge. I pop the extra AP there and they're AP-1 now. So like I just cleaned up the entire screen there and um that was something on theirs is those Sword Bros behind them and he's like, "I really should have had those behind the wall. I did not think your shooting would push for that many Marine bodies um and not have you know get all the units in the melee with me." And I'm like, "Yeah, you said you shot him with Zod's unit?" I shot I shot the front unit with Zod and the Bikes you know thirty Biker shots. Yeah. um that are, you know, obviously out shots is grab car and extra AP. They're out in the open. Um and they're Twin-Linked. Yeah. Yeah. It's huge. It's great. They don't have all the extra rules from like... they have Assault base, but they don't get these Sustained. Yeah. Um but that's still a lot of shots, right? And Zod unit shoots charge and then I tag the entire units with Zod.
[31:19] Mor Perry: And then since Gretchin are less than an inch wide or in width on the 25 mil bases, I charge in two Bike squads. Only one Sword Bro can swing on an interrupt or a Fight on Death onto the Bike squads and one Sword Bro does not hurt Bikes. No. Um, two or three Sword Bros hurt Bikes, but when you have to swing on the Gretchin because you have the... you're not in base-to-base with the units. Yeah. So other guys can't swing off of them. Uh I just you know the Gretchin are just protecting me and that's a tactic that I use a lot with Zod is to get around uh power units that have bursts against Fight on Death to keep them from consolidating all their attacks into a few targets. I hit them with a bunch of units wrapped them with Zod and then all my Ork units fight through Zod with the Power Klaws. Um and sometimes Gaz too and like the Fight on Death and Fights First. I could not ever put all your attacks in your unit into every single model into one unit, right? Or two units except every single one of your models are swinging into a different unit. And um that's that you know my units are going to be fine, right? Like I maybe I'll lose a model or two. Maybe I'll lose three if I have Boy squads, right? Like a Vicious Guard unit activates and kills that four or five Boyz. That's not a problem because now the Nob's still there, right? But two Guard may kill 10 Boyz. Um, but if one Guard only gets a swing because all the Gretchin be you and I'm fighting through the Gretchin because they're 25 mms. Um, that's a really hard scenario to do within the fight phase. So that's something that's definitely using Zod um very well for. I would suggest anyone that's you know practice that practice that not just in game set on the table and learn how to play with it because it makes a big difference for dealing with those melee matchups. like yeah he does once you once you figure out Zod it's hard to put him down.
[33:17] Host: Um yeah and any other important keys there because I mean at that point he's kind of just you know couple Redemptors and you know uh maybe a tank free and he's Gladius so he can Fall Back and do stuff but you've already tagged up a bunch of his units and killed all his chaffing. He hasn't even scored necessarily.
[33:34] Mor Perry: Yep. Yeah. So the game was like 90 to 51 I want to say. Maybe that no 96 to 51. He did eventually like break out. He eventually cuz like the Executioners from Black Templars get four real hits. I killed one. The other one survives uh cuz I just take away all his melee and eventually like he drops me down to like 10 models um out of my 162 or 63 cuz of Makari. And um that's the most models I was down to uh a whole weekend. So, you know, that was a pretty big deal in that regard. Um, but he it wasn't in time. It wasn't he he couldn't establish his home objectives. He couldn't get any primary points. By the time he scored primary points outside of his deployment zone, he lost his home objectives.
[34:23] Host: Yeah, that's wild. And yeah, those Black Templar um the Redemptors are pretty crazy. They essentially have mini Oath of Moment because they're just built in rerolls like that. So, it is pretty devastating if they keep getting off on you. Um, yep. Repulsors are so good. And somebody was saying here, uh, Lungus... I don't I don't know that wild name with that in that picture. You deserve that. Uh, "New Ork player hopping from Guard. I still have my Guard army. I just love me some teeth. Whoa. You inspired me to play 12 Killa Kan mob." That's what I'm talking about. Love to hear it, dude. Welcome to the Great Waaagh!. Shout out to Mordian Glory and them Guard players. You know, they're just the other side of the coin in a certain way to us, right? So, you like to get stuck in and dirty as a grunt. Anything you want to say to the new git Ork Perry, man.
[35:15] Mor Perry: Dude, welcome to the community. Welcome to Orks. Kans is awesome. I love Kans. I got 12 myself. Um, man, play with all the weapons. Try them all out. Grotzooka is awesome. Even the Big Shootas, the Big Shootas from the Kans are actually like not bad against certain type of targets. Devastating Wounds is hilariously handy. I mean, you can just Kans are just super fun, man. I think I do have a weird bias towards them, but I also think they're legit. So, I don't I'm glad you have them. Figure them out. 12 is a good number to play with and start with. So, thank you very much for that and appreciate it. Welcome to the Great Waaagh!.
Matchup 3: Imperial Knights
[35:49] Host: So, uh with this matchup over, Mark, let's get into your third matchup. Uh because you're just overwhelming people here. At least that guy kind of understood what he had to do, right? He's like, I need to start just getting rid of this. Um, so kudos to that Black Templars player. Sorry, my little Now we get into the Imperial Knights. So, we have uh and you you were familiar with this player, right? Because this is where we're starting to get into the opponents you're somewhat famili more familiar with. So, we have uh two Cerastus Knight Atropos... Oh, sorry. pretty much one Atropos and then a Knight Castigator followed by a Knight Lancer. One's a red and one's a white. I really don't know the the difference. I guess they're just different. They were color codics for which ones had the answers to... Okay. And then a blue Knight Lancer. All right. Sweet. Uh then one had the upgrade. So you're familiar with this player in this setup, right? And you were thinking typically this is a harder Ork matchup.
[36:44] Mor Perry: Yep. But in "More Dakka", this is a pretty easy matchup. Lethal Hits goes the distance. Shootas also strip wounds of Knights. It's because you have so many shots and uh this is something I practice to do that is a skill with this list is effectively rolling your shooting phase with all your shots. So he went first ran at me, kill two units right off the bat. The Castigator was actually like kind of spooky in here cuz he like I did have leave two Meganobz hanging and he killed two Meganobz. Um but also in here that's you kill two Meganobz and then that's another bull unit that you know uh or that's just left alive. Um so he runs he fights me moves up gets some objectives. He has to take he only takes Fixed Secondaries because he hates having to do all the mission stuff with um with Imperial Knights and he's like I'm just going to focus on dominating the board and killing you and being cast. So with that said uh I forced him to take Tactical and you hate to take Tactical with Knights against something like this, right? Because you need to be fighting and charging, shooting, you need to be doing all of it. Yeah. get your secondaries. And um so with that said, the um he engaged me, he ran at me, tied me up, get some stuff on there, get some 65 on, you know, uh developed on objectives that I can't quite get to. The Atropos is not good into my profiles. If he gets me out is good, but I had, you know, 23 drops. I know where that post was and then I could just hard counter play it at the angles that it couldn't activate at. Um and then you know put two Knights Lancers up and uh my next turn comes around.
[38:34] Mor Perry: Um with just the Shoota shots uh this list puts out. So the way I look at it is each Shoota Boy shot is 25 Shoota shots. This is not counting Rokkit Launchas. So 25, 75 bullets coming from Shootas and I'm in the Waaagh! so I have Sustained Hits. And um from the Shoota Boyz you have 29 Sluggas. From the Slugga Boyz. You have uh 13 Shoota/Slugga shots from Kommando squads, but beef up ones, four more from the ever um units. And then the Burnas, you have three Bomb Squigs. You have a Grenade. Um you have Zodgrod's unit, which is awesome at stripping wounds off of big stuff because +1 to Hit, +1 to Wound, Sustained Hits, and you can pop Ignore Cover on it if there... you can. That unit is very fast so it can find angles where like you're either one you're not getting cover or since it's so consistent and like putting damage on bigger stuff cover is handy on it... Ghaz's squad also puts out you know uh 40 um 48 to um or 36 to like 52 shots so that's one thing I strip 16 wounds off of big Knights for just forcing rolling six of the wounds and uh with almost 300 shots it's like 27 70 something I had uh and I do that in about five-ish minutes uh to roll all that dice. Now I practice these type of things to make this efficient. This is a big skill on this list is knowing how to resolve your pull out the stuff in front of your opponent but they're understanding what's happening with the rolls, right?
[40:02] Mor Perry: So you know this takes some effort. This is definitely a learning curve I think for a lot of people uh with the style of list where you're maximizing every chip damage you have. And then I get the melee... Ghaz takes one Lancer and throws them off the table. Um and then another Lancer just gets Lethal Hits off the board with um with seven or not words 13 uh activations of four units. Um, and obviously, you know, I swing with Ghaz first. The other Lancer does not have a good interrupt. The Lancer will activate, kill a squad, and then I still have all the rest of swing and I only needed like half the units to kill it. The rest of them just, you know, points, etc. At that point, body blocking, I'll kill two Lancers right off the rip.
[40:51] Host: What uh were you using for... Did you use any shooting strats or um did you just use the Waaagh! essentially the whole time? Grenades. What kind of...
[41:02] Mor Perry: I just use Grenades. I raw with Ghaz uh every turn after the Waaagh! was called. Turn 1, I typically don't call that strat obviously cuz like it's a positional thing unless they run at me. If they run at me, then I put Ghaz in the... I call the Waaagh! and we go. But Turn 2, you know, Ghaz going to be in the Waaagh!. Typically Turn 3, I pop that strat, right? Um everything else is Grenades. I'll make sure I don't fail a really silly charge. Um that happens. uh against Victory Guard on Stream Tortois' uh game uh last weekend and or the weekend before this past weekend and um like I just rolled a snake eyes on a on a Biker charge and like that was five points that would have been a win for me at that point or getting closer to a tie or more pushing it over whatever seems to happen. So things of that nature, like that's really where my CP is. All right, I'm just kind of banking it up. Therefore, when Ghaz goes in the Waaagh!, they're going to be in the Waaagh!. I'm gonna have a CP for the reroll ones to wound because I want that consistent damage out of Ghaz's unit. Um, I didn't really talk too many traps, but here was just like triple away two Knights. The next turn I kill the third Knight. I have a Lancer out half or about to be half. And uh, all is dandy. Uh, I got punished for having those two Meganobz kind of hanging them. I got killed by a Castigator because the Castigator then proceeded to blow up into my army. The Castigator ripped eight wounds off of the Lancer... the last Lancer and then um it killed 36 of my models not counting wounds. That's awesome for all the mobs, all the Bikers. And uh that's very... I can this game just visually this game looks very fun when you see it on the table all the bodies trying to like kick their way through all the Boyz. Uh and yeah, it does feel like an advantage because once they're stuck in you're just kind of chipping away at them. You're you got a ton of OC on them. So it feels pretty sweet.
[42:56] Host: And so how this game go you know did he get eventually dig his way out like the Black Templars guy? Was he just kind of tabled?
[43:08] Mor Perry: No, he he he was eventually like it came down to this thing where like he had one Atropos at half wounds and he was like I had I was going to go take his home objective. I was taking his home objective already maxed Bring It Down. I got 16 on Assassinate at that point. Uh I didn't even worry about killing that scene. I would have killed it if the Castigator didn't explode and kill uh six units. Um, and I would have had the resource at that point to chip it down, but at that point I did not. Um, so at that point I'm like, "Okay, cool. I've already practically like maxed out my secondary event. I'm just going to go stop you from scoring points." Right. Big Knight can only hold one objective at a time. Yeah. Even though sticky I have with OC 5, I got all the OC 2 bodies randomly running at you. Yeah. Right. And at that point I had like you know all my Boy squads were like there was one dead and everyone else wears like four or five models still had some Bikes here still had Zog unit like I just had a bunch of OC 2 everywhere where it didn't matter and his secondaries were going to be bad like he just didn't you can't play the game with one Model T was yours did you keep your Behind Enemy Lines and Engage or did you take Bring It Down knowing you would kill them knowing that I almost killed them because like I know the match appear like the Lethal Hits goes that distance. I just Bring It Down and Assassinate. Okay, sweet. Yeah, that's what I was hoping for. I like when that that's what I like about Knights kind of you still can get those fixed games in also. That's just can be kind of killy, right? You're like, "All right, you want to play this? You want to play this?" So, yeah, let's go. Um, great job there for that guy. Shout out to him.
Matchup 4: Death Guard (Again)
[44:47] Host: And then we go into your fourth game, which was again the Stinky Boys came back for rounds. So now we have double Lord of Contagion and then one Lord of Virulence followed by a bunch of Poxwalkers. So 20-man unit and five 10-man units of Poxwalkers. Two Chaos Spawn units. Uh two... sorry, three minimum size unit of Deathshroud Terminators. Three Heavy Blight uh Blight Drone Launchers and then two Myphitic Blight-haulers. I was messing up with those bees and launchers for names right now. Annunciating, but uh so what was he he forgo all those characters so he can bring more stuff clearly more tanks brought a bunch of infantry in this case hoping he can regen off you. How how' your Boyz appreciate all the Poxwalkers?
[45:39] Mor Perry: So the Boyz dominated this game. Um so this is off the packet you know Poxwalkers Battleline but he also gets free units extra coming one from a turn from Turn 2, 3, and 4. Mhm. Um, so he had 30 extra Poxwalkers and uh you know they Infiltrate great but I win the roll off so I made sure I zone out as much from the middle and his max objective and then I just hard take again similar see what I did against the box game where I just look at objective I put 30 Kommandos behind this room looking at his deployment zone at this hard angle and um you're not establish yourself on this objective I ain't allowing it um and Kommandos are really important here because like normally it's hard to kind of body block and move block Deathshroud units with one unit because the Overwatch from Deathshroud units are actually pretty decent at killing just infantry trash you know and Kommandos can't be Overwatched so that was great when I went first jailed one one side of the board with just five Kommandos with Deathshroud like great you know I'm not running past this unit I'm not developing my board state with you with the Deathshroud and then Um, I ran forward. I killed up Freddy Poxwalkers in shooting. Um, find the angles and just put them down the shots. And I found an angle that like I can run Gaz down because again I have so many drops where I can look at my post and then figure out where I want to put Gaz with the Meganobz. Again, being a little bit more safe with those Meganobz. Uh, but with that smaller footprint, I can find angles where like I can stop people from either getting that angle because I can body block you and fight Strong Boyz Kommandos or you're just not set up to find this one little niche area and his Meganobz just run down. Um, while the rest is trash protects me from melee. So that happened in this game. Um, I locked him up. We're playing Purge the Foe by the way. Uh, he never gets hold. There's a turn there's two turns where he didn't hold any because I just take his home objective. Um and then he never got killed more which is something you would expect against this list. Like you would expect to get killed more against this army. Yeah. Um but by the time it was, you know, by the time he was able to start killing stuff efficiently, I'm connecting with Gaz in his deployment zone and like Gaz first looks at the person in the Deathshroud he runs into. Oh, I actually in this game in Turn 2 I did CP uh reroll at turn no Turn 1 I CP reroll the Advance roll on Gaz because I rolled that 1 and I really wanted something more right because I I'm planning for next turn pushing him up there if I get a decent Advance roll the next turn I would be in a good spot to charge and push up into my opponent's deployment zone so I reroll I said I should be actually reroll into deployment zone Advance roll and um I see that's something that be able to acknowledge when you need to do it for future turns is what that power unit you you need to get in that spot. Don't just say I rolled the 1. That's a great place to spend a CP on that one, right? Because if you get anything better than that, uh that unit's going to be more alive the next turn. Uh future plays, future plays. And um it was, you know, I'm going up, lock them up Behind Enemy Lines engage, not a problem. um and just chewing through all the Poxwalkers and Deathshroud come up. They start hitting up a bunch of units that you know they're actually like Deathshroud are good at killing or models. What they're not doing good about killing is about 40 50 Ork models that you can't all you know it's all hitting you at once, right? Power Klaws with Lethal Hits actually really good on that against Deathshroud um because you're getting past that wound roll. That -1 to Hit is just not mattering there, right? Half your hits are going to be Lethal Hits. So like we had a Deathshroud unit hit hit with seven Power Klaws and like uh had several Lethals go through. He failed a couple there stop damage with Lethal Hits and like you know Deathshroud units were just one Deathshroud unit just died to trash claws and melee and got trapped one character just slowly killing you know as many Ork bodies as he can before he dies. Yeah. Having Gaz went through two Deathshroud units and uh the Lord of Contagion. So, uh, that is something that is drastically strong is in this matchup military bad Gaz always being the Waaagh! be so much faster and hitting those units, those power units that they have. They're allergic to Ghaz because Lethal Hits on 5s hitting on Wounding on 2s, hitting on 2s and that reroll rules to make sure you just missing. You're you're applying probably, you know, uh, six, seven uh, I just did the meme. Sorry, children. Sorry, adults. I just said the numbers. Uh anyway, um you're applying that many saves typical on Deathshroud that are 4 Wounds, your 4 Damage. Just get them out of here. And then the rest of mess look at the Lords and like chop them up.
[50:41] Host: The list does work in that way where um they do take chunk of flesh out of you, but as he's describing over and over, you're kind of just enduring it, staying within Lethal Aura, a lot of positioning, but really you're chipping them away with just a bunch of Choppa blows over and over on Power Klaws, slowly whittling away at these elite lists. And if it's chaffy, well, then you hit them with a bunch of small arms fire that you're constantly running them into. And then you're charging Bikers or Stormboyz into them or Kommandos or whatever can get close to them. So, uh he has tools for these situations. And I will say like he mentioned the time it takes to practice and understand how to roll the dice is a skill in itself because I know my I was timing out kind of thing where I was like wait what I never shoot with these units. Am I Rapid Fire range? You know, and just kind of doing all that. So, uh yeah, it's it's really fun though and it does have a thematic feel to it as well. So definitely got to give this list some love because I know when I first Mark Perry is tell me first about it when it was first being developed which is something else people should take to heart. You know as we're moving into new meta it takes a little bit to develop your list and kind of push out the the the stuff that you're not truly sure with yet you need some practice with it like he did with the Snaggas and the 20-man unit of Boyz. Even though the video we did with him was like a week maybe two weeks ago or whatever. So, pretty amazing stuff to see. And let's go into your last matchup, which was into the Drukhari [Eldar], which is said to be a hard Ork matchup right now for good reason. Um, so we have Lady Malys, whatever. Sliscus and double Succubus. Uh, three Wyches, five Venoms, a Cronos, double Hellion units, and then three Reaver squads with two Scourge units with heavy weapons. Uh, so yeah, there's definitely a lot of problems within the Aeldari matchup typically into Orks. So, what were you thinking going into this one? Had you practiced into them? Um because you know they're one of those armies that you're not going to always see, but when they when they show up, the guy usually knows what he's doing if he's still playing them, right?
Matchup 5: Drukhari (Dark Eldar)
[52:56] Mor Perry: Yep. Yep. So with this matchup, most time is comics into that is not bad or is bad on paper, right? They got lots of good profiles into us. Uh but they also have a lot of bad profiles into us. Uh T5 is a really great break point against this matchup. Um, on top of that, your models are cheaper than theirs and they and you outnumber them, you know, 3 to one, uh, in some places 4 to one. So, if you can trade two bodies for one body, eventually the math game says you're going to end up on top. So, that's one of my ways I approach this. But there's also a very important control element in the matchup where you can lean into those advantages that you have. You have great trash shoot shooting. You have great potential to body block, deny their objectives. Um, and you know, at the end of the day, you're cheaper per model and your models are more lethal on a 1v1 scale than theirs is to you. Okay? So, one is number one rule. I cannot lie this. I cannot renege. They cannot Fly over break screens. So, uh, I he didn't have any infiltrations in his army and I have a bazillion drops, right? So, I developed my deployment zone knowing about the path again that big Boy squad of this time it was 40 walking side by side of my natural objective. They're going to stick here. They're going to stay together with one big mob. I got Kommandos, Bikes, and some Stormboyz protecting them. Uh, the screen will allow them to develop, right? Um then um Gaz center Gaz is so strong in this matchup because the shooting from the Meganobz in this army deletes most these units hilariously. Uh but are not 2 Wounds. The 2-Wound ones you can pop cover and probably AP-1 and uh then they die, right? Like you can kill like five Hellions in shooting alone with like Gaz and Meganobz. Uh cuz you're in the Waaagh!, you have AP-1 at no cover. That's a lot of shots. And also, Wyches are parallel to Overwatch when you have, you know, 36 to 52 shots, right? They are not going to like that. Yeah. They'll just eventually fall over.
[55:12] Host: The problem to Sorry. The way to solve all Ork problems is volume of dice. You'll hear that throughout every edition. How did you end up interacting with Venomcrawlers? Oh, with the Venoms. Venomcrawlers. The Venoms. I've Sorry. Sorry. Yeah, you're good. My brain went to a different place itself. I was like, "Wait, hold on."
[55:36] Mor Perry: Um, so Venoms are like an aqua for us to deal with. So, we got in position where he knows that he, you know, I deployed in such a way he looked down like I don't have any good jumpy targets for for the Reaver one. Nothing good for Hellions. And nothing in my army kills five Kommandos in melee safely. Uh because like the five naked uh no special weapons, no character sergeants of Wyches only Strength 3 maybe Strength 4 based on the drug you get. Those don't kill Kommandos very efficiently. They don't kill T5 Orks very well. And on top of that, random random flames. So like you know, Overwatch is a thing sometimes uh in that game with one Burna for the Kommando squad because like they got 6s up on 6 on Wyches for shooting. Um, with that said, um, I push an advantage where like you got to break some of these screens and deal with it. And then way that I deal with Venoms is I make sure that I can tag out multiple at once and overwhelm them. So like he had to move up some to get some shots, you know, try to deal with the Kommandos, right? He has to do the shots. Well, the Waaagh! like all the Rokkit Launchas have Sustained Hits. Okay. So like the -1 to Hit actually mathematically doesn't really change those things. One free. Every 6 I roll is two hits. And sometimes two hits is all you need to do to kill both. But they're also weak as Zodgrod shooting. Just that +1 to Hit... minus one means I'm just back hitting the 4s. I'm then 5. So if I chip a few wounds down, that's great. Or and setting up at the same time my Bomb Squigs and a Grenade. So at Turn uh Turn 1 when he moved up kind of still casually but kind of um he body blocks me a little bit tries to deny me some Primary from here or not he tries to deny me some you know sticky uh on the center objective for not just being there with a Boy squad. Uh I move up gain my advantage um and be happy.
[57:35] Mor Perry: Then he pass engage me. He engaged me. Starts up some Venoms. Get some shots. Next turn I call the Waaagh!. We draw one Venom down to one and kill three others, right? Cuz I'm healing them in melee. Bikes, Stormboyz, Power Klaws, all this stuff is great for doing it. Zodgrod, all the nonsense shooting. One Rokkit Launcha shot goes through and there's a chance that it just kills the Venom. If not, it's probably shooting three wounds off of it. Yeah. So in that Turn 1 I never seen more again where he saw he was safe from the squad of Lilith with because she has Fights First with her Wyches. How I got around that is I charged again with Zodrod into them and tagged a bunch of Hellions with the Kommandos and again made it where like the Hellions could only swing into one Kommando or one Hellion can swing into one Kommando interrupt or final death. uh uh not a fight just an interact or the Nomax visions and Lilith is engaged with Zod's unit. I keep Zod out of line of sight. He's not in the fight because I don't get Precision. And then I charge a Boy squad tag the get within one of the Wyches but not Lilith because Lilith in base-to-base contact with Gretchin so she can't swing over on the Boyz and the rest of the Boyz just take that unit and just flip it over right even first. They kill I think it's like seven eight um because uh they lost to the Deadly Demise because I popped that boat for Bombs Grenades shooting and I think Biker unit shooting too and because Venoms are so you know there the stuff is really awkward but like six wounds is like fragile to a bunch of nonsense being thrown at you. You just start getting thrown a bunch of dice at them and like they're just not going to survive at that sh that uh that put them through. So humiliating. Exactly. Yeah. And so with that case and also like Zodrod and his units, you know, handled the Lilith Fights First and the Boyz just took Lilith's squad and just threw in the gun. Um and Zagra, you know, the Zod unit still got activate and we have a Kommando squad. We killed five Wyches with hoof a Venom that was in that spot shooting and kill five Hellions in their L on Layout 1. O uh in No Man's. So I worked around that that Zod and I placed up another flight on that same ruin on that natural objective of theirs and I put five Stormboyz and six Bikes on the over Venom and just take it out and um all right now that was one Bike went that Stormboyz and then the other Bike the ever Venom in their deployment zone Bikes got pushed up cuz I only have one unit that little centerpiece little 6 4x6 I push Bikes through it call the ball they go practically with the charge into your opponent's deployment zone. And the other flank very similar. Um, so like if you look over here, this is not the same game, but I push these Bikes up into the opponent zone. Lilith is over in their natural L expansion. So I take that out. He tries to jail up all, you know, 40 Boyz on my natural objective. I slow him down. But since I have him base-to-base, he can't like charge one unit and kind of like survive um a Heroic, right? Because I have a guaranteed Heroic Intervention because they're literally side by side. They are base-to-base with my Boyz. Yeah, it's one big super super mob. Um so fun.
[1:00:55] Mor Perry: And there's another It's Yeah, all these Boyz over here ultimately have to one Venom and then I have three Kommando squads over that flank. So I throw two Bombs, boom, shoot two Rokkits, and we drop that Venom. And um great, we're in an awesome spot. You know, Top of 2, I dropped five Hellions. I killed a Lilith squad. I killed four Venoms, dropped one down to one wound, and killed 15 Wyches. And I also the Stormboyz jump up in leverage into it. Uh was able to kill out two drop one Scourge unit. So one and drop one Scourge unit completely. with Stormboyz. Um, and also now there's no threats for the Meganobz at all, right? Like Hellions can get there, but Hellions do not want to rest in the 5+ FNP and a 2+ Save, right? That is not the type of profile they want to be fighting. And in this game, Gazian moves up in the center, shoots some stuff, establishing control over the center, and it sits in the center. goes forwards, backwards, and back again. And my woman is able to kill off the rest of this track that is running from me the following turns. And I never lost a single Mega in this game. Oh, right. I had the chance to lose one wound to the Meganobz because the last Venom exploded and obviously killed one of his models, his one-man Scourge unit that uh survived Turn 1 and was running away from me going for my home objective. And um I'm like okay well you know um I guess the Venom will kill cuz he he sacrificed the last Hellions um to charge to charge at the end of my fight phase because he didn't want all the Meganobz and Gaz shooting to kill uh free trash units. It's a ton of shots. That's so hilarious how scared they have to be as Eldar with one wound to pop to do this.
[1:03:03] Host: Um, and right here you see one of your past opponents, John Cavell. "I played versus Mark Perry recently with my Salamanders. Thought his list was absolutely brilliant. Some real out of the box thinking." So, shout out to you for coming through. Whoa, for them still being green. Uh, but yeah, the list is brilliant. And really, when you first proposed it to me, I was kind of like, is Mark is Mark just making something only he could play? Like, what is this? like you know what are you what are you describing to me "More Dakka" are you just trying to show that only you want to play this but as I played it and as we other people on the discord have played it and a lot of people are trying to figure it out I do like the changes that you implemented and uh yeah it really you can see how it really would just pay off into these matchups and the meta is in a weird spot right you can't really just tech for I have to beat one particular mean faction you have to be prepared for a bunch of stuff which means really you have to have be able to implement your own game plan, your own style of how you're going to approach the game and win it as an Ork because you're not trying to go toe-to-toe with elite uh you know units necessarily or cunning like um what's it like shenanigans like Eldar for example, you just need to implement your game plan and like Mark had to do maybe you might have to run backwards and chase down that finagly little Eldar unit, but you're gonna get him eventually, you know. So yeah, I absolutely love it. Right. Implementing our will as Orks. Mhm. Anything else you want to say about that matchup?
[1:04:29] Mor Perry: No, really. Like it was all great games. Like that matchup I've practiced it. I knew what it does. Um and there's loss conditions there. You know, that is a game where I was not trying to take it as serious. I could have lost that game if I just like ran. This is a game that is definitely a matchup you have to think about. You have some strong advantages and you need to force those advantages to be relevant. So trade those bodies. Yeah, that's a good Yeah, don't extend uh tell them that, hey, look, you got to run at like me. Uh don't just run at them, right? Because like actually they don't handle you en masse. They handle you in controlled burst. Um force force the issue.
[1:05:08] Host: Yeah, typically they're, you know, implementing their will able to pick us apart. If we're playing our typical war horde style, they'll go hunt down certain units, maybe one Trukk here or there, do their little shenanigans, and pull you apart. In this case, because your units are literally side by side, you're not being pulled apart in that way, and you're moving towards them as a mass like you described, you know. Uh, so it's very every everyone's supporting each other. Everyone holds hands. They have to decide, "Hey, I'm gonna I have to multi-charge you." Okay. Thanks. Yeah. Thank you. I appreciate you. Yeah, I appreciate you. "Kill five Boyz from every unit," you know. Go ahead. It's fine. Even more. I'll take I'll take 20 out of these just ablative wounds essentially that I have while everything else is hitting you and getting Lethal. So, that's absolutely sick. Um any uh closing thoughts on the list? I mean, you don't think you'd have to change it. Any tips for anybody that wants to run it? uh maybe some maybe slightly different units they want to use or just kind of get you or is the only advice really just get used to the dice and the deployment. Um you know what is the kind of feedback you can give to someone even even me right?
[1:06:22] Mor Perry: Well, I think for giving out advice of both types for list off, you know, you don't need all this extra things. This is a really fine tuned uh you could say beast in its own regard. Um, but the concept today is doable in a lot of different things. You know, Ghaz mess, I highly suggest that unit learn to kind of play with it and use it almost kind of like how Calgar is with Fixed or Third. You know, you're going to be aggressive but kind of cagey with at the same time. Um, so those type of skills, watch some of those. Roll your units out. Be comfortable. Know what your shots do, your melee profiles, your shooting profiles. Practice rolling your dice efficiently. Being able to read your dice efficiently and get a handle on them, right? And same thing with your models, you know, practice deploying the [gak]. practice moving it. Um, like I have had um, let me see here. Seven games on the clock of this list. Now, I've never clocked out once. Three of my opponents have, right? Um, because they're just trying to figure out what they got to do. That there's a there's a pressure of like your opponent has to figure it out themselves and they have to figure it out on their time, not on your time. Right. And I know my game plan. I know my opening. All my time in the early game is all kind of scripted. Like I know where I'm deploying stuff. I'm not thinking about the game in the beginning of the game. When I start the game, I already know what I'm doing for the first two movement phases typically, right? Uh unless they do something that really throws me off in my opening, you can say like, "Yeah, maybe I need to think about that." But if you spend a lot of time thinking about how your opponent plays the game beforehand, that's more homework. So, you know, this list really rewards homework and working out your hands of dice and models, right? Uh good disciplined players. If you know how to like utilize those skills like you, this type of list will go the distance from you if you're not as disciplined on all those levels, it's going to be hard for you to play with this.
[1:08:28] Mor Perry: Um and with that, you can drop them all accounts. I posted some lists with Squighog Boyz where you can take advantage of a leader style of this list. Drop all the SN... you drop all the Boyz even though I think they're one of the best parts of the list uh because of the sticky objectives trash efficient T5 eight point models I love Ork Boyz. You can bring in all the thicker stuff and play a thicker version of this list. Um and I think Squighog Boyz are super strong in More Dakka because putting them in the Waaagh! Turn 1 when you go second and allowing the rest of your army setup is awesome. Um cuz they're a great reactionary way to use that strategem Turn 1 if you go second. Um and then the other thing is the Reroll Wounds strategem is huge for Squighog Boyz cuz like Boyz you know have an Anti-Vehicle Monster 4+ that's only 50%. As soon as you have rerolls that turns into a 75% chance and that's incre that's a that's a solid like that's a huge increase for consistency purposes. So like I think Squighog Boyz would have great play. Like I I could totally see like playing like three Squighog Boyz, multiple Meganob bricks, even some just naked ones and like Bike Stormboyz. All the Kommandos you get triple Kommandos you can do by the way 20 but I see like three two to three Stormboyz, two to three Bikes, two to three Squighog Boyz, two to three Meganobz and like running a much more elite version of that's fast and jails you and hits you uh with Ghaz. Like your idea is you're simplifying the board state to make it where Ghaz can just dominate the late game if you're playing five turns. Otherwise, you're probably playing three turns because like the idea is the list is you know your opponent can never hold an objective. I had one game and that was against Knights because an Atropos. No, it actually you know it did it did hold an objective one from one turn. I only had one game out of these five games where my opponent home held a home objective for five points. Uh, no, no, there's one other time against Black Templars uh where it came up because they had bottom a turn or no, I they had they had one turn to run a character on there. So, two times out of 25 turns of scoring Primaries against people or against me, uh, only two out of those 25 times people got objectives outside of their deployment zone. Yeah, I can that's how it really does work. Um, and that's what people just need to kind of keep in mind. It's very imposing our will and it will take a little bit of a learning curve. So, I think that's good feedback.
[1:11:02] Host: Uh, personally for me as well as I'm going to run it. If you're a channel member, you got one from all the gifted, make sure you go vote. Uh, if you guys decide you want me as a the channel members want me to run More Dakka, I can try running Perry's list for my After Action Report. So, go vote in there if you got a channel member like some of the new green gits that we he spawned on here today. Uh, so sweet. Well, thanks a lot. I think that was great advice in that way. Any uh last words or remaining thoughts? Remember guys, be kind but brutal.
[1:11:32] Mor Perry: Be kind but Oh, Cunning but Brutal. I thought you said kind. I was like, what? No. I meant my bad. My bad. Uh, so yeah, I'm pretty excited to give this a try. But I'm also uh pretty excited about our uh affiliate link. So if you want to check out Lighter Creative Battlemat uh grided wargaming mats, I highly suggest them. They're awesome. I use them all the time. So visit Lighter Creative Store. We have the link in the description and the affiliation link to help out the channels. We're trying to grow the Waaagh! and keep all this good stuff going. So thank you to that. And of course, we're out here with the Dakka Dakka. You know, you did inspire me to the the changes do inspire me to want to play this again to be honest because I did find it very cumbersome with the 20-man unit of Boyz and then also deploying all of these units and trying to keep them somewhat safe. So, that made a lot more sense to me. Got rid of some of the Snaggas. That's cool, too, to a degree. Still kept all the stuff I like. Um, so yeah, I I I can totally dig it and it's pretty inspirational. So, hopefully we get some more gits out there and get them votes going and we'll see what we want to do. Uh, anything else you want to plug personally? More events you're going to try with it? I mean, it seems like you're content with the list, man, not really too much. Uh, I've got some events maybe towards the end of February. Maybe I'll be taking it in March. My January is pretty down with between a big team event and we you taking this list to it or the previous version and this GT this weekend. Maybe I'll do some RTTs. Uh, I got I got to go beat Tom Godfrey. I got to compete with him for best. I'm number one right now globally, but he's probably gonna beat me up pretty soon. I don't know what his uh I don't know his schedule is, but we're I'm gonna try to do a good race with him.
[1:13:19] Host: Yeah, he's a busy lad out there in the UK, you know. So, shout out to Tom Godfrey. He's a big supporter of the channel and very active. So, you know, he's he's definitely hunting for it. But, uh so are you. So, that's great to hear. Very exciting for this year. Uh so, thank you very much to that. And I think we got everything covered that we wanted to cover today. Hey, thanks for staying a little longer.
And AI summary of the most interesting tactics
Mark Perry’s Tactical Tips for "More Dakka" Orks
1. The "Meganobz" Anchor
Why the Switch: He swapped a 20-man Boyz blob for 6 Meganobz attached to Ghazghkull. This unit is the army's anchor .
Durability: T6 with a 2+ Save is vastly superior to Boyz. When in a Waaagh!, they gain an Invuln/FNP, making them incredibly hard to shift .
Small Footprint: It is easier to hide 6 models than 20. This prevents opponents from using Precision on Ghazghkull or getting "free" hits on the unit by tagging a trailing model .
Shooting Output: In the "More Dakka" detachment, their Kustom Shootas (plus Ghaz’s shooting) generate massive volume (24-52 shots). With Sustained Hits and Lethal Hits, this unit can strip wounds off Knights or clear chaff before charging .
2. The "Layered Cake" Deployment
Side-by-Side Lines: He deploys 5 units of 10 Boyz side-by-side (practically base-to-base) rather than layering them behind each other. The Nobz (with Power Klaws) are placed at the very front .
The Trap: If an enemy charges one model, they can only engage a tiny part of that specific unit. However, because the units are touching, the other Boyz units can Heroic Intervene. This forces the opponent to fight 5 Nobz with Power Klaws while only being able to kill a few Boyz .
Objective Denial: He marches this "wall" of 50 Boyz onto an objective. It makes the objective nearly impossible to take because the opponent has to wipe out 5 separate units to clear it .
3. Zodgrod’s "Grot Jail"
Defensive Wrapping: Use Zodgrod’s Gretchin (Grots) to wrap enemy units. Because Grots are on small 25mm bases, you charge them in first to tag the enemy .
Denying Fight-on-Death: When you charge your killier units (like Warbikers) in afterwards, the enemy is base-to-base with the Grots, not the Bikers. If the enemy uses Fight on Death or Interrupt, they are forced to swing at the Grots, keeping your valuable units safe .
4. Managing the "Waaagh!" & Attrition
Don't Rush Turn 1: Turn 1 is for staging. Use "trash" units (Bikers, Stormboyz, Kommandos) to move block, screen, and grab early objectives .
Turn 2/3 Swing: Once the opponent exposes themselves to kill the chaff, call the Waaagh!. Now Ghazghkull and the Boyz counter-charge with Advance and Charge .
Lethal Hits are King: Against high toughness targets (like Knights or Death Guard), rely on Lethal Hits (from Makari’s banner). This allows S4 Boyz and S3 shooting to bypass high toughness and strip wounds through sheer volume .
5. Shooting Discipline
Dice Velocity: A key skill for this list is rolling dice fast. You need to resolve 200+ shots in about 5 minutes to avoid timing out .
Chip Damage Matters: Never underestimate the shooting. Even Rokkits and Shootas, when rolling 70+ dice with Sustained Hits, will statistically force enough saves to kill Terminators or damage tanks .
6. Future Adjustment
Squighog Boyz: Mor Perry suggests trying Squighog Boyz in this list. They benefit massively from the detachment's Reroll Wounds stratagem, turning their 4+ Anti-Vehicle attacks into a 75% success rate .
The "Tag-and-Wrap" Maneuver: When facing units with Fights First (like Lilith Hesperax), do not charge them directly with your killer unit. Instead, charge a "trash" unit (like Zodgrod's Gretchin) first to base-to-base them. Then, charge your real damage dealers (like Boyz) into a different nearby enemy unit, or just get within Engagement Range of the Fights First unit without basing them.
The Result: The Fights First unit cannot pile into your Boyz effectively because they are body-blocked by the Gretchin. They are forced to kill the Gretchin, while your Boyz get to activate and wipe them out afterwards.
2. Flank vs. Center Screening
Center Screen: As mentioned, the center uses "Side-by-Side" Boyz to create a wide, unbreakable wall.
Flank Screen (Double Layer): On the flanks, he uses a different screen. He places Kommandos in a "double layer"—cheap units in front, "Power" units (with special weapons) behind. This prevents the opponent from tagging the valuable shooting units (Rokkits/Kustom Shootas) in melee, ensuring they survive to shoot and charge on your turn.
3. Command Point (CP) Discipline
Bank Your CP: Do not waste CP on defensive strats early. Save it for Ghazghkull.
The "Kill" Turn: When Ghaz goes in, you need 1 CP for the Reroll Wounds stratagem (from the detachment). This guarantees consistent damage against high-toughness targets.
Critical Movement: The only other acceptable CP spend is on crucial movement rolls, such as rerolling a '1' on an Advance roll for Ghazghkull to ensure he threatens the enemy deployment zone.
Grenades: Use the Grenades stratagem freely to finish off units or soften tough targets like Knights or Terminators.
4. Anti-Transport Tactics (Venoms/Rhinos)
Volume Over Quality: Do not rely on anti-tank weapons to pop light transports. Use the sheer volume of Shoota and Kustom Shoota fire. Even with -1 to hit (like against Venoms), the Sustained Hits from the Waaagh! will force enough saves to strip wounds or kill them.
Chain Reactions: Popping a transport (like a Castigator or Venom) in the shooting phase can cause it to explode, dealing mortal wounds to the enemy's own infantry, which softens them up for your charge.
5. The "Mental Clock" Strategy
Scripted Early Game: Mor Perry "scripts" his first two turns. He knows exactly where every unit deploys and moves before the game starts. This saves him massive amounts of time.
Pressure the Opponent: By playing fast, he forces the opponent to use their clock time to figure out his army. Because the list presents a complex "puzzle" (weird screens, huge unit counts), opponents often time out trying to solve it while he plays comfortably.
6. Unit Specific Roles
Warbikers as Missile: Use Warbikers to clear screens. With the AP-1 (via strat or Waaagh!), their twin-linked shots shred Space Marine Scouts or screens, opening the path for the rest of the army.
Stormboyz as Assassins: Keep Stormboyz for late-game snipes. They can jump over screens to kill isolated units (like Scourges or lone operatives) or grab undefended home objectives once the enemy moves out.
7. The "Infinite Waaagh!" Loop (The Makari Combo) / this doesnt makes sence to me, who helps me to make it right?
The Interaction: This is the engine of the entire list. Normally, Orks only get the Waaagh! benefits for one turn. However, the list utilizes a specific interaction with Ghazghkull & Makari.
The Mechanic: By using a Stratagem (likely "Get Stuck In, Ladz!" or the detachment equivalent) to target Ghazghkull's unit in your Command Phase, you treat the Waaagh! as active for just that unit.
The Aura: Makari’s datasheet has an aura that grants Lethal Hits to friendly Ork units within 12" while the Waaagh! is active for his unit. Because you keep triggering the Waaagh! on Ghaz/Makari via stratagem every turn, you create a permanent 12" bubble of Lethal Hits.
Tactical Application: Keep your high-volume fire units (Boyz/Shootas) within 12" of Makari to constantly bypass high toughness with Lethal Hits.
8. Stratagem Sequencing for Maximum Damage
"Long, Uncontrolled Bursts" (Ignores Cover): Use this stratagem at the start of your Shooting Phase on a Character (like a Warboss or Mek). It grants an 18" aura of [Ignores Cover] against a specific enemy unit. Combine this with the sheer volume of Shoota fire to shred units that rely on 3+ saves in cover (like Marines/Terminators).
"Speshul Shells" (AP Boost): Use this to buff a specific unit's AP by 1. When applied to Meganobz or Lootas already benefiting from Lethal Hits, even basic fire becomes a nightmare for elite infantry.
9. "Sticky" Objective Aggression
Aggressive Trading: Because the Boyz have the Sticky Objectives ability (likely from the detachment or datasheet synergy), you don't need to leave units behind to guard them.
The "Ghost" Lead: You can march all 50-60 Boyz into the midfield. Even if they die, you still control the objectives behind them until the enemy physically moves a model onto them. This forces opponents to over-extend just to "uncapture" points, pulling them out of position for your counter-charge.
10. Secondary Objective Selection
Fixed vs. Tactical: Mor Perry tailors his secondaries based on the opponent's killability.
Into Knights/Monster Lists: He takes Fixed Objectives ("Bring It Down" + "Assassinate") because he knows his Lethal Hits volume will kill them math-wise.
Into Mobile/Horde Lists: He switches to Tactical Objectives or movement-based Fixed ones (like "Engage on All Fronts") because his board presence is so massive he can score them passively while blocking the enemy.
11. The "Base-to-Base" Deny
Blocking Pile-Ins: When charging with a large block of Boyz, base the enemy models perfectly with your first rank. This prevents the enemy from piling in effectively to get more models into engagement range. You essentially "freeze" their combat footprint, limiting how many of their models can fight back, while your 2nd and 3rd ranks of Boyz (with 2" engagement range) can still swing over the top.
12. Managing "Battle-shock"
Pre-measuring Morale: Since the list relies on huge mobs, a failed Battle-shock test can be devastating (turning off stratagems). Mor Perry keeps his Warbosses and Nobz strategically placed to utilize their leadership buffs or "break heads" abilities to auto-pass tests where critical. He accepts that some units will fail but mitigates it by having redundant units nearby to execute the stratagems instead.
Automatically Appended Next Post: Joke:
MANz + Warboss+ Follow me Lads sits T1 in the Trukk and call a WAAAGH!!!
Switch on the ERE WE GO!
Disembark 3", move 7" advance 5,5" (8" top) and charge 9" with 50% chance (top 12"/14") = average range 24,5", top range 30" (32").
It is fun because it is true...
So I say to my opponents I can definitely charge them T1. Psychological warfare. Kunnin!
This message was edited 6 times. Last update was at 2026/01/22 17:32:47
ere we go is used at the start of the movement phase. So you can't use it on an embarked unit because of GW silly "not on the battlefield, cannot be affected by anything" rule.
and Makaris lethal hits only trigger in melee, not in shooting.
other than that, great sum-up of the video, thx for not having to listen to the atrocious audio!
2026/01/22 19:12:31
Subject: Our Codex is da biggest an da best! - Orks 10th Edition Tactics
I Hope the transcript is wrong (it probably is) because it says makaris banner was used to give lethal to shooting. Otherwise its a big embarasing mistake.
So I expect it to be a mistake, given the guy has very good ork knowledge.
In fact it seem the transcript say a few weird things here and there
This message was edited 1 time. Last update was at 2026/01/22 21:09:15
Hope, is the first step on the road to disappointment.