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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






No, abilities disappear from the unit if no models have them, much like FNP disappears from a unit of boyz when the pain boy is killed by a sniper.

The main difference is that the lone MA Big Mek remains part of the attached unit, so he can still revive bodyguard models - but he also has to do battle shock tests because his unit is below half strength.

This message was edited 1 time. Last update was at 2026/06/03 08:22:11


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. 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Jidmah wrote:
Just FYI: I will launch the new thread as soon as we have the full package: points, detachments and errata.

If there are no leaks, this should be the 20th.


A proppa Warboss right here.

Got any ideas for the funeral subtitle for the thread?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I already know how I'll call the new one, but you'll have to wait and see

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. 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Obviously thinking ahead, but wanted to start kicking ideas around:

For a new warboss starting with the Armageddon box, what’s the next step(s)? What roles are not covered in it’s content, and what units fill those? Do any of the guys in the box need an extra bit of support?

Edit to add:
Assume you want to use as much of the box as possible.

This message was edited 1 time. Last update was at 2026/06/03 17:06:13


   
Made in us
Decrepit Dakkanaut





 Nevelon wrote:
Obviously thinking ahead, but wanted to start kicking ideas around:

For a new warboss starting with the Armageddon box, what’s the next step(s)? What roles are not covered in it’s content, and what units fill those? Do any of the guys in the box need an extra bit of support?

Edit to add:
Assume you want to use as much of the box as possible.


It'll depend on a lot of things of course, but the box is definitely a bit of bread and butter. Also a question of how much you want things now and how much you want to wait for rumored resculpts. Granted, one of the great things about orks is being numerous and varied, so I'm definitely keen on picking up some of the current stuff and adding in the new. Some good things to consider:

Warbikers - We know this is getting a resculpt but the Trakk appears to attach to them so picking up 3 as bodyguards is probably a good call and picking up 3 more with the resculpts is probably a good buy.

Ghaz - He's been the center of the army for a while now and while they may attempt to de-emphasize him in 11th, I suspect the sheer number of players that WANT to run him will keep him popular.

Trukk/Battle Wagon - Ork transports are pretty core to the army and both are good. Both are also rumored for resculpts but definitely not a bad call for variety.

Kommandos - Now that they split into two units they are pretty essential for making space on the board to advance into.

Stormboyz - Excellent scoring unit that's basically always worth having one of.

This kind of utility tends to make every list and from there its a question of how you want to build the meat of the list.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






My answer would be tankbustas, before anything else. The walker and the wartrakk have a few good rokkit shots, but not enough to kill something more durable than a landspeeder. May vehicle will also have the benefit of cover, reducing both to hitting on sixes.

A unit of tankbustas can stay hidden until they see a valuable target and best case even climb a ruin to hit on 3+.

The box also has some obvious places where it's lacking. The most obvious one is that there is too many leaders in the box, so a unit of nobz to join the warboss is probably a good idea.

I also agree on the idea of adding bikers as extra wounds for the wartrakk, and you can't really ever get wrong with buying a trukk.

Kommadoz and/or stormboyz are necessary for sure, but a truely new player probably won't be able to use them correctly anyways.

Another option would be just getting a second box. Having two dakka rigs, wartrakks and banner nobz is probably not the worst way to start an army.

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. 
   
 
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