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2023/06/26 18:29:13
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
With as much crying about towering as there currently is all over the competitive scene, I doubt knights will remain a problem for long. In any case, Mozrog seems like a decent response to them.
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.
2023/06/26 19:08:29
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Because firing deck says "in the shooting phase" and overwatch is triggered in the movement phase or the charge phase, I believe it falls under the out of phase rules.
I understand that the example they use in the text is a whirlwinds ability that says "in YOUR shooting phase" but the commentary text is very clear
"When using out-of-phase rules to
perform an action as if it were one of your phases, you cannot use
any other rules that are normally triggered in that phase"
so... also no abilities that require you to do ranged attacks?! because those can also only happen in YOUR shooting phase.
like i said before. there are abilities that trigger outside of when a unit shoots (like whirlwinds bombardment) THOSE are prohibited by the out of phase rules. firing deck triggers when a unit shoots.
2023/06/26 19:13:41
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
tbh my response to going up against knights would just be "OK - I'm gonna probably aim to debuff and kill whatever the one biggest blastiest thing is and then just fight you on objectives for everything else."
IDK, are they typically taking enough towering models with strong anti-tank that they could successfully bring down a battlewagon before it could deliver its cargo?
There are other matchups I'd think would be way less winnable for us. 3 basilisks+3 earthshaker carriages with creed and horse boy and a few scout sentinels. SM fuckin rocket boys and whirlwinds.
This message was edited 1 time. Last update was at 2023/06/26 19:17:31
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2023/06/26 19:33:00
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Nice report of someone coming first at a small tournament. He played the missions and tried to counter the heavy hitter meta.
List in spoilers
Spoiler:
Beastboss
Warboss
3 x 10 beast snaggaz
2 x 10 choppa boyz
3 x 11 gretchin
6 trucks
10 nobz
3 x 3 squighogs
3 x 5 stormboyz
2 x 3 warbikes
Edit: had the wrong number of grot squads
This message was edited 2 times. Last update was at 2023/06/27 07:15:41
Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend.
2023/06/26 20:22:27
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Honestly on the Boyz and MANZ argument i will just say what i been saying, their mostly defensive profiles. Boyz are exelent tarpit anti personnel unit which leans on the defensive. MANZ is not tarpit but leaning on defensive side.
Although i am starting to think that painboy/boss and KFF mek probably should be cheaper given their mostly support characters.
On the overwatch i will sand for what i said, by raw you can't. Still that does not mean it's a F from GW. We will have to wait for a FaQ or something to clear that up.
2023/06/26 20:58:51
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
the_scotsman wrote: tbh my response to going up against knights would just be "OK - I'm gonna probably aim to debuff and kill whatever the one biggest blastiest thing is and then just fight you on objectives for everything else."
IDK, are they typically taking enough towering models with strong anti-tank that they could successfully bring down a battlewagon before it could deliver its cargo?
There are other matchups I'd think would be way less winnable for us. 3 basilisks+3 earthshaker carriages with creed and horse boy and a few scout sentinels. SM fuckin rocket boys and whirlwinds.
They can most certainly destroy anything T12 and lower with relative ease. Pretty much every model is gonna be rocking a thermal spear or chaos knight equivalent which is 24" a2 s12 ap4 dmgD6 melta 4, hitting on 2-3's with rerolls. That in addition to other AT weapons isn't gonna struggle much with a bw or anything outside a garg squig with ard as nails.
Outside that our main issue is we can't really do anything to them. Outside the waaagh turn our pk nobs are wounding the little knights on 5+ and beast snaggas on 6's and even the little knights have decent enough combat that they will wittle us down. So the only things that are really going to put a dent in them are our bosses and squigboys. If your playing against a higher level player though mozrog/squigboss are dead 10/10 times before reaching combat followed by the squigboys and they will screen with a few little knights to make your waaagh turn not hit as hard so now your left with a couple warboss and beastbosses that combined will barely kill a little knight per turn.
There are ways you can beat them by bringing tons of fast msu and trying to outscore so heavily in the first 2-3 turns that it's impossible for them to catch up, but that's still not gonna be easy. Outside eldar, who are just broken, they are without question our hardest matchup imo.
Automatically Appended Next Post:
ccs wrote: He should've been DQd. Grots aren't Battleline & he has 6 units of them.
he only had 3, Just a typo.
This message was edited 1 time. Last update was at 2023/06/26 22:23:13
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/06/26 23:38:38
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
the_scotsman wrote: tbh my response to going up against knights would just be "OK - I'm gonna probably aim to debuff and kill whatever the one biggest blastiest thing is and then just fight you on objectives for everything else."
IDK, are they typically taking enough towering models with strong anti-tank that they could successfully bring down a battlewagon before it could deliver its cargo?
There are other matchups I'd think would be way less winnable for us. 3 basilisks+3 earthshaker carriages with creed and horse boy and a few scout sentinels. SM fuckin rocket boys and whirlwinds.
They can most certainly destroy anything T12 and lower with relative ease. Pretty much every model is gonna be rocking a thermal spear or chaos knight equivalent which is 24" a2 s12 ap4 dmgD6 melta 4, hitting on 2-3's with rerolls. That in addition to other AT weapons isn't gonna struggle much with a bw or anything outside a garg squig with ard as nails.
Outside that our main issue is we can't really do anything to them. Outside the waaagh turn our pk nobs are wounding the little knights on 5+ and beast snaggas on 6's and even the little knights have decent enough combat that they will wittle us down. So the only things that are really going to put a dent in them are our bosses and squigboys. If your playing against a higher level player though mozrog/squigboss are dead 10/10 times before reaching combat followed by the squigboys and they will screen with a few little knights to make your waaagh turn not hit as hard so now your left with a couple warboss and beastbosses that combined will barely kill a little knight per turn.
There are ways you can beat them by bringing tons of fast msu and trying to outscore so heavily in the first 2-3 turns that it's impossible for them to catch up, but that's still not gonna be easy. Outside eldar, who are just broken, they are without question our hardest matchup imo.
Automatically Appended Next Post:
ccs wrote: He should've been DQd. Grots aren't Battleline & he has 6 units of them.
he only had 3, Just a typo.
Sure - but the thermal spears arent on Towering models, correct? Armigers aren't Towering, just the medium and big knights.
out of curiosity, I decided to take a look through and see what our best units at dealing with T12 3+ and T11 3+ are, and whether there's anything that can really deal with T13 2+.
Best picks for the points looking like:
KMKS - unsurprising result, 3 KMKs for 135pts puts 5w on a non-rotated non-5+FNP knight.
MANz with killsaws+megaboss in a trukk - 310pts, 21.5w vs 6+FNP knight on waagh, 12.5W off waaagh.
2x5 Tankbustas in a trukk - 320pts, 14.3W off-waaagh (requires charging into melee as well as shooting+bomb squig), 18.7 on-waaagh. Weird. Little to recommend them though besides the fact that they still deal about 9 damage if they fail to get the charge off - unfortunate that they are made of absolute glass though.
Mozrog Skragbad - 195pts, 10.4 off-waaagh 12.8 on-waaagh. Huh, less than I thought.
Gargantuan Squiggoth - anything it gets to touch. 35w vs the big knights. Off-waagh.
Gorkanaut - 295pts, 11.5W off-waagh, 16.6 on-waagh (ignoring guns), problem is its a Towering model itself and it doesnt have the squiggoth's unique "OK now wound me on 6s, thermal spears" defensive profile, so its likely to just eat gak and die. I feel like any of the units that hide in trukks have a much better chance of making it and doing something.
Kaptin Badrukk and 10 Flash gitz in a trukk, 335pts - 19.6W independent of waaagh but still only once per game (assuming no heavy bonus).
And, for an added bit of fun, we have THE CHAOS MODE DARK HORSE, 22 gretchins+Zodgrod Wortsnagga - 170pts, assuming absolutely perfect conditions, they pop out, they get all their shots off, then they charge and fight on-waaagh - 6.6 damage to a knight. Hilariously, more effective than most of our nominal anti-tank units.
That's kind of the notables. Squiggoth does decent work, 7W for 150 isnt too inefficient. Magical christmas land lootas (didnt move, within 24", knight is on an objective) deal 10.5.
6 Squighog boyz, 8w for 220.
This message was edited 1 time. Last update was at 2023/06/27 01:05:07
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2023/06/27 01:26:57
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
I would assume best units on knights would be
nob on squig w killchoppa enhancement (leading 6x squigriders and 2x bomb squigs)
Beastboss (probably in a unit of 10x beastsnaggas)
Mozgrod
The combo of 3+/4+ anti vehicle and devastating wounds means a lot of mortals
Mozgrod may not have a devastating wounds on his 4+ anti vehicle but he gains at least +3 damage on titanic vehicles..
Probably a pain to calculate is Bubblechukka or kmk better on knights?
This message was edited 6 times. Last update was at 2023/06/27 01:52:35
2023/06/27 06:44:28
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Vineheart01 wrote: what a weird world we live in where Nobz....as in regular Nobz not the MegaNobz variety...are seen as really good.
Whats the complaint about Towering?i dont usually pay attention to tournament scenes.
Basically if model isn't physically blocking LOS(like flat out solid wall) towering sees you anywhere. Yes he's seen as well but with the guns they can bear if the terrain is typical ruins with holes/windows they will see anything and shoot them at will.
Non-towering you can hide from being behind ruin. Towering not so. 9e towering didn't see past obscuring so the rule was just negative to them(they could be seen). Now towering works both way.
This can be compensated if you have terrain that actually physically blocks LOS. Towering or not you only ignore the ruins block LOS even if physically visible. But that's not easy for all. Terrain isn't cheapest thing to add in large amounts to gaming clubs etc.
2024 painted/bought: 109/109
2023/06/27 07:43:16
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
-Rapid Ingress. A new tactical tool I´m learning to love. We have a meme on that now: "Nobody expects the Beastnsagga Squighogs!". after dropping them down behind cover and rushing around corners next turn. A-mazingly versatile Strat.
-The surprise Assassin. Painboy is a char killer now. His syringe is Anti infantry 4+ with a D6MW on top on an Ork with Precision. Perfect bonus for a unit that wants to run up midfield and take the brunt of opponents main assault. Let him Lead 20 Boyz to an objective with Cover near and they will need some dedication to shift.
-Overwatching LootaTrukk. Lootas covering the midfield objectives have ~30% hit rate on OW. 10 onboard a Trukk in Cover is a nice firing nest. Park it sticking out behind a corner of some ruins. Designate a Mek to safeguard it, buff it and It'll annoy the opponent with some unorky accurate fire on a durable platform. Don´t forget the free repair in the Command phase.
2023/06/27 08:43:48
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
gungo wrote: I would assume best units on knights would be
nob on squig w killchoppa enhancement (leading 6x squigriders and 2x bomb squigs)
Beastboss (probably in a unit of 10x beastsnaggas)
Mozgrod
The combo of 3+/4+ anti vehicle and devastating wounds means a lot of mortals
Mozgrod may not have a devastating wounds on his 4+ anti vehicle but he gains at least +3 damage on titanic vehicles..
Probably a pain to calculate is Bubblechukka or kmk better on knights?
Squighog Boyz x6 with Nob on Smasha w/eadwhoppas - 315pts, 26.5w vs 6+FNP knight. Yeah, wow, I can't believe I didnt seriously consider those before, that's some output. Unfortunate that you cant really hide them but at least they have FNP 5+ to keep them from being "point RFBCs Here". And unfortunately if you dont have 'eadwhoppas the damage drops off considerably so your second squad will be much less effective - 8 of that damage is just the nob's MWs.
KMK. 2/3 chance right off the bat to not even scratch the paint with a bubblechukka. It does one damage on "average" vs knights but obviously thats super swingy.
I did expect mozrog to be better tbh. It's the fact that the squig wounds on 5s and the guy himself doesnt have the huge hunks of MWs.
Automatically Appended Next Post:
Scactha wrote: Have played some games in 10th now. Some notes:
-Rapid Ingress. A new tactical tool I´m learning to love. We have a meme on that now: "Nobody expects the Beastnsagga Squighogs!". after dropping them down behind cover and rushing around corners next turn. A-mazingly versatile Strat.
-The surprise Assassin. Painboy is a char killer now. His syringe is Anti infantry 4+ with a D6MW on top on an Ork with Precision. Perfect bonus for a unit that wants to run up midfield and take the brunt of opponents main assault. Let him Lead 20 Boyz to an objective with Cover near and they will need some dedication to shift.
-Overwatching LootaTrukk. Lootas covering the midfield objectives have ~30% hit rate on OW. 10 onboard a Trukk in Cover is a nice firing nest. Park it sticking out behind a corner of some ruins. Designate a Mek to safeguard it, buff it and It'll annoy the opponent with some unorky accurate fire on a durable platform. Don´t forget the free repair in the Command phase.
Huh. Yknow, lootas in a trukk was not something I really considered because they dont get Dats Our Loot, but the output's not awful. Being within 24" of your target and using a mek for +1 to hit is the equivalent of being outside 24" and having your full to-hit reroll, roughly. kills 3-4 marine bodies for 200pts and is pretty safe.
...man, the fact that I've been sort of defaulting to beast snagga boyz mentally for Trukk Boyz duty but you can have Lootas for the exact same points cost is pretty wild.
Still overall I think burna boyz work out better. Approximately the same output versus marines, but they dont care about cover, overwatch even better, and they can just scoop up GEQ squads.
This message was edited 1 time. Last update was at 2023/06/27 12:20:59
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2023/06/27 15:07:23
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Got in a couple games against Tau this weekend. Games were basic, primary objectives only. 2k Points.
Lists were made before the FW update dropped and we decided not to change them.
Lists:
Spoiler:
Orks
Beastboss
10x Snagga Boyz
Trukk
Beastboss
10x Snagga Boyz
Trukk
Beastboss
10x Snagga Boyz
Trukk
Warboss, PK 10x Boyz, PK, Rokkit
Trukk
Warboss, PK 10x Boyz, PK, Rokkit
Trukk
Battlewagon, 'ard case, killkannon, the other stuff
Smasha Nob
3x Squighog Boyz
10x Lootas
2x KMK 2x KMK 2x KMK
11x Gretchin
Kustom Boosta Blasta
Tau Shadowsun
Coldstar Commander, 4x CIB, Exemplar of Kauyon
Game 1: Dawn of War, Orks go first. 1 unit of Trukk Boyz in reserves, Crisis squad is deep striking. Grots go in the BW
-First shot of the game, KMK gets boxcars on shots and puts 12W on the Skyray which is just in view. Lootas finish it off.
-One Piranha squad blows up the BW that had driven up to a No Man's Land objective.
-Those were the two major shooting outliers, everything else was pretty tough and took some shots to bring down.
-Long edge table deployment made it really easy for the Trukks to do their job since they didn't have far to go. T1 drive up, T2 unload, WAAAGH, Profit.
-Snagga squad caught out the cheeky Ghostkeel with average advance/charge rolls. The boss ate his face. Piranha screens were pretty tough to chew through.
-Mid board was pretty well flooded with Orks on T2, but keeping only 1 unit on each of the objectives would cost me 10VP due to battleshock at the top of T3. Tau would use Piranhas to force battleshock tests to try and prevent 'ard as Nails, but otherwise battleshock wasn't a huge factor.
-Crisis teams put out a LOT of shots. Dropping the Squighogs and leaving the Nob with 2W left and pretty handily wiping out the Lootas in ruins next turn.
-Reserve Trukk came in T3 to Tau back corner and was promptly trapped by 2 Piranha with no room to fall back. Great job doofus. -Tau concedes at the end of T4. VP is 20-10 Orks with mid objectives firmly in Ork control and the rest of the boyz closing in on the Tau side.
Game 2: Hammer and Anvil, Tau go first. No reserves. BW is empty.
-Tau go all in on popping Trukks, killing 3 (2 Snagga, 1 Boyz) and putting some hurt on the other two. Each mob loses 2-3 from MWs. This takes up pretty much all of their shooting though.
-KMKs don't roll too well (except for double invuln saves on two melta shots!) but still do solid work. Eventually shooting down most of the Piranhas through turn 3, with Snaggas getting the rest.
-Tau got too aggressive with their Crisis Suits trying to get an objective and blowing up Trukk 4. They were caught during the T3 Waagh by a full squad of Snagga Boyz, wiping out the bodyguards and leaving the Commander at 1W.
-Tau Concede at the end of T3. VP are 25-10 Orks. We didn't realize until after the game that aside from the Trukks, Tau didn't wipe out a single squad here. One Trukk squad was down to the Warboss, but that's it.
-Pic from the Tau side at the end of the game. Ork backfield is completely intact. Not enough ways to go after objectives was a real downside for Tau. Scrapjet is the KBB I couldn't find in time.
TL;DR
-Beastbosses bring the business
-Mek gunz good, both at shooting and at being shot.
-Trukks seem Tough Enough. Was really happy with how they did, but also I really want to try out Big Trakks now.
-Everything in general seemed tougher (on both sides). Felt like a lot of "5s to wound" was happening.
-Your list has to be really tight to not find a reason to take at least one minimum grot squad.
-I didn't have a ton of them, but PKs only felt just ok.
-I think our ability to flood No Mans Land objectives and stay there will be one of our big strengths.
-Overall the games ran smoothly. Didn't have to consult the BRB too often. I was a dumbass and forgot about the melee sustained hits 75% of the time
2023/06/27 16:09:06
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
gungo wrote: I would assume best units on knights would be
nob on squig w killchoppa enhancement (leading 6x squigriders and 2x bomb squigs)
Beastboss (probably in a unit of 10x beastsnaggas)
Mozgrod
The combo of 3+/4+ anti vehicle and devastating wounds means a lot of mortals
Mozgrod may not have a devastating wounds on his 4+ anti vehicle but he gains at least +3 damage on titanic vehicles..
Probably a pain to calculate is Bubblechukka or kmk better on knights?
Squighog Boyz x6 with Nob on Smasha w/eadwhoppas - 315pts, 26.5w vs 6+FNP knight. Yeah, wow, I can't believe I didnt seriously consider those before, that's some output. Unfortunate that you cant really hide them but at least they have FNP 5+ to keep them from being "point RFBCs Here". And unfortunately if you dont have 'eadwhoppas the damage drops off considerably so your second squad will be much less effective - 8 of that damage is just the nob's MWs.
KMK. 2/3 chance right off the bat to not even scratch the paint with a bubblechukka. It does one damage on "average" vs knights but obviously thats super swingy.
I did expect mozrog to be better tbh. It's the fact that the squig wounds on 5s and the guy himself doesnt have the huge hunks of MWs.
Automatically Appended Next Post:
Scactha wrote: Have played some games in 10th now. Some notes:
-Rapid Ingress. A new tactical tool I´m learning to love. We have a meme on that now: "Nobody expects the Beastnsagga Squighogs!". after dropping them down behind cover and rushing around corners next turn. A-mazingly versatile Strat.
-The surprise Assassin. Painboy is a char killer now. His syringe is Anti infantry 4+ with a D6MW on top on an Ork with Precision. Perfect bonus for a unit that wants to run up midfield and take the brunt of opponents main assault. Let him Lead 20 Boyz to an objective with Cover near and they will need some dedication to shift.
-Overwatching LootaTrukk. Lootas covering the midfield objectives have ~30% hit rate on OW. 10 onboard a Trukk in Cover is a nice firing nest. Park it sticking out behind a corner of some ruins. Designate a Mek to safeguard it, buff it and It'll annoy the opponent with some unorky accurate fire on a durable platform. Don´t forget the free repair in the Command phase.
Huh. Yknow, lootas in a trukk was not something I really considered because they dont get Dats Our Loot, but the output's not awful. Being within 24" of your target and using a mek for +1 to hit is the equivalent of being outside 24" and having your full to-hit reroll, roughly. kills 3-4 marine bodies for 200pts and is pretty safe.
...man, the fact that I've been sort of defaulting to beast snagga boyz mentally for Trukk Boyz duty but you can have Lootas for the exact same points cost is pretty wild.
Still overall I think burna boyz work out better. Approximately the same output versus marines, but they dont care about cover, overwatch even better, and they can just scoop up GEQ squads.
For mozgrod the squig does wound on 5s however due to mozgrod ability on charge those are critical wounds and thus with devastating wounds they are mortal wounds that also have +3 damage due to his other ability.
I think I still might try Bubblechukka. It does have 3 profiles but they each have better ideal targets and I don’t need to choose which target until after I roll the profile and I can split fire anyway. I’ll likely set them up w a shokk atk gun somewhere where they can get plunging fire as well and reroll 1s. But kmk are nice with plunging fire as well. They just have shorter range and mostly looking for high toughness units which to be fair is an orks biggest issue overall.
This message was edited 4 times. Last update was at 2023/06/27 16:25:58
2023/06/27 17:01:54
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
gungo wrote: For mozgrod the squig does wound on 5s however due to mozgrod ability on charge those are critical wounds and thus with devastating wounds they are mortal wounds that also have +3 damage due to his other ability.
I don’t think he gets to double dip with both damage bonuses. Last line says when targeting a titanic unit “add 2 to the damage characteristic instead”
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/06/27 17:42:12
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
gungo wrote: For mozgrod the squig does wound on 5s however due to mozgrod ability on charge those are critical wounds and thus with devastating wounds they are mortal wounds that also have +3 damage due to his other ability.
I don’t think he gets to double dip with both damage bonuses. Last line says when targeting a titanic unit “add 2 to the damage characteristic instead”
You are right I missed the instead part. Still that’s 6mw per hit.
Automatically Appended Next Post:
halkom1 wrote: Has anyone tried out the Shokk attack gun yet?
It’s one of the best battleshock units in game. I can’t see playing w/o it.
Attach a unit of Mek guns to it to give out reroll 1 and ablative wounds put them on 6in tall terrain for plunging fire and enjoy.
This message was edited 5 times. Last update was at 2023/06/27 18:43:02
2023/06/27 19:54:05
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
halkom1 wrote: Has anyone tried out the Shokk attack gun yet?
I’m kinda meh on it. Right now due to the way it’s worded pretty much all out of phase battleshock tests seem pretty weak. If they fail the test on your turn it isn’t carrying over to theirs so they can still cap objectives. I think I’d take it against specific armies like being able to deny a necron unit from using an out of phase reanimation could be the difference maker in finishing off a squad, but I don’t think it’d make the cut if I was taking it to a tourney.
Automatically Appended Next Post:
gungo wrote: You are right I missed the instead part. Still that’s 6mw per hit.
oh ya for sure he still puts in that work.
This message was edited 1 time. Last update was at 2023/06/27 20:10:21
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/06/27 20:55:24
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Shokk attack gun has been good for me once I figured out the correct target (it ain't tanks!). Strange how he only benefits from rr1's when leading a unit (and not solo) but also half the units he can joing have rr1's on their datacard.
This message was edited 1 time. Last update was at 2023/06/27 21:00:28
Really interesting to hear all the different takes so far, I've played 3 games of tenth now with my orks and so far am unbeaten, all the games were at 1k points to learn some of the mechanics and I have a 2k game this weekend. Lessons learned so far from my games against thousand sons, marines and then GSC:
10 flash gitz with badrukk were my mvps in all of the games so far, I started them in a trukk for some turn 1 protection but they soon piled out and started blasting, they absolutely shred whatever you point then at and can be a nasty surprise in combat too Mozrog is great at tanking damage, he is a real threat and can soak a lot of fire, he is obviously better until bigger stuff but can still throw out decent damage into most things
Grots are great at hiding and farming CPs, at least one unit is the easiest include in any list
Squighogz with a Nob with HWKC are fast enough to be a great flank threat and hit pretty hard too, they are really useful as a counter charge threat as well
Trukks at 50 points with a wrecking ball are a steal, they can drop off their ladz then just run around getting in the way and running things over with the tank shock strat
I ran a unit of 3 kanz with rokkits and they did well too, not having to suffer through their terrible leadership is a big positive change from 9th and they hold up well against a fair amount of shooting
I'm looking forward to a bigger game but so far have been really enjoying the lads and there are lots of combos I'm keen to try out, keep the reports coming everyone
This message was edited 2 times. Last update was at 2023/06/27 21:09:56
2023/06/27 21:16:24
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
PaddyMick wrote: Shokk attack gun has been good for me once I figured out the correct target (it ain't tanks!). Strange how he only benefits from rr1's when leading a unit (and not solo) but also half the units he can joing have rr1's on their datacard.
It's really nice for giving Mek Gunz the reroll against smaller model count units, where they wouldn't get their own reroll.
I'm debating whether I should keep my SAG Mek in my list of replace it with yet another Smasha Squig (going from 2x6 Hogs with Nobs to 2x3 Hogs with Nobs and 1x6 Hogs with Nob)
2023/06/27 23:25:10
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
halkom1 wrote: Has anyone tried out the Shokk attack gun yet?
I’m kinda meh on it. Right now due to the way it’s worded pretty much all out of phase battleshock tests seem pretty weak. If they fail the test on your turn it isn’t carrying over to theirs so they can still cap objectives. I think I’d take it against specific armies like being able to deny a necron unit from using an out of phase reanimation could be the difference maker in finishing off a squad, but I don’t think it’d make the cut if I was taking it to a tourney.
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gungo wrote: You are right I missed the instead part. Still that’s 6mw per hit.
oh ya for sure he still puts in that work.
Battleshock still allows you to take objectives from your opponent in your turn, cut Strats off In Your turn (like overwatch), and turns off abilities on some units like necrons. It’s a long range scalpel not a hammer.
2023/06/28 02:47:50
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
halkom1 wrote: Has anyone tried out the Shokk attack gun yet?
I’m kinda meh on it. Right now due to the way it’s worded pretty much all out of phase battleshock tests seem pretty weak. If they fail the test on your turn it isn’t carrying over to theirs so they can still cap objectives. I think I’d take it against specific armies like being able to deny a necron unit from using an out of phase reanimation could be the difference maker in finishing off a squad, but I don’t think it’d make the cut if I was taking it to a tourney.
Automatically Appended Next Post:
gungo wrote: You are right I missed the instead part. Still that’s 6mw per hit.
oh ya for sure he still puts in that work.
Battleshock still allows you to take objectives from your opponent in your turn, cut Strats off In Your turn (like overwatch), and turns off abilities on some units like necrons. It’s a long range scalpel not a hammer.
For sure it's still is useful. Personally just not something I'm really interested in taking right now since it's unreliable to work. If we get access to modifiers in our dex than I'll definitely consider it.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/06/28 02:50:46
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Jidmah wrote: With as much crying about towering as there currently is all over the competitive scene, I doubt knights will remain a problem for long. In any case, Mozrog seems like a decent response to them.
How do you figure? He's not inexpensive, and you can only take one of him.
He also doesn't really seem as efficient in terms of dropping mortal wounds as some other Snagga options. How efficient is he really against knights?
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2023/06/28 03:21:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
My only issue with the SAG is for some reason it lacks DevWounds.
The gun that in the past was the only weapon that could bypass Eternal Warrior lacks DevWounds...wat?
So its basically just a light vehicle or heavy infantry killer now, but its pretty good at that.
Also giving MekGunz reroll 1s was unexpected and i love it (though it annoyingly gives me a reason to run my 3 mek gunz as one unit instead fo 3 lol)
Lootas in Trukk isnt that amazing. Remember, Deffguns are BS6+ with Heavy, so if it doesnt move and a Mek buffs it thats still only BS5+ (though it does bank a +1 to hit incase its hitting a Stealth target).
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/06/28 04:41:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
It’s actually not a bad gun for 75pts… 4+ reroll 1, d6+1 atk also rerollable, str9 ap -4, d6 dam and long range… battleshock test… it’s one of our few high ap weapons.
2023/06/28 06:48:21
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
flaming tadpole wrote: For sure it's still is useful. Personally just not something I'm really interested in taking right now since it's unreliable to work. If we get access to modifiers in our dex than I'll definitely consider it.
Wurrboy is the only Ld-Mod in Orks I´ve found. But he´s effecting things a tad oddly. "Start of opp Command".
In general I find the moral rules really good. One match I chopped up half a mob of Chaos Cultists and they failed the test and lost the objective despite a bunch of termies also standing on the objective. It felt tactically right at the moment and it turned out correct. This is good and broadens the game imo.
2023/06/28 09:54:59
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics