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![[Post New]](/s/i/i.gif) 2023/06/30 12:32:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Krazed Killa Kan
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Jidmah wrote:I tried a lists which was mostly boyz at 1k points with some character support. I had zero chance at winning that game, for the reasons I outlined before, and I'm very confident the problem becomes worse at 2k points.
It doesn't really matter how many models you can flood the board with if you get roadblocked by units that you just can't kill. Especially if those units the same or less than 20 boyz.
I'm also very confident that my current list could handle a tide, since squigboys essentially make one unit disappear per turn on their own and nobz with attached warboss aren't far behind. Since both can have -1 to wound, my losses would be minimal.
Meanwhile, a unit of 3 MANz with KFF mek can pretty much stop a unit of choppa boyz dead in their tracks all day long and every single thump gun and rokkit gets 4 extra attacks against your mobs.
The GSC player who tried to run a re-animating horde against me (100+ models@1k points) was tabled by turn 3.
Playing max beastsnagga boyz might work out, boyz without characters are just not worth bringing.
Thanks for the feedback. Bummer.
To be fair, they do look pretty good until you start getting into Terminator profiles, and obviously they're quite inefficient against vehicles.
https://docs.google.com/spreadsheets/d/14_qEf-G0CG8NCmscE4sgJ1epFvn3wNtUv1zfbqlvSpY/edit#gid=409454321
I do generally agree that beastboss seems to be the tipping point for beast snaggas because of how efficient he is against vehicles. He kind of tips the balance for them due to dev wounds and makes them a bit more of a TAC squad, so I see the argument for throwing a 10+1 man in a trukk.
https://docs.google.com/spreadsheets/d/10v2sn_4UBsXxacsDq_3gsHsnmZRzlHR3PlgKgKktFM8/edit#gid=409454321
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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. |
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![[Post New]](/s/i/i.gif) 2023/06/30 12:38:05
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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Errata is out.
Ghaz taking up 1 slot in a trukk hasn't been fixed
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![[Post New]](/s/i/i.gif) 2023/06/30 12:41:26
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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The errata was for physical cards to match what pdf has now. Ie nothing actually changed yet in game.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/06/30 13:25:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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Was just about to say this, very funny that part hasn't been addressed yet. We'll have to wait and see how long Ghaz is technically able to be viable via trukk use for the time being, though I think the majority of Ork players won't be cheesing him that way
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![[Post New]](/s/i/i.gif) 2023/06/30 13:37:39
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Regular Dakkanaut
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Any advice for selecting a warlord? If my characters were, for instance, snikrot, zagstruk, badrukk, and zodgrod wortsnagga - who should i choose as warlord and why?
Also - would those 4 (each with a 10-man mob) and a pair of trukks for the gitz and grotz make a decent 1k list?
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![[Post New]](/s/i/i.gif) 2023/06/30 14:35:51
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Dakka Veteran
Colorado Springs
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Metawatch Article wrote:A few other documents were mentioned in the video that you should be aware of. The first of these contains the initial balance updates that will launch in early July, seeking to address some of the early imbalances that have emerged in the new armies. Chief among these will be changes to Fate dice used by the Aeldari, and forms of indirect fire.
Oh thank Gork.
Sites of Power is in the GT mission pack. Bring those characters, boyz.
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![[Post New]](/s/i/i.gif) 2023/06/30 14:51:02
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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Realistically it's someone that you think won't be focused down or won't be on the front lines as much, I think badrukk is probably not a bad bet since he has a good save and invuln and he won't be stuck in CC so he'll be more out of harms way compared to most of our units.
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![[Post New]](/s/i/i.gif) 2023/06/30 17:51:10
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Grovelin' Grot
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i am trying tonight this kind of green tide list:
Zogrod + 21 gretchins
Warboss (follow me ladz) + Painboy + 20 boyz (2rockets)
2 × 10 beastsnagga + trukk
2 × 10 Nobz (7PK) + Painboy + trukk
3 × Kommandos (breacha PK)
11 gretchins
playing versus SM irond hands. we will see 🤣
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![[Post New]](/s/i/i.gif) 2023/06/30 18:32:58
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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They also mentioned that the limitation of not stepping in objectives will be removed but i haven't seen the rule change.
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![[Post New]](/s/i/i.gif) 2023/06/30 18:55:41
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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Well it's tournament specific rule
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/06/30 19:18:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Which makes the gargantuan squiggoth an actual viable thing now. I used it in my first 10th edition tournament and it did really well with the -1 to wound stratagem thrown on it, but it was hampered a decent amount by that stupid objective marker rule.
Now i can actually run around doing carnage with this thing.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/06/30 20:45:34
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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Players now set up objective markers on the battlefield.
Each Deployment card’s deployment map will show
players how many objective markers to set up and
where each should be placed. In Leviathan Tournament
Missions, models can end any type of move on top of an
objective marker
Found it.
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![[Post New]](/s/i/i.gif) 2023/06/30 22:28:33
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Dakka Veteran
Colorado Springs
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Jidmah wrote:
Not just vehicles - IMO there are the following defensive "weight classes" in 10th edition:
1) Light infantry - gretchin, kultists, pox walkers, infantry squads, guardians. You have little requirements in regards to the quality of attacks here, more is better.
2) Medium infantry - marines, flash gits, sisters, beastsnagga boyz, aspects. They have multiple layers of defense and enough armor to benefit from cover. You need decent strength, devastating wounds or amor penetration to kill them efficiently. Weight of low quality attacks can hurt, but not wipe them.
3) Heavy infantry - terminators, MANz, custodes, bullgryns. Usually good toughness, armor and invuls backed up by high wound counts and defensive abilities, characters or stratagems. You need high quality guns to kill them, with good number of shots. They pretty much shrug off low quality attacks, even in high numbers and dedicated anti-tank guns often aren't sufficient to kill them because the low number of shots bounces of the invuls.
4) Mounted/Beasts/light vehicles - bikes, squighogs, spawn, buggies. Durable units similar to medium infantry, but with more wounds, but below the magic T8 threshold. Other than medium infantry, you need high damage weapons to kill them efficiently.
5) Vehicles - trukks, speeders, rhinos, guard artillery. Good armor, wounds and toughness of 8-10, but no further noteworthy defensive layers. Weight of attacks will hurt them, but as these models tend to be cheap there is no way to kill them efficiently without high quality weapons.
6) Monsters/Walkers - dreads, hellbrutes, daemon princes, primarchs, daemon engines. They have great defensive profiles, invuls, defensive abilities but are usually limited to T9 or 10 and around 10 wounds. In theory they could be drowned in attacks, but almost all of them hit hard, you take major losses when trying. PKs can usually take them down during the Waaagh!
7) Tanks/super-heavies - LRBT, battlewagon with 'ard case, morkanaut, landraiders. Unless you can ignore at least one layer of their durability (toughness or armor or high wound counts), don't bother shooting them.
Of course, there are some oddballs which fit nowhere, but the absolute majority of models fit into one of these classes.
Taking those "classes" and comparing them to a tide's toolbox:
Boyz with choppas: Good against 1), average against 2) and 4), bad against everything else
Beastsnagga boyz: Good against 1) 2) and 5), average against 4) and 6), bad against 3) and 7)
Warboss with PK: Good against 2), 4) and 5), average against 1), 6), bad against 3) and 7)
Rokkits: Good against 4) and 5), average against 6) and 2), bad against everything else.
I know you said you weren't going to do a tier list, but for this edition you pretty much did here. I think you got it pretty much right, but I slightly disagree that the magic tier is T10, not T8. S6-9 is pretty common across the board and for Orks in particular getting to those double digits is where we'll struggle.
The "class" thing is a good lesson. There's no more generalist units for us, or maybe anyone. Everything has a target it's good against, but that range is very narrow. One PK Nob in a Boyz/Stormboyz/Kommando Squad isn't doing gak anymore. You can't really evaluate units in a vacuum.
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![[Post New]](/s/i/i.gif) 2023/06/30 22:48:13
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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JohnU wrote:I know you said you weren't going to do a tier list, but for this edition you pretty much did here. I think you got it pretty much right, but I slightly disagree that the magic tier is T10, not T8. S6-9 is pretty common across the board and for Orks in particular getting to those double digits is where we'll struggle.
I think both are magic numbers. T8 is because it makes S4 wound on sixes, and melta/ PF and overcharged plasma on fours. 10 is a magic number because it makes all those expensive S9 and S10 weapons with great numbers in all stats (I don't have a good name for them) drop off. The "class" thing is a good lesson. There's no more generalist units for us, or maybe anyone. Everything has a target it's good against, but that range is very narrow. One PK Nob in a Boyz/Stormboyz/Kommando Squad isn't doing gak anymore. You can't really evaluate units in a vacuum. Yup, that was exactly my point. So far I have seen Marines ( DA, IF, BT), guard, GSC, necrons, TS and, of course, orks and DG play. The closest unit I've seen to a generalist is the Lion himself, he will just muder everything he touches outside of a gargantuan squiggoth buffed with 'ard as nails. Even desolators fail to deliver if pointed at the wrong units. I think this also is the very reason why eldar are over the top now - their devastating wounds of fate turn every D-weapon into an all-rounder when the ability was just supposed to slightly improve your weapon's chances against monsters and heavy infantry.
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This message was edited 1 time. Last update was at 2023/06/30 22:52:15
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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![[Post New]](/s/i/i.gif) 2023/06/30 23:09:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Dakka Veteran
Colorado Springs
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Yeah it's weird that S4 is relatively rare, even for Orks.
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![[Post New]](/s/i/i.gif) 2023/07/01 01:49:27
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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I think my main issue with 10th tier system is that units like knights or heavy tanks are only really threatened by units with massive mortal wounds… like a mob on squig w relic killchoppa and a unit of 6x squigboys w bomb squigs.
Even mozgrod who has a ton Of damage per hit on vehicles/monsters or titantic and a decent amount of atks.. is only okay because he lacks mortal wounds (devastating wounds) on his primary atk.
You really need to lean into this type of unit for a good TAC list or just ignore those types of units if you can.
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![[Post New]](/s/i/i.gif) 2023/07/01 10:37:50
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I disagree. By 9th edition measures we used to define "good" as something that does its points worth of damage to a target and best case kills it in one turn. 10th is no longer that game, almost all instances of "massive mortal wounds" are loopholes which exploit devastating wounds in some way. Not only are these loopholes limited to very few armies and units, but I also expect GW to weed them out as the edition matures.
In the end, we will have to treat every one of those units like we treated daemon primarchs in 9th. You need to analyze whether you can kill them to begin with, whether killing them or avoiding or feeding them chaff is the best solution and when you do opt for killing them, you need to make sure that both the units good at killing them AND the units which are merely average at killing those big things are in position to take them down.
You can no longer defeat those units in the list building stage by simply bringing the right counter.
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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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![[Post New]](/s/i/i.gif) 2023/07/01 10:56:21
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Krazed Killa Kan
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It's dev wounds and the anti combo that kind of get a little bit nutty. Mortal wounds on 4+? Lol.
But consider how bad things like power fists/klaws are compared to what they used to be. Hitting on 4's, wounding on 3's against T5, 5's against heavy vehicles, flat 2 damage. They're mediocre in an anti-vehicle role without weight of dice.
Imagine if they react to the feedback about powerlevel points and make you pay for power klaws again. If it was a high cost, suddenly internal unit balance would go haywire and units like nobz could lose badly.
I feel like this is a bad time to invest heavily in new models, at least until the first core rules pass through by GW.
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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. |
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![[Post New]](/s/i/i.gif) 2023/07/01 11:31:49
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Jidmah wrote:I disagree. By 9th edition measures we used to define "good" as something that does its points worth of damage to a target and best case kills it in one turn. 10th is no longer that game, almost all instances of "massive mortal wounds" are loopholes which exploit devastating wounds in some way. Not only are these loopholes limited to very few armies and units, but I also expect GW to weed them out as the edition matures.
In the end, we will have to treat every one of those units like we treated daemon primarchs in 9th. You need to analyze whether you can kill them to begin with, whether killing them or avoiding or feeding them chaff is the best solution and when you do opt for killing them, you need to make sure that both the units good at killing them AND the units which are merely average at killing those big things are in position to take them down.
You can no longer defeat those units in the list building stage by simply bringing the right counter.
I mean there is a reason why knights are fairly dominate so far in 10th and it’s not really because of towering.
As stated before weapons like Pks are more anti heavy infantry then anti heavy vehicles.
Dev wounds is purposefully done and multiple armies/units are built around the keyword but it’s become the only reliable way to kill certain units efficiently.
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This message was edited 1 time. Last update was at 2023/07/01 11:34:50
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![[Post New]](/s/i/i.gif) 2023/07/01 17:14:24
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Dakka Veteran
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had my first game of 10th a couple of days ago...
my list:
game was against eldar
from memory:
gotta say wraithguard + fate dice is bonkers
we decided thats not gonna fly anymore, wasnt even funny for my opponent
got first turn advanced up the board, grabbed all objective and waited for 3million brightlances to tear me to shreds
mozdrag with ard as nails soaked up like 90% of enemy firepower, before he finally died. would've considered that a fair trade, until wraithguard stepped up and just deleted the killrig with fate dice.
snaggaz can punch elves hard, but thats no suprise.
Painboss was OK. he basically kept the nob and himself alive when otherwise they would be dead. but the nbice thing i never considred... he can heal himself each turn for 3 wounds. so unless he is outright killed, hes back up to full wounds.
kmk's didnt do much. i saw no point in plinking away at the serpents, killed some points here and there but mostly disappointing. one blew himself up with mortal wounds.... i think a SAG with a unit of three might do better.
stormboyz were great utility. for 65 points its a steal. will bring em every time.
squighogs soaked much firepower too, bossnob was pretty tanky with the 4+++ kept him alive against the wraithlord for a turn. but i think HWKC is the better choice.
warboss basically killed wraithlord by himself, great dmg potential...
Nobz are great. even only 5 can put out alot of damage. -1 to wound was nice... until they died to 11 mortals from the wraithguard leaving the warboss alive... and then i realised that he has T5. what a joke.
killrigz wurrtower is nice, just wanted to test it out... but i think battlewagon with ardcase is much better as a delivery method.
the real stars were the trukks though... hard to kill. fast. and man... tankshock is hardcore. basically 4 mortals per charge extra. they were an annoyance to my opponent so he always shot at at least one of them... for 50 points.. damn they're good.
relics are nice... not gamechanging. but i would fit in as much as the points allow it.
Eldar player screened is good stuff with a line of guardians, wraithlord and serpents. i couldnt get through with only CC. WE NEED FIREPOWER. maybe i'll try flashgitz next time... but man i really wished we had old style tankbustaz... would've solved alot of problems
all in all fun game. really enjoyed 10th ruleset. was leading on points, but had nothing to deal with the wraithguard. couldnt even shoot at the damn things, because they would've wiped out a unit in return. was basically tabled at turn 4.
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This message was edited 1 time. Last update was at 2023/07/01 17:16:19
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![[Post New]](/s/i/i.gif) 2023/07/01 18:04:21
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Trazyn's Museum Curator
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Are foot sloggers viable now, do I have to use transports?
I noticed that boyz are now capped at 30 for some strange reason and that doesn't seem good for sloggers.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2023/07/01 21:07:04
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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gungo wrote:As stated before weapons like Pks are more anti heavy infantry then anti heavy vehicles. PK are good against neither. They are good at killing medium infantry like marines or snagga boyz but are fairly terrible against infantry with 3+ wounds, good saves and additional defensive buffs. Dev wounds is purposefully done and multiple armies/units are built around the keyword
I'm sorry, but I have to call you out on that. Which armies and units, in specific, are built around "massive mortal wounds" caused by devastating wounds? Before you go there, keep in mind that Death Watch has received the fastest errata in GW history and they have already announced the nerf for eldar. but it’s become the only reliable way to kill certain units efficiently.
1) Efficiency is relative to how well other things kill your target. When there are no mortal wound wombo-combos anymore, requiring a whole army's damage for a turn might be considered efficient. You are still applying 9th standards, which is unanimously considered to be too lethal. 2) There should be no way to kill a landraider or knight as efficient as we did in 9th. I'm fairly sure that all units you consider "efficient" are actually just broken good things.
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This message was edited 1 time. Last update was at 2023/07/01 21:10:15
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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![[Post New]](/s/i/i.gif) 2023/07/01 22:13:00
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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CthuluIsSpy wrote:Are foot sloggers viable now, do I have to use transports?
I noticed that boyz are now capped at 30 for some strange reason and that doesn't seem good for sloggers.
Their capped at 20, and the meta is around trucks.
So i had my game and it went the way of the dodo.. expected since i went with many different things, but oh how bad i felt going against necrons. Clearing 5 destroyers to have like 4 come back like nothing was insane...
It was a free for all, we mostly duked out in our side (tau player was too shy and took to his corner ) of the map with ghaz and the boyz plus getting stuck in some skorpecks and destroyers, ghaz was sniping characters when ever he could and manage to take 2, and painboy caused MW into a spider, but the shooting+ the melee and the fact my opponent kept getting his units faster then i could murder forced me to wield. Looking back i think i should have held my ground and forced my opponent out of the reanimator range, had i done that and sniped the correct character in the correct order i probably would have had a better game. Live and learn i guess. Oh moz tanked a cthan like a boss, took no damage and gave some back, the face of my opponent when nothing goes through was priceless.
Anyway the summary is boys are not there yet, i rather go nobz, their blenders, oh and the kill rig is a game changer if played right, that S buff is surprising good and can make a claw go S11, nothing new for mozy and squighogs, but i enjoy them in squads of 3, pretty much easy to hide, good punch and also the nob on smasha is mandatory to run them, the buff from the rig also helps them.
Defkoptas were a disappointment, just not enough shots for a unit, could not even use their ability, i can see room for the rukkatruck as anti infantry but not at 110pts, when there are flashgitz or mekguns... Meganobz? fuget about it! Not even worth the 65pts for ghaz cover. Oh speaking of ghaz, yeah he is overpriced, sure he can kill stuff but struggles with same issues from previous edition, while not being not even half as durable. He should received moz defensive stat profile, not this gak...
Anyway that's my exp.
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This message was edited 1 time. Last update was at 2023/07/01 22:14:09
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![[Post New]](/s/i/i.gif) 2023/07/01 23:18:43
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Trazyn's Museum Curator
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Forceride wrote: CthuluIsSpy wrote:Are foot sloggers viable now, do I have to use transports?
I noticed that boyz are now capped at 30 for some strange reason and that doesn't seem good for sloggers.
Their capped at 20, and the meta is around trucks.
So i had my game and it went the way of the dodo.. expected since i went with many different things, but oh how bad i felt going against necrons. Clearing 5 destroyers to have like 4 come back like nothing was insane...
It was a free for all, we mostly duked out in our side (tau player was too shy and took to his corner ) of the map with ghaz and the boyz plus getting stuck in some skorpecks and destroyers, ghaz was sniping characters when ever he could and manage to take 2, and painboy caused MW into a spider, but the shooting+ the melee and the fact my opponent kept getting his units faster then i could murder forced me to wield. Looking back i think i should have held my ground and forced my opponent out of the reanimator range, had i done that and sniped the correct character in the correct order i probably would have had a better game. Live and learn i guess. Oh moz tanked a cthan like a boss, took no damage and gave some back, the face of my opponent when nothing goes through was priceless.
Anyway the summary is boys are not there yet, i rather go nobz, their blenders, oh and the kill rig is a game changer if played right, that S buff is surprising good and can make a claw go S11, nothing new for mozy and squighogs, but i enjoy them in squads of 3, pretty much easy to hide, good punch and also the nob on smasha is mandatory to run them, the buff from the rig also helps them.
Defkoptas were a disappointment, just not enough shots for a unit, could not even use their ability, i can see room for the rukkatruck as anti infantry but not at 110pts, when there are flashgitz or mekguns... Meganobz? fuget about it! Not even worth the 65pts for ghaz cover. Oh speaking of ghaz, yeah he is overpriced, sure he can kill stuff but struggles with same issues from previous edition, while not being not even half as durable. He should received moz defensive stat profile, not this gak...
Anyway that's my exp.
Yes sorry, I meant 20. 30 is what they used to be, which screws up my collection because I organized them into units of 30.
Also I have like one trukk lol.
I guess GW really hates green tide now. Looking at the index, I'm not sure what the Orks' strengths are. You'd think they would give nearly everything sustained hits, due to the old DDD rule, but most ork weapons seem to have low hit chances with low rates of fire. That doesn't seem good.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2023/07/01 23:55:51
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Jidmah wrote:gungo wrote:As stated before weapons like Pks are more anti heavy infantry then anti heavy vehicles.
PK are good against neither. They are good at killing medium infantry like marines or snagga boyz but are fairly terrible against infantry with 3+ wounds, good saves and additional defensive buffs.
Dev wounds is purposefully done and multiple armies/units are built around the keyword
I'm sorry, but I have to call you out on that. Which armies and units, in specific, are built around "massive mortal wounds" caused by devastating wounds?
Before you go there, keep in mind that Death Watch has received the fastest errata in GW history and they have already announced the nerf for eldar.
but it’s become the only reliable way to kill certain units efficiently.
1) Efficiency is relative to how well other things kill your target. When there are no mortal wound wombo-combos anymore, requiring a whole army's damage for a turn might be considered efficient. You are still applying 9th standards, which is unanimously considered to be too lethal.
2) There should be no way to kill a landraider or knight as efficient as we did in 9th.
I'm fairly sure that all units you consider "efficient" are actually just broken good things.
Depends on what your standard of medium or heavy infantry is but ya 2 wounds and 2 or 3+ save, t5 is ideal for pks..
what I mean is devastating wounds was handed out regularly to most armies making mortal wounds common and yes the most efficient (or overpowered) units are those which stack high amount of attacks or anti- weapons with it… and those combos are in almost every army. In some cases like deathwatch and wraithknights absurdly to much on (like 20-30mw), but those amounts are the abusive outliers whereas several armies have index units that can easily push out 8-12 mortal wounds (like an ork nob on squig w headwhompa in a unit with squig riders and 2 bomb squigs). Those units become almost necessary to take out heavy vehicles like knights.
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This message was edited 1 time. Last update was at 2023/07/01 23:57:42
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![[Post New]](/s/i/i.gif) 2023/07/02 00:25:17
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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So had my first game with Flashgitz and...holy balls they are deadly....
Would not be surprised if Badrukk goes to reroll hit rolls of 1 instead of reroll the hit roll. More because orks tend to get nerfed whenever something is genuinely good than because its overpowered. Wouldnt call them overpowered but they did punch through more than their points worth of stuff.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2023/07/02 00:28:01
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Smokin' Skorcha Driver
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Once indirect fire gets nerfed and if mw’s get reduced enough I could see green tide at some point becoming a viable strat. Not necessarily a great strat, but with the way the meta is going more towards AT there could be play and we are capable of effectively pinning opponents in their deployment zone to deny primary.
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Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2023/07/02 01:05:26
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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gungo wrote:Depends on what your standard of medium or heavy infantry is but ya 2 wounds and 2 or 3+ save, t5 is ideal for pks..
I think gave a rather conclusive list of what I consider "heavy infantry" a few posts ago. In short, a marine is not heavy infantry, a terminators is. PKs are pretty bad against terminator and other armies' equivalents.
what I mean is devastating wounds was handed out regularly to most armies making mortal wounds common and yes the most efficient (or overpowered) units are those which stack high amount of attacks or anti- weapons with it… and those combos are in almost every army.
Once again, I'm asking for specific examples. Because I'm not seeing those combos in any army.
In some cases like deathwatch and wraithknights absurdly to much on (like 20-30mw), but those amounts are the abusive outliers whereas several armies have index units that can easily push out 8-12 mortal wounds (like an ork nob on squig w headwhompa in a unit with squig riders and 2 bomb squigs). Those units become almost necessary to take out heavy vehicles like knights.
The only thing 'eadwhomas really does in this scenario is double the wounds done by the big choppa, as it ignores a knight's 4+ armor save. Squig riders with 2 bomb squigs and 'eadwompa combined add an average of ~7 MW once per game and only if the Waaagh! is active.
In the same scenario, the attacks of six squighogs lead by a smasha squig amount to:
4 from big choppa
0.42 from smasha squig
12 from stikkas
6.66 from squighogs
1 from thrown stikka
for a total of ~24 damage against a knight without dealing a single mortal wound, outright killing even one of the big ones.
While the Waaagh! is active, 5 Nobz with warboss can still deal 10-12 damage to a knight, if you align other units with them (for example Mozrog or a bunch of rokkits) they can kill one as well.
In other words, no you don't have to bring mortal wounds to kill a knight.
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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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![[Post New]](/s/i/i.gif) 2023/07/02 01:45:27
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Dakka Veteran
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Is badruk really that usefull? Haven't played him yet, but he costs the same as 5 flashgitz. I mean at that point... Aren't 5 extra snazzguns better then rerolls? Also the rerolls won't work if they're embarked right? Do you guys just play em slogging?
10 flashgits in a trukk + mek for +1toH... Thats the same cost as 10 gits + badruk on foot. As are 10 + 5 flashgitz on foot.
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This message was edited 1 time. Last update was at 2023/07/02 01:47:17
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![[Post New]](/s/i/i.gif) 2023/07/02 01:54:33
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Three issues with the trukk+mek 1) +1 to hit is a cap. Heavy +1 for not moving and Mek+1 = +1 to hit with a way to negate a -1 to shooting in the bag. If you have a mek you probably arent moving the trukk around to minimize what can shoot it. 2) Cannot overwatch inside a trukk, as they clarified any "as if its your shooting phase" doesnt enable any shootingphase rules (which is really dumb way to word "it can shoot" imo). And since overwatch is anything moved within 24" of a unit its pretty hard to NOT get shot by something thats actually good at overwatch, and with badrukk they are definitely good at overwatch. 3) Trukk isnt that hard to kill. You can usually keep it alive 1 turn if you sneak around ruins and pick off whatever you can see but eventually i want to move + disembark to sit on an objective. Also, i'd rather not something i want to slap 'Ard as Nails on for -1 to wound get battleshocked because someone blew up their transport (per destroyed transport rules, the unit that comes out is automatically Battleshocked until the controlling player's command phase). Less likely to lose models on the test since its mortal wounds now instead of slain model (so need 2 1s to kill a flashgit) but then not being allowed to use -1 to wound strat on them means theyre gonna get mopped up quick
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This message was edited 1 time. Last update was at 2023/07/02 01:59:48
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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