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![[Post New]](/s/i/i.gif) 2023/07/05 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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Some more GT results: https://www.tabletoparchive.com/blog/wednesdays-winning-40k-lists-weighted-dice-and-two-weeks-of-10th
Two Ork lists placed. One Trukk spam with Squighog boyz, the other max Squighogs with Snaggas in Rigs
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![[Post New]](/s/i/i.gif) 2023/07/05 14:35:51
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Don’t forget the other option is bigtrakk if you want a trukk that’s slightly more durable and has better shooting and built in mini ramming speed. It does come at a 50% premium in cost even if it’s still relatively cheap.
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This message was edited 1 time. Last update was at 2023/07/05 14:36:28
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![[Post New]](/s/i/i.gif) 2023/07/05 14:42:02
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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So it looks like Eldar got nerfed for their Fate Dice. Weird part is that instead of changing the wording for indirect fire and towering, they just upped points cost for those units instead. Unfortunately for us, the Morkanaut got hit with this points bump, so its 350 now. Kinda suprised that nothing else for us went up any higher besides that? Still not happy though since the Morkanaut wasn't super competitive by any stretch of the imagination. Makes the Dred Mob that much harder to play now. https://www.warhammer-community.com/2023/07/05/warhammer-40000-updates-changes-to-strands-of-fate-towering-units-and-more/
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This message was edited 1 time. Last update was at 2023/07/05 14:42:21
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![[Post New]](/s/i/i.gif) 2023/07/05 14:44:13
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Gorkanaut is better anyway but ya it’s a silly bump…(I half expected the swuigbuggy to get caught in that nerf net but it didn’t) biggest news was the fact they said this is going to be the only balance update until the fall…. With a minor errata update end of July… so don’t expect any changes for at least 3+ months.
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This message was edited 1 time. Last update was at 2023/07/05 14:51:29
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![[Post New]](/s/i/i.gif) 2023/07/05 14:46:56
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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New points are out and.. The Morkanaut is now up to 150 points? What kind of weed are they smoking at GW lol On the other hand, neither the vortex beast or any other unit from custodians or thousand sons even went up. But i suppose this is.. fine? I mean we are not hampered in any way at all it just appears that they needed a scape goat and just slashed the morkanaut because... well why not.
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This message was edited 2 times. Last update was at 2023/07/05 14:47:46
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) 2023/07/05 14:50:15
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Grovelin' Grot
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Up of Morkanaut is a mathematical side effect of Towering Unit increased points I think.
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![[Post New]](/s/i/i.gif) 2023/07/05 14:52:30
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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thori wrote:Up of Morkanaut is a mathematical side effect of Towering Unit increased points I think. You are possibly right, but the gorkanaut isnt up in points. Nor is the stompa. And the Morkanaut sucks in general at shooting. It looks fine on paper hitting on 4s during the waagh turn but it has low AP and few shots, and swingy damage. I managed to kill 1 thousand sons terminator during its entire shooting. Thats hardly quality content right there. You kill more terminators with 10 beast snagga boys going in to melee lol
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This message was edited 2 times. Last update was at 2023/07/05 14:56:24
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) 2023/07/05 14:57:59
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Beardedragon wrote:New points are out and.. The Morkanaut is now up to 150 points?
What kind of weed are they smoking at GW lol
On the other hand, neither the vortex beast or any other unit from custodians or thousand sons even went up.
But i suppose this is.. fine? I mean we are not hampered in any way at all it just appears that they needed a scape goat and just slashed the morkanaut because... well why not.
To be fair orks are so far performing ok. Orks main issue was knights and those got a points blow up both versions and chaos knights weren’t even as bad. Eldar are still strong but got hit; surprised they didn’t get more points bumps. Even guard got smashed a bit… eldar still might be a problem and GSC are currently rocking right now. I don’t see errata changing a whole bunch except fixing issues like ghaz in trukk.
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![[Post New]](/s/i/i.gif) 2023/07/05 15:46:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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gungo wrote:Beardedragon wrote:New points are out and.. The Morkanaut is now up to 150 points?
What kind of weed are they smoking at GW lol
On the other hand, neither the vortex beast or any other unit from custodians or thousand sons even went up.
But i suppose this is.. fine? I mean we are not hampered in any way at all it just appears that they needed a scape goat and just slashed the morkanaut because... well why not.
To be fair orks are so far performing ok. Orks main issue was knights and those got a points blow up both versions and chaos knights weren’t even as bad. Eldar are still strong but got hit; surprised they didn’t get more points bumps. Even guard got smashed a bit… eldar still might be a problem and GSC are currently rocking right now. I don’t see errata changing a whole bunch except fixing issues like ghaz in trukk.
the errata didnt fix ghaz and trukks though.
Nor was the morkanaut notable good or anything to warrent a point increase.
I agree we are doing fine over all so nothing has really been hampered for us, but to nerf the morkanaut is just weird.
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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) 2023/07/05 15:55:36
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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Beardedragon wrote:gungo wrote:Beardedragon wrote:New points are out and.. The Morkanaut is now up to 150 points?
What kind of weed are they smoking at GW lol
On the other hand, neither the vortex beast or any other unit from custodians or thousand sons even went up.
But i suppose this is.. fine? I mean we are not hampered in any way at all it just appears that they needed a scape goat and just slashed the morkanaut because... well why not.
To be fair orks are so far performing ok. Orks main issue was knights and those got a points blow up both versions and chaos knights weren’t even as bad. Eldar are still strong but got hit; surprised they didn’t get more points bumps. Even guard got smashed a bit… eldar still might be a problem and GSC are currently rocking right now. I don’t see errata changing a whole bunch except fixing issues like ghaz in trukk.
the errata didnt fix ghaz and trukks though.
Nor was the morkanaut notable good or anything to warrent a point increase.
I agree we are doing fine over all so nothing has really been hampered for us, but to nerf the morkanaut is just weird.
Likely a victim of towering... it is a lot worst then it looks, because GW just made a blanket nerf through points to most indirect and towering. Not a fan. The only decent change was the one done to fate dice.
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![[Post New]](/s/i/i.gif) 2023/07/05 16:03:57
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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Yes the Morkanaut got a price hike, but was anyone really using it? I suppose it's the main thing we could run that benefits from towering outside of the Stompa.
I'm taking this as acknowledgment that the Stompa is once again over costed
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![[Post New]](/s/i/i.gif) 2023/07/05 17:17:55
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Grovelin' Grot
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Be happy, squigbuggy is untouched !! 🤣
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![[Post New]](/s/i/i.gif) 2023/07/05 17:28:14
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Beardedragon wrote:gungo wrote:Beardedragon wrote:New points are out and.. The Morkanaut is now up to 150 points?
What kind of weed are they smoking at GW lol
On the other hand, neither the vortex beast or any other unit from custodians or thousand sons even went up.
But i suppose this is.. fine? I mean we are not hampered in any way at all it just appears that they needed a scape goat and just slashed the morkanaut because... well why not.
To be fair orks are so far performing ok. Orks main issue was knights and those got a points blow up both versions and chaos knights weren’t even as bad. Eldar are still strong but got hit; surprised they didn’t get more points bumps. Even guard got smashed a bit… eldar still might be a problem and GSC are currently rocking right now. I don’t see errata changing a whole bunch except fixing issues like ghaz in trukk.
the errata didnt fix ghaz and trukks though.
Nor was the morkanaut notable good or anything to warrent a point increase.
I agree we are doing fine over all so nothing has really been hampered for us, but to nerf the morkanaut is just weird.
the article stated this was a balance pass and an errata will come in late July (but will not include balance changes). This was not the errata. What I was talking about was that errata should fix trukk and ghaz issue.
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This message was edited 1 time. Last update was at 2023/07/05 17:29:36
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![[Post New]](/s/i/i.gif) 2023/07/05 18:35:02
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fixture of Dakka
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Weirdly they fixed Ghaz in a bunch of transports but not trucks in the first errata.
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![[Post New]](/s/i/i.gif) 2023/07/05 22:06:55
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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LunarSol wrote:Weirdly they fixed Ghaz in a bunch of transports but not trucks in the first errata.
Afaik the current errate is only supposed to fix the actual printed cards, no fixes beyond that.
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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) 2023/07/06 02:12:56
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Regular Dakkanaut
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10 flash gitz on a squiggoth (dinosaur in a pirate hat, with a peg leg and a hook on his horn?), or 10 gitz plus kaptin badrukk in a truck?
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![[Post New]](/s/i/i.gif) 2023/07/06 02:52:29
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Battlewagon Driver with Charged Engine
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Because it's the vehicle firing the guns and not the unit does a leader's effect work when embarked? If not I'd say a trukk and mek may be better. Use the trukk to move and stay at the limit of your range while the mek tops up the trukk and gives you the bs4. Unless you can win in a fistfight I guess.
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![[Post New]](/s/i/i.gif) 2023/07/06 03:22:32
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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Unit abilities have no effect on their transport. It heavily limits whats good to sit in a vehicle beyond getting across the board.
Other issue is the Mek +1 to hit has almost no effect since all of our guns that wanna park in a transport are Heavy, which is part of the weapon so it does apply to the transport, and getting +2 to hit is not that useful.
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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) 2023/07/06 04:15:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Battlewagon Driver with Charged Engine
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Vineheart01 wrote:Unit abilities have no effect on their transport. It heavily limits whats good to sit in a vehicle beyond getting across the board.
Other issue is the Mek +1 to hit has almost no effect since all of our guns that wanna park in a transport are Heavy, which is part of the weapon so it does apply to the transport, and getting +2 to hit is not that useful.
But it does let you use the mobility of the trukk while still hitting on 4s. Keeping out of melta range, getting better lines of sight and moving out of line of sight of things that can easily pop it. Lets it act a bit like a skirmishing unit rather than an emplacement.
This does come to personal preference of course, I enjoy keeping things mobile. It's why gunline armies don't interest me too much.
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![[Post New]](/s/i/i.gif) 2023/07/06 06:19:20
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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Coh Magnussen wrote:10 flash gitz on a squiggoth (dinosaur in a pirate hat, with a peg leg and a hook on his horn?), or 10 gitz plus kaptin badrukk in a truck?
Personally I'd go for the Squiggoth, but the Badrukk/Trukk combo is better for outright deleting units.
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![[Post New]](/s/i/i.gif) 2023/07/06 10:32:23
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Why not just let the flash gitz and badrukk come in from reserve? Its not like you can use the full rerolls to hit when embarked anyway so their shooting from a transport hitting on 5s with no rerolls is kinda meh.
Sure you can jump them out after it has moved and still shoot, but why not just come in from reserve then, and save the points?
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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) 2023/07/06 15:30:35
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Regular Dakkanaut
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10 flash gitz on a squiggoth (dinosaur in a pirate hat, with a peg leg and a hook on his horn?)
If you really have this conversion, always take the squiggoth - imho, rule of cool trumps efficiency every time for dedicated ork players!
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![[Post New]](/s/i/i.gif) 2023/07/06 16:22:44
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Regular Dakkanaut
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I do not yet have the conversion, but I really want to make it lol. And my kromlech pirate grots need a ride...
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![[Post New]](/s/i/i.gif) 2023/07/06 20:30:28
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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Beardedragon wrote:Why not just let the flash gitz and badrukk come in from reserve? Its not like you can use the full rerolls to hit when embarked anyway so their shooting from a transport hitting on 5s with no rerolls is kinda meh.
Sure you can jump them out after it has moved and still shoot, but why not just come in from reserve then, and save the points?
Well reserve is t2 earliest. Also trukk has other uses so it's not just carry once and then no gain.
And if ork is planning about 250pts or so other strategic reserves won't fit there.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/07/06 22:23:19
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Battlewagon Driver with Charged Engine
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Jidmah wrote:cody.d. wrote:Utility I suppose. A cheap transport can stop a unit from shooting by charging. (as long as they don't have fall back and shoot but that seems rarer these days) If the enemy doesn't apply anti tank to the truck it can charge and recharge a falling back unit all game. Throw a couple at a target, fully surround the unit and you can force them to roll for traveling through models.
Sorry, but I don't see this happening. A trukk can be shut down by any random screening unit charging it, a combat character or monster will easily tear it apart in two fight phases and it can be shot at while it is in combat with most units.
You don't even need dedicated anti-tank to kill trukks, but if they do point those big guns at them they won't stand a chance of survival. Unless you are following some sort of target saturation strategy (rigs? battlewagon? dreads?), shooting those things at trukks isn't even a bad choice over shooting them at infantry instead.
Well, and surrounding anything of value in that matter requires so many stars to align, might as well just pick a gambit and hope for 30VP because of nothing but lucky dice. We are still talking about the same game where seven to eight buggies instantly create a traffic jam on the board, trukks are no different in that regard.
I'd also wager that 200 points invested in other units would have just killed the same unit you worked so hard to surround just to have it roll five 3+ and escape unscathed.
Please note the tri pointing with trukks isn't an all the time thing, just another possible use. It would also likely happen with the unit they offloaded. Boys from the front, trukk from the back or something.
If my opponent is firing decent anti tank at a trukk, we're laughing, if they're not and letting it be a pain in the backside, we're laughing.
Personally I'm expecting to see a lot of dedicated transports this edition. They're cheap enough that you can let them do their main job of moving a unit then be viewed as highly disposable.
You mentioned shutting them down via screening units. The trukk is the screening unit though, so no big loss if it gets screened and if you happen to charge something of value it can leave other units free to act.
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![[Post New]](/s/i/i.gif) 2023/07/06 23:51:24
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Smokin' Skorcha Driver
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Oh ya trukks are unquestionably the best transport in the game with rhinos being a relatively close second and then ghost arks (though those aren’t really even taken for the transport ability). I just auto take 5-6 if I know I’ll be playing a semi competitive game. Only thing to be careful about though is making sure your only taking 2-3 characters max with that many trukks otherwise your giving your opponent easy fixed secondaries.
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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) 2023/07/07 00:34:39
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Battlewagon Driver with Charged Engine
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Question is what to take in them. I think boyz are better spent in battlewagons as to my mind the best use of boyz is to take 2 characters in 20 strong units. My personal combination being warboss and warbanner so you can get those two turns where a boss swings hard.
Burner boyz appeal to me as contents for a trukk, very indipendant, not needing any support and have the potential to take over objectives on the flank. Perhaps 5 meganobz and a character? Or just 6 of them.
This comes down to personal taste but I prefer to have cheap contents in an expensive transport and an expensive unit in a cheap transport, assuming there's no special combo/rules interaction. I hate having a too big a target on a unit to make it easy for marines to hit it with oaths of moment for an example.
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![[Post New]](/s/i/i.gif) 2023/07/07 01:00:16
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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cody.d. wrote: Vineheart01 wrote:Unit abilities have no effect on their transport. It heavily limits whats good to sit in a vehicle beyond getting across the board.
Other issue is the Mek +1 to hit has almost no effect since all of our guns that wanna park in a transport are Heavy, which is part of the weapon so it does apply to the transport, and getting +2 to hit is not that useful.
But it does let you use the mobility of the trukk while still hitting on 4s. Keeping out of melta range, getting better lines of sight and moving out of line of sight of things that can easily pop it. Lets it act a bit like a skirmishing unit rather than an emplacement.
This does come to personal preference of course, I enjoy keeping things mobile. It's why gunline armies don't interest me too much.
They do not hit on 4s.
Loota guns, as are any heavy gun, 1 less BS than normal and Heavy offsets it when they dont move.
Its the same reason why moving with heavy weapons in the past and shooting -1 to hit targets wasnt a big deal since it capped at -1 anyway.
Deffguns are BS6, Heavy is +1, Mek is +1. You cannot have more than +/-1 BS (or wound i think).
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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) 2023/07/07 02:02:23
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Battlewagon Driver with Charged Engine
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Ah, thought you were referring to flashgitz. Not sure if I'd bother with lootas atm. Do they have a niche?
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![[Post New]](/s/i/i.gif) 2023/07/07 08:34:18
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fresh-Faced New User
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Currently still fiddling around a bit with what i want a somewhat competitive list at 1k points to look like...
After playing a few games and seeing what works and doesnt work for me, this is what i came up:
Alternatively drop the Headwoppas and the Stormboys and grab a SJD instead, but that feels like a bit of a gamble in regards to damage output and maneuverability.
The low model count worries me a bit however, as i feel like i miss a lot of OC in there. Any ideas what to swap in and out of the army?
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