Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2023/07/10 21:32:12
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Smokin' Skorcha Driver
|
ccs wrote: flaming tadpole wrote:anyone try the grot tanks yet? was thinking an 8 man unit with all skorchas would be a pretty solid overwatch piece and super fun.
Yes, they form the basis of my Grot army.
I only have 1/4 armed with either a Big Shoota or Scorcha. I built them like this last edition so that if a unit did find itself in CC it still had some sort of shooting option. They also served to absorb the MWs a KMB shot would cause on a hit roll of 1.
3 out of every 4 tanks have either a KMB or Rokkit. Tank #4 is carries a Big shoota/scorcha.
While I own all the Grot Tanks I need to field 3 full squadrons? In practice I've found full units of 8 to be a bit unwieldy to maneuver about most boards. And of course pts must be spent on other stuff....
Scorchas are OK, & they certainly shine on overwatch since they skip the rolling to hit step. But I much prefer to avoid CC by wiping out targets via massed KMB/Rokkit fire 1st. And I often find myself fighting Knights, tanks, large Tyranids, etc that aren't too concerned about Scorcha damage. Eating a good volley of KMB/Rokkit fire however....
Noice, ya was getting ready to order some grot tanks to start a proper grot army, I could see a full squadron being a bit rough to move with especially with the terrain increase but was hopeful it could work out.
Forceride wrote:Is it me or melee is really weak this edition, most of the damage i have, either fumbles or get shot out of the table. honestly a tad frustrated with the current loss streak... live and learn i guess, will try the other bugies to collect the -1Hit maybe it helps, plus spam trucks.
I've played a good amount of games thus far and have mostly come to the conclusion that if you want to build an army around actually hitting hard you need ghaz for makari's lethal buff. When I was running some math a 10 man nob squad w/ warboss getting lethal's + 1cp exploding 5's would average 50 pk wounds and one shot a lychguard squad getting a 4++/5+++ along with one of the characters. They would also one shot any knight. With that in my mind I have a game later this week and am planning on running 3x10 nobs w/ ghaz
Our main strength is just msu spam to play the mission atm unfortunately though because custodes exist and just say no to any possible hard hitting list we can play. They honestly piss me off more than any other army. GW like "hey let's make a melee army that gatekeeps any other melee focused army from existing."
|
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 09:49:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Maniacal Gibbering Madboy
|
flaming tadpole wrote:I've played a good amount of games thus far and have mostly come to the conclusion that if you want to build an army around actually hitting hard you need ghaz for makari's lethal buff. When I was running some math a 10 man nob squad w/ warboss getting lethal's + 1cp exploding 5's would average 50 pk wounds and one shot a lychguard squad getting a 4++/5+++ along with one of the characters. They would also one shot any knight. With that in my mind I have a game later this week and am planning on running 3x10 nobs w/ ghaz
Our main strength is just msu spam to play the mission atm unfortunately though because custodes exist and just say no to any possible hard hitting list we can play. They honestly piss me off more than any other army. GW like "hey let's make a melee army that gatekeeps any other melee focused army from existing."
Not sure that's viable, since that's a single battle round, then you need like perfect positioning to take advantage. And 420pts for Ghaz+wagon? All for for 1 turn? sure it will be effective but still, is the 420pt's worth it? I will have to cut a lot of stuff just to squeeze him in. Honestly not sure he is a panacea since he locks a lot of points and he also ain't that difficult to kill (throw MW and he is dead)... Don't get me wrong i know he is killy but he either footslogs or he needs point commitment's to go somewhere, at 420... i would just bring a gargantuan squig with those points, a better profile and lot more wounds.
|
This message was edited 3 times. Last update was at 2023/07/11 10:13:58
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 10:25:27
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
As others have started to understand, our winning lists, plays the game, not the krumping game, sadly.
I have absolutely no idea why Mega Nobz kill saws only get 2 attacks, given they still hit on 4s. But thats the sad reality of having free war gear. The different wargear choices just cant compete with one another, some things are just outright better than others. So to differentiate between powerklaws and saws, i guess GW kinda forgot that Mega Nobz is a melee unit, so having stock 2 attacks is a joke
|
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 11:48:33
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Maniacal Gibbering Madboy
|
Beardedragon wrote:As others have started to understand, our winning lists, plays the game, not the krumping game, sadly.
I have absolutely no idea why Mega Nobz kill saws only get 2 attacks, given they still hit on 4s. But thats the sad reality of having free war gear. The different wargear choices just cant compete with one another, some things are just outright better than others. So to differentiate between powerklaws and saws, i guess GW kinda forgot that Mega Nobz is a melee unit, so having stock 2 attacks is a joke
Feels that way, and makes sense with all the trucks, weak melee and being shot out of the table, you just bring bodies and play missions, but that's boring too.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 16:32:25
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Smokin' Skorcha Driver
|
Forceride wrote: flaming tadpole wrote:I've played a good amount of games thus far and have mostly come to the conclusion that if you want to build an army around actually hitting hard you need ghaz for makari's lethal buff. When I was running some math a 10 man nob squad w/ warboss getting lethal's + 1cp exploding 5's would average 50 pk wounds and one shot a lychguard squad getting a 4++/5+++ along with one of the characters. They would also one shot any knight. With that in my mind I have a game later this week and am planning on running 3x10 nobs w/ ghaz
Our main strength is just msu spam to play the mission atm unfortunately though because custodes exist and just say no to any possible hard hitting list we can play. They honestly piss me off more than any other army. GW like "hey let's make a melee army that gatekeeps any other melee focused army from existing."
Not sure that's viable, since that's a single battle round, then you need like perfect positioning to take advantage. And 420pts for Ghaz+wagon? All for for 1 turn? sure it will be effective but still, is the 420pt's worth it? I will have to cut a lot of stuff just to squeeze him in. Honestly not sure he is a panacea since he locks a lot of points and he also ain't that difficult to kill (throw MW and he is dead)... Don't get me wrong i know he is killy but he either footslogs or he needs point commitment's to go somewhere, at 420... i would just bring a gargantuan squig with those points, a better profile and lot more wounds.
Well never said it was a good list, just a hard hitting one.
For what it’s worth I just ran it last night and tabled my opponent turn 2, but it took some positioning errors on their end. I don’t run ghaz in bw just footslog with manz, it’s easy enough to jump from cover to cover with how prevalent it is though a bw is probably fine too.
|
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 18:13:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Maniacal Gibbering Madboy
|
flaming tadpole wrote:Forceride wrote: flaming tadpole wrote:I've played a good amount of games thus far and have mostly come to the conclusion that if you want to build an army around actually hitting hard you need ghaz for makari's lethal buff. When I was running some math a 10 man nob squad w/ warboss getting lethal's + 1cp exploding 5's would average 50 pk wounds and one shot a lychguard squad getting a 4++/5+++ along with one of the characters. They would also one shot any knight. With that in my mind I have a game later this week and am planning on running 3x10 nobs w/ ghaz
Our main strength is just msu spam to play the mission atm unfortunately though because custodes exist and just say no to any possible hard hitting list we can play. They honestly piss me off more than any other army. GW like "hey let's make a melee army that gatekeeps any other melee focused army from existing."
Not sure that's viable, since that's a single battle round, then you need like perfect positioning to take advantage. And 420pts for Ghaz+wagon? All for for 1 turn? sure it will be effective but still, is the 420pt's worth it? I will have to cut a lot of stuff just to squeeze him in. Honestly not sure he is a panacea since he locks a lot of points and he also ain't that difficult to kill (throw MW and he is dead)... Don't get me wrong i know he is killy but he either footslogs or he needs point commitment's to go somewhere, at 420... i would just bring a gargantuan squig with those points, a better profile and lot more wounds.
Well never said it was a good list, just a hard hitting one.
For what it’s worth I just ran it last night and tabled my opponent turn 2, but it took some positioning errors on their end. I don’t run ghaz in bw just footslog with manz, it’s easy enough to jump from cover to cover with how prevalent it is though a bw is probably fine too.
Nice, congrats on the win!
I know your trying to help but it's just frustation mostly speaking. Anyway Ork never loses it only has another go at it.
I will see what this list i am going to try gives. Hopefully i can do something this time. There will be a Paladin and a Stormsurge next saturday  .
By the way metamonday Orks are 39%, need to check the orther site for stats: https://40kmetamonday.wordpress.com/2023/07/10/7-10-23/
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 20:08:45
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
I'd take those numbers with a grain of salt. The meta is super warped right now, so the 55-45% corridor for balanced armies doesn't really apply. Second there are definitely some sleepers in there which are currently held in check by GSC/Eldar mortal wound spam which might be running rampant otherwise (looking at custodes).
Despite their emergency fixes edition 10.1 is very much a nuclear wasteland in regards for balance, so looking at win percentages only really works for the worst offenders and biggest losers.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 20:31:52
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Fixture of Dakka
|
Forceride wrote:
Is it me or melee is really weak this edition, most of the damage i have, either fumbles or get shot out of the table. honestly a tad frustrated with the current loss streak... live and learn i guess, will try the other bugies to collect the -1Hit maybe it helps, plus spam trucks.
I don't think its just an Orc thing. Very few melee weapons feel like they wound reliably and have enough AP to put out consistent damage.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 22:06:40
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Rampagin' Boarboy
|
Regarding the 39%, I'm pretty sure we were over 50% last week, and we were basically untouched by nerfs. I'd suggest this is probably down to people trying out experimental lists while the meta is still up in the air, and people just bringing different factions to tournies rather than down to us having a shoddy book.
I'm taking every win% for us with a huge pinch of salt until the dust settles.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 22:17:45
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Battlewagon Driver with Charged Engine
|
Afrodactyl wrote:Regarding the 39%, I'm pretty sure we were over 50% last week, and we were basically untouched by nerfs. I'd suggest this is probably down to people trying out experimental lists while the meta is still up in the air, and people just bringing different factions to tournies rather than down to us having a shoddy book.
I'm taking every win% for us with a huge pinch of salt until the dust settles.
Speaking of, I wonder what the new books will contain. If i had to guess more detachments, the stratagems seem to be detachment related, same with enhancments. We have at least one new unit coming. With a KMB or something similar.
Hopefully there will be a shooting detachment, maybe a mobility one?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 22:49:21
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
Edit: Started writing and apparently it turned out to be a rant. Sigh. Maybe i have just played againt thousand sons too much, i dont know. I feel like im getting a bit irritated by playing orks these days. Is it really ONLY by playing the missions we can win properly? Im playing against thousand sons, somewhat often, and barring winning one time, i lose the majority of our fights. Yes i know they auto delete units by removing my ability to take saves, but many of my own units cant even dent their terminators, if the waaagh turn is over (even when its not over only nobz or mega nobz can do anything.. yikes, and with their devastating wounds, auto wounds, sustained hits, i just look at my army and thinks: Where the hell is all my juice supposed to come from?) What i notice often is that we just hit like wet noodles due to the reduction on AP on our heavy hitter melee weapons, and +1 to hit auras being less common now, as its no longer an aura. Want 3x boys to get +1 to hit? Gotta pay for 3 more warbosses, rather than a single one. And while i get that is relevant for all factions, i just feel like it hurts us a lot more, because we never had great defence to begin with, only offence. So with the reduction to our offence capabilities, i just dont feel like.. we hit hard enough. Like, look at kill saw mega nobz. 2 attacks? What a joke. Squigs suddenly hitting on 4s too, why is that a thing? We need to kill what we engage in combat, because if we dont, we die. We dont survive 2 rounds of combat, even with our added defences. And thats without even adressing their terminators with mini transhuman. All in all, with everything from the stupid new overwatch rules that happens just because im moving, to the stupid new charge rules, to the waaagh only lasting 1 turn and everything we have in melee going down in AP.. i just feel like my army hits like a wet noodle when ever the waaagh turn is over. It feels like a boring playstyle to only be winning with like 5 or so trukks, just playing the mission, tying up enemies to block and score the missions. Sure we should play the mission, but i get disheartened to see my units be so bad in the field they were supposed to shine. Why does a terminator still get a 4+ save against a powerklaw? That MY defense has gone up doesnt change anything if the enemys defence is also going up due to my AP going down. Because orks arent going to win a battle of attrition. Not unless they really play the mission game that is. The only thing ive seen doing well against thousand sons is really a gargantuan squiggoth with -1 to wound because even if im not allowed to take any saves because of their stupid powers, they are still wound it on 6s. The scaling up on vehicles and monsters while leaving things like beast snagga boys behind i just dont understand. Yea sure we can reroll hit rolls against vehicles/monsters, but why the hell is that even relevant when i have strength 6 on a charge? If they are meant to attack vehicles and monsters, at least give them lethal hits or auto wounds on a +4 or +5. It seems like they cant perform their own role (of being lorewise monster hunters) UNLESS an actual beastboss runs with them who would benefit from these things. I still prefer beast snagga boys over boys though, as they are more tanky and the better strength means they can actually wound space marines on 3s outside the waaagh. But i really dont like that they dont even do well against vehicles. Squig hogs having less AP also means most vehicles still save on 4s, when we too, wound them only on 4s, and the squig jaws hitting only on 4s and NOT getting anti vehicle/Monster keyword means they often just do nothing against the units they most want to charge, which is exactly monsters and vehicles. They are more tanky, but also more expensive. And this game has, despite its trademark of being less lethal, added abilities that allows certain armies to just auto delete some units. So even if they are more tanky and more expensive, odds are some armies will just auto delete those squighogs anyway. So bringing squighogs seem like a gamble. 3 squighogs are not going to kill a dreadnought, im not even sure they would kill a rhino, but 6 would, but also cost a lot more. But i will have to use them more in groups of 6. But so far, using groups of 3 did not impress me, damage wise. It feels like using 3 mega nobz with kill saws. Sure you can take some damage and deal some, but you are not going to wipe any squads with it. So the squad loadout here also becomes a problem. Take 3 squighogs and wipe no units, or take 6 squighogs and probably over kill the unit. If i could actually take maybe 4 or 5 it would be good, but now im either paying for too many, or too few. Couldnt they just leave some of our designated hard hitters with actual decent AP on their weapons? like the squighogs and powerklaws and power snappas? Why did they have to go and do the dedicated melee weapons dirty like that. Its all we have. And why do we pay so much but get so little compared to so many others. Yea sure the damn trukks are cheap but look at a deff dread compared to a vortex beast. we pay 5 points more, for what? The vortex beast is everything the deff dread wished it was. This entire 10th edition is just a big fething mess with its rules and balancing and cost of units being all over the place. Rant over, im going to bed. You dont have to even respond to this, i just wanted to get off my chest that i feel like orks are too bad at melee. We could have kept all our previous melee power from 9th edition and with the rules circulating in 10th edition, we still wouldnt be a top tier faction.
|
This message was edited 15 times. Last update was at 2023/07/11 23:30:41
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 23:27:05
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
cody.d. wrote:Speaking of, I wonder what the new books will contain. If i had to guess more detachments, the stratagems seem to be detachment related, same with enhancments. We have at least one new unit coming. With a KMB or something similar.
The rumor mill picture shows a shokka rifle, the gun on the SJD. It's literally a 100% match, so the people of reddit have speculated it to be a miniature that would accompany the sequel of the Brutal Kunnin novel, as the protagonist wields exactly that gun he ripped off his totaled buggy.
Which wouldn't be too bad, considering how bad moons are lacking a named character ever since Nazdreg tellyported across the galaxy to pick a fight with Farsight. Automatically Appended Next Post: cody.d. wrote:Hopefully there will be a shooting detachment, maybe a mobility one?
It's probably a safe bet to assume a "totally not <Clan>" detachment for every clan (just like Waaagh! Tribe clearly is goff), plus some fancy extra stuff that's either too strong or useless.
|
This message was edited 1 time. Last update was at 2023/07/11 23:30:20
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/11 23:44:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Battlewagon Driver with Charged Engine
|
Jidmah wrote:cody.d. wrote:Speaking of, I wonder what the new books will contain. If i had to guess more detachments, the stratagems seem to be detachment related, same with enhancments. We have at least one new unit coming. With a KMB or something similar.
The rumor mill picture shows a shokka rifle, the gun on the SJD. It's literally a 100% match, so the people of reddit have speculated it to be a miniature that would accompany the sequel of the Brutal Kunnin novel, as the protagonist wields exactly that gun he ripped off his totaled buggy.
Which wouldn't be too bad, considering how bad moons are lacking a named character ever since Nazdreg tellyported across the galaxy to pick a fight with Farsight.
Automatically Appended Next Post:
cody.d. wrote:Hopefully there will be a shooting detachment, maybe a mobility one?
It's probably a safe bet to assume a "totally not <Clan>" detachment for every clan (just like Waaagh! Tribe clearly is goff), plus some fancy extra stuff that's either too strong or useless.
Actually that makes me think of something that's been bugging me. At this point in regards to releases what can GW do for many armies? Release stuff that fills gaps in tactical choices, well eventually that's going to run out. Releas stuff that's cool and fluffy, well that could lead to overlap or just, pointless choices.
I'm kinda hoping it's a meganob dakka unit, 3 meganobz or megameks with the Shokka rifle would be an interesting choice as a good quality, durable shooting unit. Kinda like the gravis heavy bolter marines but orky.
One of the few places I reckon we are coming up short is in super heavy infantry, we have meganobz but they're sorta lacking atm. Like, stacking them up against a terminator and it's a little frustrating how many stats they have better than us.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 03:45:07
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Smokin' Skorcha Driver
|
@Beardedragon Sorry to hear that mate, I've been there before. Back in 5th I gave up on them completely once I started having to face grey knights all the time and that's when I started my dark eldar army which I had a blast with. Idk if you already have another army, but sometimes I think it can be good to take a break and just play casually or try other factions when your feeling frustrated with your main army.
I also don't really go hard on tailoring my list for mission play since I don't plan on going to any tourney this year and everything could change by next year when our dex comes out so I have fun just trying out wacky combinations that usually revolve around trying to hit hard so if I lose or get stomped it's at least on my terms so it's still fun.
|
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 06:11:00
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Regular Dakkanaut
|
cody.d. wrote: Jidmah wrote:cody.d. wrote:Speaking of, I wonder what the new books will contain. If i had to guess more detachments, the stratagems seem to be detachment related, same with enhancments. We have at least one new unit coming. With a KMB or something similar.
The rumor mill picture shows a shokka rifle, the gun on the SJD. It's literally a 100% match, so the people of reddit have speculated it to be a miniature that would accompany the sequel of the Brutal Kunnin novel, as the protagonist wields exactly that gun he ripped off his totaled buggy.
Which wouldn't be too bad, considering how bad moons are lacking a named character ever since Nazdreg tellyported across the galaxy to pick a fight with Farsight.
Automatically Appended Next Post:
cody.d. wrote:Hopefully there will be a shooting detachment, maybe a mobility one?
It's probably a safe bet to assume a "totally not <Clan>" detachment for every clan (just like Waaagh! Tribe clearly is goff), plus some fancy extra stuff that's either too strong or useless.
Actually that makes me think of something that's been bugging me. At this point in regards to releases what can GW do for many armies? Release stuff that fills gaps in tactical choices, well eventually that's going to run out. Releas stuff that's cool and fluffy, well that could lead to overlap or just, pointless choices.
I'm kinda hoping it's a meganob dakka unit, 3 meganobz or megameks with the Shokka rifle would be an interesting choice as a good quality, durable shooting unit. Kinda like the gravis heavy bolter marines but orky.
One of the few places I reckon we are coming up short is in super heavy infantry, we have meganobz but they're sorta lacking atm. Like, stacking them up against a terminator and it's a little frustrating how many stats they have better than us.
Problem with meganobs is 3fold.
-One is the number of attacks they have. Their marine counter either hits on 3+ or has more attacks.
- Second is their leaders abilities. Both MANmek and Megaboss have 2 abilities each, one being useful the other almost useless. MANmek resurrecting one model, great! However with the unit hitting onn4+ with few attacaks, MANs are not a real threat. Rerolling ones on the shooting, only helps himself as MAN shooting is basically none. Regarding Megaboss, +1 to hit is nice but then comes one of the flaws of Ork abilites that is them being tied to waagh. It is basically a one off during the battle that in the megaboss case you may not be able to even use as he will be hit last (4+ fnp during waagh).
- last, meganosbs themselves again have a 1time.ability that will not help much given their low number of attacks. Compare it with the -1 to wound during all the match that some other similar units get (lych, termos,etc). If at least was tied to charging rather than waagh it could add up during the battle.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 08:06:52
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Rampagin' Boarboy
|
I feel like MANz would be usable if Krumpin' Time worked on the charge, and either they got an extra melee attack with all their weapons or they hit on 3s innately.
Currently they're just a bit underwhelming as far as damage goes.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 11:37:06
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
I’m not a huge fan of Squighog boys without nob on squig. He seems to really push thier damage potential as a unit With or without the killchoppa. So while not ideal I still think 3 Squighog riders and nob on squig is effective.
Manz issues is mostly lack of number of atks. They just feel like they need to do more for the points. However ghaz does help unfortunately again it’s a lot of points and they don’t all fit in a battlewagon. So the only way that unit feels decent is in a cheap trukk with 5manz ghaz and makari. Unfortunately this is likely not intended and bound to be removed, but 20 manz str10 pk atks with lethal hits, devastating wounds, and +1 to hit and +1 wound AND 7x ghaz str14 ap-3 atks is brutal.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 12:46:22
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
gungo wrote:I’m not a huge fan of Squighog boys without nob on squig. He seems to really push thier damage potential as a unit With or without the killchoppa. So while not ideal I still think 3 Squighog riders and nob on squig is effective. Manz issues is mostly lack of number of atks. They just feel like they need to do more for the points. However ghaz does help unfortunately again it’s a lot of points and they don’t all fit in a battlewagon. So the only way that unit feels decent is in a cheap trukk with 5manz ghaz and makari. Unfortunately this is likely not intended and bound to be removed, but 20 manz str10 pk atks with lethal hits, devastating wounds, and +1 to hit and +1 wound AND 7x ghaz str14 ap-3 atks is brutal. Maybe you are right. I always think that 3 plain squighogs dont kill anything at all, while 6 tend to over kill unless you are attacking something massive and beefy like.. a knight or maybe magnus. So maybe the sweet number is 3 squighogs with a nob, for a versatile little hard hitting unit. But if you pay for 6 hogs and a nob, thats 220 points for the squighogs, and 95 if the nob has a killchoppa, 75 if he dont. Essentially its 300 points in one unit, thats always risky to do, given this game has given certain factions an auto delete button, like Oath of moment or thousand sons just going: You cant take saves, at all. I think i will invest in running squighogs in units of 3 with a nob and see how that goes.
|
This message was edited 3 times. Last update was at 2023/07/12 12:53:22
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 16:03:33
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
Good thing is 185pts for 3riders and nob on squig isn’t horrible for points.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 16:19:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
cody.d. wrote:I'm kinda hoping it's a meganob dakka unit, 3 meganobz or megameks with the Shokka rifle would be an interesting choice as a good quality, durable shooting unit. Kinda like the gravis heavy bolter marines but orky.
We kind of have that already
If points go down a bit, they might even become awesome.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 16:46:12
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
gungo wrote:Good thing is 185pts for 3riders and nob on squig isn’t horrible for points.
Its still more than what i would have wanted, but i guess i cant get through my head that squighogs are so much more expensive now.
But compared to what else we can get then yea, its not the worst.
|
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 17:44:22
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Smokin' Skorcha Driver
|
List of the dude that placed 3rd at 34 player GT: mad lad brought 12 killa kans! dude definitely said screw playing the mission and just went for max krumpin and it worked out.
|
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 18:17:18
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
|
This message was edited 1 time. Last update was at 2023/07/12 18:17:46
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 18:43:59
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
Did he put ghaz and 5 meganobs in trukk?
It’s the only viable way to play ghaz and meganobs in my opinion. This list won’t last but it’s the main reason they are effective in this list. Enjoy it while you can….
Because it looks like he went all speed racer with warboss and nobs with the extra movement enhancement.
|
This message was edited 3 times. Last update was at 2023/07/12 18:51:52
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 18:57:46
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
So I’ve been getting out all the old armies to work out new totals, I’ve got about 1700 points of Orks in the new edition it seems.
Deciding what to do from that point. Obviously I have enough here for a 1000 and 1500 point list without having to buy anything.
Do you think there’s decent enough stuff here to make into lists of those sizes, or is it just all the wrong stuff these days. Not been played since 6th or 7th roughly.
Primarily would be playing smaller 1k games I think. But not sure what would be just picks, and what could be left out and never really used.
Warboss (70 points)
pain boy (80 points)
Nob Banna (70 points)
10 Nobs (230 points)
40 Boyz (340 points)
10 Burnaz (130 points)
15 Lootas (165 points)
10 Stormboyz (130 points)
3 Trukks (150 points)
1 Battlewagon (185 points)
3 DeffKoptas (115 points)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 19:10:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
gungo wrote:Did he put ghaz and 5 meganobs in trukk? It’s the only viable way to play ghaz and meganobs in my opinion. This list won’t last but it’s the main reason they are effective in this list. Enjoy it while you can…. Because it looks like he went all speed racer with warboss and nobs with the extra movement enhancement. I dont think so. Given "Ere we go" stratagem, ive found ghaz with meganobz to be more than viable footslogging.
|
This message was edited 1 time. Last update was at 2023/07/12 19:11:10
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 20:45:00
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
Beardedragon wrote:gungo wrote:Did he put ghaz and 5 meganobs in trukk?
It’s the only viable way to play ghaz and meganobs in my opinion. This list won’t last but it’s the main reason they are effective in this list. Enjoy it while you can….
Because it looks like he went all speed racer with warboss and nobs with the extra movement enhancement.
I dont think so. Given "Ere we go" stratagem, ive found ghaz with meganobz to be more than viable footslogging.
I mean what else do you put in the trukk? Nobs are just as fast on foot and there really isn’t a reason for a unit if beastsnaggas to get transported.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 20:45:15
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Smokin' Skorcha Driver
|
Pretty sure the nobz were in the trukk. Ghaz/manz is actually totally viable with how much cover this edition has. I’ve run it a few times now, first turn just adv and hop them to the next ruin , turn two ere we go and they’ll have a fairly easy charge on something unless the opponent is camping in their deployment.
|
This message was edited 1 time. Last update was at 2023/07/12 20:45:53
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 20:56:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Longtime Dakkanaut
|
gungo wrote:Beardedragon wrote:gungo wrote:Did he put ghaz and 5 meganobs in trukk? It’s the only viable way to play ghaz and meganobs in my opinion. This list won’t last but it’s the main reason they are effective in this list. Enjoy it while you can…. Because it looks like he went all speed racer with warboss and nobs with the extra movement enhancement. I dont think so. Given "Ere we go" stratagem, ive found ghaz with meganobz to be more than viable footslogging.
I mean what else do you put in the trukk? Nobs are just as fast on foot and there really isn’t a reason for a unit if beastsnaggas to get transported. What do you mean? You protect the Nobz in the Trukk so that it has to be destroyed before they are being killed off. Furthermore you add +3 to their movement when they jump out of the trukk because you can land 3 inches from the trukk before running. So jumping out of a trukk with follow me ladz would give them an 11 inch movement without even advancing, leaving Ghaz and the Mega Nobz to get "Ere We go". Im fairly confident he didnt have Ghaz in the trukk as only an amateur TO would ever accept that Ghaz could go in to a trukk with mega nobz and only take 1 spot each. That or a TO who wants to put emphasis on this mistake by letting it happen. Which most wouldnt. in my lists running 4 trukks i keep beast snaggas in them (well there are Nobz in the last trukk but still). It seems perfectly fine to do so, again you add 3 inches to their movement and the enemy has to go through rather tough trukks just to destroy my otherwise easy to destroy Snagga boys.
|
This message was edited 6 times. Last update was at 2023/07/12 21:23:49
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2023/07/12 22:56:07
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Footsloging Ghazzy with MANs and Nobz in Trukk with Warboss makes sence. Beardragon and Flaming Tadpole seems to be right IMHO.
It makes sence, it works and I don' t believe someone tolerates the Trukkhole.
Another notes:
- MANz are in PK+KS setting. Pretty unusual. But it gives you the option to choose the weapon profile depending on target.
- his shooting platform are the Killa Kans with rokkits. The only 4+ rokkits we have except grot (mega)tanks boosted by Ignore cover ability of the Kans. All in the package with solid CC Kan Klaw W5 3+/6++ for 50p. The man actually spent 600p just in Kans!
|
This message was edited 3 times. Last update was at 2023/07/12 23:06:06
|
|
 |
 |
|