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![[Post New]](/s/i/i.gif) 2023/07/21 18:21:17
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Strangely Beautiful Daemonette of Slaanesh
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does anyone see any other good units in the Legends ?
I've got plenty of Skorchas, Traks, and Buggies... just not sure if they are really worth it?
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![[Post New]](/s/i/i.gif) 2023/07/21 21:27:35
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Legends… who cares? You can homebrew the rules as we do all the time and you don ´t need GW….
Automatically Appended Next Post:
What I ´ m sad about is that in legends, there are one of the greatest ork models ever made. Such a shame, shame, shame! Cheer up and drink a beer for:
Kill Krusha
Chinork Warkopta
Supa Kannon
Lifta Droppa
And the whole Kustom Stompa set makeing from the walking flowerpot a great warmachine.
Spetial mention and sign of respect to Tauros Assault Vehicle. Well, it is IG but they are our brothers in mud and it is a great model. And you can convert it to a great buggy.
Cheers!
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This message was edited 4 times. Last update was at 2023/07/21 21:35:34
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![[Post New]](/s/i/i.gif) 2023/07/21 21:41:54
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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Had a game versus custodes last night. Ended up calling it bottom of 4 cause it was 81-22 and plot twist...I was actually the one with 81. Orks did surprisingly well just body blocking him off objectives all game. I did get first turn though which helped a lot in beating him to the objectives. My kill tally for the game was a single custodian and a squad of 4 prosecutors.
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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) 2023/07/22 04:17:22
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fixture of Dakka
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Tomsug wrote:Legends… who cares? You can homebrew the rules as we do all the time and you don ´t need GW….
You do know that this can be said of any GW rule....
I really only have 4 complaints concerning Ork Legends:
1) Where's my Red Gobbo on Bouncer??
2) Where's the rules for the Goff Rokka???
3) Big Gunz....
A) BS6. WTF?
B) really, only 1-2 per unit??
4) other things also being reduced to 1-2 per unit - buggies, skorchas, etc.
The Chinork not being an Aircraft is interesting though!
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![[Post New]](/s/i/i.gif) 2023/07/22 04:50:04
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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flaming tadpole wrote:Had a game versus custodes last night. Ended up calling it bottom of 4 cause it was 81-22 and plot twist...I was actually the one with 81. Orks did surprisingly well just body blocking him off objectives all game. I did get first turn though which helped a lot in beating him to the objectives. My kill tally for the game was a single custodian and a squad of 4 prosecutors.
Congrats on the crushing win (in VP if not in body count, haha)! I think this really drives home how our tactics seem to boil down to. Pin down or get the early lead far enough in the game to win by points, and not in terms of trading/outkilling the opponent.
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![[Post New]](/s/i/i.gif) 2023/07/22 06:28:52
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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New CI out
https://www.goonhammer.com/competitive-innovations-in-10th-showdowns-and-supermajors/
Denver 40K Fight Club July Open - Michael Mann – Orks – 2nd Place
Ok, this was the kind of the list I was speaking about on the early beginning. Spam of trukks and characters - the most effective and krumping units. Ignoring “you give up 2 secondaries” story.
3xBestboss+ Beastsnaggas kombo, Flashgitz kompo, Warboss+Nobz kombo, Mozrog and relic Beastboss and squigosaur.
And 2 squads of grots and one Stormboyz “for secondaries”. All of this of 5 Trukk Taxi.
If you want to make a pressure and score with cheap units, this is the way IMHO.
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This message was edited 2 times. Last update was at 2023/07/22 06:33:24
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![[Post New]](/s/i/i.gif) 2023/07/22 08:09:05
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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Afrodactyl wrote:Still, that shokk rifle rumour engine could be Nazdregs Kustom Blasta X
Not really - it's literally the same shokk rifle as on the SJD, a 100% match. Every single vent, cable and button is in the same place, which would be pretty odd for an ork weapon unless it's literally the same gun. Which is precisely the case for the protagonist from novel, as he tore the gun from his own wrecked SJD.
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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) 2023/07/22 08:20:48
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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flaming tadpole wrote:Had a game versus custodes last night. Ended up calling it bottom of 4 cause it was 81-22 and plot twist...I was actually the one with 81. Orks did surprisingly well just body blocking him off objectives all game. I did get first turn though which helped a lot in beating him to the objectives. My kill tally for the game was a single custodian and a squad of 4 prosecutors. I had my first game against custodies last thursday and i lost. I got turn 2, and that really fethed me up because im really bad at figuring out where to put myself against a melee army, when im not turn 1. Anyway it wasnt a big thrashing, but i did lose in the end. Too much fight first, and free stratagems, coupled with the stupid charge rules, i had no proper way of fighting against his units that clumped up. We sadly played on a stage where all the objectives in the no mans land, except the middle one, and then we added objectives ourselves, which meant we had a lot of objectives on the board, that i couldnt really block him out from. it also seemed like every single tactical objective i got seemed to not be in line with where i was and what i wanted to do, where as my opponent got tactical missions that constantly were in line with what he was doing. But i feel like i could have won the game. Not easily but i could have. I just messed up my positioning in my very first turn.
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This message was edited 1 time. Last update was at 2023/07/22 08:49:19
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) 2023/07/22 08:27:47
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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Tomsug wrote:New CI out https://www.goonhammer.com/competitive-innovations-in-10th-showdowns-and-supermajors/ Denver 40K Fight Club July Open - Michael Mann – Orks – 2nd Place Ok, this was the kind of the list I was speaking about on the early beginning. Spam of trukks and characters - the most effective and krumping units. Ignoring “you give up 2 secondaries” story. 3xBestboss+ Beastsnaggas kombo, Flashgitz kompo, Warboss+Nobz kombo, Mozrog and relic Beastboss and squigosaur. And 2 squads of grots and one Stormboyz “for secondaries”. All of this of 5 Trukk Taxi. If you want to make a pressure and score with cheap units, this is the way IMHO. List looks super solid, still hate it. If I now go out and bloat my collection to 3+2 beastbosses and 6 trukks, I know for sure what's going to sit on the shelf for the next decade. In any case, I've been toying around with a bunch of melee focused lists for a change, though not many surprises here: + Warboss+Weirdboy in a boyz mob with 'ere we go has been super good for me. In almost all cases the weird boy did not target a character, but instead took a big chunk out of a vehicle or monster which then was finished off by klaws and the ladz. I'm shocked myself how efficient that was. + Kommadoz are great, but shootas and burnas are just a waste of a good choppa. Some one else already mentioned it, but having them score VP is always a better option than having them fight - they struggle to kill anything more durable than 5 marines. + "Free rokkits everywhere" actually helped with the vehicle problem. One or two rokkits getting through per turn amounts to quite a lot of damage over the course of a game. o With infantry based lists, whenever I do not call the Waaagh! in T1 I get my teef kicked in. Not too happy about this as it severely limits my options. o Lootas are terrible. Two spannas with KMB and rerolls surprisingly are not. Not sure what to make of the unit, but if you ever run them, just treat the deff guns as ablative wounds and shoot stuff on objectives with 6 KMB shots. - Thrakka doesn't work without a transport. It's not that he is bad or anything, but he attracts big things to fight him, and neither MANz nor he himself have the killing power to win. No matter what you do, for Thrakka and MANz, 'ard as nails is always the superior choice over unbriddled carnage, as the later never makes you win a fight you wouldn't have won anyways. - Zodgrods+20 gretchin looks awesome on paper, but really don't have any staying power whatsoever. While cute when going first, any time I went second they were just evaporated by blasts and standard weaponry. -1 to wound is not sufficient to save a T2 units without notable armor save. - After initially having great success with the damage output of rokkit kanz, my opponents have caught on and are now obliterating them first thing. They stand no chance whatsoever against any high damage weapons, and are easy kills for mission objectives. - I have yet to find a way to deal with Deathwing Knights.
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This message was edited 3 times. Last update was at 2023/07/22 08:33:44
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) 2023/07/22 08:54:06
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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I have found Thrakka to do really well. I sit him behind some wall somewhat close to the middle, then i "Ere we go him" and his 5 mega Nobz on my Waagh turn. He has done me good things in all my matches ive been in and ive never needed a transport since he can run through walls. 5 inch move +2 + advance +2 alone amounts to an average of like 13 move/advance, and then +2 to the charge. Most things arent even capable of shooting him when hes deployed as you deploy him behind a wall, and you should be very safe when you make the first movement behind another wall. So im not sure why a transport should be necessary. Im taking him to my next small local tournament. His lethal hits aura is also pretty good if you already intend to throw out like 30 beast snagga boys near him. He also provide something this ork codex doesnt have a lot of (surprisingly) and thats a melee unit that can actively destroy anything in melee combat. Mega Nobz dont have a lot of attacks, Nobz cant get kill saws so if you run in to something toughness 13, hell or even toughness 14, at least on the waaagh, ghaz will wound that model on 2s as long as his bodyguards are alive. So i feel like Ghaz is a good all rounder as a: I use this model to trash what ever you have i cant other wise deal with".
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This message was edited 1 time. Last update was at 2023/07/22 08:57:30
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) 2023/07/22 09:01:49
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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Huh, I got to try that. During my Waaagh! turn 'ere we go was reserved for the boyz using da jump. Maybe the two units just can't be in one list.
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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) 2023/07/22 09:12:47
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Jidmah, how does your list looks like aproximately today?
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![[Post New]](/s/i/i.gif) 2023/07/22 09:50:02
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:Huh, I got to try that. During my Waaagh! turn 'ere we go was reserved for the boyz using da jump. Maybe the two units just can't be in one list. Yea, its for that reason alone i havent tried 20 boys with a weirdboy yet, because atm im using Ghaz. I also am not using Snikrom with kommandos, because i cant relocate them and expect to make that charge, when my ere' we go" goes to Ghaz. So using ghaz its pretty mandatory to use ere' we go" on him, which of course exclude the usage on another unit. Although honestly maybe you could go for 20 boys still, just without a warboss. As you could ere we go the boys and teleport them in turn 1 to do a turn 1 block and charge with them. I wouldnt take the warboss though as you havent called a waaagh, so he wouldnt get his 9 powerklaw attacks. But then you would bring the 20 boys specifically for teleporting in turn 1, because its going to suck if you wait till round 2 as ere we go is reserved for ghaz. Automatically Appended Next Post: The list i will being to the local tournament looks like this: I did really well with the gargantuan squiggoth last time, so ill bring it once again. Im unsure if its over kill to then have Ghaz as well but i'll see what happens. Ive really grown to love the flash gitz though. 50 attacks on a waaagh + 7 from Badrukk? thats insane. Good shooting, really good melee, they arent really bad at anything. If these dudes charge in with "Unbridled carnage" near Ghaz lethal hits aura, then you have a total of 57 attacks getting sustained hits and lethal hits on 5s. thats mental. On top of their impressive shooting. But of course shooting one target and charging another is difficult as you arent allowed to advance, you would also be forced to shoot a target that isnt the closest eligible target (most likely) because thats the target you wanna charge. So you do lose 10 shots. So all in all dont rely on the melee, but also dont disregard it. They are really good all rounders.
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This message was edited 4 times. Last update was at 2023/07/22 09:56:53
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) 2023/07/22 10:15:54
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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Tomsug wrote:Jidmah, how does your list looks like aproximately today?
Somewhere between failed work and in progress, I guess? I lack the mek guns to replace my kanz and lootaz, and planes just don't cut it. Maybe koptas or scrapjets?
Probably going to toy with speedwaaagh or dreadmob now. If there is something I can't complain about, it's the variety the ork index has.
The last iteration before I abandoned it was something like this:
Automatically Appended Next Post:
Beardedragon wrote:I wouldnt take the warboss though as you havent called a waaagh, so he wouldnt get his 9 powerklaw attacks.
Actually, I've taken the warboss precisely for the turns when they don't have the Waaagh!. The +1 to hit and his attacks combined with the nob and the weird boy have proven over and over again to be just as much punch as you need to plow through most targets without outside help. Waagh! turns are for murdering vehicles or monsters.
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This message was edited 4 times. Last update was at 2023/07/22 10:28:22
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) 2023/07/22 11:01:59
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Well in that case maybe 20 boys with a weirdboy and a warboss is still a pretty good idea with Ghaz? Turn 1,Ere we go the boys teleport in and block/destroy Turn 2, Ere we go Ghaz I know what you mean about failed lists and all. I still havent found a list where i can safely say that i like it. Its work in progress, and its work in progress for me to learn how to position myself when im against another melee army, and i DONT get turn 1. I always move up too far and end up being charged like an idiot. Its easy enough when im turn 1 though.
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This message was edited 1 time. Last update was at 2023/07/22 11:03:22
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) 2023/07/22 14:38:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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I agree zodgrod grunts die quickly but I don’t take them for staying power I take them to either grab an objective turn 1 or move block a unit. They are slightly better than normal Gretchin, but you rarely see him in competitive lists because super grunts don’t last long. Zodgrod does have a decent melee atk though.
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![[Post New]](/s/i/i.gif) 2023/07/22 15:51:39
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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Is Zogrod's unit T5 in melee? Core rules say use the highest toughness; the special rule on the card says they are T2 against ranged attacks.
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![[Post New]](/s/i/i.gif) 2023/07/22 18:39:43
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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Yea. Unless GW errataes grots are tough buggers in melee
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/07/22 19:48:04
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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tneva82 wrote:Yea. Unless GW errataes grots are tough buggers in melee
Yeah, and with zogrod they get -1 to wound; so run them into that 10 man desolator squad 0 they can get there T1 if you waaargh,maybe - and they'll be wounding you on 6's!
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![[Post New]](/s/i/i.gif) 2023/07/22 19:52:27
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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Haha if marine player is silly enough to let them so unscreened he deserves the pain of that
Would be amusing to see marine player note he needs 6's to wound unit of grots.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/07/22 19:57:54
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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Grimskul wrote: flaming tadpole wrote:Had a game versus custodes last night. Ended up calling it bottom of 4 cause it was 81-22 and plot twist...I was actually the one with 81. Orks did surprisingly well just body blocking him off objectives all game. I did get first turn though which helped a lot in beating him to the objectives. My kill tally for the game was a single custodian and a squad of 4 prosecutors.
Congrats on the crushing win (in VP if not in body count, haha)! I think this really drives home how our tactics seem to boil down to. Pin down or get the early lead far enough in the game to win by points, and not in terms of trading/outkilling the opponent.
thanks mate, ya I was surprised how well it did. It does help that they aren't very good at getting rid of trukks and their shooting as a whole is laughably bad against orks so I really didn't have to worry much about utilizing cover at all times and focus on move blocking.
Beardedragon wrote: flaming tadpole wrote:Had a game versus custodes last night. Ended up calling it bottom of 4 cause it was 81-22 and plot twist...I was actually the one with 81. Orks did surprisingly well just body blocking him off objectives all game. I did get first turn though which helped a lot in beating him to the objectives. My kill tally for the game was a single custodian and a squad of 4 prosecutors.
I had my first game against custodies last thursday and i lost. I got turn 2, and that really fethed me up because im really bad at figuring out where to put myself against a melee army, when im not turn 1.
Anyway it wasnt a big thrashing, but i did lose in the end. Too much fight first, and free stratagems, coupled with the stupid charge rules, i had no proper way of fighting against his units that clumped up. We sadly played on a stage where all the objectives in the no mans land, except the middle one, and then we added objectives ourselves, which meant we had a lot of objectives on the board, that i couldnt really block him out from.
it also seemed like every single tactical objective i got seemed to not be in line with where i was and what i wanted to do, where as my opponent got tactical missions that constantly were in line with what he was doing.
But i feel like i could have won the game. Not easily but i could have. I just messed up my positioning in my very first turn.
Ya going first I think just straight up probably boosts your chances of winning by at least 20% against them. I made a big misplay at the beginning by charging in my super grots with zodgrod turn 1. I convinced myself that I'd have to make an outplay early on to have a shot and saw an opportunity to charge one of his blocks in a way that only half his squad could fight back and essentially all but guarantee pinning them for a turn. I unfortunately rolled really high and was forced to base most of his squad and the whole unit was wiped. Luckily he also made some mistakes like reserving a good portion of his army which allowed me to screen the entirety of the board by turn 2 so he could only come in at a small pocket by his back objective. It isn't a super thrilling matchup cause it feels like the only way we can play is to screen. The game was basically custodes charge sacrificial screen -> kills screen -> consolidates into next screen ->next screen falls back 1.1" -> rinse/repeat. Really the only way to do any damage to them in combat is 2cp fight on death which is just kinda frustrating.
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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) 2023/07/23 12:02:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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Just played a game yesterday, brought a lot shooting. High points for flash gitz and mekguns.
I used the mekguns with 2kustom canon and 1 tractor + big mek with shock and + mek = 3bs with re-rols to 1, the result is brutal. But at 255, i probably would only bring a pair. Tractor can be relevant or not, so i bring 1. In this case with 2 tau they were throwing mortal's left and right and eating crisis suits for d6+1 MW.
I am also cooling off mozrod, he is a decent distraction carnifex, but he just does not connect damage besides the mortals and with out the MW his paltry -1 AP bounces of everything he want's to attack. I am considering the regular one with dev enhancement. On top of that he has more utility with re-rolls for charges and heroic with 1cp giving him 6threat range on opponent's turn.
I am going to try big G, i seen people here have great success with him, maybe i was too fast on him.. i will apply what i read here. Also going for beast snaggas and teams of 5 nobz with boss + cavalry.
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![[Post New]](/s/i/i.gif) 2023/07/23 14:15:26
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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PaddyMick wrote:tneva82 wrote:Yea. Unless GW errataes grots are tough buggers in melee Yeah, and with zogrod they get -1 to wound; so run them into that 10 man desolator squad 0 they can get there T1 if you waaargh,maybe - and they'll be wounding you on 6's! Yes, that's exactly what I did when I went first. An it's quite effective to be honest. Not desolators though, they have a good chance to just overwatch the gretchin off the table. +80 shots from blast do hurt. The issue is, when you don't go first, they just die and you have absolutely nothing to show for all those points. No objective, no movement block, no distraction and they have definitely not drawn any amount of meaningful firepower before they die.
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This message was edited 1 time. Last update was at 2023/07/23 14:16:48
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) 2023/07/23 20:46:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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Does zog +squad of 11 in a trukk work, for the same points? the trukk can be used by another squad if you get 1st turn, protects them if you go 2nd; not as many bodies to move block but they still survive a combat with non-combat marines.
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![[Post New]](/s/i/i.gif) 2023/07/23 20:58:47
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Went to a small local tournament today and got 2nd place. I didnt really fight any top armies except Chaos space marines (in fact i guess admech and death guard are trash tier?). I had not fought any of the factions before though. List below: Battle 1 vs admech, victory to the orks. Not much to say, he got first turn, didnt kill a whole lot, moved up a bit too far and ghaz moved out without waaagh but with ere we go and krumped a few things. Waagh next turn, and he got dumped on. Flash Gitz did gods work shooting left right and center while chopping down with 57 attacks some dudes on wheels that shot hard. Gargantuan squiggoth never died. Ghaz died rather embarassingly by a character that had an anti infantry +2 devastating wound flame thrower which absolutely melted Ghaz in overwatch which.. i didnt know so fair enough. But he had still done gods work by being a magnet for attacks and rust stalkers to charge at him. Battle 2, vs Death guard, victory to the orks. I was not sure how death guard had changed from 9th to 10th but i was hoping their shooting was gak, so i deployed my gargantuan squiggoth dead center out in the open so it had a straight running line to the enemy. I got turn 1, moved up, and sat still. 1 trukk died and a few models here and there, nothing that meant anything. Turn 2 waaagh was on, Squiggoth ran in and didnt die during the entire game, and it was over by, maybe turn 3. Ghaz failed a 5 inch charge turn 2, so rather than krumping anything he was instead attacked, and tanked 10 plague marines with some characters on, and in return destroyed them. So same as game 2, Ghaz acts as a magnet the moment he runs out of his hiding space behind a wall, which is fine. Battle 3 vs Chaos space marines, victory to Chaos space marines, and i got absolutely fethed up by them. Didnt know what to expect and i had no idea it was a shooting army to this degree, so the bugger convinced me that it was nigh impossible to shoot that gargantuan squiggoth off the board, which made me place the gargantuan squiggoth on a straight line to his army. Well the obliterators alone did 20 wounds to it, so it died turn 1, exploding in my own backline causing havoc, with no CP for careen (which i cant remember if we can use or not on a non vehicle). I dont think he lied to me i just think his math skills were off. I suck at listening to an army and what they can do, i need to see it. So now i know, they will shred a gargantuan squiggoth turn 1, even with -1 to wound. I ended up getting 27 points during that game. Also like a forge fiend did like 27 mortal wounds to my flash gitz. What is wrong with this game lol Anyway, i still ended up with 2nd place so thats fine. Craziest thing was makari that ended up tanking literally 26 hits from a unit made up by 1 wound and i believe, 3 wound daemons. 26 fething hits and not a single 1 to kill him. That was godlike to watch. New local tournament coming up next sunday and im unsure if i should field the same army. I kinda wanna throw down a stompa and see what happens.
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This message was edited 7 times. Last update was at 2023/07/23 21:05:04
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) 2023/07/24 03:09:25
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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Beardedragon wrote:Went to a small local tournament today and got 2nd place. I didnt really fight any top armies except Chaos space marines (in fact i guess admech and death guard are trash tier?). I had not fought any of the factions before though.
List below:
Battle 1 vs admech, victory to the orks. Not much to say, he got first turn, didnt kill a whole lot, moved up a bit too far and ghaz moved out without waaagh but with ere we go and krumped a few things. Waagh next turn, and he got dumped on. Flash Gitz did gods work shooting left right and center while chopping down with 57 attacks some dudes on wheels that shot hard. Gargantuan squiggoth never died. Ghaz died rather embarassingly by a character that had an anti infantry +2 devastating wound flame thrower which absolutely melted Ghaz in overwatch which.. i didnt know so fair enough. But he had still done gods work by being a magnet for attacks and rust stalkers to charge at him.
Battle 2, vs Death guard, victory to the orks. I was not sure how death guard had changed from 9th to 10th but i was hoping their shooting was gak, so i deployed my gargantuan squiggoth dead center out in the open so it had a straight running line to the enemy. I got turn 1, moved up, and sat still. 1 trukk died and a few models here and there, nothing that meant anything. Turn 2 waaagh was on, Squiggoth ran in and didnt die during the entire game, and it was over by, maybe turn 3. Ghaz failed a 5 inch charge turn 2, so rather than krumping anything he was instead attacked, and tanked 10 plague marines with some characters on, and in return destroyed them. So same as game 2, Ghaz acts as a magnet the moment he runs out of his hiding space behind a wall, which is fine.
Battle 3 vs Chaos space marines, victory to Chaos space marines, and i got absolutely fethed up by them.
Didnt know what to expect and i had no idea it was a shooting army to this degree, so the bugger convinced me that it was nigh impossible to shoot that gargantuan squiggoth off the board, which made me place the gargantuan squiggoth on a straight line to his army. Well the obliterators alone did 20 wounds to it, so it died turn 1, exploding in my own backline causing havoc, with no CP for careen (which i cant remember if we can use or not on a non vehicle). I dont think he lied to me i just think his math skills were off. I suck at listening to an army and what they can do, i need to see it. So now i know, they will shred a gargantuan squiggoth turn 1, even with -1 to wound. I ended up getting 27 points during that game.
Also like a forge fiend did like 27 mortal wounds to my flash gitz. What is wrong with this game lol
Anyway, i still ended up with 2nd place so thats fine. Craziest thing was makari that ended up tanking literally 26 hits from a unit made up by 1 wound and i believe, 3 wound daemons. 26 fething hits and not a single 1 to kill him. That was godlike to watch.
New local tournament coming up next sunday and im unsure if i should field the same army. I kinda wanna throw down a stompa and see what happens.
Congrats man! my last game with makari the lucky git also ended up tanking like 20 some odd multi damage wounds. We really do just need to believe that he's lucky and it will come true!
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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) 2023/07/24 09:53:11
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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PaddyMick wrote:Does zog +squad of 11 in a trukk work, for the same points? the trukk can be used by another squad if you get 1st turn, protects them if you go 2nd; not as many bodies to move block but they still survive a combat with non-combat marines.
Too many points for 10 gretchin in my book, at that point just get a trukk full of beastsnaggas and add stormboyz or kommadoz.
I feel like suparunts are a fun unit that works well for less competitive and narrative games, but not something that works well against optimized lists. And that's a perfectly fine place for a unit to be IMO.
It's a shame that da red gobbo is just legends though. Free grenades on a gretchin unit for 40 points is pretty dope.
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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) 2023/07/24 11:49:58
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Shadowy Grot Kommittee Memba
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Got in a full game yesterday, decided to trade out some of my usual scoring bodies for more killing power to see how that would go.
My opponent was playing CSM. He had:
-Master of Posession leading 10 possessed
-Dark Commune leading maxed Accursed
-2 oblits
-2x5 rubrics, some with guns, some with flamers
-2x maulerfiends
-1x forgefiend
-1x prince with wings
-1x venomcrawler
-10x warp talons
-10x traitor guardsmen
-3x bikers with plasma
I brought:
-Mega-armor Warboss w/ follow me ladz+5 Manz with saws in a trukk
-Mozrog
-Zodgrod+20 grots
-Red Gobbo+20 grots (because I love that I can run 40 "badass grots" now)
-10x burnas in a trukk
-Boomdakka
-KBB
-Grot Megatank with rokkits
-Mek for the megatank
-Warboss+Painboy+20 Boyz in an 'ard case battlewagon
-KFF big mek+15 Lootas
Our mission had corner deployment and a central objective+2 no mans land objectives as well as a home field objective. I took bring it down+deploy homers. He took engage+bring it down. I deployed lootas up on top of a large ruin partially in my DZ and screened the bottom with Zodgrod's grots. I figured if I went first i could use them as a highly aggressive screen, and if he went first I could still at least use the scout move to bubble his melee guys out. Generally I deployed everything else with the idea of using a large ruin in his deployment zone as a thing to make his melee big guys' movement decision making more awkward as well as block LOS from the forgefiend.
I went first. scout+moved the supa grots up, maintaining a 12" gap from the flamer rubrics and from the possessed, got within range of the accursed cultists as I figured theyd be eating all my anti chaff firepower and probably mostly dying so a heroic intervene wouldnt be super useful. They did mostly die to the assorted big shootas, supa grot blastas, megatank shootas, boomdakka etc.
The lootas targeted the possessed since they were within 6" of my opponents home objective, while the rokkit meks had to shoot something else, they killed maybe 1 rubric or something. Between the lootas and the megatank rokkits I picked up 4 possessed. KBB tagged the venomcrawler as it was his only good target. I moved up the battlewagon to support the scrum in the middle and the BDSW and megatank went to grab 1 no mans objective while the burna and Manz trukks moved to the other.
On my opponent's turn, he moved the remaining couple models of the accursed cultists and the possessed to clear the grots. The possessed moved within range of the center objective, so I overwatched with the lootas, killed another 3, now with rokkits and rapid fire range. Everything that could shoot lootas, shot lootas from my opponent's list, and I used 'ard as nails to make that more difficult. ended up with the mek wounded but not killed by Precision psychic attacks, and 5 deffguns remaining. Between flamer rubrics and the remaining 3 possessed, Zodgrod's supa grots were down to 2 grots and the man himself, who would basically just run around the rest of the battle deploying the teleport homer. Absolute kings.
Round 2, I still hadnt gotten access to any of the big vehicles so I didnt waagh yet. Burna boyz trukk moved up to be an enticing target for a Maulerfiend, and I dismounted the boyz and moved up the battlewagon to try and get the daemon prince+second maulerfiend to come towards Mozrog and the warboss+klaw nob+painboy which i figured could put down some hurt on the waagh. The lootas cleared the remaining flamer rubrics, the tank shocking battlewagon did 6mw and plowed through the remaining possessed, and 1/3 of the boyz squad kind of mooshed into melee to kill the last couple accursed weirdos. Mozrog kills a venomcrawler.
My opponents turn, the maulerfiends finally moved in. One maulerfiend one-shot the battlewagon, and the other one failed to kill a trukk. The dice giveth. the forgefiend popped some strat and like 3x overkilled the KBB. The daemon prince rolled and then CP rerolled super low on a charge and didnt make it into the MANz trukk. the warp talons dropped in to grab the other objective, killed the BDSW.
My turn 3, we finally declare waaagh. Manz kill the daemon prince, burna boyz jump out of their trukk and advance+charge the traitor guardsmen, wiping them and stealing the home objective from my opponent. Mozrog bodies one maulerfiend and the trukks bodyblock another. The lootas, red gobbos grots with free grenades, and the megatank wipe out most of the warp talons. Seeing as I've got about 35pts at this point and my opponent has 10 and has lost most of his army, he concedes.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2023/07/24 18:49:40
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Trying to make the best Stompa list that i can for friendly games. But next to a stompa draining 800 points and 45 for a mek, im not sure what else to bring. Im looking at just having 2x grots as a minimum (as always) and then swarming the board with Boys and trukks
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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) 2023/07/24 19:04:57
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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Beardedragon wrote:Trying to make the best Stompa list that i can for friendly games. But next to a stompa draining 800 points and 45 for a mek, im not sure what else to bring. Im looking at just having 2x grots as a minimum (as always) and then swarming the board with Boys and trukks
I am also working on a stompa list, but one for tournaments. Reckon a big punchy unit to take out the biggest threat to the stompa might be needed, like 5 manz w/killsaws and boss in trukk (mozrog does same job cheaper but I'm not using any beast snaggas). Stompa to be reserved most games and he can take out another threat when he comes on. Reckon 3x5 stormboyz is a good shout too for doing stuff... and yeah you're right, trukks and boyz is probably best.
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