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Made in us
Rogue Grot Kannon Gunna






 Jidmah wrote:
I actually had to dig out my apocalypse book and look those up.


Even earlier, going back to the old FW books. Apocalypse had the 36" minimum move, the original aircraft rules had the come in during your opponent's turn and make a pass straight across the table, getting to stop and shoot at any point along the line if they survived AA fire (which only hit on 6s unless you had AA guns).

And of course, you get the whole "Hard to Hit" nonsense - removing that was one of the best changes of 10th.


Worst changes. GW never should have allowed non-AA guns to hit on anything but 6s, and even that is probably too charitable. Aircraft should be virtually impossible to shoot down unless you bring proper weapons.

Love the 40k universe but hate GW? https://www.onepagerules.com/ is your answer! 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Vineheart01 wrote:
Aircrafts used to work that way when facing was important for vehicles, they could only fire the direction their guns pointed.

Guess what happened? Some planes had a turret. Guess what planes were bonkers strong and spammed to high heavens?

Quite frankly i liked how planes worked in 9th. They were more positional-restrictive in how they moved and mostly were just slightly harder to hit gun platforms that sometimes dropped bombs. Yeah theres the giant base thing you cant technically stand on but cmon you cannot possibly get rid of that problem and not introduce some super gamey way to cheese it offensively. Its the nature of tabletop gaming that you cant sit on another model for obvious reasons.

I wouldnt be surprised if thats why they have to start off table again, to avoid the T1 area denial. They could have dodged that by saying planes must start touching the back of your deployment too so they could never possibly be a "wall that isnt actually a wall" for anti charge.
9th was imo the closest weve been to planes being generally good but not disgustingly so. The only outliner examples were THAT plane specifically and nothing to do with the plane rules themselves, and the planes we viewed as crap were just designed like crap, not related to the rules.


I agree. On the end of 9th it was ok. Max 3 planes was a good restriction. 9 jets dakka/waznoom/bomma list was absolutely ridiculous.
Bombimg was pretty useless mechanic. But as a weapon platforms the planes worked pretty well. The price was the issue (some of them too cheap).

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 ThePaintingOwl wrote:
 Jidmah wrote:
I actually had to dig out my apocalypse book and look those up.


Even earlier, going back to the old FW books. Apocalypse had the 36" minimum move, the original aircraft rules had the come in during your opponent's turn and make a pass straight across the table, getting to stop and shoot at any point along the line if they survived AA fire (which only hit on 6s unless you had AA guns).


I was talking about this book: https://wh40k.lexicanum.com/wiki/Apocalypse_(2007)
It's the only source of flier rules for 4th.

And of course, you get the whole "Hard to Hit" nonsense - removing that was one of the best changes of 10th.


Worst changes. GW never should have allowed non-AA guns to hit on anything but 6s, and even that is probably too charitable. Aircraft should be virtually impossible to shoot down unless you bring proper weapons.

We've had all that and it didn't work. Like at all. GW even deleted the marine anti-air tank without even bothering to legend it and no one cared, that's how well AA works at the scale of 40k.

Such rules were fine for apocalypse when you played on insanely large tables and gigantic armies, but at the regular 1000-2000 point scale the only rules for fliers that ever worked well across all fliers and factions were when they were treated no different from a wave serpent.

This message was edited 1 time. Last update was at 2023/08/08 07:13:08


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. 
   
Made in us
Fixture of Dakka




NE Ohio, USA

 Jidmah wrote:
 ThePaintingOwl wrote:
 LunarSol wrote:
I like the idea of aircraft doing strafing runs across the table, leaving and coming back, but GW hasn't figured out how to make that happen in a way that makes them worth taking.


They worked that way in 4th edition and it was fine.


I actually had to dig out my apocalypse book and look those up.

Actually, if you translated those to today's core rules the only major difference would be that there were no movement restrictions outside of minimum movement range and that you could bomb immediately after coming in from reserves. And of course, you get the whole "Hard to Hit" nonsense - removing that was one of the best changes of 10th.

I'm not sure bombing from reserves is a good idea for balance reasons, and but the movement would absolutely be.

Automatically Appended Next Post:
ccs wrote:
 LunarSol wrote:
I like the idea of aircraft doing strafing runs across the table, leaving and coming back, but GW hasn't figured out how to make that happen in a way that makes them worth taking.


Sure they have. When flyers (and drop pods) 1st came along from FW they had nice simple rules.
They entered on the opponents mv phase, from a board edge , facing some direction, and you traced a straight line across the board. This was the flight path. The plane could shoot from any point along the path. BUT, before the dice were rolled, the enemy got a chance to shoot at the plane (some restrictions & penalties applied). If it was shot down or damaged, then no strafing/bombing. If it survived, then fire away. The plane then flew off board & might return next round.
It was simple & worked & sadly devolved to what we have today. :(


What's the point of even bringing a model when it never touches the table? Those are great rules for scenarios where you don't want to have an actual squadron of bombers for mission rules, but terrible rules for a model.


The model still had to be placed on the table. Because ranges were measured to & from it. (From its base iirc). Also because, like now, you couldn't place one model on top of another. So positioning mattered.
So, drop pods landed at the end of their movement & were active, if stationary, units & their cargo had to deploy.

As to the point of why even bring a model? Its a minis game, not a board game. The whole point of the exercise, good rules or bad rules, is to play with all our cool toys....
   
Made in us
Rogue Grot Kannon Gunna






 Jidmah wrote:
It's the only source of flier rules for 4th.


And, as I mentioned the FW books before Apocalypse.

Such rules were fine for apocalypse when you played on insanely large tables, but at the regular 1000-2000 point scale the only rules for fliers that ever worked well across all fliers and factions were when they were treated no different from a wave serpent.


Those rules, like the 10th edition rules, sucked. Maybe they were fine from some e-sport balance point of view but they were terrible if you cared about fluff. Aircraft should act like aircraft, not tanks on a taller base.

Love the 40k universe but hate GW? https://www.onepagerules.com/ is your answer! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






ccs wrote:
The model still had to be placed on the table. Because ranges were measured to & from it. (From its base iirc). Also because, like now, you couldn't place one model on top of another. So positioning mattered.

[snip]

As to the point of why even bring a model? Its a minis game, not a board game. The whole point of the exercise, good rules or bad rules, is to play with all our cool toys....


Ah, then maybe I didn't understand you right. I'm fine with the plane being on the table (like in the middle of a bombing/strafing run) and then be a different place doing another run next turn, simulating flying over the battlefield, leaving and returning each turn.

My point was that just think that any rules that could be virtually replaced by a pair of dice is a dealbreaker for me. There was a legendary mission in the Thrakka books where a Speedwaaagh! would randomly cross the battlefield and murder everything in it's path. Fun idea, but just represented by two dice. Not having the models there was extremely immersion breaking.

When I organized the the same mission for a campaign I had actual Speedwaaagh! models so instead of dice there was a buggy with three warbikers literally driving on the board and shooting/charging stuff following a certain ruleset. All 8 player's feedback was that it was way more fun than the dice solution, despite being more clunky and that it had to be managed on top of 9th edition's bloat.
Automatically Appended Next Post:
 ThePaintingOwl wrote:
 Jidmah wrote:
It's the only source of flier rules for 4th.


And, as I mentioned the FW books before Apocalypse.

Such rules were fine for apocalypse when you played on insanely large tables, but at the regular 1000-2000 point scale the only rules for fliers that ever worked well across all fliers and factions were when they were treated no different from a wave serpent.


Those rules, like the 10th edition rules, sucked. Maybe they were fine from some e-sport balance point of view but they were terrible if you cared about fluff. Aircraft should act like aircraft, not tanks on a taller base.


Unconstructive criticism and Irrational hate of the current edition is not welcome here. Warhammer40k today is not a simulation, but a game, and therefore should prioritize fun and functionality over replicating a subjective illusion realism. Please take your opinions to the general forum where you will find many like-minded people.

This message was edited 3 times. Last update was at 2023/08/08 07:36:38


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. 
   
Made in us
Rogue Grot Kannon Gunna






 Jidmah wrote:
Unconstructive criticism and Irrational hate of the current edition is not welcome here. Warhammer40k today is not a simulation, but a game, and therefore should prioritize fun and functionality over replicating a subjective illusion realism. Please take your opinions to the general forum where you will find many like-minded people.


Nor is unconstructive and irrational defense of the current edition. You don't get to decide what discussion happens here or what opinions can be stated and if you don't like it YOU can leave.

This message was edited 1 time. Last update was at 2023/08/08 07:59:33


Love the 40k universe but hate GW? https://www.onepagerules.com/ is your answer! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 ThePaintingOwl wrote:
 Jidmah wrote:
Unconstructive criticism and Irrational hate of the current edition is not welcome here. Warhammer40k today is not a simulation, but a game, and therefore should prioritize fun and functionality over replicating a subjective illusion realism. Please take your opinions to the general forum where you will find many like-minded people.


Nor is unconstructive and irrational defense of the current edition. You don't get to decide what discussion happens here or what opinions can be stated and if you don't like it YOU can leave.


Yes, I do. Check the first post. If you are not willing to follow the rules, get out.

This message was edited 1 time. Last update was at 2023/08/08 08:10:05


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. 
   
Made in us
Rogue Grot Kannon Gunna






 Jidmah wrote:
Yes, I do. Check the first post. If you are not willing to follow the rules, get out.


You are not a moderator and your opinions are just that: your personal opinions.

And preferring lore-accurate rules over your favorite way of handling a unit is not "irrational hate". It's entirely rational and well-explained dislike of a mechanic. You are free to disagree with me but you don't get to dictate which opinions are permitted on a public discussion forum.

Love the 40k universe but hate GW? https://www.onepagerules.com/ is your answer! 
   
Made in gb
[MOD]
Villanous Scum







This is a 10th edition tactics thread, it is for discussing 10th edition tactics. End of story. If you dont want to post about 10th edition tactics and instead want to complain about the edition then take it to general discussion or do not post.

On parle toujours mal quand on n'a rien à dire. 
   
Made in us
Longtime Dakkanaut




Well that was a fun exchange… anyway make aircraft hover again, -1 to hit, and only able to be hit by flyers or range weapons with 48in or greater range. They should probably have towering keyword too since terrain wouldn’t really help them or their opponents. Regarding aircraft ork tactics there isn’t any great use for them currently maybe wazbom is mildly usable. I also don’t like the 2 unit limit I rather it be 3 like most other units but I can live with 2 limit. I mean ork tactics are fairly stagnant right now until changes to the top 3-4 codexs where orks are in a good place to be decent afterwards and then we get a codex in the spring.

This message was edited 2 times. Last update was at 2023/08/08 15:20:35


 
   
Made in ca
Gargantuan Gargant






gungo wrote:
Well that was a fun exchange… anyway make aircraft hover again, -1 to hit, and only able to be hit by flyers or range weapons with 48in or greater range. They should probably have towering keyword too since terrain wouldn’t really help them or their opponents.


Would we want them to be assaultable still by units with the FLY keyword or only specific Aircraft like Heldrakes/Harpies? I think GW has thankfully toned it down a bit handing FLY out like candy to everything but not sure if they should be threatened by units with jump packs.
   
Made in us
Longtime Dakkanaut




Fly isn’t that powerful anymore either so sure let those flyboys assault them.. they aren’t usually your strongest assault unit anyway plus I’m cool with -1 to hit also vs melee.
   
Made in us
Fixture of Dakka





ccs wrote:
 LunarSol wrote:
I like the idea of aircraft doing strafing runs across the table, leaving and coming back, but GW hasn't figured out how to make that happen in a way that makes them worth taking.


Sure they have. When flyers (and drop pods) 1st came along from FW they had nice simple rules.
They entered on the opponents mv phase, from a board edge , facing some direction, and you traced a straight line across the board. This was the flight path. The plane could shoot from any point along the path. BUT, before the dice were rolled, the enemy got a chance to shoot at the plane (some restrictions & penalties applied). If it was shot down or damaged, then no strafing/bombing. If it survived, then fire away. The plane then flew off board & might return next round.
It was simple & worked & sadly devolved to what we have today. :(


Yeah, one of the neat aspects of iterative design is the way fixes to problems can create problems that might need to be fixed by going back to old ideas. The problems now are a result of responding to years of problems, most of which honestly come down to table space for the flight base. I can definitely see a back to basics approach working out. Personally, I think its one of those problems where someone on the dev team needs to sit down and list every design goal for the models from scratch.
   
Made in pt
Maniacal Gibbering Madboy





Hey, woot? ... did i miss a scrap? You guys never invite for a good krumping.. anway, just wanted to add to anyone out there that after breaking my lose streak i came around at ideal number for meganobz as being 3. Bring both claw and saw with boss in mega armor, killed flyrant last game and payed themselves, boss never needed to attack but +2 with crits made a number during waggh.

Not sure anyone using, but beast boss on foot is in my opinion, our best character hands down. Averages 6MW on charge against anything hight T and it's cheap. Also if the opponent is not high T, his body guards will make short work and are also cheap. Will link the current list that's wining me the games so far..

Spoiler:

++ Army Roster (Xenos - Orks) [1,995pts] ++

+ Configuration +


Battle Size: 2. Strike Force (2000 Point limit)

Detachment: Waaagh! Tribe

Show Legends

+ Character +


Beastboss [95pts]: Beast Snagga klaw, Beastchoppa, Kunnin’ But Brutal, Shoota

Beastboss [80pts]: Beast Snagga klaw, Beastchoppa, Shoota

Beastboss on Squigosaur [185pts]: Beastchoppa, Headwoppa’s Killchoppa, Slugga, Squigosaur’s jaws, Thump gun

Nob on Smasha Squig [75pts]: Big choppa, Slugga, Smasha squig jaws

Nob on Smasha Squig [75pts]: Big choppa, Slugga, Smasha squig jaws

Warboss [70pts]: Attack squig, Kombi-weapon, Power klaw, Twin slugga

Warboss [70pts]: Attack squig, Kombi-weapon, Power klaw, Twin slugga

Warboss in Mega Armour [110pts]: Big shoota, Supa-Cybork Body, Warlord, ’Uge choppa

+ Battleline +


Beast Snagga Boyz [105pts]

. 9x Beast Snagga Boyz: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power snappa, Slugga

Beast Snagga Boyz [105pts]

. 9x Beast Snagga Boyz: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power snappa, Slugga

Boyz [85pts]

. Boss Nob

. . Power klaw and slugga: Power klaw, Slugga
. 9x Boy w/ Slugga and choppa: 9x Choppa, 9x Slugga

+ Infantry +


Gretchin [45pts]

. 10x Gretchin: 10x Close combat weapon, 10x Grot blasta
. Runtherd: Grot-smacka, Slugga

Gretchin [45pts]

. 10x Gretchin: 10x Close combat weapon, 10x Grot blasta
. Runtherd: Grot-smacka, Slugga

Meganobz [100pts]

. 3x Meganob w/ Killsaw and power klaw: 3x Killsaw, 3x Power klaw

Nobz [115pts]

. Boss Nob

. . Slugga and power klaw: Power klaw, Slugga
. 4x Nob w/ Slugga and power klaw: 4x Power klaw, 4x Slugga

Nobz [115pts]

. Boss Nob

. . Slugga and power klaw: Power klaw, Slugga
. 4x Nob w/ Slugga and power klaw: 4x Power klaw, 4x Slugga

+ Mounted +


Squighog Boyz [110pts]: Bomb squig

. 3x Squighog Boy: 3x Saddlegit weapons, 3x Squighog jaws and saddlegits, 3x Stikka

Squighog Boyz [110pts]: Bomb squig

. 3x Squighog Boy: 3x Saddlegit weapons, 3x Squighog jaws and saddlegits, 3x Stikka

+ Dedicated Transport +


Trukk [50pts]: Big shoota, Spiked wheels, Wreckin' ball

Trukk [50pts]: Big shoota, Spiked wheels, Wreckin' ball

Trukk [50pts]: Big shoota, Spiked wheels, Wreckin' ball

Trukk [50pts]: Big shoota, Spiked wheels, Wreckin' ball

Trukk [50pts]: Big shoota, Spiked wheels, Wreckin' ball

Trukk [50pts]: Big shoota, Spiked wheels, Wreckin' ball

++ Total: [1,995pts] ++

Created with BattleScribe (https://battlescribe.net)

This message was edited 2 times. Last update was at 2023/08/08 17:30:49


 
   
Made in us
Been Around the Block




Thanks for all the replies about flyers! I suppose unfortunately they’ll have to sit on the shelf this edition, or at least until our codex and any potential fixes for them.

In other news, I have a game in a couple weeks against a friend who is running Marines. I don’t know the list yet, but I know his play style is to blast the opponent off the table first, and move on to objectives later, and we’re playing at 1500. He also typically skews heavier in to meta focused lists even though we don’t play hyper competitive formats or anything.

With that I have built a MSU focused list, but my problem is what to do with the last few points…

Spoiler:
DEM BEAKIES WOT FINK DEYRE HARD? WAAAGH (1430 Points)

Orks
Waaagh! Tribe
Strike Force (2000 Points)

CHARACTERS

Beastboss (80 Points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota

Kaptin Badrukk (95 Points)
• 1x Choppa
1x Da Rippa
1x Slugga

Nob on Smasha Squig (75 Points)
• 1x Big choppa
1x Slugga
1x Smasha squig jaws

Warboss (70 Points)
• Warlord
• 1x Big choppa
1x Kombi-weapon
1x Twin slugga

Wurrboy (60 Points)
• 1x Close combat weapon
1x Eyez of Mork

BATTLELINE

Beast Snagga Boyz (105 Points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 8x Choppa
1x Close combat weapon
8x Slugga
1x Thump gun

Beast Snagga Boyz (105 Points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 8x Choppa
1x Close combat weapon
8x Slugga
1x Thump gun

DEDICATED TRANSPORTS

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

OTHER DATASHEETS

Battlewagon (185 Points)
• 4x Big shoota
1x Deff rolla
1x Grabbin’ klaw
1x Killkannon
1x Lobba
1x Wreckin’ ball
1x ’Ard Case

Flash Gitz (190 Points)
• 1x Ammo Runt
• 1x Kaptin
• 1x Choppa
1x Snazzgun
• 9x Flash Git
• 9x Choppa
9x Snazzgun

Gretchin (45 Points)
• 1x Runtherd
• 1x Grot-smacka
1x Slugga
• 10x Gretchin
• 10x Close combat weapon
10x Grot blasta

Gretchin (45 Points)
• 1x Runtherd
• 1x Grot-smacka
1x Slugga
• 10x Gretchin
• 10x Close combat weapon
10x Grot blasta

Nobz (115 Points)
• 1x Ammo Runt
• 1x Boss Nob
• 1x Power klaw
1x Slugga
• 4x Nob
• 4x Power klaw
4x Slugga

Squighog Boyz (110 Points)
• 3x Squighog Boy
• 3x Saddlegit weapons
3x Squighog jaws and saddlegits
3x Stikka


My current thoughts are either Lootas for the backfield with Kunnin but Brutal on the beastboss, or a mek gun for the backfield with Follow me Ladz on the warboss. I suppose I could also drop a unit to slot something else in, but what do all you brainboyz think?
   
Made in pt
Maniacal Gibbering Madboy





Lootloader wrote:
Thanks for all the replies about flyers! I suppose unfortunately they’ll have to sit on the shelf this edition, or at least until our codex and any potential fixes for them.

In other news, I have a game in a couple weeks against a friend who is running Marines. I don’t know the list yet, but I know his play style is to blast the opponent off the table first, and move on to objectives later, and we’re playing at 1500. He also typically skews heavier in to meta focused lists even though we don’t play hyper competitive formats or anything.

With that I have built a MSU focused list, but my problem is what to do with the last few points…

Spoiler:
DEM BEAKIES WOT FINK DEYRE HARD? WAAAGH (1430 Points)

Orks
Waaagh! Tribe
Strike Force (2000 Points)

CHARACTERS

Beastboss (80 Points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota

Kaptin Badrukk (95 Points)
• 1x Choppa
1x Da Rippa
1x Slugga

Nob on Smasha Squig (75 Points)
• 1x Big choppa
1x Slugga
1x Smasha squig jaws

Warboss (70 Points)
• Warlord
• 1x Big choppa
1x Kombi-weapon
1x Twin slugga

Wurrboy (60 Points)
• 1x Close combat weapon
1x Eyez of Mork

BATTLELINE

Beast Snagga Boyz (105 Points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 8x Choppa
1x Close combat weapon
8x Slugga
1x Thump gun

Beast Snagga Boyz (105 Points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 8x Choppa
1x Close combat weapon
8x Slugga
1x Thump gun

DEDICATED TRANSPORTS

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

OTHER DATASHEETS

Battlewagon (185 Points)
• 4x Big shoota
1x Deff rolla
1x Grabbin’ klaw
1x Killkannon
1x Lobba
1x Wreckin’ ball
1x ’Ard Case

Flash Gitz (190 Points)
• 1x Ammo Runt
• 1x Kaptin
• 1x Choppa
1x Snazzgun
• 9x Flash Git
• 9x Choppa
9x Snazzgun

Gretchin (45 Points)
• 1x Runtherd
• 1x Grot-smacka
1x Slugga
• 10x Gretchin
• 10x Close combat weapon
10x Grot blasta

Gretchin (45 Points)
• 1x Runtherd
• 1x Grot-smacka
1x Slugga
• 10x Gretchin
• 10x Close combat weapon
10x Grot blasta

Nobz (115 Points)
• 1x Ammo Runt
• 1x Boss Nob
• 1x Power klaw
1x Slugga
• 4x Nob
• 4x Power klaw
4x Slugga

Squighog Boyz (110 Points)
• 3x Squighog Boy
• 3x Saddlegit weapons
3x Squighog jaws and saddlegits
3x Stikka


My current thoughts are either Lootas for the backfield with Kunnin but Brutal on the beastboss, or a mek gun for the backfield with Follow me Ladz on the warboss. I suppose I could also drop a unit to slot something else in, but what do all you brainboyz think?


If he likes to blast you, then you fight in the same ballpark as me, bring bodies and trucks is my best advice. I would cut the wagon and bring more truks and bodies. But my list is all melee, you might want to focus on other things like grot tanks or mek guns

Also lootas aren't worth it, if you want a gun platform bring a mek gun with a big mek with shock gun

This message was edited 1 time. Last update was at 2023/08/08 17:15:06


 
   
Made in us
Been Around the Block




Forceride wrote:


If he likes to blast you, then you fight in the same ballpark as me, bring bodies and trucks is my best advice. I would cut the wagon and bring more truks and bodies. But my list is all melee, you might want to focus on other things like grot tanks or mek guns

Also lootas aren't worth it, if you want a gun platform bring a mek gun with a big mek with shock gun


Unfortunately I only own the three trukks, and I just finished painting the battlewagon up beautifully, so that’s the ride for the Flash Gitz, since I can park it front and center, and I’m fairly certain that even with Oath of moment he won’t have the firepower to drop it in the first turn, because of what I expect to be his conservative deployment.

I’m not expecting great things from Lootas, that’s for certain, but if they kill two marines all game, that’s practically their points back there. Combined with a tall ruin for plunging fire I feel like they could kill two marines?

If I bring a mek gun, and have to find the points for the SAG big mek, what would you drop to make room for that?
   
Made in pt
Maniacal Gibbering Madboy





Lootloader wrote:
Forceride wrote:


If he likes to blast you, then you fight in the same ballpark as me, bring bodies and trucks is my best advice. I would cut the wagon and bring more truks and bodies. But my list is all melee, you might want to focus on other things like grot tanks or mek guns

Also lootas aren't worth it, if you want a gun platform bring a mek gun with a big mek with shock gun


Unfortunately I only own the three trukks, and I just finished painting the battlewagon up beautifully, so that’s the ride for the Flash Gitz, since I can park it front and center, and I’m fairly certain that even with Oath of moment he won’t have the firepower to drop it in the first turn, because of what I expect to be his conservative deployment.

I’m not expecting great things from Lootas, that’s for certain, but if they kill two marines all game, that’s practically their points back there. Combined with a tall ruin for plunging fire I feel like they could kill two marines?

If I bring a mek gun, and have to find the points for the SAG big mek, what would you drop to make room for that?


Mate, i seen a Stormsurge being brought down by marines plasma guns(that's a t11 22W S2 with Sv4++), combo of lethals+sustained with oath of moment hehe. Don't expect the wagon to last if he knows what he's doing, and that's not the worst combo i heard from marines.

On the lootas... maybe? if you point at objective point for re-rerolls and stand still on top, yeah maybe i can see.

Also unless unless your opponent has issues i would use proxies for the trucks. But i understand where you are coming from. You want try the new shinny wagon, nothing wrong with that.

Also you don't need to bring the SAG, but the extra re-rolls to 1 are really nice.

This message was edited 3 times. Last update was at 2023/08/08 17:43:25


 
   
Made in us
Regular Dakkanaut





I'm playing around with a 1k list with squighogs, grot tanks, mek guns and kommandoz (mostly due to the kommando box and assorted conversion fodder I have at hand). Right now I'm listing a beastboss on a squigosaur, a nob on a smasha squig and 6x hogboyz. I've got about 20 points left over (and could free up more if i drop one or both mek guns).

Is there a better way to distribute the hog points, such as 3x3 hogz with no nob, or skip the beastboss in favor of more hogs/nobs?
   
Made in ca
Gargantuan Gargant






Coh Magnussen wrote:
I'm playing around with a 1k list with squighogs, grot tanks, mek guns and kommandoz (mostly due to the kommando box and assorted conversion fodder I have at hand). Right now I'm listing a beastboss on a squigosaur, a nob on a smasha squig and 6x hogboyz. I've got about 20 points left over (and could free up more if i drop one or both mek guns).

Is there a better way to distribute the hog points, such as 3x3 hogz with no nob, or skip the beastboss in favor of more hogs/nobs?


I think the Squigboss is pretty useful and worth keeping in insuring you get rerolls on your charges for your Beastsnagga units given how he's likely to either be leading the charge or be behind your squighog boyz. He's also much tankier than the Squighogz and will force your opponent to over invest in delivering enough firepower to taking him out. With the 20 points I would suggest giving him the Killchoppa enhancement for the mortal wounds or if you have 25, to give the 2" extra movement enhancement to the Nob on Smasha squig leading the squighog boyz.

This message was edited 1 time. Last update was at 2023/08/09 04:07:56


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i think assaulting a Plane is generally pretty dumb as thematically nothing would be that suicidal to try and chase a hypersonic vessel at extreme altitudes.
That is, except Stormboyz. They'd try lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Vineheart01 wrote:
i think assaulting a Plane is generally pretty dumb as thematically nothing would be that suicidal to try and chase a hypersonic vessel at extreme altitudes.
That is, except Stormboyz. They'd try lol


They won't just try.

In the Space Marine game, there is one scene where a horde of stormboyz takes down an entire fleet of valkyries by jumping on them and chopping away at the engines and the cockpit while you as the protagonist have to shoot them off the planes close to you.

Spoiler:

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. 
   
Made in gb
Rampagin' Boarboy





United Kingdom

Jidmah wrote:
 Vineheart01 wrote:
i think assaulting a Plane is generally pretty dumb as thematically nothing would be that suicidal to try and chase a hypersonic vessel at extreme altitudes.
That is, except Stormboyz. They'd try lol


They won't just try.

In the Space Marine game, there is one scene where a horde of stormboyz takes down an entire fleet of valkyries by jumping on them and chopping away at the engines and the cockpit while you as the protagonist have to shoot them off the planes close to you.

Spoiler:


I loved that bit. Dead Orky.

The Tyranid fliers would also be suicidal enough to try to tackle jets.

Coh Magnussen wrote:I'm playing around with a 1k list with squighogs, grot tanks, mek guns and kommandoz (mostly due to the kommando box and assorted conversion fodder I have at hand). Right now I'm listing a beastboss on a squigosaur, a nob on a smasha squig and 6x hogboyz. I've got about 20 points left over (and could free up more if i drop one or both mek guns).

Is there a better way to distribute the hog points, such as 3x3 hogz with no nob, or skip the beastboss in favor of more hogs/nobs?


In a 1k point list I'd suggest that 6 hogs with a nob are probably overkill into anything except knights. Between the +1 to hit, sustained hits, +1 to wound on the charge, and anti vehicle they're going to trash most vehicles in a turn or two.

In my 2k list I'm taking 3x3 hogs, each with a nob, to maximise board control and maneuverability. Worst case scenario I'll just charge two units in.

I'd keep the Squigosaur, it's a really solid unit and is pretty oppressive at smaller points ranges.

What's your full list currently?
   
Made in us
Dakka Veteran





Has anyone else tried meganobz led by a Big Mek with Mega Armor? That ability to revive one mega nob every turn is amazing. Definitely most powerful unit on my table now. Five Meganobz + Big Mek=amazing

Though just for fun I had them go one on one against a Lemon Russ. The tank still won but barely.

"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Dekskull wrote:
Has anyone else tried meganobz led by a Big Mek with Mega Armor? That ability to revive one mega nob every turn is amazing. Definitely most powerful unit on my table now. Five Meganobz + Big Mek=amazing

Though just for fun I had them go one on one against a Lemon Russ. The tank still won but barely.


Big Mek is nice, but you don't really benefit from its shooting buff, and you lose out on the bonuses afforded by a Warboss or Ghaz.

The reviving one model a turn is pretty nice, but in practice they're still pretty easy to get wounds on so those revived models are only saving you from 1-2 shots per turn. In all honesty for durability we're probably better off getting stuck in as quick as we can and hitting as hard as we can to limit the amount of return fire, as opposed to trying to just tank the damage.
   
Made in us
Regular Dakkanaut





 Afrodactyl wrote:
Coh Magnussen wrote:I'm playing around with a 1k list with squighogs...

In a 1k point list I'd suggest that 6 hogs with a nob are probably overkill into anything except knights. Between the +1 to hit, sustained hits, +1 to wound on the charge, and anti vehicle they're going to trash most vehicles in a turn or two.

In my 2k list I'm taking 3x3 hogs, each with a nob, to maximise board control and maneuverability. Worst case scenario I'll just charge two units in.

I'd keep the Squigosaur, it's a really solid unit and is pretty oppressive at smaller points ranges.

What's your full list currently?

Da List:
Spoiler:

980 points
Bossy:
Beastboss on a Squigosaur - Headwhoppa's Killchoppa
Nob on a Smasha Squig - Kunnin' but Brutal
Boss Snikrot

Shooty:
4x grot tanks - all rokkits
Mek Gun : KMK
Mek Gun : KMK

Sneaky:
10x kommandos - PK, breacha, rokkit

Squiggy:
6x Squighog boyz


I've got 9 little dinosaurs to convert, was planning to use one for the boss too but upon further consideration he probably needs a bigger one so I have enough for 3x3 if that's better than 1x6+nob.

This message was edited 1 time. Last update was at 2023/08/09 13:16:05


 
   
Made in us
Been Around the Block




 Dekskull wrote:
Has anyone else tried meganobz led by a Big Mek with Mega Armor? That ability to revive one mega nob every turn is amazing. Definitely most powerful unit on my table now. Five Meganobz + Big Mek=amazing

Though just for fun I had them go one on one against a Lemon Russ. The tank still won but barely.


I’ve tried them twice, both times at 3 meganobz with PKs and Kustom Shootas, the big mek had the KFF and KMB. They just footsloged it up the table both times after their transport got popped. First game with them they wiped a full squad of terminators and the captain in one go, second time they brawled with a unit of the squat terminators and champ, also winning that fight.

Overall I like them a lot, especially for the WAAAGH round where you get devastating wounds. The Big Mek never got to revive any models in either game, but the 4++ and the grot oiler to repair wounds was actually the clutch part. In both games they were either full models with on wounded, or fully dead, but that was at 3 instead of 5, so I’d imagine at 5 you’d get to use the revive ability.
   
Made in gb
Rampagin' Boarboy





United Kingdom

Coh Magnussen wrote:

Da List:
Spoiler:

980 points
Bossy:
Beastboss on a Squigosaur - Headwhoppa's Killchoppa
Nob on a Smasha Squig - Kunnin' but Brutal
Boss Snikrot

Shooty:
4x grot tanks - all rokkits
Mek Gun : KMK
Mek Gun : KMK

Sneaky:
10x kommandos - PK, breacha, rokkit

Squiggy:
6x Squighog boyz


I've got 9 little dinosaurs to convert, was planning to use one for the boss too but upon further consideration he probably needs a bigger one so I have enough for 3x3 if that's better than 1x6+nob.


I run 3x3 because I want to run 3 Smasha Squigs, and with a Squigosaur, BW and a Squiggoth in my list board space is at a premium. 6+Nob can be very unweildy, depending on terrain, but it is very efficient for smacking things.

Personally my main gripe with your list is board control. If you dropped 3 Squighogs, you could squeeze in two small units of Stormboys to help nab objectives. You've already got a lot of fast moving punch from the Squigs, Kommandos and Grot Tanks, so you should now focus on being able to grab/contest the objectives once you've chased the opponent off of them. This way you don't have to have your big hitters stuck babysitting objectives and you can let them run amock.

Take my advice with a pinch of salt though, ultimately just take what works for you.
   
Made in us
Shadowy Grot Kommittee Memba






In y'alls experience are 3 squighogs and the buffed up nob (w/ 'eadwhoppas enhancement to make him even killier) enough to do the stuff on their own or do you absolutely need 6 hogs?

I ask because the Cawdor Ridge Walker kit comes with 4 models - so enough for 3 hogs and 1 nob once i turn them into grot lancers.

"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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