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2023/08/09 14:14:55
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Thanks, afrodactyl. I do like the idea of dropping some stormboyz in there, I only have one built but they're on my "to-do" list, and i've got some lovely stormgrotz stl files i'm going to get printed.
2023/08/09 14:40:35
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
the_scotsman wrote: 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.
I have experience with exactly this, 3 hogs and 1 npb.
3 Hogs on their own is, in my humble opinion, pretty bad. But they get buffed up a lot by the Nob who is also pretty good himself (and can get the kill choppa).
So no id say you dont need 6. I usually run exactly 3 with a nob and it works well.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/08/09 14:44:57
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Fantastic, TY. I've only ever used a handful of the beast snagga unit range in proxy form, and didnt consider them until looking at this Ridgewalker conversion project.
"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!"
2023/08/09 17:05:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
3 Hogs and a Nob is a pretty solid all rounder unit that can deal with large(ish) blocks of chaff and threaten vehicles.
Hogs alone are pretty lacklustre, the additional attacks from the Nob and the +1 to hit really make them great.
6 Hogs are pretty alright if you don't want to use the Nob, just through weight of attacks. 6 Hogs and a Nob is usually overkill into all but the heaviest targets, and can come with the aforementioned "traffic jam" issues. Same as running the all-buggy Speedwaaagh list from 9th.
3+1 is the sweet spot in my opinion. Give the Nob the Killchoppa if you're not using it elsewhere for even better results.
2023/08/09 22:35:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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:
Oh im fully aware. I remember that scene and going WHY CANT I DO THAT IN THE TABLETOP!?! Stormboyz are the one that makes sense to let me do that!
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/08/10 12:17:08
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Board Room Brawl 2023 - Scott de Wynter-Wilkie - 3rd / MA Big Mek with MANz in Trukk? and Deffkila Wartrike with 6 Warbikers + 3 x Hogs with Nobz. Once 6+HWKC, the rest 3+1. Flashgitz Bomb from reserve?
Generaly very fast list. Except grots everything moves 12+
Spoiler:
brawl 2023 (2000 points)
Orks
Strike Force (2000 points)
Waaagh! Tribe
CHARACTER
Big Mek in Mega Armour (100 points)
• 1x Grot Oiler
1x Kustom Force Field
1x Kustom mega-blasta
1x Power klaw
I dont know why anyone wouldnt run 3x10 grots minimum.
The warbikers+deffkilla really surprises me though. Why those guys?
"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!"
2023/08/10 12:39:47
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Oh, the single BS5+ melta shot lol. Yeah...I guess... the thing I hate about the Deffkilla honestly is the fact that it gives a +1 to hit buff in melee...so...it buffs 5 ork boyz and a nob instead of the unit's main focus of shooting, and the main useful shooting attack comign out of the deffkilla the burna jet isnt Assault so if you use the unit as like a blitz thing, you dont get to shoot with that.
Theyve got good OC though, I guess I was discounting the fact that you really do need units to get up and tangle on objectives in 10e.
I've just been using loads of kommandos for that task. Only OC1 but there is 10 of them, theyve got very solid defenses for Orks and their cheap cost, and theyve got a wide variety of weird gimmick weapons that makes them feel quite scary. Also - no overwatch! Screw all your 10 man all flamer units.
"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!"
2023/08/10 12:53:24
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
The warbikers+deffkilla really surprises me though. Why those guys?
I would turn it around and ask: I dont know why anyone would run more than 2? My go to is usually 2, but why have 3? If you have 2x grots, one on each objective you are close to guaranteed to get that extra CP. The rest of the objectives are bodied by other units like boys or snagga boys anyway so i dont see a usage for 3x grots
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/08/10 12:54:43
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Honestly across all the factions I've tried in 10e I've yet to lose with any where I've made the core focus of what I'm doing "a whole bunch of bodies that wanna go rumble on top of the objectives." I take stuff with plenty of killing power - but killing power paired with hefty durability and the desire to be up front and standing on those points.
Absolutely minimizing gak that needs to hang in the back, away from stuff, camping in your DZ and popping long range shots.
The warbikers+deffkilla really surprises me though. Why those guys?
I would turn it around and ask: I dont know why anyone would run more than 2? My go to is usually 2, but why have 3? If you have 2x grots, one on each objective you are close to guaranteed to get that extra CP. The rest of the objectives are bodied by other units like boys or snagga boys anyway so i dont see a usage for 3x grots
I mean Im me so I usually run 60 lmao, with Zodgrod and the Red Gobbo.
But speaking objectively/tactically the value of screening bodies is huge regardless of their ability to hold backfield points and give you 3cp on your turn. Zone out deep strikers, bodyblock major assault elements, gum up opponents movement, the value of nuisance units is massive and people seem to skimp on them very heavily.
This message was edited 1 time. Last update was at 2023/08/10 12:56:37
"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!"
2023/08/10 19:42:38
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
the_scotsman wrote: Honestly across all the factions I've tried in 10e I've yet to lose with any where I've made the core focus of what I'm doing "a whole bunch of bodies that wanna go rumble on top of the objectives." I take stuff with plenty of killing power - but killing power paired with hefty durability and the desire to be up front and standing on those points.
Absolutely minimizing gak that needs to hang in the back, away from stuff, camping in your DZ and popping long range shots.
The warbikers+deffkilla really surprises me though. Why those guys?
I would turn it around and ask: I dont know why anyone would run more than 2? My go to is usually 2, but why have 3? If you have 2x grots, one on each objective you are close to guaranteed to get that extra CP. The rest of the objectives are bodied by other units like boys or snagga boys anyway so i dont see a usage for 3x grots
I mean Im me so I usually run 60 lmao, with Zodgrod and the Red Gobbo.
But speaking objectively/tactically the value of screening bodies is huge regardless of their ability to hold backfield points and give you 3cp on your turn. Zone out deep strikers, bodyblock major assault elements, gum up opponents movement, the value of nuisance units is massive and people seem to skimp on them very heavily.
uuhh.. you can only get 1CP extra per turn regardless of rules. So if you have 3 grots doing 3x 4+, you still only get 1CP. And if you then discard a mission afterwards at the end of your turn, you dont get any CP at all, because you already got an aditional CP from grots.
Grots cant give you 3CP per turn if that is what you meant of course
This message was edited 1 time. Last update was at 2023/08/10 19:43:07
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/08/10 19:51:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
tneva82 wrote: There's alas some arqument about that as it's start of command phase and core rules say "outside cp players gain _at the start of command phase_".
Gw really ought to put out this to rest and clarify...as is some play 1 way, others play other way.
The rule itself limits you to one CP. Where it occurs doesn't really matter outside of how it might interact with another CP regen rule. It's actually one of the better worded rules out of GW I've seen in a while.
Automatically Appended Next Post: Note you're not getting a roll per unit. You get one roll per objective. If you have two units on one objective, its 1 roll. If you somehow have one unit on two objectives you get 2 rolls. Regardless of how many rolls you get, you get +1 CP if one or more of them are 4+.
This message was edited 1 time. Last update was at 2023/08/10 20:15:41
2023/08/10 22:16:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Yep, you can only have 1 cp extra by battleround, not turn, regardless of source. So max CP you can get by battleround is 3. 1 for each command phase, and one of outside source.
2023/08/10 22:55:05
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
the_scotsman wrote: Honestly across all the factions I've tried in 10e I've yet to lose with any where I've made the core focus of what I'm doing "a whole bunch of bodies that wanna go rumble on top of the objectives." I take stuff with plenty of killing power - but killing power paired with hefty durability and the desire to be up front and standing on those points.
Absolutely minimizing gak that needs to hang in the back, away from stuff, camping in your DZ and popping long range shots.
The warbikers+deffkilla really surprises me though. Why those guys?
I would turn it around and ask: I dont know why anyone would run more than 2? My go to is usually 2, but why have 3? If you have 2x grots, one on each objective you are close to guaranteed to get that extra CP. The rest of the objectives are bodied by other units like boys or snagga boys anyway so i dont see a usage for 3x grots
I mean Im me so I usually run 60 lmao, with Zodgrod and the Red Gobbo.
But speaking objectively/tactically the value of screening bodies is huge regardless of their ability to hold backfield points and give you 3cp on your turn. Zone out deep strikers, bodyblock major assault elements, gum up opponents movement, the value of nuisance units is massive and people seem to skimp on them very heavily.
uuhh.. you can only get 1CP extra per turn regardless of rules. So if you have 3 grots doing 3x 4+, you still only get 1CP. And if you then discard a mission afterwards at the end of your turn, you dont get any CP at all, because you already got an aditional CP from grots.
Grots cant give you 3CP per turn if that is what you meant of course
Uhhh...no, I don't know what I meant, I think I wrote "turn" meant "round" and was thinking "2cp on YOUR TURN".
But it all came out scrambledy. Core point: having 3x grot units is like a 150pt investment total for 33 bodies with OC60 and the ability to basically guarantee you an additional CP. That's very nice for me. Thumbs up. Like that.
Automatically Appended Next Post:
tneva82 wrote: There's alas some arqument about that as it's start of command phase and core rules say "outside cp players gain _at the start of command phase_".
Gw really ought to put out this to rest and clarify...as is some play 1 way, others play other way.
To be clear I do not play the other way, i play the one way.
As in, the way where you can only get one.
This message was edited 1 time. Last update was at 2023/08/10 22:55:46
"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!"
2023/08/11 06:49:08
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Oh, the single BS5+ melta shot lol. Yeah...I guess... the thing I hate about the Deffkilla honestly is the fact that it gives a +1 to hit buff in melee...so...it buffs 5 ork boyz and a nob instead of the unit's main focus of shooting, and the main useful shooting attack comign out of the deffkilla the burna jet isnt Assault so if you use the unit as like a blitz thing, you dont get to shoot with that.
tneva82 wrote: There's alas some arqument about that as it's start of command phase and core rules say "outside cp players gain _at the start of command phase_".
Gw really ought to put out this to rest and clarify...as is some play 1 way, others play other way.
The rule itself limits you to one CP. Where it occurs doesn't really matter outside of how it might interact with another CP regen rule. It's actually one of the better worded rules out of GW I've seen in a while.
Automatically Appended Next Post: Note you're not getting a roll per unit. You get one roll per objective. If you have two units on one objective, its 1 roll. If you somehow have one unit on two objectives you get 2 rolls. Regardless of how many rolls you get, you get +1 CP if one or more of them are 4+.
It limits to 1 outside the cp at start of phase. So arqument is cp IN(ie not outside) start of command phase isn't limited.
Question is thus how much weight can be put to cp and not cp's. Gw is fast on plural's.
Note as rai i agreb but raw there's 2 school of thought. Gw should have clarifified ages ago. 10th faq irritatingly latn.
Edit: well not case here it seems(
Still point stanas. Gw should kill off arqument once and for all. I run into that all the time at least they errataed knights to work which helps arqument.
This message was edited 1 time. Last update was at 2023/08/11 07:02:16
2024 painted/bought: 109/109
2023/08/11 09:54:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
In that GW can't write any rule to save their lives is a given. The way they write is always open to interpretation. But hey, don't let it ruin your game. Warhammer is also a social game, so talking with your opponent about these "rulings" helps, In my local we avoid fighting in vertical because the ruling is a tad unclear on B to B. Thing's like one shot weapons only shoot once even in transports, etc... I rather avoid leaning on GW. To this day i still don't know if ghaz count's as 1 or 2 models for the wagon, obviously you assume one but who know's.
This message was edited 1 time. Last update was at 2023/08/11 09:57:36
2023/08/11 10:07:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Oh, the single BS5+ melta shot lol. Yeah...I guess... the thing I hate about the Deffkilla honestly is the fact that it gives a +1 to hit buff in melee...so...it buffs 5 ork boyz and a nob instead of the unit's main focus of shooting, and the main useful shooting attack comign out of the deffkilla the burna jet isnt Assault so if you use the unit as like a blitz thing, you dont get to shoot with that.
Yes, that ´ s it
I seriously never use it unless I can't use the flamer. At two shots, it was a nice option, at just 1 it's just too unreliable to ever base any decision around it hitting something.
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.
2023/08/12 01:11:00
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
i dont get the point of the Wartrike this go around
Even in 9th it was kinda meh. It did a lot, but it did it all mediocrely.
In 10th, its even more meh. It does absolutely nothing that stands out as useful or strong.
Its one of the few units in the 10th index i had 0 intent to use.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/08/12 06:58:55
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Vineheart01 wrote: i dont get the point of the Wartrike this go around
Even in 9th it was kinda meh. It did a lot, but it did it all mediocrely.
In 10th, its even more meh. It does absolutely nothing that stands out as useful or strong.
Its one of the few units in the 10th index i had 0 intent to use.
The only real advantage is the automatic 6" advance which makes the warbikers extremely fast. Besides that, it's pretty much the equivalent of adding an attack bike to a unit of marine bikers.
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.
2023/08/12 07:19:59
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
locarno24 wrote: It's also a character so can be given 'follow me ladz' for an extra 2" move.
True, but I can't think of a single instance when 2" more movement would have made the difference for my warbikers. I'd rather put this enhancement on a slow unit that relies on close combat to deal damage, like nobz, MANz or beastsnaggas.
This message was edited 1 time. Last update was at 2023/08/12 08:05:21
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.
2023/08/12 14:35:15
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Super Cybork is a decent option for the Wartrike. 9 wounds with a 4+++ is a nice roadblock for 105 points, given how quickly it can get into your opponent.
2023/08/12 18:04:02
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
With how giganto the base is for the wartrike, I feel like it would have made more sense for it to get the Lone Operative rule if it was within 3" of a Speed Freek unit. And yeah, it sucks that he has a largely irrelevant unit buff, would be better if he had an aura or a command phase ability to buff a speed freek unit so they could actually do something for our other buggy units alongside warbikers, because besides footslogging Meks, our buggies are SoL.
2023/08/13 14:04:40
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Chaps - getting back into Orks from 9th and finally got hold of a Gaz model.
What's the best delivery method for him now? Walk up the board with some Meganobz?
Also, I'm right in thinking you tank wounds on Morkari on the 2+ inv every time? Seems pretty strong?
2023/08/14 04:30:54
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
KirvesUK wrote: Chaps - getting back into Orks from 9th and finally got hold of a Gaz model.
What's the best delivery method for him now? Walk up the board with some Meganobz?
Also, I'm right in thinking you tank wounds on Morkari on the 2+ inv every time? Seems pretty strong?
The best way to deliver him seems to be to reserve him and then use Rapid Ingress to get him into combat.
Makari is only allowed to tank wounds when all the MANz are dead and instantly dies to any kind of mortal wounds. So it's not bad, but also not particularly strong.
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.
2023/08/14 07:16:57
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
I feel like reserve is kind of a bad idea with ghaz. If you get first turn your in a bit of a pickle because you can’t rapid ingress in until bottom of 2 which is 90% of the time the turn your waaaghing so you lose the main reason for taking ghaz, which is makari lethals. Assuming your playing on a standard terrain setup there shouldn’t be much trouble keeping him and his squad relatively safe for a turn unless your playing eldar with a knight, but even then a lot of players and tourneys are changing ruins to be completely los blocking.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.