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2023/08/24 04:33:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
See, I keep telling ork players that Grot Tanks are a worthwhile investment....
To be honest, the main reason why I haven't gotten any is because I fully expect them to be squatted within the next 5 years...
Especially since playing the speed freeks game, I would love to add a grot megatank to my army, but I'm not too keen on investing a lot of money (FW) or effort (3D printing) for a decorative block of resin.
This message was edited 2 times. Last update was at 2023/08/24 08:00:38
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.
2023/08/24 05:33:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Im going to do a unit of 4 from some admech destroyer sprues a mate had going spare. Personally I don't want to invest any more than that - unless it's for a grot themed army - but if I did there's some basic ones on etsy at 4 for $50.
Great source! I copy the lists there to make it more accesible because more of them are interesting
Salt Lake Open - 9th - Fast list. 3 squads of warbikers, 1 squad of Nob bikers!, 3 squads of Hogboyz + wartrike and both squigridebosse + usuall suspects like nobz with the warboss, flashgitz with kaptin a grots
Spoiler:
Reworking (2000 Points)
Orks
Waaagh! Tribe
Strike Force (2000 Points)
flaming tadpole wrote:They’d be great if they were the same price as last edition. Right now I think they’re one of the few units in our army that isn’t good or trash, just kinda meh. Hard to justify spending 4.5 ppm more than a boy for something with worse OC but better at clearing chaff which is the one thing we don’t really need any help with.
Afrodactyl wrote:
The Red Hobbit wrote: What are everyone's thoughts on Burna Boyz? Would it be fun to load them into trukks and/or battlewagons and go burning up the board? Or simply too expensive to be worthwhile?
Some people rate them, I personally don't when you look at the other options we have
They're good in that they're pretty cheap and you can take a unit of five to park on an objective (if you didn't want to use Grots for that role), and they kill chaff and chaff+1 units pretty well.
The issue is that we already clear chaff really well, and we have better units for snagging objectives like stormboys, Grots, bikers, etc.
You could spend about 500 points on 3x Burna Boys and Trukks and likely never have to worry about light infantry, but so much of our units are already built to wade through light infantry anyway that it would likely be a waste.
Do they have a use? Yes, clearing chaff and burning things off of objectives.
Are they good at what they do? Yes.
Are they cost effective? Yes, 10 in a trukk is pretty cheap for what they do, and with the Trukk they're fast too.
Are they the best at what they do? Not necessarily, we have lots of units that clear light infantry exceptionally well, but they do have a niche of being a good overwatch unit.
Overall I'd say they're a high B tier/low A tier unit. They do what they do well, but there's other units that do it just as well (if not better) that also have the means to pull double duty in other roles.
Ultimately try them out. If you like how they perform and they fill a gap in your list, then keep them.
I will admit though, sticking loads of them in a Battlewagon or a Gargantuan Squiggoth and marching them up the board is good fun. Big bucket of dice make Ork brain go brrrr.
Makes a lot of sense, sounds like they are useful but better options certainly exist. I've been considering ways to maximize our great number of firing deck slots in our transports and given how Lootas took a hit to BS it mostly leaves Flash Gitz or Burnas. 10 in a Trukk could make for a very potent and durable Overwatch, but then I'd have to find bits for 5 more Burnas
Speaking of Firing Decks, has anyone run a Squiggoth so far? I've always wanted to run one but it's unfortunate that FW is going the way of the dodo.
2023/08/24 21:43:56
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
TBH I think i was talking past people in that discussion.
I didnt realize people were talking specifically about the MANz joined by Ghazghkull, which is, honestly, a thing I've never actually tried doing in 10e (fielding Ghaz).
in that instance the math is super clear, saw/klaw is best, tbh you might even consider klaw+gun but the guns are just so impossibly gakky its probably worth the small edge case instance where sawz are better.
the +1 to wound bumps the saw's usefulness down hugely. I've only run manz with megaboss and megamek, and so I've preferred the sawz and just using a trukk to deliver them to the sort of targets i need them to fight (big tough stuff, as in, stuff saws are good at)
Yeah, i agree, and makes it clear and sense when running Ghaz, that claws come on top.
But like you mentioned, i also run MANZ with megaboss and i tend to find, maybe my impression, that the extra claw attacks are better specially when using 5 crits. The volume of attacks also leans into cleaning bodies of 1 or 2w more efficiently. But the better question would be. When is 1A better then wound re-rerols. It's strange but that's the question that comes to mind, T7 and T8 is fairly common, T5 and lower is also common place. Some rare cases reach the T10 where saws are no brainer.
2023/08/25 00:10:48
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
hell i have a 3D printer and a Geargutz subscription, i dont even wanna print grot tanks or anything FW out of fear of them being squatted.
Its one thing to squat super old models like the old Buggies, its another to squat generally still great looking models because theyre not "core codex units"
Theres already a ton of FW stuff that i was shocked got the cut, fully expecting more to vanish within a year or less.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/08/26 06:12:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Speaking of Firing Decks, has anyone run a Squiggoth so far? I've always wanted to run one but it's unfortunate that FW is going the way of the dodo.
I've ran a Garg Squig and I'm currently running the regular Squig, which is ferrying about my Flash Gitz. In my opinion the Squiggoth's decently fast, durable and actually hits really hard in melee.
The Garg Squig dials that up to eleven; it's crazy durable when you need it to be and kills whatever it touches in melee. The Garg does suffer from the same problems that Stompas and Baneblades do; it's so big it's a nightmare to transport and there's rarely a good route for it to move up the board because terrain exists.
I bought them mostly as centre pieces for my Squig-focused army, so I'm going out of my way to get at least one of them in each of my lists to justify the cost. So consider that a bias from me
2023/08/26 08:52:32
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Why is the garg squig so hard to transport for you guys? I just have a cheap plastic box that is covered in corrugated foam on all sides. The howdah is magnetized so I can take it of and otherwise the gargantuan squiggoth is pretty much an indestructible brick of resin.
I have some smaller models which are much more difficult to transport, like any of the planes, the nauts or Mortarion.
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.
2023/08/26 10:10:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Its mostly a pain to move around for me because im an idiot and for some reason didnt put the plank of wood i used to base him so he didnt tip far enouhg back to protect the tail spikes. They keep breaking off.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/08/26 13:10:59
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
PaddyMick wrote: Can the Firing Deck rule be used during overwatch?
Alas, i do not believe it can, as the firing deck rule specifies "in the Shooting Phase".
-Coh
Automatically Appended Next Post:
The Red Hobbit wrote: 10 in a Trukk could make for a very potent and durable Overwatch, but then I'd have to find bits for 5 more Burnas
How many typically die when the trukk goes boom? I mean, technically you don't need all the models as long as they're still in the trukk
-coh
You can't use fire deck in overwatch. the rules are clear, firing deck has shooting phase killing that.
I can answer the truck pop since i run a lot of them. On average your going to see 7%? losses since your looking for MW on rolls of 1 for each. On average you can get 1 or 2, on bad spikes it can reach 5 with real bad luck or none if you roll well.Considering most stuff i run with has FNP it cut's the rolls a bit, last game 4 were to die but saves cut it to 2. If you do emergency, is another game though, your looking up to rolls of 3 and that ups it a fair bit. Avoid it since the 6" is rarely worth a while.
2023/08/26 15:51:15
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Jidmah wrote: Why is the garg squig so hard to transport for you guys? I just have a cheap plastic box that is covered in corrugated foam on all sides. The howdah is magnetized so I can take it of and otherwise the gargantuan squiggoth is pretty much an indestructible brick of resin.
I have some smaller models which are much more difficult to transport, like any of the planes, the nauts or Mortarion.
For me, he's big enough that he would need his own box, and I mostly rely on public transport. If I'm hosting games then out comes big Squiggy, but otherwise he's the one box that makes it reeaaally inconvenient to take my army to games.
2023/08/27 14:03:27
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Jidmah wrote: Why is the garg squig so hard to transport for you guys? I just have a cheap plastic box that is covered in corrugated foam on all sides. The howdah is magnetized so I can take it of and otherwise the gargantuan squiggoth is pretty much an indestructible brick of resin.
I have some smaller models which are much more difficult to transport, like any of the planes, the nauts or Mortarion.
For me, he's big enough that he would need his own box, and I mostly rely on public transport. If I'm hosting games then out comes big Squiggy, but otherwise he's the one box that makes it reeaaally inconvenient to take my army to games.
What? You are able to move your army with the public transport? I have old suitcase 90x50x35cm for my lists! To be able to put it in the tram I need to add the wheels and engine
My list mostly fits into three magnetised boxes; one infantry sized, one tank and monster sized one, and then a kind of in-between one that fits everything left over.
They all then fit nicely into a camping backpack.
2023/08/28 15:12:23
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
flaming tadpole wrote:They’d be great if they were the same price as last edition. Right now I think they’re one of the few units in our army that isn’t good or trash, just kinda meh. Hard to justify spending 4.5 ppm more than a boy for something with worse OC but better at clearing chaff which is the one thing we don’t really need any help with.
Afrodactyl wrote:
The Red Hobbit wrote: What are everyone's thoughts on Burna Boyz? Would it be fun to load them into trukks and/or battlewagons and go burning up the board? Or simply too expensive to be worthwhile?
Some people rate them, I personally don't when you look at the other options we have
They're good in that they're pretty cheap and you can take a unit of five to park on an objective (if you didn't want to use Grots for that role), and they kill chaff and chaff+1 units pretty well.
The issue is that we already clear chaff really well, and we have better units for snagging objectives like stormboys, Grots, bikers, etc.
You could spend about 500 points on 3x Burna Boys and Trukks and likely never have to worry about light infantry, but so much of our units are already built to wade through light infantry anyway that it would likely be a waste.
Do they have a use? Yes, clearing chaff and burning things off of objectives.
Are they good at what they do? Yes.
Are they cost effective? Yes, 10 in a trukk is pretty cheap for what they do, and with the Trukk they're fast too.
Are they the best at what they do? Not necessarily, we have lots of units that clear light infantry exceptionally well, but they do have a niche of being a good overwatch unit.
Overall I'd say they're a high B tier/low A tier unit. They do what they do well, but there's other units that do it just as well (if not better) that also have the means to pull double duty in other roles.
Ultimately try them out. If you like how they perform and they fill a gap in your list, then keep them.
I will admit though, sticking loads of them in a Battlewagon or a Gargantuan Squiggoth and marching them up the board is good fun. Big bucket of dice make Ork brain go brrrr.
Makes a lot of sense, sounds like they are useful but better options certainly exist. I've been considering ways to maximize our great number of firing deck slots in our transports and given how Lootas took a hit to BS it mostly leaves Flash Gitz or Burnas. 10 in a Trukk could make for a very potent and durable Overwatch, but then I'd have to find bits for 5 more Burnas
Speaking of Firing Decks, has anyone run a Squiggoth so far? I've always wanted to run one but it's unfortunate that FW is going the way of the dodo.
Just wait.
I strongly suspect that, given how MASSIVELY reliant on plumbing nostalgia GW has been the last 3 editions, Forgeworld being phased out has a lot to do with the fact that GW's finally brought back Arbites, No, Not The Guys We Did For Necromunda Who Are Basically Arbites, we did a whole nother kit box that's actually just the Judge Dredd with serial numbers filed off guys,
....and then that's it, we've brought back EVERYTHING from RT/2e that we squatted. Even Squats. and we brought squats back 2 ways.
Forgeworld is going away so that we can get full plastic Krieg, full plastic HH, full plastic Forgeworld Tank You Remember, etc.
"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!"
2023/08/29 08:37:18
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
ccs wrote:
I ran two of the small ones in our last Crusade campaign. I mounted Kannon in both.
How did they work out in the campaign? Any particular units you had riding ontop?
Coh Magnussen wrote:
Alas, i do not believe it can, as the firing deck rule specifies "in the Shooting Phase".
Ah good point, I remember seeing that pop up in a you make da call thread but I didn't recall the outcome. Well, after the trukk goes boom they can overwatch then
Afrodactyl wrote:
I've ran a Garg Squig and I'm currently running the regular Squig, which is ferrying about my Flash Gitz. In my opinion the Squiggoth's decently fast, durable and actually hits really hard in melee.
The Garg Squig dials that up to eleven; it's crazy durable when you need it to be and kills whatever it touches in melee. The Garg does suffer from the same problems that Stompas and Baneblades do; it's so big it's a nightmare to transport and there's rarely a good route for it to move up the board because terrain exists.
I bought them mostly as centre pieces for my Squig-focused army, so I'm going out of my way to get at least one of them in each of my lists to justify the cost. So consider that a bias from me
I'm glad to hear both Squigs are doing well. I briefly considered the Garg Squig until I saw how huge it was, I think the last time I played on a table with enough space for it to stomp and maneuver around in was in 3rd ed . It's really too bad they didn't put in any rules for titanic units simply crashing through terrain
the_scotsman wrote:
....and then that's it, we've brought back EVERYTHING from RT/2e that we squatted. Even Squats. and we brought squats back 2 ways.
Forgeworld is going away so that we can get full plastic Krieg, full plastic HH, full plastic Forgeworld Tank You Remember, etc.
Oh I agree, plastic over resin is a long time coming but I don't think everything from FW is going to get the plastic treatment. Popular things like Custodes, DKOK, hopefully the warboss on the warbike (perhaps even a painboy too). I am concerned we're not going to see Squiggoths make the jump over to plastic, given the design aesthetics of the Squig riders I suspect we'll get more of those or contraptions like the kill rig instead of the awesome Squiggoths we currently have. I guess counts as will always be an option.
2023/08/29 22:09:36
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
ccs wrote:
I ran two of the small ones in our last Crusade campaign. I mounted Kannon in both.
How did they work out in the campaign? Any particular units you had riding on top?
In general they served quite well as distraction units. Nobody had any experience facing Squiggoths & no-one really wanted to get charged/trampled by them, so they drew alot of high str/damage/AP fire.
Wich is just fine by me as that was less fire going into the units that did most of the work - my Grot Tanks & Mega-Tanks.
In CC? They were OKish. Max of 4 attacks but decent AP & potential damage. They almost never got all 4 attacks though as they were virtually always bracketed. The d3 Mw on the charge was useful.
Shooting wise? Now & then the kannons hit something.... Their real use was to look scary & reinforce the idea that the Squiggoths should be priority targets.
As for the transport ability? I never used it because the kannon reduces the capacity to 6. And other than Makari I had no infantry that qualified (my min Grot squad size was 10). Makari's place was with one of the truck mounted Grot squads.
One of the squiggoths suffered a permanently fractured skull. Every time a Battlescar was rolled for the thing this result came up. :/
2023/08/30 14:59:05
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Losing carrying capacity has always irritated me with a lot of our transports. Especially if it's for a weapon, since Ork shooting is...well, Ork shooting. When you've got bad shooting and then give a penalty for taking a gun it further reinforces Orks getting pushed into the melee army box. Disappointing, but at least the Squiggoths make for great distractions!
One of the squiggoths suffered a permanently fractured skull. Every time a Battlescar was rolled for the thing this result came up. :/
2023/08/30 17:16:48
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
The reduction is a traditional thing. The idea was that you either have an empty howdah, or you mount a kannon on it, which leaves less room for boyz. Same for the battlewagon, the killkannon lorewise gave up transport space for ammunition repositories - similar to how razorbacks work compared to rhinos.
Whether such rules are still state of the art today when models are cool first and make sense second, WYSIWYG is dead and buried and rules just barely match the models at first glance is a totally different story. And that's not even criticism on my part. I like cool models over realism (I play orks, duh!) and prefer not hunting for bits when building a new unit. But I do like consistency.
This message was edited 1 time. Last update was at 2023/08/30 17:18:37
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.
2023/08/30 18:47:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Oh I fully agree with you, it makes sense that transport capacity would go down when you are using it for more armor, ammo, or weapons. It's disappointing though when it takes a good transport capacity and makes it limited to the point where really only one unit is worth putting in there (Flash Gitz) since you've only got so many spots.
If it was instead a larger capacity that dropped down to 10 it wouldn't be as painful and would leave more options open.
2023/08/30 19:02:31
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
The Red Hobbit wrote: Oh I fully agree with you, it makes sense that transport capacity would go down when you are using it for more armor, ammo, or weapons. It's disappointing though when it takes a good transport capacity and makes it limited to the point where really only one unit is worth putting in there (Flash Gitz) since you've only got so many spots.
If it was instead a larger capacity that dropped down to 10 it wouldn't be as painful and would leave more options open.
Then what you want is the Gargantuan Squiggoth (20 or kannon + 15).
Otherwise stop being greedy. The things only about as big as a truck/rhino chassis but with legs.....
2023/08/31 04:44:55
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Just wanted to give an update for the 2v2 game that I had recently with my Orks. It was 1500 points for each side, and I was partnered up with my friend who brought the Necron undying wall of doom with 2 blocks of Lychguard with all the support characters in there, alongside fire support from Doomsday Arks and Heavy Lokhust Destroyers. This thankfully freed me up to go full ham on heavy hitters, where I had 2 units of Beast Snagga Boyz with Beastbosses, 2 units of Squighog Boyz with Nobz on Smasha Squigs, and a Beastboss on Squigosaur to rip up one flank, while I had 2 units of grots hiding in the backfield and Flash Gitz with Badrukk in a Trukk on the other flank helping support one of the blocks of Lychguard. We were facing against a SoB and Eldar team, where I got to see first hand how stupid Fate Dice are with Devastating Wounds.
The game was really tight on points between the two sides thankfully, we only managed to edge out a win because we were able to score every single card we had drawn for secondaries since it was one of the mission types where you get to draw 3 and discard 1. We played the Deploy Servo Skulls mission, and we managed to push deep enough on the the opposing flanks that our opponents couldn't catch up through primaries, even though they had the center objective basically in our deployment zone the whole game.
Some highlights were Badrukk and his crew absolutely ripping up a Rangers unit that had Illic Nightspear for their unit version of Lone Operative (-1 to hit was mitigated by the fact that I blew the ammo runt for lethal hits and I rolled like 18 hits after rerolls). The Beastboss on Squigosaur did work with the Eadwompa's Killchoppa, having ideal targets against Morvhenn Vahl and her Warsuits. SoB are probably one of the few factions that actually want their tanks hurt as they get significant buffs from taking wounds, they managed to be problem the whole game since they weren't in range of my stuff. Lychguard lived up to their reputation and acted as undying roadblocks that ate up an entire flank's worth of firepower and managed to take down the Avatar with a little help from our other units. The Transcendant C'tan Shard was the MVP, being able to deep strike and kill the Eldar player's Lone Operative Autarch to stop them from getting extra CP's and soaking an insane amount of damage before dying.
Most annoying part of the Eldar list was the D-cannons, which really shouldn't have indirect in my opinion, and the amount of rerolls coming out to proc 6's was pretty dumb IMO, despite being a small fraction of the Eldar army points wise.
Felt like so far I find diminishing returns for grots, I'm tempted to just take 1 in lists now since 2 sometimes is overkill when there isn't that many objectives to go after in some missions. Not sure what you guys think.
Also, I'm facing the same Eldar guy again for a 1v1, wanted to get some advice from you. Partly inspired by the previous lists from Jidmah and others, I wanted a more mobile non transport focused list that uses the Weirdboy/Boyz/Warboss and Kommandos/Snikrot combo for using 'Ere We Go strat followed by the teleport for a 7" charge, ideally with a reroll if I can get the extra CP on my turn from grots.
Here's my list so far:
Spoiler:
Badrukk - 95 Warlord
Beastboss on Squigosaur - 165 Eadwompa's Killchoppa - 20
Nob on Smasha Squig - 75
Nob on Smasha Squig - 75
Warboss with PK and Kombi Weapon - 70 Kunnin But Brutal - 15
20 Boyz, Nob with PK, 2 Rokkit Launchas - 170
Weirdboy - 55 Supa Cybork Body - 15
3 Squighog Boyz, 1 Bomb Squig - 110
3 Squighog Boyz, 1 Bomb Squig - 110
10 Kommandos, Bomb Squig, Breacha Ram, Power Klaw - 135
Boss Snikrot - 105
Trukk - 50
10 Gretchin + 1 Runtherd - 45
10 Flash Gitz, Ammo Runt - 190
I'm wondering if there's enough pressure from this list and what goes best with the boyz and kommandos as follow ups. Let me know what feedback you guys have for me.
This message was edited 2 times. Last update was at 2023/08/31 13:10:35
2023/08/31 06:52:02
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
The Red Hobbit wrote: Oh I fully agree with you, it makes sense that transport capacity would go down when you are using it for more armor, ammo, or weapons. It's disappointing though when it takes a good transport capacity and makes it limited to the point where really only one unit is worth putting in there (Flash Gitz) since you've only got so many spots.
If it was instead a larger capacity that dropped down to 10 it wouldn't be as painful and would leave more options open.
I fully agree. I guess my second part was too negative. In essence I tried to say that I would value interesting transports spaces over stuff that "makes sense". It's not even a trade-off if you drop your transport capacity to useless levels.
Then again, for FW models I consider ourselves lucky for every single one that even has worthwhile rules.
Automatically Appended Next Post:
Grimskul wrote: Felt like so far I find diminishing returns for grots, I'm tempted to just take 1 in lists now since 2 sometimes is overkill when there isn't that many objectives to go after in some missions. Not sure what you guys think.
Roughly the same. 1 is set in stone, a second one if it fits, even if that means taking no enhancements. There is just too many "instead of shooting" objectives that get a lot easier if you have an expendable unit of gretchin around. I will also never get tired of just standing a unit of gretchin within 1.1" of a unit of marines (or similar) to outscore them.
I would never drop a unit that actually does something though.
Also, I'm facing the same Eldar guy again for a 1v1, wanted to get some advice from you. Partly inspired by the previous lists from Jidmah and others, I wanted a more mobile non transport focused list that uses the Weirdboy/Boyz/Warboss and Kommandos/Snikrot combo for using 'Ere We Go strat followed by the teleport for a 7" charge, ideally with a reroll if I can get the extra CP on my turn from grots.
Here's my list so far: [snip]
I'm wondering if there's enough pressure from this list and what goes best with the boyz and kommandos as follow ups. Let me know what feedback you guys have for me.
Looks good, the only thing I'd add would be the rokkit on the kommadoz mob. Just having an extra 3 damage every other turn can make huge difference. When the mob is decimated to almost nothing, a single rokkit is still more helpful than another choppa.
A piece of advice for playing the list is to not let yourself get blinded by the "precise" on the 'eadbanger. Sure, gambling to explode a character is always the fun choice, but many characters are protected by invulnerable saves and/or FNP or simply not worth targeting. I've found the best targets for 'eadbanger are actually vehicles or monsters that lack those, as you have a much higher chance of dealing a big chunk of damage. One of my eldar opponent loves bringing support weapons for his D-Cannon needs, those are great targets, for example.
My last though would be that when playing, check carefully if your character/unit balance is right. It feels like you might leaning a bit too heavy into characters and might be a little light on units. Just a gut feeling though.
Automatically Appended Next Post: On a different note, last weekend I received the worst stomp in 40k since 7th edition.
But don't worry, I was playing my DG into EC with a KoS as ally. I picked a list very close to what tournament players deem competitive into a solid, but uncompetitive list. Holy gak, I had no chance, like at all. I was technically tabled by the start of my turn 3, and I didn't lose a single model in turn 1. Literally my entire army, save for three terminators and a character, were wiped out in a single turn.
It really helped me appreciate how well off orks are right now. My DG will absolutely be on the shelf for the next year or two.
This message was edited 3 times. Last update was at 2023/08/31 10:44:08
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.
2023/08/31 11:58:50
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
On a different note, last weekend I received the worst stomp in 40k since 7th edition.
But don't worry, I was playing my DG into EC with a KoS as ally. I picked a list very close to what tournament players deem competitive into a solid, but uncompetitive list. Holy gak, I had no chance, like at all. I was technically tabled by the start of my turn 3, and I didn't lose a single model in turn 1. Literally my entire army, save for three terminators and a character, were wiped out in a single turn.
It really helped me appreciate how well off orks are right now. My DG will absolutely be on the shelf for the next year or two.
I knew DG weren't in a great spot but I didn't realise it was that bad. Makes me very grateful that our index is at least usable.
2023/08/31 13:04:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Grimskul wrote:
Also, I'm facing the same Eldar guy again for a 1v1, wanted to get some advice from you. Partly inspired by the previous lists from Jidmah and others, I wanted a more mobile non transport focused list that uses the Weirdboy/Boyz/Warboss and Kommandos/Snikrot combo for using 'Ere We Go strat followed by the teleport for a 7" charge, ideally with a reroll if I can get the extra CP on my turn from grots.
Do you expect the Eldar player will be fielding a similar army for your 1v1 game? I also play Eldar and I will say that Wraith units are extremely good and very aggressively costed if you are facing any of those variety, except for perhaps the Wraithlord who is good but not as efficient as all the other units. Support weapons with D-Cannon IDF is extremely unpleasant, but I'm not sure if you want that to be the priority target with your 7" charge, hard to say without knowing what else they are bringing. I would say krumping will probably be the better move than hunkering down on objectives, just because of the high amount of lethal firepower and fate dice Eldar have, fast moving melee which your list is geared towards may be your best bet.
Jidmah wrote:
I fully agree. I guess my second part was too negative. In essence I tried to say that I would value interesting transports spaces over stuff that "makes sense". It's not even a trade-off if you drop your transport capacity to useless levels.
Then again, for FW models I consider ourselves lucky for every single one that even has worthwhile rules.
Ah I see what you mean, and I feel likewise it's great having legends rules for a lot of great models.