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![[Post New]](/s/i/i.gif) 2023/09/01 21:38:20
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Oozing Plague Marine Terminator
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Afrodactyl wrote: Jidmah wrote:
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.
My two games of 10th (one with DG, one with Orks) had similar outcomes. I felt like I could have used double the amount of models to stand a chance with DG while orks worked fine. DG feel like someone decided last Minute to strip the army of its traditional 5+++, so everything is overpriced by 30%.
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![[Post New]](/s/i/i.gif) 2023/09/01 21:44:08
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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Jidmah wrote: 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. Thanks for the feedback Jidmah! It's true, I do wonder if it's overkill bringing two Nob on Smasha Squigs with Squighog boyz. I could cut the one Nob on Smasha Squig and have it become a 6 man squad of Squighog boyz led by one Nob on Smasha Squig instead and use the savings to have a 5 man stormboyz squad for deep striking into holding objectives/doing actions. Not sure where else I would try and cut points, but I'm up for any other suggestions! Also, damn that's rough to hear about your game with Death Guard, I didn't realize it was that bad for them at the moment. I think it doesn't help that they're very slow this edition and limited when it comes to what kind of firepower they can bring to the table relative to other armies. I believe Mortarion is a very big crutch unit in this edition? Automatically Appended Next Post: The Red Hobbit wrote: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. Thankfully, he won't be bringing the real pain from Wraithknights or only D-weapon spam from multiple units of Wraithguard, but he does take at least a couple of D-cannon weapon platforms and the usual warp spiders with the Autarch Lone Operative to get CP to spam.
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This message was edited 2 times. Last update was at 2023/09/01 23:40:03
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![[Post New]](/s/i/i.gif) 2023/09/01 22:12:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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Sgt. Cortez wrote: Afrodactyl wrote: Jidmah wrote:
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.
My two games of 10th (one with DG, one with Orks) had similar outcomes. I felt like I could have used double the amount of models to stand a chance with DG while orks worked fine. DG feel like someone decided last Minute to strip the army of its traditional 5+++, so everything is overpriced by 30%.
Except dg hasn't always been in 5+++ before.
But yeah they aren't in best spot though unless other fields meanest tournament list they can work. While not great win rate here isn't worst. Depends a lot on mission and not coping well with surprises.
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![[Post New]](/s/i/i.gif) 2023/09/01 22:42:18
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Grimskul wrote:Also, damn that's rough to hear about your game with Death Guard, I didn't realize it was that bad for them at the moment. I think it doesn't help that they're very slow this edition and limited when it comes to what kind of firepower they can bring to the table relative to other armies. I believe Mortarion is a very big crutch unit in this edition? Well, during the game I often wished that my plague marines would have been nobz instead, because those would have been more durable. Go figure. I didn't really bother with keeping score, but rhinos are absolutely necessary to play the game at all, otherwise you can't reach no-mans land objectives until turn 3. Mortarion was one of my best units, but he still was blown away with the rest of the army. His aura's aren't that great, but it's the best DG have he at least is somewhat durable. The best he can do is make PBC re-roll ones to wound and ignore modifiers, which essentially is 900 points for 3 guns which are worse than 3 D-cannons. He also hits like a wet noodle though, meaning he was unable to fight back against the terminator squad that charged him and he was just beaten to death over two rounds of combat by a squad of beautifully converted phoenix terminators. Thrakka is better than Mortarion in absolutely every aspect. A garg squiggoth is more durable, more killy and costs almost he same. Automatically Appended Next Post: tneva82 wrote:But yeah they aren't in best spot though unless other fields meanest tournament list they can work.
No, they can't. The army is completely dysfunctional, and if your opponent puts down an army that was not tailored towards lowering their chance to win, you will struggle against it even if you bring DG's meanest and hardest list. While not great win rate here isn't worst. Depends a lot on mission and not coping well with surprises.
They are literaly fighting tau for the second worst winrate. They also have a much easier time in tournament games because people are seeking to score more VP in lieu of shooting of fighting. If your opponent is just looking to kill you, there is nothing DG can do about that. I fully agree with Sgt. Cortez that the army feels like the detachment's defensive rule was pulled last minute, whether that is a 5++, -1 damage or something completely different doesn't really matter.
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This message was edited 2 times. Last update was at 2023/09/01 22:55:33
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/09/02 01:47:10
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fixture of Dakka
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I think the thread dedicated to complaining about how bad the Deathguard are is over that way somewhere ---> (points further down thread list)
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![[Post New]](/s/i/i.gif) 2023/09/02 08:45:15
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Heh, you are right.
Few people have DG as their first army though, so there is very little complaining anymore, not even on dakka. The army has been abandoned by most of its players.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/09/03 18:35:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Bred Chester is n1 undefeated on NOVA after 4 rounds. See what ahppens next!
He run 3 Trukks + usuall suspects on foot + 3 x Bubblechukka
Automatically Appended Next Post:
Hmm, guess what happened….
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This message was edited 5 times. Last update was at 2023/09/04 04:36:14
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![[Post New]](/s/i/i.gif) 2023/09/04 09:40:40
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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He ran into eldar?
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![[Post New]](/s/i/i.gif) 2023/09/04 13:22:35
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Went to a tournament and went 3 wins 2 losses.. so that was okay. Won against Chaos Knights, regular knights and 1 custodian player. Lost against Chaos Space marines and another Custodian player. Got turn 2 against both the dudes i lost against, and i think i could have possibly won if i hadnt gone turn 2. It kinda bugs me out how much of a difference going for turn 1 does when playing orks. A thing that bugged me about the state of the game these days though is, that except for me and the 20th spot space wolves player (i ended up with a 21st place out of 53) there were no melee factions on top 20 except custodians. Custodians, Thousand sons, aeldari, Chaos space marines and gene stealers, is what dominated the top and like 1 or 2 space marine players and maybe 2 necrons (and a single tyranid). The rest of the players were Imperial guard, a few different types of space marines littered around, Knights and Chaos Knights + 2 or 3 Tau players. I was the only ork player. There was no drukhari, and only 1 world eaters player. No sisters of battle, a single DG and no LoV. Also no Daemons. I feel like this goes to show how skewed this edition is, right now towards shooting factions. Its really oppressive, so bear that in mind going in to tournaments with orks. Its the same factions one can play against, theres no real diversity. I hope the balance slates, when ever they are out, will bring some hefty changes. Although i bear no expectations of them changing how overwatch works in the movement phase (which it absolutely shouldnt work in) i do hope it goes away. Maybe more melee factions want to play then? Who knows. Orks are doable at least. I went with 6 trukks with 4x10 snagga boys, mozzie, beastboss on squig with kill choppa, badrukk with flash gitz, Warboss (follow me ladz) with nobz, weirdboy with supa-cybork for mission play, 2x 5 stormboys and 2x 10 grots.
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This message was edited 2 times. Last update was at 2023/09/04 13:26:43
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/09/04 13:41:32
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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How did you beat custodes? i'm trying to figure it out myself. Move blocking? seems like we ain't got much that scratches the gold paint. Were they two very different lists that you played into? Any 10 man guard bricks?
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![[Post New]](/s/i/i.gif) 2023/09/04 14:16:52
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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PaddyMick wrote:How did you beat custodes? i'm trying to figure it out myself. Move blocking? seems like we ain't got much that scratches the gold paint. Were they two very different lists that you played into? Any 10 man guard bricks? I would take that victory against the custodies player with a grain of salt, he was not a super good player ( imo) and didnt have an optimal custodian player list. First of all he used a unit of 5 saggitarium shoota custodians, which are just generally inferior to normal wardens or guardians. and second and most outrageously, he didnt use Trajann. he had 5 shoota golden guys, 7 or so wardens with a character (i dont know their names) that allowed him to use free stratagems, 2 blade champions with 2 guardian squads each, and 2x 3 terminators. 1 sniper character and 5 or so silent sisters to hold the backline objective. Oh, and that assassin that taxes stratagems to make them more expensive. He taxed my "Unbridled carnage" after i used them on my nobz, but he really should have used it on my ard as nails. Which is a problem for him, because only his blob of wardens had that character with him, that could use a stratagem for free (and thus get fight first). Normally they have that dude in one blob and trajann in another blob for 2x fight first. Or something like that at least. But i got turn 1, which always helps so i moved my trukks up. He got his first turn and moved up as well. Then i just crashed in to him, i held nothing back, i bodied his units with everything i had, but i deliberately left out his wardens with fight first, so he had to use his "free stratagem" on heroic intervention, which meant he had to use fight first on a unit but not for free, and thus couldnt activate it twice. He then intervened against mozzie (but did not have CP to give his wardens +1 to wound against character,moster, vehicle (or is it rerolls to wound? dunno), so mozzie survived with his trusty ard as nails, thus wasting the entire effort of the wardens. Flash gitz killed 3/like 7 guardians in one area, + the guardians were bodied by 20 snagga boys. he tried to get reroll wounds by owning the objective, by using either a stratagem or an ability that gave them alot more OC, but i had bodied that objective with some grots, and my 20 snagga boys so i still owned it by the time we started fighting. Nobz with powerklaws ripped apart guardians in the other end, and the middle objective with 2x3 terminators and wardens (who interneved in) were bodied by another 20 snagga boys + mozzie. When nobz were done on the bottom part they swung around and ripped the wardens to pieces. Over all he was not that great of a player, and he did not have a super sweaty custodian list either. The guy i lost against, on the other hand, bodied me completely. But i also got turn 2, which he knew was good for him, so he just advanced up the board. And i was kinda forced to almost go backwards, in order to not get charged, just so that i could call waaagh turn 2. Which is why i hate our current waaagh system. Why, just because im turn 2, is my opponent allowed to react to my waaagh? It should really revert back to being called in my own command phase. So yea, custodians are still a terrible match up for orks even if i won.
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This message was edited 9 times. Last update was at 2023/09/04 14:27:13
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/09/04 14:48:03
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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Cool, thanks for that. I'm gonna math out flash gits against the bricks, and see if a gorkanuat with mek buff in waargh stands up in combat (though I suspect it's trading down).
Maybe sacrifice 20 kommandos turn one to move block to stop them getting more than 9'' out of their deployment zone even if they do go first.
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![[Post New]](/s/i/i.gif) 2023/09/04 14:54:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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PaddyMick wrote:Cool, thanks for that. I'm gonna math out flash gits against the bricks, and see if a gorkanuat with mek buff in waargh stands up in combat (though I suspect it's trading down).
Maybe sacrifice 20 kommandos turn one to move block to stop them getting more than 9'' out of their deployment zone even if they do go first.
Again if he feels like he can spend the CP, he can just reduce their damage to 1.
I overwatched 2 terminators with my flash gitz, all 10 of them managed to kill 1 terminator. So that sucked. he did get his save of +2 but even so.
Im not sure if i like flash gitz or not, after the GT i just came out from. Maybe i favor another unit of powerklaw nobz and a warboss, i cant really tell. They are good on paper, but many things just dont out well for them. First of all, if they jump out of a trukk to kill someone, they will most likely be overwatched. Or then you fight against custodians which are in big numbers these days, and flash gitz arent that amazing against them. Or you end up fighting against genestealers or chaos space marines that stops you from being able to shoot against specific targets unless you are within 12".
The current meta makes flash gitz a bit difficult to use.
Dunno about the 20 kommandos though. thats a hefty moveblock, price wise. What about maybe 20 grots with zodgrod?
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/09/04 19:36:19
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Tomsug wrote:Bred Chester is n1 undefeated on NOVA after 4 rounds. See what ahppens next!
He run 3 Trukks + usuall suspects on foot + 3 x Bubblechukka
Automatically Appended Next Post:
Hmm, guess what happened…. 
Yeah, PaddyMick is right, he run to Eldar. But despite of that he is the 6th with just Eldars ahead of him, so I call it a mighty ork victory! And this is my motivation picture for this pourpose, because I 'm like the Beastbosses with snagga boyz as a unit, but hate the design. So say hallo to my DreadBosses!
More pictures there https://instagram.com/mektomsug?igshid=OGQ5ZDc2ODk2ZA==
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![[Post New]](/s/i/i.gif) 2023/09/04 21:04:04
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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@beardeddragon
Zog + grots requires going first and calling a waaargh, but you are right, 260 points is a lot. Maybe one squad is enough, think they could block an area 32 inches long (edit: not as much as that woops mybe more like 24'' (300mm of bases + 6x 2'' spaces) if spaced correctly.
@tomsug dreadbosses lookig awesome mate.
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This message was edited 2 times. Last update was at 2023/09/05 10:37:09
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![[Post New]](/s/i/i.gif) 2023/09/05 05:42:09
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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Hey guys, just wanted to give a quick update from my 1500 point game against Eldar yesterday. Shout out to Jidmah for the advice on shifting away from too many leaders and bringing more bodies, swapping the Nob on Smasha Squig for some Stormboyz made a big impact on my game against the Eldar player.
From the list I mentioned before, I was facing an Eldar list that was Aspect Host heavy and only had one D-cannon, which thankfully made it a lot less oppressive than the current meta of devastating wounds out the wazoo (I think he felt sort of bad from spamming mortal wounds the last game). We played a very straight forward mission, with Take and Hold as well as rolling Hammer and Anvil for deployment alongside the Reserves mission rule where units coming from deep strike/strategic reserve only arrive on a 3+. That would play a very big role against both of us in the game.
I got to go first on T1 and I proceeded to redeploy Snikrot and his kommandos within 9" of a forward deployed D-cannon from my opponent and popped the 'Ere We Go strat on them for a 7" charge against it. Kommandos not being able to be overwatched is really clutch against armies like Eldar that basically aim to abuse it every turn. Unfortunately the cards I drew for that turn was Area Denial and Storm Hostile Objective, I was very tempted to try and charge his guardians on the objective instead, but I knew I needed to take out his D-cannon stat, so I sent the Kommandos into the D-cannon and killed it while the mob of boyz Da Jumped into the center objective to get Area Denial.
That basically set the tone of the game from that point on as it ensured I got an early point lead and he struggled to get me off the objectives since he lacked a frontline unit to bully me off them. What also screwed us both was that both my Stormboyz and his Swooping Hawks didn't come on the turn we needed them to do objectives like Behind Enemy Lines. Luckily, with the points lead and getting achievable objectives from being on all the central points, I was able to win 61 to 50 even though I was tabled by end of T4.
Some of the highlights was my Beastboss on Squigosaur one-shotting Asurmen with 6 mortal wounds (sweet justice!) with his Killchoppa, and then tanking an entire flank's worth of shooting without even using Ard as Nails. Flash Gitz and Badrukk did work as usual, and between Overwatch and regular shooting wiped out 3 full units of Aspect Warriors before being taken down.
I doubt I would have won if my opponent had gone full cheese mode with Wraith and Web Spinner spam, but it's good either way to see the panzees put down a peg once in a while. Fingers crossed they get appropriate treatment in the balance dataslate this Thursday. I feel like we'll be untouched for the most part.
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![[Post New]](/s/i/i.gif) 2023/09/05 06:26:47
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Sounds like a fun game, if they were doing almost entirely Aspects they must have had a lot of units on the table, possibly more than you  . Which Aspects did they field the most?
I'm also surprised he managed to knock all your guys off the table with just Aspect Warriors. Did he also have mechanized support via Fire Prisms or War Walkers?
How do you think the game would have changed if you hadn't made that charge into the D-Cannons with the Kommandos?
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![[Post New]](/s/i/i.gif) 2023/09/05 06:45:39
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Grimskul wrote:Hey guys, just wanted to give a quick update from my 1500 point game against Eldar yesterday. Shout out to Jidmah for the advice on shifting away from too many leaders and bringing more bodies, swapping the Nob on Smasha Squig for some Stormboyz made a big impact on my game against the Eldar player.
Glad I could help
I got to go first on T1 and I proceeded to redeploy Snikrot and his kommandos within 9" of a forward deployed D-cannon from my opponent and popped the 'Ere We Go strat on them for a 7" charge against it. Kommandos not being able to be overwatched is really clutch against armies like Eldar that basically aim to abuse it every turn. Unfortunately the cards I drew for that turn was Area Denial and Storm Hostile Objective, I was very tempted to try and charge his guardians on the objective instead, but I knew I needed to take out his D-cannon stat, so I sent the Kommandos into the D-cannon and killed it while the mob of boyz Da Jumped into the center objective to get Area Denial.
I also have this love-hate relation to Area Denial. I feel like it is always forcing me to move somewhere I don't really want to be, but it always ends up putting me in a superior board position
I feel like we'll be untouched for the most part.
I agree. I see all these wish lists all over reddit, but I really can't see them touching orks outside of buffing some oddball bad units and the obligatory point drop on the stompa by a tiny amount that makes no difference whatsoever.
Despite getting orks right apparently being extremely difficult, they somehow nailed them right out of the gate. If I were Stu Black, I wouldn't touch orks at all.
The thing we should be looking at is how GW handles Custodes and Imperial Knights, they are the runner ups to the current big bads which give us the most trouble.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/09/05 07:02:08
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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I'd imagine that the majority of the buffs we'll get from the dataslate will actually be nerfs to the big 3 of Eldar, GSC and Custodes. In my experience we can kinda deal with Knights by virtue of killing the smaller ones and then just outscoring with our superior board control.
Although we're definitely going to get a handful of minor points cost drops. I think the main offenders for overcosted units at the moment are definitely Tankbustas, maybe Deff Dreads and maybe BWs?
And of course the Stompa.
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This message was edited 1 time. Last update was at 2023/09/05 07:02:52
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![[Post New]](/s/i/i.gif) 2023/09/05 07:20:34
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Ironically, GSC are not problem for orks whatsoever. In fact, the sole reason why they aren't above eldar is because they play so badly in to orks. BW and deff dread could definitely use a point drop, their rules are fine, but they are just too expensive. I'd even chuck the two rigs in with them, neither is worth their points as they are now. Both nauts are also way over what they should cost, but they are quite hard to get right. The point raise on the morkanaut should definitely be rolled back though. For tankbustas, I feel like their points are not game motivated, so I'm not holding my breath for them.
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This message was edited 1 time. Last update was at 2023/09/05 07:20:52
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2023/09/05 08:37:31
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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@Grimskull Im pretty sure you CANT draw Storm hostile objectives round 1. Maybe im mistaken. But you had to pick a new secondary and put storm hostile objective back in to the fold.
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This message was edited 1 time. Last update was at 2023/09/05 08:38:18
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/09/05 10:17:25
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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Beardedragon wrote:@Grimskull
Im pretty sure you CANT draw Storm hostile objectives round 1. Maybe im mistaken. But you had to pick a new secondary and put storm hostile objective back in to the fold.
Correct. That and defend stronghold are draw new and reshuffle.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/09/05 13:34:52
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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The Red Hobbit wrote:Sounds like a fun game, if they were doing almost entirely Aspects they must have had a lot of units on the table, possibly more than you  . Which Aspects did they field the most? I'm also surprised he managed to knock all your guys off the table with just Aspect Warriors. Did he also have mechanized support via Fire Prisms or War Walkers? How do you think the game would have changed if you hadn't made that charge into the D-Cannons with the Kommandos? Yeah, it was pretty close since if he had one more turn he would have beat me as he was finally getting close to catching up on points after finally knocking me off the board. Definitely a tight game which is always fun. He did have more fire support, with a Falcon and a Wave Serpent as well as a Fire Prism. The Dark Reapers with Maugan Ra and Swooping Hawks did the most work anti-infantry wise, followed by Dire Avengers when they were led by Asurmen. It really is bizarre to see how much of a paradigm shift there is for Ork lists though, now that you mention how many units he had relative to mine, because I do believe he had more overall bodies than me. Which is super weird because having started 40k in 5th ed, it was almost always the opposite where I had 100+ models usually on the board and now over the editions it's become smaller and smaller for most Ork armies. I think if I didn't get rid of the D-cannon at the very beginning he would have very likely popped my Trukk transporting Badrukk and his Flash Gitz T1, forcing them to hoof it across the board meaning they wouldn't have been able to deploy in the central area where they did most of their work overwatching and shooting into the Eldar units trying to take the center objective. My list basically has non-existent shooting, so without the Kommandos I doubt I would have gotten to it in time (especially with cheesy strats like Phantasm) or intact enough to wipe it out in one go since he still had a decent amount of fate dice for saves. That early points lead that secured me the game was definitely due to the pressure put in by the kommandos. Automatically Appended Next Post: Beardedragon wrote:@Grimskull Im pretty sure you CANT draw Storm hostile objectives round 1. Maybe im mistaken. But you had to pick a new secondary and put storm hostile objective back in to the fold. Whoops, you are indeed correct. Definitely my bad, which I guess was actually a nerf for me since I could have drawn another secondary I could have accomplished that turn. Probably doesn't help that I missed it since I just printed out the scans for the mission cards (so it has really tiny font) and put old MtG cards into card sleeves and slipped them in over them since I am not making the mistake of paying for GW made mission cards again.  Those things last about as long as it takes for an Ork to kick a grot when he's bored.
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This message was edited 2 times. Last update was at 2023/09/05 13:39:32
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![[Post New]](/s/i/i.gif) 2023/09/05 14:52:43
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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There might be some minor changes to points on less performing ork units but I don’t see us being touched.. they got bigger issues to deal with eldar, gsc, custodes and knights…and then a half dozen or so underperforming armies… orks biggest buff will be our codex in 2024 which if the tyranid codex is any indication will have 6! Detachments.
My wish (I’m prepared to be disappointed)
Current index pressure list detachment
Dread waaagh/walker
Obligatory beastsnagga detachment
Speedwaagh/speedfreak
Greentide
Bloodaxe/infiltrator
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This message was edited 3 times. Last update was at 2023/09/05 14:53:57
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![[Post New]](/s/i/i.gif) 2023/09/05 15:49:10
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Gargantuan Gargant
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gungo wrote:There might be some minor changes to points on less performing ork units but I don’t see us being touched.. they got bigger issues to deal with eldar, gsc, custodes and knights…and then a half dozen or so underperforming armies… orks biggest buff will be our codex in 2024 which if the tyranid codex is any indication will have 6! Detachments.
My wish (I’m prepared to be disappointed)
Current index pressure list detachment
Dread waaagh/walker
Obligatory beastsnagga detachment
Speedwaagh/speedfreak
Greentide
Bloodaxe/infiltrator
Yeah, those look about right to me. I'm really hoping the Dread WAAAGH makes the cut this time around, my walkers have been languishing in rules purgatory for a while now, given that they barely benefited from both the SpeedWAAAGH! and regular WAAAGH! of 9th ed and only the Specialist Detachment made them work because of the double tap shooting strat for Morkanauts. Would be nice to have a more holistic detachment that makes all Walkers reasonably strong and is actually future proofed to include the FW walkers.
The detachment that I know won't be there but really wish it would is an Armoured Krumpany detachment, where it brings back looted tanks. I'd love to see a ramshackle brigade of Ork armour pumping out inaccurate but deadly broadsides of dakka.
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![[Post New]](/s/i/i.gif) 2023/09/05 16:00:21
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Locked in the Tower of Amareo
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gungo wrote:There might be some minor changes to points on less performing ork units but I don’t see us being touched.. they got bigger issues to deal with eldar, gsc, custodes and knights…and then a half dozen or so underperforming armies… orks biggest buff will be our codex in 2024 which if the tyranid codex is any indication will have 6! Detachments.
My wish (I’m prepared to be disappointed)
Current index pressure list detachment
Dread waaagh/walker
Obligatory beastsnagga detachment
Speedwaagh/speedfreak
Greentide
Bloodaxe/infiltrator
Note detachment count doesn't have to be same per book. First 2 have already different.
Wouldn't surprise if all klans have own themed. Then maybe 1-2 odder one.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/09/05 17:51:23
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Well, the beastsnagga is for sure.
Walkers are an old big dream.
GW builds the rules around what they want to sell.
Beastsnagas are the new models, so they are must.
Kans/dreads etc are old models. But it is a really long time since they was the hot units. Make a new detachement and sell the old models to new players (I play about 7 years and kans/dreads was more or less a gak the most of the times) makes sence. Most of the players do not have the models, but the models are nice and Nauts are pretty new. So lets sell them to everybody. The same way what they do with the Trukk right now.
I 'm pretty sceptical about the speedfreaks. GW makes a lot to sell the buggies to all of us in last 5 years. We all have them. Why the hell shall they make us a rules for the models we have? That goes againts the point of their business. This is not a moaning or something. I like making a money and this is pretty decent way. But if we want to predict the meta, we need to take this in account.
The questions are about new models. Shall we expect some? I don ' t trust in some important new models in next few years. We ' ve got 5 buggies + wartrike, kommandos, Ghazzy, deffkoptas + whole new family of beastsnagga units. Significant part of our codex are brand new models. Yeah, we ' ll get something, but I don' t expect anything more inovative than “tankbustas in plastic” of “new trukk”.
Gungos list is pretty good imho.
The important question is, which of these detachements will be great and which one of them will sucks.
My tip is speedfreaks will sucks and walkers + beastsnaggas with the Rigs will be interesting
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![[Post New]](/s/i/i.gif) 2023/09/05 18:08:00
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Growlin' Guntrukk Driver with Killacannon
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Grimskul wrote:
It really is bizarre to see how much of a paradigm shift there is for Ork lists though, now that you mention how many units he had relative to mine, because I do believe he had more overall bodies than me. Which is super weird because having started 40k in 5th ed, it was almost always the opposite where I had 100+ models usually on the board and now over the editions it's become smaller and smaller for most Ork armies.
 I was thinking the same thing. Orks have been getting more 'elite'ish since 9th and other alternatives to Greentide have been popping up. The change is fun but I still miss the days when playing against Orks (or Tyranids) meant you were facing a real horde of units, funny to see Eldar and Orks reversing roles of all places.
I think if I didn't get rid of the D-cannon at the very beginning he would have very likely popped my Trukk transporting Badrukk and his Flash Gitz T1, forcing them to hoof it across the board meaning they wouldn't have been able to deploy in the central area where they did most of their work overwatching and shooting into the Eldar units trying to take the center objective. My list basically has non-existent shooting, so without the Kommandos I doubt I would have gotten to it in time (especially with cheesy strats like Phantasm) or intact enough to wipe it out in one go since he still had a decent amount of fate dice for saves. That early points lead that secured me the game was definitely due to the pressure put in by the kommandos.
I think Orks in general have non-existent shooting and I'm still a bit disappointed that our detachment rule was only for melee and not for shooting leaving shoota boyz forgotten once again. I did finish assembling and painting my 3x Mek Guns and I'm looking forward to trying out 3x bubble chukkas with Mek support.
Kommando's are quite nice, I've been considering whether or not 2x10 might be worthwhile against a shooty opponent. What did your opponent end up using Phantasm on?  I forgot to mention in the previous post that he might use that on his D-Weapons to foil your turn 1 charge.
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![[Post New]](/s/i/i.gif) 2023/09/06 02:39:55
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fixture of Dakka
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Grot Tanks & Mega-Tanks.
Look, just because you refuse to use them, doesn't mean they don't exist.....
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![[Post New]](/s/i/i.gif) 2023/09/06 02:43:32
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Battlewagon Driver with Charged Engine
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Not to mention pretty much any vehicle once you shove a mek under their armoured butt.
So what are we thinking about the nid stuff? Does the format give us a hopeful look at what the ork dex will have?
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