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![[Post New]](/s/i/i.gif) 2023/10/27 09:08:56
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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Forceride wrote:Great idea with weird boy! might try it out in a game. Was looking for a unit like that.
Definitely not my idea, so please don't give me credit for it!
I remembered seeing it about 8-10 pages back in here, but I can't remember who it was that was trying it out.
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![[Post New]](/s/i/i.gif) 2023/10/27 09:22:28
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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Vineheart01 wrote:i swear they said you could this go around, but even looking it up nope i see it in the Rules Commentary that explicitly units embarked cannot do anything unless stated otherwise
Realistically you're probably gonna call the BannerWAAGH the turn following normal Waaagh anyway.
You might have been confused by reserves who CAN do stuff as long as rule doesn't specify "on the battlefield" which still limits quite a lot but there are abilities here and there which do work for reserve units.
That did change in 10th. Before even in reserve you couldn't do anything.
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This message was edited 1 time. Last update was at 2023/10/27 09:22:49
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/10/30 09:55:53
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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[DCM]
Lone Wolf Sentinel Pilot
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Quick question chaps; i'd like to double check: can Badrukk's ability be used in Overwatch? Seems it can, since the wording says it's not triggered in the shooting phase.
Flashiest Gitz: While this model is leading a unit, each timea model in that unit makes a ranged attack, you can re-roll the Hit roll.
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![[Post New]](/s/i/i.gif) 2023/10/30 11:44:22
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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PaddyMick wrote:Quick question chaps; i'd like to double check: can Badrukk's ability be used in Overwatch? Seems it can, since the wording says it's not triggered in the shooting phase.
Flashiest Gitz: While this model is leading a unit, each timea model in that unit makes a ranged attack, you can re-roll the Hit roll.
Thats how I ran it when I was using Badrukk.
In other news, according to the Meta Monday thread on Reddit Orks have taken a bit of a pasting this last week. No top placements whatsoever and only a 41% WR!
Thread is in spoilers for those that want to have a read. Not an Ork-specific sub.
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![[Post New]](/s/i/i.gif) 2023/10/30 12:35:26
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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PaddyMick wrote:Quick question chaps; i'd like to double check: can Badrukk's ability be used in Overwatch? Seems it can, since the wording says it's not triggered in the shooting phase.
Flashiest Gitz: While this model is leading a unit, each timea model in that unit makes a ranged attack, you can re-roll the Hit roll.
Yes. If it doesn't mention specific phase it works.
Overwatch, your shooting phase. Both case it is ranged attack.
Only rules you can't use in overwatch are those that are phase specific. That's also why sustained fire etc work.
So go ahead. Reroll your hit rolls
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/10/30 12:59:32
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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Nice one cheers chaps, i'll assume the ammo runt works as well then. Just a shame they can't do it from the safety of a trukk.
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This message was edited 1 time. Last update was at 2023/10/30 13:00:04
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![[Post New]](/s/i/i.gif) 2023/10/30 14:51:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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PaddyMick wrote:Nice one cheers chaps, i'll assume the ammo runt works as well then. Just a shame they can't do it from the safety of a trukk.
Ammo Runt specifies when the unit is selected to shoot, and it gets the bonus until the end of the phase.
It doesn't specify shooting phase though
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![[Post New]](/s/i/i.gif) 2023/10/30 21:35:38
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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Just came back from a match against DG under the new rules.
Damn their hard to handle with the -1WS/BS.. for a melee army, this really put's us on fumes.
First time i considered that, having shooting in this situation would be great. Clocked 70-50 for DG, but was a close match where i fumbled royally. Despite having hot rolls my choices weren't the best. My opponent also mentioned tailoring it to be anti melee which i admit made sense. Being my first time versus DG in new edition also made the match harder.
I am now having some considerations for some of my units. Oh the weirdboy was amazing, scored 11 on his own.
I am cutting the kustom-boosta the, most my opponents always have ignore modifiers, so those are 85 dead points
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This message was edited 1 time. Last update was at 2023/10/30 21:36:46
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![[Post New]](/s/i/i.gif) 2023/10/30 21:57:36
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Longtime Dakkanaut
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Forceride wrote:Just came back from a match against DG under the new rules.
Damn their hard to handle with the -1WS/ BS.. for a melee army, this really put's us on fumes.
First time i considered that, having shooting in this situation would be great. Clocked 70-50 for DG, but was a close match where i fumbled royally. Despite having hot rolls my choices weren't the best. My opponent also mentioned tailoring it to be anti melee which i admit made sense. Being my first time versus DG in new edition also made the match harder.
I am now having some considerations for some of my units. Oh the weirdboy was amazing, scored 11 on his own.
I am cutting the kustom-boosta the, most my opponents always have ignore modifiers, so those are 85 dead points
Oh i totally did the same sort of fight against DG, i won it by around 15 points though. My waagh turn was perfect, good charges lined up and all, but i did jack all damage. Between the -1WS and the -1 to hit from well positioned Nurglings i effectively had -2 to hit on many units.
Even my Mega Nobz with a warboss in mega armor only hit on 5s. Thats definitely too rough and needs to be nerfed. Even if i won, this was one of the stupidest matches ive ever fought. No one wants to fight with units hitting on 5s and 6s...
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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) 2023/10/30 23:29:11
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Yeah, Flashgitz w/ Badrukk are actually quite lethal in overwatch. Generally its the closest unit, so extra shots Full rerolls Sustained Hits when they do hit. It wasnt unlikely for a full squad + badrukk to cause 20 hits....in overwatch....if not more lol.... theyre actually one of the units that makes me really not like being able to overwatch units that didnt charge cause theyre alarmingly good at it.
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This message was edited 1 time. Last update was at 2023/10/31 01:07:17
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2023/10/31 22:13:22
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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I also struggled into DG. Lost by a lot, due to my own mistakes - and not realising what DG did - but got to punch Morty into space with a Stompa so it was fine.
Aye, think I have to take Badrukk now; if they can get out the transport, kill something, charge something they can kill outright, then kill some more in OW, then the 170pt unit deffo punching up.
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This message was edited 2 times. Last update was at 2023/10/31 22:17:10
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![[Post New]](/s/i/i.gif) 2023/11/01 00:36:12
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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My "propper" Ork army has taken another step closer to reality this week!
Quite some time ago (around Easter or so) I assembled a unit of squighog riders & then some Flashgitz. Base coated them, put them in a box with some misc Ork boys from RT-4e.....
Tonight 10/20 beastsnaggas have joined them.
I'm not really sure what the actual "plan" for this army is yet. I'm just occasionally building Ork units as the whim strikes.
Eventually, with or without a plan, i imagine it'll coeles into 2k pts.
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![[Post New]](/s/i/i.gif) 2023/11/01 17:44:00
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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Hmm DG proves that going full melee does not work.. too many situations. Just wished there was a variant that worked against shooting. world eaters facing DG must be a nightmare.
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![[Post New]](/s/i/i.gif) 2023/11/02 09:46:45
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fresh-Faced New User
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Hi all. If a big Mek with KFF is in a trukk or battle wagon, does the transport gain the invulnerable save or is it just the unit he leads when out of the transport? Thanks
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![[Post New]](/s/i/i.gif) 2023/11/02 14:16:54
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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Hogiebear wrote:Hi all. If a big Mek with KFF is in a trukk or battle wagon, does the transport gain the invulnerable save or is it just the unit he leads when out of the transport? Thanks
I believe it's only while he's out of the transport, as he isn't "on the board" while in the transport.
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![[Post New]](/s/i/i.gif) 2023/11/02 14:49:28
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fresh-Faced New User
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Thanks for this. That’s how I read it but just wanted to be sure.
I have one more question if someone can help with. If a unit of Squighog boys charges a vehicle or monster, does the lance ability give their stikkas anti 3+?
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![[Post New]](/s/i/i.gif) 2023/11/02 16:35:36
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Humming Great Unclean One of Nurgle
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Hogiebear wrote:Thanks for this. That’s how I read it but just wanted to be sure.
I have one more question if someone can help with. If a unit of Squighog boys charges a vehicle or monster, does the lance ability give their stikkas anti 3+?
Anti-[Keyword] is on unmodified rolls.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2023/11/03 08:17:51
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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Afrodactyl wrote:Hogiebear wrote:Hi all. If a big Mek with KFF is in a trukk or battle wagon, does the transport gain the invulnerable save or is it just the unit he leads when out of the transport? Thanks
I believe it's only while he's out of the transport, as he isn't "on the board" while in the transport.
Don't think you can give vehicles an invuln with the KFF now, as it's not an aura any more, only on the squad he's leading.
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![[Post New]](/s/i/i.gif) 2023/11/03 10:23:54
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Rampagin' Boarboy
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PaddyMick wrote: Afrodactyl wrote:Hogiebear wrote:Hi all. If a big Mek with KFF is in a trukk or battle wagon, does the transport gain the invulnerable save or is it just the unit he leads when out of the transport? Thanks
I believe it's only while he's out of the transport, as he isn't "on the board" while in the transport.
Don't think you can give vehicles an invuln with the KFF now, as it's not an aura any more, only on the squad he's leading.
I worded my reply pretty poorly, I meant that there's only a KFF benefit while not in a transport, not that you can give a transport an invuln.
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![[Post New]](/s/i/i.gif) 2023/11/03 15:14:37
Subject: Re: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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I've been tryin to make the Stompa work so I can take it a UKTC event but I've been defeated by terrain; tables are dense and everything is over 4'' high - on some maps he can only deploy right out in the open if he wants to move anywhere. So back to the drawing board, but I'd still like to play with a Morkanaut and a Gorkanut in the list, and no Beast-Snaggas, so with that in my i've come up with a new list that i'll try out next week. I've modified a method of list writing from a youtube video I watched by War Academy where every unit gets assigned a role.Feedback welcome.
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This message was edited 1 time. Last update was at 2023/11/03 15:56:38
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![[Post New]](/s/i/i.gif) 2023/11/04 06:03:58
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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PaddyMick wrote: I've modified a method of list writing from a youtube video I watched by War Academy where every unit gets assigned a role.Feedback welcome.
??
Isn't that just how (most) everyone have always generally written lists?
How were you picking stuff before?
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![[Post New]](/s/i/i.gif) 2023/11/04 10:25:34
Subject: Re: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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ccs wrote: PaddyMick wrote: I've modified a method of list writing from a youtube video I watched by War Academy where every unit gets assigned a role.Feedback welcome.
??
Isn't that just how (most) everyone have always generally written lists?
How were you picking stuff before?
I was giving some thought to how the army would play, but not in such an organised way. Realising what it actually take to win a game has been clarified for me by talking to other players, videos like this and reading dakka! It's still a tug of war though, between choosing a cohesive themed army with models I want to use and trying to compete. When a list 'feels right' and comes together it's good - but I tend to constantly evolve lists rather than test them repeatedly (usually 'cos i've painted new units). I'm still learning
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![[Post New]](/s/i/i.gif) 2023/11/04 15:10:40
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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No plan survives contact with enemy. I generally do my list with an objective in mind and a fluid approach. Some choices have clear roles but in the thick of things they need to be flexible enough to not just do 1 thing. It's common to see this hyper focused role, but fails to account for other situations and that's when you lose the game. i am more keen to balance out and make a more round answer to every situation, this won't be always possible and that's when decision making comes along. very rarely do i feel the list let me down, more so decisions.
An example that shapes my list is situations that are hard to move around, Tau heavy shooting forces you to be durable and mobile, DG forces you to have some shooting. It's funny but i never felt orks leaned well on fluff or cheese list's, we have a simple plan. And a simple plan comes with it's caveats, your opponent knows your plan from the start. So the decision making is far more important for you, this also makes losing and taking momentum a roller coaster, but when we are down we get wiped with out much of an answer.
Sometimes it feels a feast for famine. But i kinda enjoy it.
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![[Post New]](/s/i/i.gif) 2023/11/05 02:49:42
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Stabbin' Skarboy
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Curious what the ork response to terminators is. I got my clock cleaned by DG termies in 8th and just played my first game of 10th against a list with GK termies. I managed to kill a total of 4 but two regenerated so they effectively felt unkillable. Most of the (admittedly somewhat limited number of) armies I’ve faced have left me feeling simply outclassed. Like orks are supposed to be the faction that rolls buckets of dice but after all those rolls, nothing on the opponent’s side dies (high toughness, high saves), then it’s their turn, they somehow get to roll even more dice and wipe out entire units without even breaking stride. So then I go look through the data sheets for something comparable to what just krumped me and it’s like, “we got nothin’.” Anyone else feel this?
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![[Post New]](/s/i/i.gif) 2023/11/05 04:01:38
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Fixture of Dakka
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My answer to such things is to shoot them with KMB armed Grot Tanks.
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![[Post New]](/s/i/i.gif) 2023/11/05 07:22:16
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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@forceride that's interesting, thanks. Reckon the next level for me is to actually consider what the opponent might do as well! ha. Like I said still learning. But loving every minute with orks; never feel like I have a really bad game, even losing heavily; there always some fun to be had. Automatically Appended Next Post: Rockets would seem to be the thing to kill terminators. Dredd or Kan Klaws in combat, are damage 3.
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This message was edited 1 time. Last update was at 2023/11/05 07:45:17
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![[Post New]](/s/i/i.gif) 2023/11/05 13:13:45
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Rokkits. Unfortunately orks lack high AP for some reason....even our klaws are only AP2...so better to hinge on "if it does go through, dead" odds. Its not that easy to spam rokkits in one unit since tankbustas suck balls right now but its fairly easy to just have rokkits sprinkled everywhere. Actually, thinking about it, i can only think of like 3 things with AP3+ in our army right now....two are melee and one is the SAG. Sure we have more i just cant think of but thats kinda saying something when all of our big guns are still AP2
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This message was edited 1 time. Last update was at 2023/11/05 13:17:18
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2023/11/05 14:04:42
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Maniacal Gibbering Madboy
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Gulgog TufToof wrote:Curious what the ork response to terminators is. I got my clock cleaned by DG termies in 8th and just played my first game of 10th against a list with GK termies. I managed to kill a total of 4 but two regenerated so they effectively felt unkillable. Most of the (admittedly somewhat limited number of) armies I’ve faced have left me feeling simply outclassed. Like orks are supposed to be the faction that rolls buckets of dice but after all those rolls, nothing on the opponent’s side dies (high toughness, high saves), then it’s their turn, they somehow get to roll even more dice and wipe out entire units without even breaking stride. So then I go look through the data sheets for something comparable to what just krumped me and it’s like, “we got nothin’.” Anyone else feel this?
volume of fire and ap, rokkits shine, deffkoptas with -2AP 3D with twin-linked look great for it, if they get close you can MW on them, each rocket will down a termie. But i think even squig buggy will work to push saves given their slow move. Flashgits if you really want to take them out in one go, no need to dismount from truck/wagon, just use as is. Automatically Appended Next Post: PaddyMick wrote:@forceride that's interesting, thanks. Reckon the next level for me is to actually consider what the opponent might do as well! ha. Like I said still learning. But loving every minute with orks; never feel like I have a really bad game, even losing heavily; there always some fun to be had.
Automatically Appended Next Post:
Rockets would seem to be the thing to kill terminators. Dredd or Kan Klaws in combat, are damage 3.
I get the same feeling  but i also enjoy to provide a challenge to my opponent and not waste their time. So i tend to fiddle my list a lot.
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This message was edited 1 time. Last update was at 2023/11/05 14:06:27
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![[Post New]](/s/i/i.gif) 2023/11/05 14:23:38
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Regular Dakkanaut
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I had severe problems dealing with 2x10 DW Knights in a recent RTT. 4 W, 4++, -1 D is really nasty, especially paired with armour of contempt. I threw Mozrog, 10 Nobs w/ Warboss and 10 Beastsnaggas w. beastboss at them, which helped to get rid of one block over 2 fight phases, but after that, the second Blob was there and destroyed the nobs and Mozrog... Flash Gitz are inefficient because of damage reduction, everything with AP 2 or less is bad because with cover and AoC, they are still saving at 2+... Don't see anything except swamping them in 1000 points of melee heavy hitters, if you build your army like that...
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![[Post New]](/s/i/i.gif) 2023/11/05 15:32:19
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
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Stabbin' Skarboy
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It was in fact kopta rokkits that killed the terminators that I did manage to kill (with pretty stellar dice luck). But then they came back. I had a painboy whose grot orderly managed to bring a couple of models back. Once. The terminators got to bring one back every round of the game.
I had forgotten about FW stuff, so after ccs mentioned grot tanks, I took a look at FW stuff. KMB's have the profile I'm looking for but they're hazardous and damage could be 6... or it could be 1.
Along those same lines, my tankhammer lad actually put some hurt in for one or two rounds, but then he exploded himself.
High wounds is another issue I forgot to mention. Feels like it takes at least 2 rounds of both effective shooting and cc to take out any one enemy model whereas my warboss and his whole squad of nobs were wiped out by one of his units in a single shooting phase.
And as for swamping units in cc (hey, at least we can slow them down right?) if they aren't completely surrounded, there's no penalty for them falling back and turning your units into a shooting gallery once more.
I'm trying really hard to not just complain but 90% of my attacks and saves feel like a complete waste of time, and I feel like my opponents are hitting/wounding/saving on 2+ with at least 3W/model (not really all of these all of the time, but enough that that's effectively what it feels like) and have the same volume of far superior attacks. Perhaps this is just the ork's lot in life?
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This message was edited 3 times. Last update was at 2023/11/05 15:36:27
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