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Made in us
Fixture of Dakka




NE Ohio, USA

 Lathe Biosas wrote:
Thanks. I just see them in every single Ork list.

To quote Columbo... one more thing.

When facing an Ork army, is it wise to erase them quickly?

Because I typically ignore them for most of the game, favoring more frightening targets.


If you were playing me & wanted to interfere in my scoring I'd recommend it.
Most 40k games are won/lost via VP.
So it'd cause me to have to re-task some of the units dedicated to killing you off to take an objective or maybe do an action. And the more of them you kill, the more my killy units have to multi-task. Wich cuts down their effectiveness.

Against others? ???
Only you can determine that target priority puzzle.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Lathe Biosas wrote:
Thanks. I just see them in every single Ork list.

To quote Columbo... one more thing.

When facing an Ork army, is it wise to erase them quickly?

Because I typically ignore them for most of the game, favoring more frightening targets.


It's a difficult question to answer.

If the ork players loses VP if you kill the gretchin, obviously go for it. If you can safely kill them without exposing a unit or while archiving something else, that's also a valid approach. Outside of that, your goal should be flipping the objective, not killing the gretchin - killing the gretchin is just a means to an end.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Longtime Dakkanaut




U.k

I always feel a bit smug when my opponent wastes some shooting on killing the grots. Like said above losing VP not so much but just shooting them fella like a win because you didn’t shoot something more dangerous.

That said I have had opponents ignore my grots all game and they just quietly pumped out VP and CP all game long.
   
Made in ca
Gargantuan Gargant






My friends in my gaming group always have it as their private personal mission to kill all the grots I have in my list, even if they end up losing, as a form of moral victory because they find them funny and dramatic to kill given how little of a fight they put up outside of the Runthherder, so I feel in my games they're always a priority target.

However, in regular competitive games, I would probably put them in the middle tier of priority for killing, subject to the the match up and situation of the game, particularly which mission rules/cards are drawn. The big thing as other people have covered is that if you do kill them, it's a result of you taking the objective away from your opponent or tied to you completing your primaries/secondaries and not just killing them for the sake of doing so (and ideally with a relatively low cost deep striking unit).
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's also worth noting that gretchin are often an easy way to score agendas and/or gain XP in crusade

This message was edited 1 time. Last update was at 2025/08/05 14:42:43


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
It's also worth noting that gretchin are often an easy way to score agendas and/or gain XP in crusade


Oh yeah, they're an easy farming unit for that, currently they're tied with ratlings in my gaming group as our equivalent of "wabbit season" when it comes to cashing in on a game for those crusade bonuses.
   
Made in gb
Rampagin' Boarboy





United Kingdom

I agree with everyone else on the killing Grots point.

Generally speaking? They're probably not worth it.

Are they scoring VP and/or generating comman points? Yes, they're worth it.

Literally any scenario? They're a good target for all of the various big shootas, heavy stubbers, etc that every vehicle has bolted on if you don't have anything more worthwhile to shoot at.

In terms of using them, 1-2 units is worthwhile in basically all lists. Zogrod is optional, but worthwhile if you want to try the jail tactic out. Dread mob generally wants more grots than other lists.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

The Tactical withe kopras - just 3x3

NIGHTWOLF’S MAJOR 40K SOLO TOURNAMENT - Daniel Dafou - 1st

Spoiler:

++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos – Orks
+ DETACHMENT: Taktikal Brigade
+ TOTAL ARMY POINTS: 1995pts
+
+ ENHANCEMENT: Mek Kaptin (on Char1: Big Mek in Mega Armour)
+ NUMBER OF UNITS: 21
+ SECONDARY: – Bring It Down: (4×2) – Assassination: 4 Characters – Cull The Horde: 1×5
+++++++++++++++++++++++++++++++++++++++++++++++
Char1: 1x Big Mek in Mega Armour (135 pts): Kustom mega-blasta, Power klaw
Enhancement: Mek Kaptin (+45 pts)
Char2: 1x Big Mek with Shokk Attack Gun (85 pts): Grot assistant, Close combat weapon, Shokk attack gun
Char3: 1x Big Mek with Shokk Attack Gun (85 pts): Grot assistant, Close combat weapon, Shokk attack gun
Char4: 1x Big Mek with Shokk Attack Gun (85 pts): Grot assistant, Close combat weapon, Shokk attack gun

5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga
5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga
5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga

10x Flash Gitz (170 pts): Ammo Runt
• 1x Kaptin: Choppa, Snazzgun
• 9x Flash Gitz: 9 with Choppa, Snazzgun
11x Gretchin (40 pts)
• 10x Gretchin: 10 with Close combat weapon, Grot blasta
• 1x Runtherd: Grot-smacka, Slugga
11x Gretchin (40 pts)
• 10x Gretchin: 10 with Close combat weapon, Grot blasta
• 1x Runtherd: Grot-smacka, Slugga
22x Gretchin (80 pts)
• 20x Gretchin: 20 with Close combat weapon, Grot blasta
• 2x Runtherd: 2 with Grot-smacka, Slugga
10x Kommandos (120 pts)
• 9x Kommandos
1 with Kommandos, Breacha ram
1 with Kommandos, Burna, Close combat weapon
1 with Kommandos, Close combat weapon, Rokkit launcha
6 with Kommandos, Choppa, Slugga
• 1x Boss Nob: Slugga, Choppa
10x Lootas (115 pts)
• 8x Loota: 8 with Close combat weapon, Deffgun
• 2x Spanner: 2 with Close combat weapon, Rokkit launcha
10x Lootas (115 pts)
• 8x Loota: 8 with Close combat weapon, Deffgun
• 2x Spanner: 2 with Close combat weapon, Rokkit launcha
6x Tankbustas (140 pts)
• 5x Tankbusta
1 with Pulsa rokkit, Tankbusta, Close combat weapon, Rokkit launcha
4 with Tankbusta, Close combat weapon, Rokkit launcha
• 1x Boss Nob: Choppa, 2x Rokkit pistol
6x Tankbustas (140 pts)
• 5x Tankbusta
1 with Pulsa rokkit, Tankbusta, Close combat weapon, Rokkit launcha
4 with Tankbusta, Close combat weapon, Rokkit launcha
• 1x Boss Nob: Choppa, 2x Rokkit pistol
6x Tankbustas (140 pts)
• 5x Tankbusta
1 with Pulsa rokkit, Tankbusta, Close combat weapon, Rokkit launcha
4 with Tankbusta, Close combat weapon, Rokkit launcha
• 1x Boss Nob: Choppa, 2x Rokkit pistol
3x Deffkoptas (80 pts): 3 with Kopta rokkits, Slugga, Spinnin’ blades
3x Deffkoptas (80 pts): 3 with Kopta rokkits, Slugga, Spinnin’ blades
3x Deffkoptas (80 pts): 3 with Kopta rokkits, Slugga, Spinnin’ blades
1x Trukk (70 pts): Big shoota, Spiked wheel, Wreckin’ ball

This message was edited 1 time. Last update was at 2025/08/07 05:36:22


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in pt
Maniacal Gibbering Madboy





 Tomsug wrote:
The Tactical withe kopras - just 3x3

NIGHTWOLF’S MAJOR 40K SOLO TOURNAMENT - Daniel Dafou - 1st

Spoiler:

++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos – Orks
+ DETACHMENT: Taktikal Brigade
+ TOTAL ARMY POINTS: 1995pts
+
+ ENHANCEMENT: Mek Kaptin (on Char1: Big Mek in Mega Armour)
+ NUMBER OF UNITS: 21
+ SECONDARY: – Bring It Down: (4×2) – Assassination: 4 Characters – Cull The Horde: 1×5
+++++++++++++++++++++++++++++++++++++++++++++++
Char1: 1x Big Mek in Mega Armour (135 pts): Kustom mega-blasta, Power klaw
Enhancement: Mek Kaptin (+45 pts)
Char2: 1x Big Mek with Shokk Attack Gun (85 pts): Grot assistant, Close combat weapon, Shokk attack gun
Char3: 1x Big Mek with Shokk Attack Gun (85 pts): Grot assistant, Close combat weapon, Shokk attack gun
Char4: 1x Big Mek with Shokk Attack Gun (85 pts): Grot assistant, Close combat weapon, Shokk attack gun

5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga
5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga
5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga

10x Flash Gitz (170 pts): Ammo Runt
• 1x Kaptin: Choppa, Snazzgun
• 9x Flash Gitz: 9 with Choppa, Snazzgun
11x Gretchin (40 pts)
• 10x Gretchin: 10 with Close combat weapon, Grot blasta
• 1x Runtherd: Grot-smacka, Slugga
11x Gretchin (40 pts)
• 10x Gretchin: 10 with Close combat weapon, Grot blasta
• 1x Runtherd: Grot-smacka, Slugga
22x Gretchin (80 pts)
• 20x Gretchin: 20 with Close combat weapon, Grot blasta
• 2x Runtherd: 2 with Grot-smacka, Slugga
10x Kommandos (120 pts)
• 9x Kommandos
1 with Kommandos, Breacha ram
1 with Kommandos, Burna, Close combat weapon
1 with Kommandos, Close combat weapon, Rokkit launcha
6 with Kommandos, Choppa, Slugga
• 1x Boss Nob: Slugga, Choppa
10x Lootas (115 pts)
• 8x Loota: 8 with Close combat weapon, Deffgun
• 2x Spanner: 2 with Close combat weapon, Rokkit launcha
10x Lootas (115 pts)
• 8x Loota: 8 with Close combat weapon, Deffgun
• 2x Spanner: 2 with Close combat weapon, Rokkit launcha
6x Tankbustas (140 pts)
• 5x Tankbusta
1 with Pulsa rokkit, Tankbusta, Close combat weapon, Rokkit launcha
4 with Tankbusta, Close combat weapon, Rokkit launcha
• 1x Boss Nob: Choppa, 2x Rokkit pistol
6x Tankbustas (140 pts)
• 5x Tankbusta
1 with Pulsa rokkit, Tankbusta, Close combat weapon, Rokkit launcha
4 with Tankbusta, Close combat weapon, Rokkit launcha
• 1x Boss Nob: Choppa, 2x Rokkit pistol
6x Tankbustas (140 pts)
• 5x Tankbusta
1 with Pulsa rokkit, Tankbusta, Close combat weapon, Rokkit launcha
4 with Tankbusta, Close combat weapon, Rokkit launcha
• 1x Boss Nob: Choppa, 2x Rokkit pistol
3x Deffkoptas (80 pts): 3 with Kopta rokkits, Slugga, Spinnin’ blades
3x Deffkoptas (80 pts): 3 with Kopta rokkits, Slugga, Spinnin’ blades
3x Deffkoptas (80 pts): 3 with Kopta rokkits, Slugga, Spinnin’ blades
1x Trukk (70 pts): Big shoota, Spiked wheel, Wreckin’ ball


Yeah, that was the one i mention. High 5 for cool interaction.
   
Made in gb
Stealthy Grot Snipa





Hello fellow Krumpers, I got krumped pretty hard last night and dis git could do wit sum deployment tips

Beginner(ish) player, below is how I deployed, the map is slightly different to what we played (right hand terrain angled L piece in deployment zone did not extend over deployment, so it was about 1-2" closer to long edge). Greentide detatchment, The only units not shown is the 2MANz with Ghaz, Warboss in the 3 20 man units, 10 man boyz in the trukk and 2x5 stormboyz in reserves. Opponent played the new GK codex. 2 Grandmaster nemisis, crowe, purifiers brick, 2x5 termies, strike squad.



I made a few mistakes in deployment that I think really impacted the game;
  • I expected to deploy Ghaz in the Bwagon, putting it up to the terrain centre piece so I could disembark 3". Due to the terrain colliding with the Bwagon, the 3" would not have been enough room to deploy Ghaz 'through' it on turn 1. So i deployed Ghaz on foot with the Manz and kinda then didn't know what to do with the wagon. I feel its position was not aggressive enough
  • Weirdboy I was unsure of where to jump to. I was too far back to get onto the left side objective, and I got second turn, so by the time the GKs had moved up, 9" for da jump meant I also couldn't touch it that way
  • Trukk felt too far back, took too many turns to get anywhere useful
  • I messed up the BWag position, it should have swapped with the painboyz unit, so the boyz could sticky, move within 3" and then I could have positioned the Bwag to be ready to roll out turn 2


  • Questions:
  • Given I was playing GKs, I knew they really only had 24" range, and both nemesis were in reserve. Therefore I should have been wayyy more aggressive with the vehicles? Bwagon on the deployment line, trukk there too?
  • How far up the board do you typically like to end up? I yeeted zod up to attempt to jail/limit movement and to push back the 9" areas the GKs could back down in. But I found the rest of the boyz were still too far back
  • How many casualties can I get away with turn 1? Given im playing greentide, I feel like I almost should have just deployed on the line in this match up and I should have pushed hard and fast.


  • By turn 3 it was clear i was going to lose. I was close on VP, but I hadn't taken enough of a bite out of the GKs and turns 4 and 5 would see most of the boyz wiped out. how would you have deployed my fellow gitz? Do you go for the da jump and attempt the home charge? I really enjoyed greentide and am most definitely going to run it again next game.

    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in us
    Rampagin' Boarboy





    United Kingdom

    It's difficult to say exactly how you should have deployed, as it depends on both lists and how your opponent is deploying, and also just how you like to play.

    I haven't played against GK (ever, I think), especially not against the new book. However I can take a stab at your questions, using my own army as a frame of reference.

    1. I tend to deploy and play super aggressively. If I'm going first, then I deploy my vehicles and hogs as far forward as I can possibly go with an aim to get turn one charges if possible, and get onto objectives/and or into cover once I'm in the midboard.

    2. I get up the board as quickly as my list will physically allow and get onto combat as soon as possible. I usually go with a turn 2 Waaagh, and that usually ends up with most of my army over the halfway mark, if not into the opponent's third of the table. My army is kind of ride or die on turn 2. Either I get those charges off, smash my opponent up and seize control of the board, or I fail the charges/bounce off and then it's all downhill from there.

    3. It goes without saying that you want to minimise casualties whenever you can, but I would suggest that you want to lose no more than one of your painboy units on turn 1. Granted, I don't play green tide, so I'm not the best person to advise in this regard. Generally speaking we don't have any "brick" units to sit and soak up punishment, more just units that are inefficient to kill with weapons that generally should be decent against them. Ideally Orks will either smash up enemy units so that they're ineffective when they do fight back, or we run around them and avoid them.

    I can post my list for reference if you like, even though it's nothing like green tide.
       
    Made in pt
    Maniacal Gibbering Madboy





    Solar Shock wrote:
    Hello fellow Krumpers, I got krumped pretty hard last night and dis git could do wit sum deployment tips

    Beginner(ish) player, below is how I deployed, the map is slightly different to what we played (right hand terrain angled L piece in deployment zone did not extend over deployment, so it was about 1-2" closer to long edge). Greentide detatchment, The only units not shown is the 2MANz with Ghaz, Warboss in the 3 20 man units, 10 man boyz in the trukk and 2x5 stormboyz in reserves. Opponent played the new GK codex. 2 Grandmaster nemisis, crowe, purifiers brick, 2x5 termies, strike squad.



    I made a few mistakes in deployment that I think really impacted the game;
  • I expected to deploy Ghaz in the Bwagon, putting it up to the terrain centre piece so I could disembark 3". Due to the terrain colliding with the Bwagon, the 3" would not have been enough room to deploy Ghaz 'through' it on turn 1. So i deployed Ghaz on foot with the Manz and kinda then didn't know what to do with the wagon. I feel its position was not aggressive enough
  • Weirdboy I was unsure of where to jump to. I was too far back to get onto the left side objective, and I got second turn, so by the time the GKs had moved up, 9" for da jump meant I also couldn't touch it that way
  • Trukk felt too far back, took too many turns to get anywhere useful
  • I messed up the BWag position, it should have swapped with the painboyz unit, so the boyz could sticky, move within 3" and then I could have positioned the Bwag to be ready to roll out turn 2


  • Questions:
  • Given I was playing GKs, I knew they really only had 24" range, and both nemesis were in reserve. Therefore I should have been wayyy more aggressive with the vehicles? Bwagon on the deployment line, trukk there too?
  • How far up the board do you typically like to end up? I yeeted zod up to attempt to jail/limit movement and to push back the 9" areas the GKs could back down in. But I found the rest of the boyz were still too far back
  • How many casualties can I get away with turn 1? Given im playing greentide, I feel like I almost should have just deployed on the line in this match up and I should have pushed hard and fast.


  • By turn 3 it was clear i was going to lose. I was close on VP, but I hadn't taken enough of a bite out of the GKs and turns 4 and 5 would see most of the boyz wiped out. how would you have deployed my fellow gitz? Do you go for the da jump and attempt the home charge? I really enjoyed greentide and am most definitely going to run it again next game.


    Not sure if official map or not, but i can already say it's really a shooting map. If you take note there is a cross section going through mid where you can shoot through from deploy to deploy. In general i add a centre piece to break these type of lines.

    Has for deploy you could have deployed Ghaz on the wagon where zog is and replaced zog into the left or mid flank, so you could scout into an objective and quickly claim it. The wagon is fairly sturdy and you can claim cover making it hard to take out and force your opponent to either sink a lot resources or ignore it. It also allowed a clear path for it, being a large model and a lynch pin in the center.

    The weirdboy with boyz i guess really is up to you. their position is just get them hidden and jump to deny movement or grab an objective or action.

    I would say a few more lone grots are also useful to deny DS in the back since GK are notorious for it. Besides this... it really depends on your opponent.

    Unsure how the game went but deployment wise that's my mindset. Also Afrodactyl points some really good advice. Also green tide is expected to lose by t3 or t4, you might need more boyz but on that detach, we are all about points.

    Hope it helps.
       
    Made in gb
    Stealthy Grot Snipa





    Thanks Afro and Force, those are all great things to think about. I think I have been trying to play too conservatively. I am going to mix it up and try some more aggressive playstyles.

    I was able to stop the Grandmasters and DS shenanigans coming down by stickying the home objective, advancing the grots and stringing them along the back, and then dropping a stormboy unit in to plug a hole. I was happy with that strat overall, but I just didnt do great on the distances of the boyz. A few more inches forward and id have been in much better positions T1/T2 (turn 1 id have touched another objective, turn 2 id have been able to waagh and get into combat with another unit or 2). So im going to try it aggressive next game! Its all learning after all!

    Thanks fellow krumpers!


    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in us
    Growlin' Guntrukk Driver with Killacannon





    Prague

    Dataslate comming soon and this is the simple sumary of rumours about orks.
    [Thumb - IMG_7537.jpeg]

    This message was edited 1 time. Last update was at 2025/08/20 05:38:29


    10k p fullpaint orks ready to krump! …

    https://instagram.com/mektomsug 
       
    Made in pt
    Maniacal Gibbering Madboy





    Its a start... but it isn't enough sadly, it does remove some off the damage.

    But lets be real, we need actual deep changes that allows to thrive with out being opressive

    i might add snikrot now though xD

       
    Made in ca
    Gargantuan Gargant






    Looks like they've done some preliminary points increases for DG and Knights, but yeah sadly these points cuts align with how I feel GW treats Orks when it comes to balance updates. Not enough to really make a difference for the current detachments for composition and it doesn't address the fundamental issues of the detachment nerfs themselves.
       
    Made in gb
    Rampagin' Boarboy





    United Kingdom

     Grimskul wrote:
    Looks like they've done some preliminary points increases for DG and Knights, but yeah sadly these points cuts align with how I feel GW treats Orks when it comes to balance updates. Not enough to really make a difference for the current detachments for composition and it doesn't address the fundamental issues of the detachment nerfs themselves.


    Yeah, looks like the DG and Knights increases were just to keep the player base from going feral before next month's update. The DG player in my group had his list go up by 200 points.

    I don't mind our predicted points drops, but I'd like the Trukk to come down to 65 again.

    I also don't mind us only getting small points tweaks as long as we get a meaningful rules tweak as well.
       
    Made in ca
    Gargantuan Gargant






    Frankly, with the power creep of the meta now, we could probably revert a lot of the detachment nerfs they did to Green Tide and Bully Boyz and it wouldn't really affect the current meta. Not all of them mind you, but it would bring some more list diversity outside of just War Horde being taken.

    But yeah cheaper trukks would be nice, feels bad when you get penalized for taking them even without the wombo combo of flash gitz or tankbustas + SAG.
       
    Made in ca
    Gargantuan Gargant






    Alright ladz, I know this thread is more for the competitive scene and less on narrative/crusade. However, I know that quite a few of the posters here have played through crusade and my group is just about to start our first crusade together since we see the end of the new edition fairly soon on the horizon and we want to actually get in and try the crusade rules this time before the ruleset change, especially since everyone in our group has faction specific crusade rules now.

    I've given it a bit of a skim for how the Ork crusade rules work, but for the first 1000 points, what would be a good starting point for the army in terms of units? If I'm reading this correctly, it looks like for crusade you're allowed to basically change and swap detachments (and the units you have in your roster) for each game depending on the points level you're playing at with your opponent. Seems like to start off you want things that are more generally useful so you default to a War Horde or Taktikal Brigade until you're get enough requisition to branch out to other detachments.

    Also, we're debating between going for the Pariah Nexus campaign or the Nachmund Gauntlet, anyone have any suggestions on which is better for a new group?
       
    Made in us
    Humming Great Unclean One of Nurgle





    In My Lab

    Note that you can (apparently-news to me, but I double checked!) take Enhancements from ANY Detachment and use them in others too.

    Don't go too crazy, since I'd assume this is more friendly than cutthroat, but there might be some neat combos!

    Edit: Potential standouts:

    War Horde, Kunnin' But Brutal
    War Horde, Supa-Cybork Body
    Dread Mob, Smoky Gubbinz

    Bully Boyz, Da Biggest Boss: Standout for being absolutely terrible relative to Supa-Cybork while costing the same points.

    This message was edited 1 time. Last update was at 2025/08/31 01:27:36


    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in gb
    Rampagin' Boarboy





    United Kingdom

     JNAProductions wrote:
    Note that you can (apparently-news to me, but I double checked!) take Enhancements from ANY Detachment and use them in others too.

    Don't go too crazy, since I'd assume this is more friendly than cutthroat, but there might be some neat combos!

    Edit: Potential standouts:

    War Horde, Kunnin' But Brutal
    War Horde, Supa-Cybork Body
    Dread Mob, Smoky Gubbinz

    Bully Boyz, Da Biggest Boss: Standout for being absolutely terrible relative to Supa-Cybork while costing the same points.


    I'd like to nominate Tellyporta from Bully Boyz as another potential standout, and literally any of the Big Hunt ones if you're even considering using the relevant units, especially Surly as a Squiggoth.

    Despite playing DBH for a while, going back to War Horde has made me realise just how good all of DBH's enhancements are
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






     Grimskul wrote:
    Alright ladz, I know this thread is more for the competitive scene and less on narrative/crusade. However, I know that quite a few of the posters here have played through crusade and my group is just about to start our first crusade together since we see the end of the new edition fairly soon on the horizon and we want to actually get in and try the crusade rules this time before the ruleset change, especially since everyone in our group has faction specific crusade rules now.

    I've given it a bit of a skim for how the Ork crusade rules work, but for the first 1000 points, what would be a good starting point for the army in terms of units? If I'm reading this correctly, it looks like for crusade you're allowed to basically change and swap detachments (and the units you have in your roster) for each game depending on the points level you're playing at with your opponent. Seems like to start off you want things that are more generally useful so you default to a War Horde or Taktikal Brigade until you're get enough requisition to branch out to other detachments.

    Also, we're debating between going for the Pariah Nexus campaign or the Nachmund Gauntlet, anyone have any suggestions on which is better for a new group?


    Dread mob, war horde and taktikal brigade all work well as crusade forces as they have a wide array of units to pick from. Avoid speed freeks, neither the ork crusade rules nor crusade in general (missions, battle traits, relics) support the play style well. Dread mob making gretchin battleline solves some headaches with certain missions as well.

    In crusade, your choice of Waaagh!boss is kind of important. The most fun options in my experience are Beastboss on Squigosaur, MA Big Mek, MA Warboss or regular Warboss. SAG Mek can easily be made insanely powerful, but that usually leads to his unit being dead as soon as they show up. Doing the same on a MA Big Mek protected by MANz is usually more fun and feels less frustrating to your oppnents. Wartrike is ok-ish in taktikal, but always feels like an inferior version of the Squigboss.
    All other options can't really make good use of the bossloot and/or struggle to complete agendas.
    I personally like the mek boss most. By the end of pariah nexus, he was an indestructible monster that walked around the battle field's center and evaporated everything that came close with its KMB and tellyporta blasta.

    The "Show 'em how it's done" agenda is a trap for melee models. The warlord actually needs to be the model that deals the killing blow. Works well on shooty big meks though.

    In general, the crusade rules expect you to have a good mix of infantry and at least one or two vehicles.

    As for the campaign, I would suggest starting with Pariah Nexus. It's more or less a well rounded but basic campaign. Whether you use the blackrock extra rules is up to each player.
    Nachtmund is high maintenance for the campaign master and forces all players to interact with the campaign rules. In addition its wave mechanic is literally game changing and not optional, adding a high extra layer on top of the crusade rules. In my opinion, it also has quite a few terribly balanced missions.
    If everyone is still learning crusade, I would heavily suggest going for pariah nexus first and if you enjoyed that, go for nachtmund afterwards. Or armageddon, if you prefer to playing bat-gak insane pants-on-head style missions over the highly tactical nachtmund gauntlet.

    7 Ork facts people always get wrong:
    Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
    A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
    Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
    Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
    Gharkull Blackfang did not even come close to killing the emperor.
    Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
    Orks do not have the power of believe. 
       
    Made in pt
    Maniacal Gibbering Madboy





    I just had a game with Alderi and kinda half way to throw the towel.

    Just can't think of anything besides tailor made list to handle them...

    It's really bothersome. And to me defines really well where we are.

    Honestly open to ideas.
       
    Made in us
    Fixture of Dakka





    Orks are just in a really bad place right now. Hopefully there will be some considerable buffs in the dataslate, but the last errata beat everything into mediocrity as an overreaction to Moar Dakka. Hoping for change soon, but in the meantime War Horde still seems like the best option.
       
    Made in ca
    Gargantuan Gargant






     Jidmah wrote:
     Grimskul wrote:
    Alright ladz, I know this thread is more for the competitive scene and less on narrative/crusade. However, I know that quite a few of the posters here have played through crusade and my group is just about to start our first crusade together since we see the end of the new edition fairly soon on the horizon and we want to actually get in and try the crusade rules this time before the ruleset change, especially since everyone in our group has faction specific crusade rules now.

    I've given it a bit of a skim for how the Ork crusade rules work, but for the first 1000 points, what would be a good starting point for the army in terms of units? If I'm reading this correctly, it looks like for crusade you're allowed to basically change and swap detachments (and the units you have in your roster) for each game depending on the points level you're playing at with your opponent. Seems like to start off you want things that are more generally useful so you default to a War Horde or Taktikal Brigade until you're get enough requisition to branch out to other detachments.

    Also, we're debating between going for the Pariah Nexus campaign or the Nachmund Gauntlet, anyone have any suggestions on which is better for a new group?


    Dread mob, war horde and taktikal brigade all work well as crusade forces as they have a wide array of units to pick from. Avoid speed freeks, neither the ork crusade rules nor crusade in general (missions, battle traits, relics) support the play style well. Dread mob making gretchin battleline solves some headaches with certain missions as well.

    In crusade, your choice of Waaagh!boss is kind of important. The most fun options in my experience are Beastboss on Squigosaur, MA Big Mek, MA Warboss or regular Warboss. SAG Mek can easily be made insanely powerful, but that usually leads to his unit being dead as soon as they show up. Doing the same on a MA Big Mek protected by MANz is usually more fun and feels less frustrating to your oppnents. Wartrike is ok-ish in taktikal, but always feels like an inferior version of the Squigboss.
    All other options can't really make good use of the bossloot and/or struggle to complete agendas.
    I personally like the mek boss most. By the end of pariah nexus, he was an indestructible monster that walked around the battle field's center and evaporated everything that came close with its KMB and tellyporta blasta.

    The "Show 'em how it's done" agenda is a trap for melee models. The warlord actually needs to be the model that deals the killing blow. Works well on shooty big meks though.

    In general, the crusade rules expect you to have a good mix of infantry and at least one or two vehicles.

    As for the campaign, I would suggest starting with Pariah Nexus. It's more or less a well rounded but basic campaign. Whether you use the blackrock extra rules is up to each player.
    Nachtmund is high maintenance for the campaign master and forces all players to interact with the campaign rules. In addition its wave mechanic is literally game changing and not optional, adding a high extra layer on top of the crusade rules. In my opinion, it also has quite a few terribly balanced missions.
    If everyone is still learning crusade, I would heavily suggest going for pariah nexus first and if you enjoyed that, go for nachtmund afterwards. Or armageddon, if you prefer to playing bat-gak insane pants-on-head style missions over the highly tactical nachtmund gauntlet.


    Thanks Jidmah and JNAProductions for your feedback! Really appreciate the tips and feedback on the different agendas as well as how to approach Crusade from an Ork perspective.

    Per your suggestion, we've decided to move forward with the Pariah Nexus campaign to start us off. Just wanted to see if you or anyone else had some thoughts on what I have for the first 1000 points on my roster for my Crusade:

    Spoiler:
    Beastboss on Squigosaur - 130

    3 Squighog Boyz with Boss Nob on Smasha Squig - 150

    10 Gretchin, 1 Runtherder - 40

    10 Gretchin, 1 Runtherder - 40

    Battlewagon - 160

    Beastboss - 80

    20 Beast Snagga Boyz - 190

    Tankbustas - 140

    Trukk - 70


    My thought process is that this gives enough of a base set of units that can benefit from most of the battle honours that are listed generically and for Orks specifically, with enough mobility and punch for both shooting and close combat that it should be set up as a decent all comers list at the beginning since I'll be running it as a War Horde in the first couple of games. Let me know if there's any suggestions on changing up the units or breaking up the snagga boy squads into 2 units or if 1 big blob of 20 makes sense.
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






    Solid list. Since you have two units of gretchin, there really is no huge incentive to split the beastsnaggas. The only reason to go smaller would be to fit a character into the list IMO.

    Also make sure to pick up your first enhancement, after you have started the crusade, you can only chose additional ones when a unit raises in rank. Keep in mind that you can pick from any detachment as long as your character is allowed to have it. The beastboss has quite a few great options to pick from, but keep in mind that you can get dev. wounds from the bestest bossloot if you want.

    Last, but not least, make sure to pick up a mek or big mek eventually. Some crusade rules require you to have a model with a mek keyword.

    As for agendas, make sure to pick Skrag da Killiest Git every game. You are very likely to kill your enemies most expensive unit between your tankbustas and squighogs and 6XP is not easy to achieve with other agendas.
    Also pick show 'em how it's done whenever you can reasonable expect your squigboss to kill multiple vehicles or characters. Unlike most agendas, it does not have an XP cap, but only works on whole units. Against a tau suit list, my big mek was able to score a whooping 21 xp in a single game. He was the only character with an antiquity relic in that crusade.
    Be aware of annoying rules interactions here: If you kill a unit of plague marines with two leaders d.e.d. in a single round of fighting, you have killed one character unit for 3 xp. If you kill the unit of plague marines first, and then kill the two characters next turn, you have killed three character units for 9 xp. If you use precision to snipe out a character from a mixed unit (like raven wing command squad), the unit will stop being a character unit and not yield any xp.

    This message was edited 2 times. Last update was at 2025/09/11 08:03:23


    7 Ork facts people always get wrong:
    Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
    A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
    Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
    Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
    Gharkull Blackfang did not even come close to killing the emperor.
    Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
    Orks do not have the power of believe. 
       
    Made in us
    Growlin' Guntrukk Driver with Killacannon





    Prague

    Competitive infrastructure = painted models.

    10th rules made most of my units invalid or crippled. So I spent last year fixing my infantry and yesterday, job is done! Around 200 infrantry models painted or repainted, 60 boyz rebased and now I have all inf units with at least 2 small units of eachnd 56% of max capacity in average (just one weapon option for Nobz and Boyz..). Plus a bunch of chars done.

    Very happy warbosss here

    So it is a time to start covnerting and painting my beloved ork Vehicles again! My IG Mektomsug account was sleeping for too long.

    It' s a time to fix speedfreaks units too.

    And now comes the competitive question:

    Deffkotpas. I have squats of 5 because Blast rules of 9th - you know the drill. So I go to make the 6th ones.

    Rokkits or KMBs?

    I have about 25 of AoBR old koptas, so Rokkits are the easy option, but KMBs are KMBs ins' t it?


    There is of course the “magnetize” option. It will be the best, isn't it? Chmm? Better than paint 3 more, isn 't it…


    Automatically Appended Next Post:
    KMB + Bomb on magnets is too cool conversion to be missed! So I answered myself let' s magnetize!
    [Thumb - R0002418.jpeg]

    This message was edited 2 times. Last update was at 2025/09/11 17:15:10


    10k p fullpaint orks ready to krump! …

    https://instagram.com/mektomsug 
       
    Made in us
    Fixture of Dakka





    Awesome job. Definitely magnetize. If GW continues the (very positive, IMO) direction of making weapons serve different roles, being swappable is going to be increasingly worthwhile.
       
    Made in ca
    Gargantuan Gargant






     Jidmah wrote:
    Solid list. Since you have two units of gretchin, there really is no huge incentive to split the beastsnaggas. The only reason to go smaller would be to fit a character into the list IMO.

    Also make sure to pick up your first enhancement, after you have started the crusade, you can only chose additional ones when a unit raises in rank. Keep in mind that you can pick from any detachment as long as your character is allowed to have it. The beastboss has quite a few great options to pick from, but keep in mind that you can get dev. wounds from the bestest bossloot if you want.

    Last, but not least, make sure to pick up a mek or big mek eventually. Some crusade rules require you to have a model with a mek keyword.

    As for agendas, make sure to pick Skrag da Killiest Git every game. You are very likely to kill your enemies most expensive unit between your tankbustas and squighogs and 6XP is not easy to achieve with other agendas.
    Also pick show 'em how it's done whenever you can reasonable expect your squigboss to kill multiple vehicles or characters. Unlike most agendas, it does not have an XP cap, but only works on whole units. Against a tau suit list, my big mek was able to score a whooping 21 xp in a single game. He was the only character with an antiquity relic in that crusade.
    Be aware of annoying rules interactions here: If you kill a unit of plague marines with two leaders d.e.d. in a single round of fighting, you have killed one character unit for 3 xp. If you kill the unit of plague marines first, and then kill the two characters next turn, you have killed three character units for 9 xp. If you use precision to snipe out a character from a mixed unit (like raven wing command squad), the unit will stop being a character unit and not yield any xp.


    Oooo, thanks for the heads up on the agendas, I had a feeling Skrag Da Killiest Git seems the most reasonable given, especially in smaller points games as we start up, that the key strong units would be basically be heavily involved in each game in either objective grabbing or a in LoS for a shooting match, so it makes sense that you'd have that given that's what you would aim to eliminate in most games anyways. Also appreciate insight on Show 'Em How It's Done and the ordering for killing character "units", since we've come across something similar in the past when things resurrect after being sniped out by precision but they're still part of the unit.

    Definitely planning to grab either a SAG Mek to go with the Tankbustas or a MA Big Mek ideally with the Mek Kaptin enhancement later down the line with Flash Gitz.

    Any suggestions on which enhancement makes the most sense to give the Beastboss on Squigosaur? Like you said, the devastating wounds ability is something I can replicate elsewhere, so I don't think it's a huge priority for him to secure, if anything the Da Big Hunt enhancements seem a lot more meaningful. Would you suggest Glory Hog for the Scout 9" move or a more defensive enhancement like Surly as a Squiggoth?

    For context, in my campaign I am facing off against Eldar, Necrons and Genestealer Cults.
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






    Mork tells me to go for scout, gork tells me to go with proper killy for extra damage.

    You don't really need surly as a squiggoth when running warhorde.

    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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