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Made in pt
Maniacal Gibbering Madboy





 some bloke wrote:
Quick question on support - can we have a blob of 20 boys with 2 leaders + 1 support?

I'm looking to have painboy, banner nob, plus big mek or warboss (depending on which type of boys!)


You can have 2 leaders, yes. But painboy and bannernob are both support, not leaders, you need to choose 1.
so you can have something like warboss + big boss nob + painboy


Also another thing i noticed:
Disruption seems to be counter to purge, haven't tried yet

Do look how fight phase handles fights, its a tad different from before.

Green tide for surge allows to move before attacks are made

abilities and strats are resolved in order of the player who s current turn is, this is important for some interaction like deep strike, overwatch, reactive abilities etc

also on the burna boyz discussion, be aware that their still cheap, and i think 11 will be heavy in trash blobs, the size of objectives and purge does push that way because OC is now more valuable, droping 40+ oc is nothing to ignore
we currently have 3 sources of flamers, burna boyz, kans and deth dreads. Dont underestimate blobs of wounds, sure we got a lot of tools to clear them, and their not a threat, but the tools that should clear them we want them engaging other threats not throwing them away on trash, also dont complain when your openent steals yur objective by droping a major blob of OC and you miss on points, this makes it important to have tools to handle them, just my 2 cents. Also it is easy to park very easily huge amounts of OC in an objective

This message was edited 1 time. Last update was at 2026/06/24 12:31:53


 
   
Made in nl
Longtime Dakkanaut






Ah. Painboy isn't showing as Support on New Recruit, so that's where my mistake came from!

Of the two, would it be fair to say that the banner nob is probably better for boys? FnP is more useful for multi-wound models, so any D2 weapons needs the boys to make 2 5+++'s to survive the shot.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Decrepit Dakkanaut





 some bloke wrote:
Quick question on support - can we have a blob of 20 boys with 2 leaders + 1 support?

I'm looking to have painboy, banner nob, plus big mek or warboss (depending on which type of boys!)


The app doesn't support it but the rules do so for now, technically, yes. I suspect its something that goes away since the Support rule seems designed for this purpose.

Note that even if you can and it stays you can't have both a Painboy and Banner Nob on a single unit as they are both Support. There's some goofiness here as the Painboy still has the Leader keyword but only has Support attachment options and the errata doesn't mention the Painboy but it seems pretty clear he's supposed to be a Support and not a Leader now so won't be taken with other Support options.

   
Made in pt
Maniacal Gibbering Madboy





 some bloke wrote:
Ah. Painboy isn't showing as Support on New Recruit, so that's where my mistake came from!

Of the two, would it be fair to say that the banner nob is probably better for boys? FnP is more useful for multi-wound models, so any D2 weapons needs the boys to make 2 5+++'s to survive the shot.


You would be correct, but you can also go green tide and get both benefits.Honestly i would only give it a banner nob and keep it cheap, if your not doubling down on their durability, their still boyz, so 3 blobs at 200pts is pretty nice with the action detach.
   
Made in nl
Longtime Dakkanaut






Ok, so I've now gone for 2 weirdboys instead of 2 painboys. I'm liking the idea of dropping a unit with the Dead Shiny Shootas 8" away from the enemy and getting 4 shots apiece with rerolling 1's, d3+1 on the rokkits (for rapidfire), d6+2 (rapidfire) on the SAG, with devastating wounds, and 2 shots from 'eadbanger, on a unit with a 5++. I reckon that'll be utterly beastly.

Then on turn 2 when the Waaagh hits, I can have sustained hits as well.




Automatically Appended Next Post:
Next question: In an army of all infantry, should I go for 2 units of Meganobs for 120pts, or one unit of Kommandos for 120pts (which splits into 2)?

Kommandos have lower toughness, more speed, forward positions, and comparable wounds. Meganobs are more susceptible to damage 2+ weaponry and high AP weaponry (the rest of the army is boyz, so denies such weapons a good use), but have better saves and probably hit harder than kommandos when they do get there.

I'm leaning toward kommandos, but last couple of games, I've had them wiped out before they did a damn thing! Not sure how that's changing in 11th?

Edit - I have also spotted that 2 units of 3 bikes is probably the best option here. They're fast, and shoot well, have decent saves, decent toughness. Only downside is if objectives have actions that need infantry to do them - does 11th need Infantry for actions?

This message was edited 2 times. Last update was at 2026/06/25 09:32:01


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in pt
Maniacal Gibbering Madboy





can't say for sure, might want to share your list inside a spoiler tag.

unless stated somewhere, any unit is eligible for actions.

as for the kommando vs biker i can answer that point.

So their different units that accomplish different roles, like you mentioned bikes behave like action monkeys zipping around and doing actions etc their not there for damage or shooting don't fool yourself on that. they also get treated as vehicles for cover purposes and hidden word

As for kommandos it is an entire different role, they deny scounting, block movement and funnel armies into where you want, slow list's tend to depend on these to limit delay and divert movement while contesting important areas. They can also do actions and likely after their job is done, if they live, will be doing those. Also their immune to overwatch and get hidden and can divide themselves into 2 units. so it is not really 120, more like 60x2

So what is most useful in a list dependants, if you feel your list needs some control and speed i would defo go kommandos, if you need cheap action monkeys either bikes or stormboyz are nice, i would favor stormboyz though.

I never leave a list with out kommandos though, so that's my flavor.

In
   
Made in nl
Longtime Dakkanaut






Thanks for the advice! I decided to go for 1 biker unit and 1 stormboys, to see how they play for me! Stormboys get more benefit from the detachment rules, but I can't deny the benefits of the bikers toughness, saves, and dakka!

Here's my list:

Spoiler:

+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos - Orks
+ DETACHMENT: More Dakka!, Taktikal Brigade (Dakka! Dakka! Dakka!)
+ TOTAL ARMY POINTS: 995pts
+
+ WARLORD: Char3: Big Mek with Shokk Attack Gun
+ ENHANCEMENT: Da Gobshot Thunderbuss (on Char3: Big Mek with Shokk Attack Gun)
& Mork's Kunnin' (on Char6: Weirdboy)
+ NUMBER OF UNITS: 11
+ SECONDARY: - Assassination: 6 Characters - Cull The Horde: 3x5 (before leaders attached)
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Bannernob (50 pts): Choppa, Shoota
Char2: 1x Bannernob (50 pts): Choppa, Shoota
Char3: 1x Big Mek with Shokk Attack Gun (85 pts): Warlord, Grot assistant, Close combat weapon, Shokk attack gun
Enhancement: Da Gobshot Thunderbuss (+15 pts)
Char4: 1x Big Mek with Shokk Attack Gun (70 pts): Close combat weapon, Shokk attack gun
Char5: 1x Weirdboy (65 pts): ’Eadbanger, Weirdboy staff
Char6: 1x Weirdboy (85 pts): ’Eadbanger, Weirdboy staff
Enhancement: Mork's Kunnin' (+20 pts)

20x Boyz (165 pts): Dead Shiny Shootas
• 19x Boy
17 with Close combat weapon, Shoota
2 with Close combat weapon, Rokkit launcha
• 1x Boss Nob: Close combat weapon, Kombi-weapon
20x Boyz (150 pts)
• 19x Boy
17 with Close combat weapon, Shoota
2 with Close combat weapon, Rokkit launcha
• 1x Boss Nob: Close combat weapon, Kombi-weapon
20x Boyz (150 pts)
• 19x Boy
17 with Choppa, Slugga
2 with Close combat weapon, Rokkit launcha
• 1x Boss Nob: Close combat weapon, Kombi-weapon
5x Stormboyz (65 pts)
• 1x Boss Nob: Slugga, Power klaw
• 4x Stormboy: 4 with Choppa, Slugga

3x Warbikers (60 pts)
• 1x Boss Nob on Warbike: Close combat weapon, Twin dakkagun, Power klaw
• 2x Warbiker: 2 with Choppa, Close combat weapon, Twin dakkagun


Plan is along the lines of:

Turn 1: teleport the unit of shootas with the basic big mek to the enemy and blast 'em.
Turn 2: declare a Waaagh!, teleport the dead shiny shoota boys to the enemy, blast 'em even more, then charge with everything.

After that I assume everything is dead so just grab objectives /s

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in dk
Longtime Dakkanaut




Danmark

I think getting 22 bodies to be within 8" of an enemy while they cant string out because they have to be within 9" of each other, is really difficult. I would say borderline impossible. Some if not many of them might not be within rapid fire range.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






n/m didn't refresh an ancient browser tab

This message was edited 1 time. Last update was at 2026/06/26 08:33:01


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 nl
Longtime Dakkanaut






Beardedragon wrote:
I think getting 22 bodies to be within 8" of an enemy while they cant string out because they have to be within 9" of each other, is really difficult. I would say borderline impossible. Some if not many of them might not be within rapid fire range.


Very true. Maybe I should swap the banner & weirdboy over to the sluggas so I have options, depending on whether I need to shoot or to charge on turn 1. I haven't tried it but I suspect I can get the majority of the shootas into 9" range, with the rokkits, weirdboy, and big mek able to be further away and still benefit.

Then the last unit of shootas can be directed to an objective to sit on. Maybe I'll swap the big mek out for a Warboss as well...

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in pt
Maniacal Gibbering Madboy





you get both now, shootas, slugas and chopas, its not a choice, enjoy!

I also will not go over your list, i think playing and learning with mistakes is a more valid lesson.
Once you go out there and give some krumping you can tells what work and not worked and ask advice x)

This message was edited 1 time. Last update was at 2026/06/26 11:53:44


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Not yet. The shoota/choppa boyz will most likely be in the next codex which is rumored for september.

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
Ork Boy Hangin' off a Trukk





James workshops walls

What do yall think of this list? It's mostly based off of just what I have. I still need to 3D print some stuff like Gretchen but other than that I have most of this.

Spoiler:

+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos - Orks
+ DETACHMENT: Dread Mob, More Dakka! (Try Dat Button!)
+ TOTAL ARMY POINTS: 1970pts
+
+ WARLORD: Char1: Ghazghkull Thraka
+ ENHANCEMENT: Dead Shiny Shootas (on Batt3: Boyz)
& Dead Shiny Shootas (on Batt3: Boyz)
& Dead Shiny Shootas (on Infa3: Nobz)
+ NUMBER OF UNITS: 14
+ SECONDARY: - Bring It Down: (2x2) + (2x4) + (2x6) - Assassination: 3 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 2x Ghazghkull Thraka (235 pts): Warlord
• 1x Ghazghkull Thraka: Gork’s Klaw, Mork’s Roar
• 1x Makari: Makari’s stabba
Char2: 1x Mek (45 pts): Kustom mega-slugga, Wrench
Char3: 1x Warboss in Mega Armour (80 pts): ’Uge choppa, Big shoota

10x Boyz (90 pts)
• 9x Boy
8 with Choppa, Slugga
1 with Big shoota, Close combat weapon
Enhancement: Dead Shiny Shootas (+15 pts)
• 1x Boss Nob: Power klaw, Slugga
10x Boyz (90 pts)
• 9x Boy
8 with Choppa, Slugga
1 with Close combat weapon, Rokkit launcha
Enhancement: Dead Shiny Shootas (+15 pts)
• 1x Boss Nob: Big choppa, Slugga
11x Gretchin (45 pts)
• 10x Gretchin: 10 with Close combat weapon, Grot blasta
• 1x Runtherd: Grot-smacka, Slugga
11x Gretchin (45 pts)
• 10x Gretchin: 10 with Close combat weapon, Grot blasta
• 1x Runtherd: Grot-smacka, Slugga

1x Battlewagon (145 pts): 4x Big shoota, Kannon, Tracks and wheels
1x Battlewagon (160 pts): ’Ard Case, 4x Big shoota, Grabbin' klaw, Lobba, Wreckin' ball, Kannon, Tracks and wheels
1x Deff Dread (110 pts): Stompy feet, 4x Dread klaw
5x Deffkoptas (140 pts): 5 with Kopta rokkits, Slugga, Spinnin’ blades
5x Nobz (120 pts)
Enhancement: Dead Shiny Shootas (+15 pts)
• 1x Boss Nob: Big choppa, Slugga
• 4x Nob: 4 with Big choppa, Slugga
1x Stompa (600 pts): 3x Big shoota, Deffkannon, Mega-choppa, Skorcha, Supa-gatler, Supa-rokkits, Twin big shoota
1x Trukk (65 pts): Big shoota, Spiked wheel, Wreckin' ball

I'm way too broke to be in this hobby!  
   
Made in be
Rampagin' Boarboy





United Kingdom

So for those that didn't see the reveal show:

- Codex: Orks is the first one for 11th edition.
- Starter paint set has a new Nob sculpt with a Big Choppa, along with boys with a Big Shoota and a Rokkit Launcha.
- New Mek
- New Trukk (can swap the Dual Big Shoota for a Rokkit Launcha, Wreckin' Ball has been replaced with either a grabbin' Klaw or a buzz saw)
- Everything from Armageddon will get it's own release. Banna Nob, Big Boss and Painboy will be together in a "Kommand Krew" box.
- Some Rokkits will have a Frag and Krak profiles (the Trukk and Boys Rokkit does, the Kombi-Rokkit doesn't)
- PKs at S10 and hitting on 3s on Nobs
- Nobs at 3 wounds
- Looks like Burnas are an option for Boys now
- Boys are now S5 base in melee, apparently Snaggas will be S6.
- Burnas have 3 shots, but are Blast 1.
- Sluggas and Shootas (including big shootas/kombi shootas) have Lethal Hits against non monster/vehicles
- Big Choppas are Cleave 2
- Waaagh now gives rerolls to advance rolls, and grants the "riled up" keyword to Orks units. "Riled up" units get a 5++, assault on shooting attacks, and advance and charge. All until the end of the next turn. "Riled up" will presumably become a new tag that will trigger abilities from our datasheets.

Detachments are:
War Horde
Green Tide
Bully Boyz
Runt Swarm (presumably Grot focused, maybe new grot units on the horizon?)
Shoota Boyz (likely a reworked More Dakka)
Taktikal Brigade
Wreckas (tankbustas/breaka boys focused?)
Da Big Hunt
Madcap Meks (I guess more focused on other vehicles rather than Walkers)
Dread Mob
Blitz Brigade
Kult of Speed
Flyboyz (Planes)
Brute Bosses (Hero hammer detachment?)
Wurrband (Libraries Conclave equivalent?)

This message was edited 5 times. Last update was at 2026/06/26 22:09:14


 
   
Made in us
Decrepit Dakkanaut





Nob choices definitely look more interesting. I can definitely see the appeal of all 3 setups.
   
Made in be
Rampagin' Boarboy





United Kingdom

 LunarSol wrote:
Nob choices definitely look more interesting. I can definitely see the appeal of all 3 setups.


Big Choppa actually looks like a usable alternative if you're going to go against hordes now. Otherwise I'd assume you go PK and either Kombi-Skorcha with as many Burnas as you can for screen clearing, or Kombi-Rokkit and Rokkits for chipping tanks.
   
Made in us
Longtime Dakkanaut






I've wanted burnas on boys since I found out that every edition before the one I started with could have 'em! very pleased!

I've also missed trukks with rokkits. If they have a frag option, bet is they're going back to 1 shot at high strength.

shootas with lethal hits? dang.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Land Raider Pilot on Cruise Control




UK

Boyz are shaping up to be a pretty excellent unit for 11th. S5 choppas, tougher Nob, more unit wargear options, and the shootas getting (mostly) lethal hits is great. A shiny new Trukk is just the icing on the cake.

Assuming a mob of 10 Boyz, and 8 of them are carrying regular shootas (Nob has a kombi, 1 Boy has a rokkit of course), seems like you'd get:
* About 25% more damage into T3 targets, should equate to about one more model being killed on average.
* About 50% more damage into a T4 power armoured space marine, 8 Boyz in rapid fire range would be reasonably likely to kill 1 marine now.
* About 100% more damage into higher toughness infantry like Gravis or Terminator armour. 2x0 is still nothing to rely on though.

I guess we're in the wait and see phase for the Nobz mob, but if they get similar options to the Boyz Boss Nob then mass big choppa/kombi skorcha could be a nice change to just spamming power klaws.

**edit** Does anyone have any speculation on what the kustom choppa is about on the Boyz datasheet? It seems like the definitive worst option if it's a choice for the Nob... Could be a weapon for one of the lads instead - like the Kommandos breacha ram?

This message was edited 1 time. Last update was at 2026/06/27 09:58:59


 
   
Made in be
Rampagin' Boarboy





United Kingdom

some bloke wrote:I've wanted burnas on boys since I found out that every edition before the one I started with could have 'em! very pleased!

I've also missed trukks with rokkits. If they have a frag option, bet is they're going back to 1 shot at high strength.

shootas with lethal hits? dang.


There's a Blasta option that's 2 shots, Blast 2, S4 AP0 D1, and a Busta rokkit that's 2 shots, S10 AP-2 D3.

Insularum wrote:Boyz are shaping up to be a pretty excellent unit for 11th. S5 choppas, tougher Nob, more unit wargear options, and the shootas getting (mostly) lethal hits is great. A shiny new Trukk is just the icing on the cake.

Assuming a mob of 10 Boyz, and 8 of them are carrying regular shootas (Nob has a kombi, 1 Boy has a rokkit of course), seems like you'd get:
* About 25% more damage into T3 targets, should equate to about one more model being killed on average.
* About 50% more damage into a T4 power armoured space marine, 8 Boyz in rapid fire range would be reasonably likely to kill 1 marine now.
* About 100% more damage into higher toughness infantry like Gravis or Terminator armour. 2x0 is still nothing to rely on though.

I guess we're in the wait and see phase for the Nobz mob, but if they get similar options to the Boyz Boss Nob then mass big choppa/kombi skorcha could be a nice change to just spamming power klaws.

**edit** Does anyone have any speculation on what the kustom choppa is about on the Boyz datasheet? It seems like the definitive worst option if it's a choice for the Nob... Could be a weapon for one of the lads instead - like the Kommandos breacha ram?


I would assume that the Kustom Choppa is the "default" for Nobs as the Armageddon Nobs have Choppas instead of anything else.
   
Made in us
Longtime Dakkanaut






Welp, had 2 games of 11th (well, most likely 10.5th as we were both a bit unsure of some rules and short on time!)

Game 1 was 1k of orks vs 1k of... orks.

I had 3 units of 20 boys (2 shootas, 1 sluggas), 2 weirdboys, 2 banner nobs, 1 warboss and 1 SAG mek with the gobshot thunderbuss.

Let me get this out there; 20 shootas with a weirdboy, banner nob, and SAG mek, dead shiny shootas and the gobshot thunderbuss is BROKEN.

Turn 1 I used Da Jump and dropped in within 9" of 2 of his units. Blew up the trukk with the Gobshot which got 27 wounds (12 mortals) thanks to high rolling, and watched the rest of the unit blow away a unit of stormboys. Next turn, they destroyed a unit of beast snaggas plus their beast boss. My opponent got flashgits out to shoot them but was a bit too close and so I overwatched, which took out all 5 of them. Next turn, the gobshot SAG mek blew up another trukk. In overwatch, they killed a warboss and a unit of breaka boys on one turn and a unit of meganobs on another. They lost a few models here and there but 2 rokkits, 'eadbbanger, plus SAG all with rapidfire 1 and assault made them crazily maneuverable whilst still firing to full power. For the most part, the SAG moved 3" to keep heavy working for it whilst the rest of the unit surged around him to get the range they needed. They're powerful normally ,but when the Waaagh! is active and they get sustained hits 1, it's insane.

The sluggas + warboss got torn apart by meganobs and breaka boys but held an objective long enough to keep my VP up. The spare shootas held an objective on the enemies weaker flank, which I managed to clear out with shooting so they could survive. Cover helpes a lot.

So far as deploying 23 models within 9" of each other, it wasn't difficult, to be honest, and by splitting their attacks between 2 units you can get all of them in 9" range for that sweet rapidfire!

End of that game I had tabled my opponent, won but over 25 points.

Second game was vs Necrons, and I had a speedfreeks list with 10 flashgits in a trukk, 2 MANs in a trukk, 10 boys in a trukk, 10 boys with a SAG mek in cover, wartrakk scrapjet, 2 units of 6 bikers and 1 unit of 3. Played Reconnaisonce and got some lovely objectives - I had to Triangulate, which wasn't difficult.

The Orks did fairly well, but it was the Flashgits who shone;

Turn 1, the trukk blew away one of their units entirely, and I noticed aloud that the stratagem with speed freeks means for 1cp I can make the trukks weapons - including the snazzguns - +2 strength, making them S8 AP-1 D2.

Necrons moved toward the trukk, so I spent 1CP and overwatched, nearly killing his character. Then he blew up the trukk and the gits got out into cover, and then the character charged - so I used overwatch again, killing him (different phase!)

Next turn, the Flashgitz unloaded into his CC destroyer unit and killed 4.

His turn, he moved forward - so I overwatched him again, leaving 1 model + character. Then he blew up the flashgits with unparalleled vehemence.

By the time they died on turn 2, they had shot 5 times!

Overwatch + Flashgits is still an absolute belter, especially if you've the CP to spare to do it in the movement and shooting phase!

... which I now notice I couldn't have used for when they charged - unless I'm missing something, Overwatch is movement phase only! Oops!


Automatically Appended Next Post:
Also worth noting that rolling charges and then deciding where to go is a gorksend. It makes things a lot easier, with less deliberation and time wasted working out how important it is to charge unit A if it reduces your changes etc.

Also noticed that Heroic Intervention is any non-vehicle unit, not just characters, so it's a good strat for kunnin' taktiks!

This message was edited 1 time. Last update was at 2026/06/27 20:27:16


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Mekboy on Kustom Deth Kopta




for the big mek dakkarig, can i break it more than:

big mek on warbike in a mob of boys so the dakkarig gets the mekaniak +1BS

heavy weapons, don't move it more than 3" +1BS

armoured duelst against other vehicles for another +1bs and would roll

so the kannon gets 14 shots against troops at BS3, or 8 shots at BS 2 against vehicles and monsters along with a extra wound.

then after the kannon I shoot the 6 rokkits at BS3

am i doing that right or missing something?

not sure where to ask this question as it's more asking for more ways to break him and let him hit harder.

 
   
Made in us
Ork Boy Hangin' off a Trukk





James workshops walls

New book of Ork quotes coming out.
https://www.amazon.com/Warhammer-000-Words-Waaagh-Miniature/dp/B0GR4S35ZP/ref=sr_1_62?crid=ETVYML9XSREC&dib=eyJ2IjoiMSJ9.yo0aY56uoY32CxAvybuqzLXabrrkB3Nlspbg7EyIcMNJqLQo71XlSTCuslGPGgL5rTq8h-Ry8EG1pbgl7X9rX9mF0ZZtfMKFK9OYQBuXOULWQNDRL79FHTeVLBcRbdVKGBS8BfVHi-53W1UtiPYXtovbo45aq6u42dmAeRAvwK45FWh2K0jrBwNwcxoCnJThr8GYZPB0Ea6L30LPuHD8P-udKFne1ShqtJHCh7ZmgemThjAGapg8-rWu_s2F6tRQ3058RtGJExSZ1DrCooFG7jTB0S5bFHgNU1v382LS_Ek.CAWT75hZtlcv2VTxAQ_Q0rvw0uFH1BCupVwvRCd77mg&dib_tag=se&keywords=Ork&qid=1782672588&sprefix=ork%2Caps%2C243&xpid=naqTvYIGAEY-u


It's probably been mentioned a billion times but i just came across it and thought I'd share.

I'm way too broke to be in this hobby!  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Got my first game of 11th in and it was... something

I was playing a Bully Boyz/Moar Dakka combination which essentially was a nob horde with flash gits, tank bustas, breaka boyz, nobz, MANz and some beastsnaggas in a kill rig for good measure. A unit of deff koptas because they fit in perfectly for the last remaining points.

During turn 2 and 3 I got my green but handed to be hard, losing most of my melee units. Neither hidden nor cover were worth a damn against oath and ravenwing, breaka boyz died before moving, MANz+MA big mek were wiped out before doing anything, was just shredded by chip damage while oath'ed. Therefore I leaned into the mission (Destroyer's Wrath) hard, picking off units of intercessors, hiding in U shaped objectives and in general being the gittiest bloodaxe there is. Until my turn 5, the last turn of the game, the score was 42:36. My koptas shot down the DA flyer with grenades (yes you are reading that right), scoring a total of 10VP for their troubles, with another 10 scored for primary, winning me the game.
I have no clue how I managed to do that, except that my opponent had fixed objectives and failed a battleshock in T3 which cost him 8 VP for holding center.

MVP of that games was actually a unit of nobz with warboss and pain boy attached. They tanked an ungodly amount of firepower and thus were the only melee unit to cross the board to punch something besides the beastsnaggas who were very unimpressed by their kill rig dying in midfield. The pain boy stabbed two characters for 5 mortals each and the warboss took down Azrael, a squad of intercessors (thanks to double-Waaagh!) and then gloriously failed to damage a tank. If the doc had revived more than just one nob, the unit might even have found a third kill. Definitely can recommend them.

Tank bustas with shiney shootas were fine. They hid in a ruin until something worth shooting exposed itself, which I then could advance and shoot towards for surprise explosions. Sadly can't throw bomb squigs when advancing. Flash gits were meh, not being able to overwatch "hidden" helblasters lining up to kill my MANz almost cost me the game.

Once against, I don't think I should have won the game, because I really didn't have a plan and was just fething around, trying to score as many VP as possible before getting tabled.
Or maybe the bloodaxe sneaky plan was super kunnin' but I just didn't know yet.

This message was edited 2 times. Last update was at 2026/06/28 21:50:52


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. 
   
Made in se
Ork Boy Hangin' off a Trukk





Looking into the new rules I´m a tad confused on 'On To Da Next' strat.

WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unengaged BOYZ/KOMMANDOS/STORMBOYZ unit
that was engaged at the start of the phase.
EFFECT: Your unit can make a normal move of up to 6".

So, say you fight in one round and still is engaged.
Next round you can Normal move away, say if they countercharged?

Feels strange to me
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The stratagem allows you to move when your opponent has fallen back from your unit.

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
Longtime Dakkanaut




Ok I got my models and am building away good to see the boys are all back..
so what models haven’t we gotten a preview yet?
Just warbikers and the rumored skorcha?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






There also was a rumor of a new battlewagon.

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 be
Rampagin' Boarboy





United Kingdom

 Jidmah wrote:
There also was a rumor of a new battlewagon.


They need to stop with rumours of larger models, I don't have room for the Armageddon stuff let alone any more
   
Made in gb
Longtime Dakkanaut




U.k

gungo wrote:
Ok I got my models and am building away good to see the boys are all back..
so what models haven’t we gotten a preview yet?
Just warbikers and the rumored skorcha?


There will be new boys as well, the Armageddon sprue for boys has 5 grotz on it so that isn’t a thing that will be outside starter sets. And they said this on he preview shows page showing the men and the trukk.

“ But what about the Boyz, you ask? Well, now… that would be telling.”.

So new boys coming.

   
 
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