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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Mr Nobody wrote:
I can't see if this has been discussed in this thread yet. so hopefully this isn't a repeat question. Do you think it is better for Ghazghkull to be by himself in a battlewagon or walk across the board with a mob of meganobs? What are the pros and cons of each choice? Is one better against certain builds?


As GW clarified that Thrakka+Makari is 19 transport capacity, riding a wagon isn't really a good option anymore. He just gains too much from walking around with MANz. His first ability is only active while leading a unit, and they provide him with a 4++ during the Waaagh! turn(s).

Best case, you go second, rapid ingress him during your Waaagh! round, laugh manically while you opponent struggles to shoot down all the 4++ MANz and then charge him into the biggest concentration of enemy units.

If you go first, you need to be a bit more careful, so deploy out of sight from things that can easily kill MANz and then declare Waaagh! the turn afterwards.


Automatically Appended Next Post:
 Grimskul wrote:
 Tomsug wrote:
 Jidmah wrote:
Nailed a bit of scrap to the first post to make it look proppa killy.
thanks!

Does anybody give a try to any other detachements than Bully boyz and the Dread Mob?

I saw quite a few reports about Speedmob. All of them in the mood like below.. Almost no reports about War Horde, Big hunt or Green tide…


From what I gathered, speed mob is great at the objective game, but really struggles with killing things. Ironically, green tide is its worst enemy. Armies with a hard-counter struggle to make a splash in competitive.

For Big Hunt, I think it's partly because it requires a significant investment into Beast Snagga units which not everyone will have enough of to warrant making reports as quickly since the range is still relatively new compared to the rest of the Ork range.

I think snaggas lack the toolset to become competitive. Squighogs have become super powerful, but also expensive as sin. Besides that they don't really have anything going for them besides beastsnagga boyz and two totally-not-a-battlewagon.
Any army built around beastsnagga units is probably better off using War Horde with other ork staples.

Green Tide I am a bit surprised by that there isn't that much on it, though I assume it's because moving 120 boyz isn't super exciting for most people or battle reports which is why we've boiled down to Dred Mob and Bully Boyz as the main sources of Ork battle reports.

Green tide is all over the beakie and necron communities, many already crying for a nerf. From what I can tell, they put warboss amd painboyz in three big mobs and just bog down midfield plus three more mobs in trukks or with weirdboy and usually supported by gretchin, stormboyz and a bunch of other random stuff.

This message was edited 4 times. Last update was at 2024/05/06 18:49:28


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Mekboy Hammerin' Somethin'





United Kingdom

 Tomsug wrote:


Does anybody give a try to any other detachements than Bully boyz and the Dread Mob?



I'm going to be running Big Hunt because I was already running almost exclusively Snagga units in my lists. I haven't actually had the time to get any games in though.

The gameplan is to bog the centre of the board with Hunta Rigs full of Snagga Boys with Beastbosses, while two smaller hog units secure flanks and hunt tanks. A big unit of hogs with a Surly Squigosaur to either soak damage or kill the biggest thing on the board.

Two Gretchin units, a unit of Stormboys, a unit of deffkoptas and a Weirdboy take care of nabbing objectives and holding the backfield.

It's functionally the same as my War Tribe lists, minus a unit of nobs (and my beloved Squiggoth, RIP), so I'm hoping it should have similar success. I never really had any issues regarding volume of attacks, so I'm hoping the trade off for AP will be worthwhile. Worst case scenario I'll just go back to War Tribe or whatever it's called now.


I think Green Tide's issues are that moving that many boys takes a long time, and painting them even longer. I personally wouldn't want to watch a YT batrep with Green Tide because it wouldn't be very interesting visually. However, it will do well in tournaments as a skew list and just be a damage gate for balanced lists, like Knights sometimes are.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

 Afrodactyl wrote:
I personally wouldn't want to watch a YT batrep with Green Tide because it wouldn't be very interesting visually. However, it will do well in tournaments as a skew list and just be a damage gate for balanced lists, like Knights sometimes are.


Well, this is a general topic - why most of the YT bat rep channels do not use a cut. 40k in 40min is the bright spot… I have to play the most of the on double speed and it sounds pretty crazy and makes the grim dark spirit little bit smurfy…


Automatically Appended Next Post:
Meta Monday on Reddit has the fresh first results about orks

Conlusion in the picture below and I add few tips what can we expect

- people are scared / interested in Green Tide, which in my opinion will suck on the end, after meta gears up to kill the boyz and people find, that playing 120 boyz kills you on clock.
- Bully boyz obviously roules and will rule until some nerfhammer kill the immortal MANz
- War Horde will come later as people come back from “discovering” to “have experience”.



Automatically Appended Next Post:
Yeah, this should we expected

https://youtu.be/pszl7VK7vHY?si=jTteFbScngWItWkk
[Thumb - IMG_3857.jpeg]

This message was edited 3 times. Last update was at 2024/05/07 20:12:03


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






"You wont be able to play 120 boyz on the clock" keeps getting brought up as an argument, but is that really a problem for an experienced player? There have been people playing way more models on the clock before, and green tides of previous editions had more than twice as many models. Moving 6 blocks of 20 maximum is still rookie numbers for orks, and neither their attacks nor their saves are much of a problem when using a dice app. Last time I checked, movement trays haven't become illegal either.

I'm just so surprised that so many people keep talking about how tide (or dread mob) makes them run out of the clock. Is that a real problem for you guys? Because it absolutely isn't for me, if I think back to 5th edition kan wall times when every boy needed to be exactly 2" appart from all others not not get murdered by leafblower, playing a dread mob with a similar amount of models feels like walk in the park. I more often than not, I finish my games faster than any MEQ or eldar players in our group.

Feth, I just realized my dread mob army is almost a carbon copy of my 5th edition kan wall (kanz, boyz, lootas, big meks), but with MANz and deff dreads added in.
Well played, GW.

This message was edited 3 times. Last update was at 2024/05/09 11:19:31


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Mekboy Hammerin' Somethin'





United Kingdom

I feel like "you can't play green tide on the clock" is more aimed at people coming over from playing other, non-horde, armies and underestimating just how many models an Ork list can run. Any Guard, Tyranid or GSC player won't have that issue as they've probably been in the same boat previously.

As you said, movement trays and having your dice set up in pre-prepared blocks on 20 cut down on time enormously.

I think the main thing that would put people off of green tide is the building and painting that many models in the first place, assuming that they didn't already have 100+ boys in the first place.

A newer player or someone coming over from a different army probably isn't going to want to spend £300+ on just boys, and that's before any characters or any of the shiny toys.

This message was edited 1 time. Last update was at 2024/05/09 14:45:36


 
   
Made in ca
Gargantuan Gargant






 Afrodactyl wrote:
I feel like "you can't play green tide on the clock" is more aimed at people coming over from playing other, non-horde, armies and underestimating just how many models an Ork list can run. Any Guard, Tyranid or GSC player won't have that issue as they've probably been in the same boat previously.

As you said, movement trays and having your dice set up in pre-prepared blocks on 20 cut down on time enormously.

I think the main thing that would put people off of green tide is the building and painting that many models in the first place, assuming that they didn't already have 100+ boys in the first place.

A newer player or someone coming over from a different army probably isn't going to want to spend £300+ on just boys, and that's before any characters or any of the shiny toys.


Yeah, this was my take as well, and given how most tournie players tend to be meta chasers that swap out armies as fast as they change their underwear, skew lists like Green Tide are one of the odd armies out where it's not as plug and play as a low model army like Custodes or Knights are. I think especially since GW has been pushing lower model counts as well in terms of unit sizes (e.g. boyz now capping at 20 man sizes) have made more people used to lower overall model counts in general and since usually the top dogs tend to be more elite armies anyways like Eldar/Tau/Marines it makes it so people are unprepared to deal with some of the realities of having a horde based list since netlisting only involves one part of the equation when actually playing with said models. That being said, like Afrodactyl mentioned, people used to horde armies won't have that issue but that is a potential barrier to entry to some of the less patient meta chasers.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I see.

120 boyz isn't that much for any ork veteran though and anyone who started during 7th or 8th will probably have that many from playing competitively at that time and anyone who started earlier will have that many because that's just how things go.

My only worry is that this might cause the numbers of that archetype to be highly skewed - if it is only played by veterans (and ork veterans have been proven to be extremely loyal to their army), the winrate might be much higher than it would be if metachasers would pick it up.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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

Yeah. Any sane metachaser will simply choose some other meta army than painting 120 boyz anyway

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in pt
Feral Wildboy with Simple Club




Yeah, honestly more scared to paint 120 boyz then play them. I am paiting 10 and i am taking my sweet time feth that...
   
Made in us
Fixture of Dakka





 Tomsug wrote:
Yeah. Any sane metachaser will simply choose some other meta army than painting 120 boyz anyway


And if they lack the sanity to let that dissuade them, they'll probably fit right in

I've done 30 boyz with an airbrush and I was surprised how fast it went. It has me tempted, but I need a better baseline of options, which sadly likely includes 20 BSBoyz before I lose my mind on the normal variety.
   
Made in ca
Gargantuan Gargant






I'm going to try out a 1500 point Beast Snagga list against one of my local SoB players, so I'm not going cuthroat competitive with the list but I do want to make sure it can still pack a punch, so I wanted to see if our esteemed Warbosses in here can knock my 'ead a bit on what I have listed down so far:

Da Big Hunt Detachment:

Beastboss on Squigosaur - 160
Enhancement: Glory Hog

Beastboss on Squigosaur - 150
Enhancement: Surly as a Squiggoth

Beastboss - 95
Enhancement: Proper Killy

Beastboss - 80

10 Beast Snagga Boyz - 105

10 Beast Snagga Boyz - 105

10 Gretchin, 1 Runtherd - 40

3 Squighog Boyz, 1 Nob on Smasha Squig - 160

3 Squighog Boyz, 1 Nob on Smasha Squig - 160

Hunta Rig - 150

Hunta Rig - 150

5 Stormboyz - 65

5 Stormboyz - 65

My main debate is if I should take Kill Rigs instead of Hunta Rigs and swap out the stormboyz for Trukks to carry the beast snagga boyz. I'm also not sure if I should aim for a full 6 man block squighog boy unit with the surly as a squiggoth or glory hog beastboss on squigosaur. I'm also considering maybe dropping one of the Beastbosses for Snikrot to take advantage of his lone operative and teleport ability.

What do you guys think?


This message was edited 1 time. Last update was at 2024/05/17 02:20:26


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






What is your plan for handling Castigators or Exorcists?

Most of the sister's units will try to get close to shoot, but I don't think you can afford to weather heavy artillery shelling you from a safe distance all game.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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:
What is your plan for handling Castigators or Exorcists?

Most of the sister's units will try to get close to shoot, but I don't think you can afford to weather heavy artillery shelling you from a safe distance all game.


That was my main concern, I'm debating on using the glory hog unit to apply pressure to them if they're not screened properly or using the strat to put the other squighog unit into strategic reserves so I can try and potentially get a 8" rerollable charge if I make them prey on my turn.
   
 
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