Switch Theme:

We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in dk
Longtime Dakkanaut




Danmark

If im allowed to hide 60 boys in my backline and teleport them forward on a +2, i fething will!

This message was edited 1 time. Last update was at 2023/06/16 20:23:19


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

- About Dawn of War 3 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

Literally no downside to loading up my wagons with all the gubbins more.

I'm going to have to hit up ebay for some more big shootas and kannons


Also, does Hazardous still proc if you reroll the 1? KMKs with a shokk attack Mek might be good if it doesn't proc.

This message was edited 2 times. Last update was at 2023/06/16 20:28:10


 
   
Made in dk
Longtime Dakkanaut




Danmark

Hmm.. yea one probably cant tellyport 60 boys. It does say "Once per turn, at the end of your Movement phase, one Weirdboy from your army can use this ability


It doesnt look like the hardest "exclude" others from being able to do so that ive ever seen but i guess thats GWs way of saying: only one weirdboy can

This message was edited 1 time. Last update was at 2023/06/16 20:35:46


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

- About Dawn of War 3 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Afrodactyl wrote:
Literally no downside to loading up my wagons with all the gubbins more.

I'm going to have to hit up ebay for some more big shootas and kannons


Also, does Hazardous still proc if you reroll the 1? KMKs with a shokk attack Mek might be good if it doesn't proc.
Hazardous is separate from the hit rolls now.

When you fire a Hazardous weapon, you just roll 1d6 after shooting is complete. For each 1, you kill a model (if the models are non-Vehicle, non-Monster, and non-Character, otherwise it's 3 MW).

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Locked in the Tower of Amareo





Beardedragon wrote:
If im allowed to hide 60 boys in my backline and teleport them forward on a +2, i fething will!


Sure you can. Takes multiple turns though. 1 unit per turn.

2024 painted/bought: 109/109 
   
Made in dk
Longtime Dakkanaut




Danmark

Just to be sure: You cant come in from reserve, at the end of your movement phase, and then Da jump, which is also used, at the end of movement, can you?

So come in from reserve, then da jump

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

- About Dawn of War 3 
   
Made in fi
Locked in the Tower of Amareo





Beardedragon wrote:
Just to be sure: You cant come in from reserve, at the end of your movement phase, and then Da jump, which is also used, at the end of movement, can you?

So come in from reserve, then da jump


Don't see why not. Reinforcement is part of movement phase. So happens before end of movement phase.


2024 painted/bought: 109/109 
   
Made in dk
Longtime Dakkanaut




Danmark

Oh yea they dont have to come in by the end of the movement phase, they just arrive when ever during the movement phase.

So 20 boys in the backline hiding, teleporting forward, and 20 in reserve, round 2, the reserves come in and teleport as well.

As a potential thing. Then maybe a painboy for the first boys going in as you probably wont waaagh turn 1, so make them more durable.

A warboss or something killy in the reserve unit of boys to get in and deal damage


Edit: if you go for 2 leaders for boyz, one has to be the warboss.. So weirdboy/painboy combo isnt a thing i guess

This message was edited 2 times. Last update was at 2023/06/16 21:37:24


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

- About Dawn of War 3 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

 JNAProductions wrote:
 Afrodactyl wrote:
Literally no downside to loading up my wagons with all the gubbins more.

I'm going to have to hit up ebay for some more big shootas and kannons


Also, does Hazardous still proc if you reroll the 1? KMKs with a shokk attack Mek might be good if it doesn't proc.
Hazardous is separate from the hit rolls now.

When you fire a Hazardous weapon, you just roll 1d6 after shooting is complete. For each 1, you kill a model (if the models are non-Vehicle, non-Monster, and non-Character, otherwise it's 3 MW).


That's my bad, I misread the rule. Thanks for the response though
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Afrodactyl wrote:
 JNAProductions wrote:
 Afrodactyl wrote:
Literally no downside to loading up my wagons with all the gubbins more.

I'm going to have to hit up ebay for some more big shootas and kannons


Also, does Hazardous still proc if you reroll the 1? KMKs with a shokk attack Mek might be good if it doesn't proc.
Hazardous is separate from the hit rolls now.

When you fire a Hazardous weapon, you just roll 1d6 after shooting is complete. For each 1, you kill a model (if the models are non-Vehicle, non-Monster, and non-Character, otherwise it's 3 MW).


That's my bad, I misread the rule. Thanks for the response though
New edition, gonna be lots of minor errors creeping through in our brains.
No worries!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut




Odd that the Kommando datasheet doesn't have the Shokka Pistol. But they gave the special shoota rules.
   
Made in fr
Locked in the Tower of Amareo





Beardedragon wrote:
Oh yea they dont have to come in by the end of the movement phase, they just arrive when ever during the movement phase.


Not quite. They comn in reinforcement spteg which is after normal movement. So first you move units, then reinforcememts come, then end of movemnnt phase and da jump.

Not huge difference most of the time. Tournaments if opponent is hyperstrict if you put reinforcements cant move other units again. Rather infamous example few years ago.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I guess it's just a fancy slugga now.

Special shoota combined the big shoota and the kustom shoota into one profile.

On the upside, I just need a burna boy, a retired tankbusta and two big shoota boyz to properly equip my kitbashed kommando squad.

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
Krazed Killa Kan






Some people have been down on Nobz and pro MANz camp, as MANz+Big Mek in MA appear to be pretty filthy on paper.

I will argue that perhaps it's a matter of choice on these equally costed combos. 300 points each, duel to the death.

MANz are clearly a solid brick of defense, but Nobz with Warboss are killier in combat.

Other points in favor of Nobz:

OC for team nob = 11
OC for team MANz = 7

Movement speed +1" for nobs

Transport capacity for team nob = 11
Transport capacity for team MANz = 14

Points in favor of MANz:

Revive 1 model each turn
Restore D3 wounds

Kustom shootas

If we put them up against each other on a cost basis on close combat battle royale, we find:
Some mathz on nobz vs MANz (I didn't count sustained hits because f that)
Spoiler:

10 Nobz = 30 PK attacks, hitting on 3's.
.66*.66*.5*30 = 6.534 at damage 2, or 13.068 damage

Warboss
.83*.66*.5*4 = 1.09 at damage 2, or 2.19 damage

Team Nob:
Total = 15.26 damage, or 5.08 dead, or, on a points cost = approx 169.5 points
Spoiler:

MANz = 18 PK attacks, hitting on 4's.
.5*.5*.83*18 = 3.735 at damage 2, or 7.47 damage

MA Big Mek = 4 PK attacks, hitting on 3s
.66*.5*.83*4 = 1.09 at damage 2, or 2.19 damage

Team Meganob:
Total = 9.66 damage, or 4.83 dead, or, on a points cost = approx 111.09 points

Assuming one revive at the end of turn for team Meganob, restores approx 33.3 points, leaving a total tally of:
136.2 points in losses for team Meganob vs 111.09 points in losses for team Nob.

During Waaagh, team Nobz still killier despite MANz at S10/T5 breakpoint:

242.05 pts in losses for MANz versus 202.35 pts in losses for Nobz

Spoiler:

MANz
.5*.5*.83*4*6
4.98 wounds
9.96 damage
.5*.16*4*6*2
3.84 mortal wounds
.66*.5*.83*5
1.37 wounds
2.74 damage
.66*.16*5*2
1.056 mortal wounds
Total 17.6 damage
202.35 points

Nobz
.66*.66*.5*4*10
8.712 wounds
17.424 damage
.83*.66*.5*8
2.1912 wounds
4.38 damage
Total 21.8064 damage
242.05 pts


What say you, Dakka?
I think both are - surprisingly - a valid choice depending on what you want to do.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in nl
Longtime Dakkanaut





 TedNugent wrote:
Some people have been down on Nobz and pro MANz camp,............

What say you, Dakka?
I think both are - surprisingly - a valid choice depending on what you want to do.


I think orks struggle with anti-tank options when facing knights or Astra parking lot. Too early to tell how this works out in the game but a lot of weapons only wound on a 5+ against vehicles and that's not enough.
Mek guns could be the best option for this but in close combat you might want to pack twin kill saws. That Strength 12 with reroll wound really makes the different.
   
Made in au
Battlewagon Driver with Charged Engine





Hasn't that always been the case? You get more models PP so more damage with the same equipment. But meganobz get that durability going for them, and a little shooting on the side.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Ok, now we see the rules, point costs and all rules so we can make some conclusions.

This is the future of the ork army in 10th for next couple of months:

https://youtu.be/xoO1ylLX06I

= Trukk parade with some of the Trukks beeing a firing platform and some of them being a CC taxi.
Because fully equiped and self-repairing Trukk for 50p is a bargain!
Maybe some Meks close to firing platform Trukks
Some Mek Guns stuck in the back.
Tons of variations on choose of the mellee units.
Maybe SAG is back again for nice 75p!

Battlewagon for 185p is pretty expensive!

It seems, a lot of work to add all the equippement to our barebone Trucks and Wagons.

And a lot of work to make all the Leaders. However one question is still valid:

Are the Leader necessary? With their price around 80p?

What is better, 2 x 10 boyz without a warboss or 1 x 10 boyz with a warboss? Almost same price…

This message was edited 3 times. Last update was at 2023/06/17 07:08:08


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Smokin' Skorcha Driver






Had my first match against my buddies necrons. He brought:

3x20 warriors w/ lord in each and the 5+++ buff dude
2 doomsday arks
ghost ark
10 lych guard w/ vargard (4+++ buff dude) and nemesor guy that gives random buffs like dev/sus hits

I brought:
mozrog
20 snaggas w/ painboss (follow me ladz)
20 boys w/ painboy and weirdboy (didn't realize this was illegal at the time heh)
5 manz (dual saws) w/ mega mek (super cybork)
2x10 grots
10 lootas
10 flash gitz w/ badrukk
battlewagon
trukk
mek
2 traktor kannons
2 kmk

My gosh... necrons are insanely durable. I think over the course of 3 turns he res'd about 60 warriors and 15 lychguard and by the end of the game he'd only lost 1 ghost ark, 1 doomsday ark, and 1 warrior blob. Still had about half his lychguard squad that probably would of been close to full strength again had we kept playing. He also rolled very fortunate on another blob and kept 1 warrior alive which went back to like 15 dudes by the end of his next turn lol. That being said I did win by getting to the obj faster and basically making it impossible for him to take it back and necrons kinda struggle with killiness at least with his army build. My unit thoughts thus far from best to worst:

mozrog/beastboss - amazing, he killed both doomsday and ghost ark pretty much by himself. Probably gonna take another squigboss w/ killchoppa from here on because orks really struggle with anti tank.

flash gitz - amazing. I was shooting into lychguard which obviously survived in the end, but they have a 3+/4+++, -1 to wound, and res like 3-4 models every turn AND my friend was rolling insane for his fnp the whole time so nothing was killing that squad. My flash gitz were pumping in about 20 wounds every shooting AND overwatch phase though which on most units is gonna get vaporized. 10/10 will be including them in every list.

lootas - amazing, but it honestly has nothing to due with the lootas themselves and everything to do with the fact that, unlike burna boys, they confer their ability to the spannas so every phase I was getting on average 12 rokkit shots from 2 spannas (+4 since they were shooting warrior blobs) that hit on 5+ re rolling. Of course that's an optimal scenario but they're cheap as chips and can output decent to stupid damage for what they should be able to.

grots - amazing. Have one on each obj and basically get a free cp every turn.

battlewagon + mek - great. Honestly was very skeptical of the bw given it's price but with ard case + -2 ap with cover + d3 wounds from mek the thing just tanked everything. Granted my friend really only had 2 doomsday arks and then a bunch of tesla lethal hits that could do anything to me (which neither did). The mek is just an auto include if your running one honestly. 20 big shoota shots plus lobba at bs4+ is surprising good for whittling stuff down and then ws2+ in cc. This thing hits honestly pretty hard with all it's attacks even outside the waaagh phase.

trukk - great. Cheap as chips. Opponent never even bothered shooting at it. Nothing else really to say.

snaggas - were good. +2 movement from the enhancement really helped them zoom around and with cover plus fnp they have good staying power. After about 4 rounds of combat they did manage to finish off a warrior blob with help from the bw then lost the squad to his lychguard charging. If your bringing ghaz I think these guys are just auto take. Lethal hits with rerolls against monster/vehicles is just bonkers and helps a lot with our weakness.

KMK - good. Same ol same ol. Blast is also very nice to help with the swinginess.

painboy - good. Unlike the painboss he's actually somewhat decent in cc and of course giving a unit that doesn't have a fnp natively.

boys - decent/good. You get 2 "free" rokkit launchas so I guess that's fine. They didn't do much before they died since they failed their charge, that being said I popped ard as nails on them and they tanked 2 whole squads of warriors shooting in double tap range, plus a doomsday ark and still had about 5 dudes left.

painboss - decent. honestly don't know if he's really needed since they already have a 6+++ and doesn't do anything in combat. Probably would rather have a beastboss.

traktor kannon - meh. Good on paper, but I was on the unlikely side that comes with bs4+ one shot. Also didn't help I was shooting them into necron vehicles that just heal those 4-5 mw's back next turn so ymmv.

manz + big mek - in a word...disappointed. Sure they're reasonably tanky, but they just have zero damage output. Didn't matter if I threw them at vehicles or infantry. 2-3 attacks hitting on 4+ with dmg 2 just isn't going to accomplish much (and I wasn't really rolling bad).You need to have a warboss or ghaz in this unit for it to accomplish literally anything and even then the dmg is not good after the waaagh turn. There are better distraction carnifexes for the points so I'd say ditch the big mek.

weirdboy - sucks (at least mine did lol). Never hit once with his snipe and cp is too stringent to use a reroll for a bs4+ shot. losing re roll charges makes his teleport not that great either. I used ere we go and still failed. He's cheap, but I'd rather have min biker or stormboyz for getting late game obj in no mans land so I don't really see what roll he plays.




This message was edited 3 times. Last update was at 2023/06/17 07:24:32


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in nl
Longtime Dakkanaut





cody.d. wrote:
Hasn't that always been the case? You get more models PP so more damage with the same equipment. But meganobz get that durability going for them, and a little shooting on the side.


Never mind. I don't know why but I was under the impression that kill saws got damage 3. It all sucks against big vehicles...
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Every Nob in the unit has a Kombi weapon for free now, that is huge!…. Wait…. It has just 1 attack! Ok. It his not huge…

Well, ladz, this tons of free equippement wil slow down the game significantly. Do you see it?

Like grot blastas on buggies…

Generali - it seems to me that the whole game is significantly less killy. Not only on our side, but the other armies too.

This message was edited 1 time. Last update was at 2023/06/17 07:40:56


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ca
Waaagh! Warbiker





Really liking beast snagga with makati fir lethal hits

Rerolls to hits against monsters and cars with potentially 5s for SHs and LHs.
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

Now that I've had my chicken little moment, I'm coming back round on Nobs. They're actually pretty decent, I'm mostly just upset I either have to put their sluggas back on or buy more


This message was edited 2 times. Last update was at 2023/06/17 19:22:36


 
   
Made in fr
Grovelin' Grot





For Nobz, what is the best :
painboss for 5+++
Warboss for +1 to hit and the-1 to wound
Waaagh banner for 2 turns advance charge and 5++

hard to choose. and if taking 2 units ?
   
Made in au
Battlewagon Driver with Charged Engine





 Tomsug wrote:
Every Nob in the unit has a Kombi weapon for free now, that is huge!…. Wait…. It has just 1 attack! Ok. It his not huge…

Well, ladz, this tons of free equippement wil slow down the game significantly. Do you see it?

Like grot blastas on buggies…

Generali - it seems to me that the whole game is significantly less killy. Not only on our side, but the other armies too.


You also have to give up your big choppa to get a kustome shoota. And weirdly I think lethal hits actually makes them worse cause those hits don't get to roll for wound thus can't be considered crits. I think.

But put em in a vehicle, hit them with a mek then rock up into rapid fire range. 10 hits on average then 5 mortal wounds? Could be useful against something with some wacky durability?

Eh, probably better to give them claws and a boss for the 1+ to hit and -1 to wound when targeted.
   
Made in fr
Locked in the Tower of Amareo





Lethal hit and devastating wound certainly losing power especially lower bs you have. At bs5 half the hits will be autowound, half will get to fish for devastating wound.

2024 painted/bought: 109/109 
   
Made in de
Stinky Spore




Just a little heads-up. The mortal wounds of the painboy are hitting his target first:

" If an attack with the [PRECISION] ability that can
be allocated to a Character model leading an Attached unit can
inflict mortal wounds on its target, the mortal wounds inflicted by
that attack are also allocated to that Character model first."

Quite fun to think of him as an assassin now!
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

The more I going over the datasheets, the better whole Beastsnagga range looks.

BS boyz are great
Beastboss improving BS boyz is great
Squig riders + Nob are great
Both kind of mounted beastbosses are great.

Actualy one of the best way to deal with hard stuff and very resilient.

It sounds I really finish my conversion line of these bastards this year and use them
[Thumb - IMG_0126.jpeg]

This message was edited 1 time. Last update was at 2023/06/17 10:10:50


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Regular Dakkanaut




I think the bubble chukka looks like fun. The 5+ Profile is better antitank than the kmk, and the middle profile better than a smasha (and against t13 or more about equal to the kmk) and it brings back at least a little bit of orky randomness... The Kmks hazardous rule will kill about one gun in 4 turns per unit of 3, so it's the most expensive option.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Orktai wrote:
Just a little heads-up. The mortal wounds of the painboy are hitting his target first:

" If an attack with the [PRECISION] ability that can
be allocated to a Character model leading an Attached unit can
inflict mortal wounds on its target, the mortal wounds inflicted by
that attack are also allocated to that Character model first."

Quite fun to think of him as an assassin now!


The attack does not cause mortal wounds, it's a separate ability. Therefore, no precision on the d6 mortal wounds.

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 de
Stinky Spore




 Jidmah wrote:
Orktai wrote:
Just a little heads-up. The mortal wounds of the painboy are hitting his target first:

" If an attack with the [PRECISION] ability that can
be allocated to a Character model leading an Attached unit can
inflict mortal wounds on its target, the mortal wounds inflicted by
that attack are also allocated to that Character model first."

Quite fun to think of him as an assassin now!


The attack does not cause mortal wounds, it's a separate ability. Therefore, no precision on the d6 mortal wounds.


Oh i see!
Sorry for the confusion
   
 
Forum Index » 40K General Discussion
Go to: