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2023/06/17 23:19:34
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Tarp wrote: Painboys might be worth it, not useless atleast.
"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."
From the Rules Commentary.
glad that's cleared up cause that's the way I was playing it lol
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/06/18 06:09:50
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
You should have a glance at the "Dead Choppy" rule for the dreads. As I read it it's an extra attack for every klaw after the first. So 7 attacks, 8 on waagh, with exploding 6s.
The armiger gets a better shooting attack of course, but the dread isn't bad for it's points imo. Kinda wish for ap3 though.
This message was edited 1 time. Last update was at 2023/06/18 06:12:41
2023/06/18 06:15:41
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Tarp wrote: Painboys might be worth it, not useless atleast.
"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." From the Rules Commentary.
As above, the precision attack is not causing any mortal wounds, the ability is.
How would you ever deploy in front of your enemy? The mek shop has to be deployed in your own deployment zone does it not?
Correct. Fortifications are just normal units without a movement speed and some extra cover rules now.
This message was edited 2 times. Last update was at 2023/06/18 06:33:09
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.
2023/06/18 07:06:24
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Otoh attacks have profile and abilities. No profile actually causes mw's. Every mw comes from ability. Devastating wound? Ability. Only difference is usr vs datasheet ability.
If ability caused mw isn't enough then no attack cause mw for precision to allocate.
2024 painted/bought: 109/109
2023/06/18 08:01:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Beardedragon wrote: How would you fit 2 mega nobz in a battlewagon, when ghaz + makari takes up 19 spots? Ghaz alone takes 18 but that doesnt account for makari, as far as im aware.
Also im fairly sure that i saw in the rules, its explained that bases that are too big to be wholly within 3 inches, (which ghaz has) simply have to disembark within 1 inch of the transport. effectively granting him more than a 3 inch disembark free move. You dont have to pull shinanigans to get him out. This was the rule in 9th as well.
It says that Ghazkul Thrakka takes 18 and Ghaz + makari are a single datasheet - Ghazkul Thrakka. Means that ghaz + makari take 18 slots. So, you can take them and 2 meganobz.
2023/06/18 09:33:54
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Beardedragon wrote: How would you fit 2 mega nobz in a battlewagon, when ghaz + makari takes up 19 spots? Ghaz alone takes 18 but that doesnt account for makari, as far as im aware.
Also im fairly sure that i saw in the rules, its explained that bases that are too big to be wholly within 3 inches, (which ghaz has) simply have to disembark within 1 inch of the transport. effectively granting him more than a 3 inch disembark free move. You dont have to pull shinanigans to get him out. This was the rule in 9th as well.
It says that Ghazkul Thrakka takes 18 and Ghaz + makari are a single datasheet - Ghazkul Thrakka. Means that ghaz + makari take 18 slots. So, you can take them and 2 meganobz.
but makari is a physical model on the table. why would he not take up any slots? hes not an ammo runt
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/06/18 10:06:32
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Burna Boyz and their CC Cutting Flames fun fact = it is a better weapon profile only againts 2+ Sv targets. Any other target it is worse…
CCW 3/3+/4/0/1 = 4 BBoyz do 8 hits
CF 2/4+/4/-2/1 = 4 BBoyz do 4 hits
If all wounds, than the difference is the Svpf the target.
If Sv 2+ => CCW do 1,33 dmg / CF do 2,0 dmg If Sv 3+ => CCW do 2,67 dmg / CF do 2,67 dmg If Sv 4+ or bigger, CCW is simple better weapon.
If Sv 6+ => CCW do 6,67 dmg / CF do 4 dmg
BUT BURNA BOYZ ARE NOT EQUIPPED WITH CLOSE COMBAT WEAPON! JUST THE SPANNER IS!
This message was edited 4 times. Last update was at 2023/06/18 10:12:14
tneva82 wrote: Otoh attacks have profile and abilities. No profile actually causes mw's.
Wrong.
Every mw comes from ability. Devastating wound? Ability. Only difference is usr vs datasheet ability.
One of the most dumb things you have posted so far in this edition, twice so because the Rules Commentary explicitly states the opposite to be true.
Might as well claim that the powerklaw also has precision, because the only difference is them is that his rules are written on a different line.
The "only difference" is that one deals mortal wounds as part of the attack sequence while the other does not.
If ability caused mw isn't enough then no attack cause mw for precision to allocate.
If you can't be arsed to quote the free online rules, don't bother posting at all.
Rules Commentary wrote: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.
Precision cares about which weapon profile you use. If a weapon has both precision and devastating wounds, the attack is allocated to a character due to precision and if it is a critical wound that weapon causes mortal wounds and the attack sequence ends.
"Hold Still and Say ‘Aargh!" is just a datasheet ability causing mortal wounds, exactly like bomb squigs, deff from above or nose drill. There is no attack to be allocated, the mortal wounds are not done as part of the 'urty syringe attack sequence and it does not replace the regular damage. And therefore, no precision ability.
In order for this rule to be affected by precision, it would have to be a weapon rule, just like "Snagged" on the rigs or "Bubblechukka" on the mek gunz.
RAW is very clear on this, but the intention might have been another. Or not, because someone was afraid of pain boyz making space marine captains explode.
TL;DR: Both the RAW and the "defensive" interpretation do not support precision mortal wounds from pain boyz.
Automatically Appended Next Post:
Tomsug wrote: The organization of ork index is a pure nightmare.
Yes... reminds of those times at work when I was explicitly told to reduce the usability of free features that are in competition with premium features.
Within the week we will have someone who recut the PDF and added an index.
This message was edited 1 time. Last update was at 2023/06/18 10:57:02
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.
2023/06/18 11:04:01
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Even using the control+F search function to find a datasheet is horrifying because of the sheer number of characters with that unit's exact name listed under the units they can join. It is almost incredible how many times I have to press enter before I find the actual datasheet, possibly skipping over it entirely before going to one of 10 different Lieutenants, captains, librarians, etc.
I guess our index has the advantage of having, what, one to three characters at most that can join a given unit? So at least using control+F to find a datasheet works if you press enter once or twice.
This message was edited 2 times. Last update was at 2023/06/18 12:15:27
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.
2023/06/18 11:34:30
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
tneva82 wrote: Otoh attacks have profile and abilities. No profile actually causes mw's.
Wrong.
Every mw comes from ability. Devastating wound? Ability. Only difference is usr vs datasheet ability.
One of the most dumb things you have posted so far in this edition, twice so because the Rules Commentary explicitly states the opposite to be true.
Might as well claim that the powerklaw also has precision, because the only difference is them is that his rules are written on a different line.
The "only difference" is that one deals mortal wounds as part of the attack sequence while the other does not.
If ability caused mw isn't enough then no attack cause mw for precision to allocate.
If you can't be arsed to quote the free online rules, don't bother posting at all.
Rules Commentary wrote: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.
Precision cares about which weapon profile you use. If a weapon has both precision and devastating wounds, the attack is allocated to a character due to precision and if it is a critical wound that weapon causes mortal wounds and the attack sequence ends.
"Hold Still and Say ‘Aargh!" is just a datasheet ability causing mortal wounds, exactly like bomb squigs, deff from above or nose drill. There is no attack to be allocated, the mortal wounds are not done as part of the 'urty syringe attack sequence and it does not replace the regular damage. And therefore, no precision ability.
In order for this rule to be affected by precision, it would have to be a weapon rule, just like "Snagged" on the rigs or "Bubblechukka" on the mek gunz.
RAW is very clear on this, but the intention might have been another. Or not, because someone was afraid of pain boyz making space marine captains explode.
TL;DR: Both the RAW and the "defensive" interpretation do not support precision mortal wounds from pain boyz.
Automatically Appended Next Post:
Tomsug wrote: The organization of ork index is a pure nightmare.
Yes... reminds of those times at work when I was explicitly told to reduce the usability of free features that are in competition with premium features.
Within the week we will have someone who recut the PDF and added an index.
And what is devastive wounds? ABILITY. So obviously mortals by abilities can be allocated.
Note where devastating wound ones are found in rulebook? ABILITIES..
You need better reasoning than it's ability. So is devastating wounds. So is lethal hits.
Just showed you haven't bothered to read rules.
But yeah. Not surprisead ignorant rude ones like you fail to see.
This message was edited 1 time. Last update was at 2023/06/18 11:36:46
2024 painted/bought: 109/109
2023/06/18 12:15:35
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Anyway, I don't really like this, as I really don't like the beastsnagga range, and I prefer classic orks.
But, being real: Beastsnagga boyz do a LOT more damage against big vehicles. TL;DR, if you have vehicle and monster heavy meta, probably just choose beast snaggas WITH A BEASTBOSS over boyz. Since they do the same thing but also threaten vehicles a lot more.
A unit of 10 does work if they have a beastboss. And you can put one of those in a trukk/rig or two in a wagon.
They get +1 to hit from the beastboss and full rerolls against vehicles and monsters, S6 on the waagh.
Against a knight w/ waaagh+charge against 6+ FNP:
Snaggas
.97*.33*.5*.83*42 or ((4*9)/6)+(4*9))
5.58
.97*.33*.5*.83*5.83*2
1.55
Beastboss
.97*.5*8.17*2*.83
6.58
Not bad damage against a knight for 185 points if you get the waaagh + charge.
Against a rhino on charge w/ no waaagh
Snaggas
.97*.33*.5*31.5 or ((3*9)/6)+(3*9))
5.04
.97*.33*.5*4.67*2
1.49
Beastboss
.97*.5*7*2
6.79
So they can pop a rhino on the charge on average with no waaagh.
Snaggas w/ beastboss simply do a lot more damage than boyz + Warboss against vehicles/monsters, mostly due to the devastating wounds + anti vehicle 4+ on the beastboss (which I kind of expect will change at some point soon). You're getting a lot for 30 points, considering they also get an inbuilt 6+ feel no pain, S6 on waaagh.
Also, on the Kill Rig, this would do some serious work after waaagh:
Spirit of Gork (Psychic): At the start of the Fight phase, you
can select one friendly Orks unit within 12" of this model
and roll one D6: on a 1, this model suffers D3 mortal wounds;
on a 2-5, until the end of the phase, add 1 to the Strength
characteristic of melee weapons equipped by models in that
unit; on a 6, until the end of the phase, add 1 to the Strength
characteristic of melee weapons equipped by models in that
unit and those weapons have the [LETHAL HITS] ability.
Oh, just found this vid with links to a bunch of points efficiency spreadsheets (noice):
This message was edited 3 times. Last update was at 2023/06/18 12:32:03
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.
2023/06/18 13:04:31
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Precision is not an ability, precision is a weapon keyword and can interact or NOT with other keywords.
Abilities need to specifically state their interaction, or their not eligible. Check all abilities that add keywords to weapons or waaagh that excludes weapons with extra attacks keyword
In the painboy case, the ability triggers on the weapon critical, the crit can be caused by the keyword or 6 when applicable, not stating otherwise the mw are done to the unit.
Also had m game, so far all i can say is we feel like DG, we lost move and damage. But we gain a really good amount of shrug off damage.
SO far i will reserve judgment, it was a test game, there are a few things i need to think about and re-test. Since it was not optimized too...
I will also advise against quick buys at this stage still too clouded.
I can agree on a few things though, gretching and squig boss in beast + epic are great, 250pts of boyz with doc is a nice tarpit unit with good anti punch and nice target for kill rig buff.
Also for math lover's i would love to know big choppa vs claw numbers and what is more efficient in nobz, i am currently looking for it.
This message was edited 3 times. Last update was at 2023/06/18 13:14:52
2023/06/18 13:49:30
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Beardedragon wrote: How would you fit 2 mega nobz in a battlewagon, when ghaz + makari takes up 19 spots? Ghaz alone takes 18 but that doesnt account for makari, as far as im aware.
Also im fairly sure that i saw in the rules, its explained that bases that are too big to be wholly within 3 inches, (which ghaz has) simply have to disembark within 1 inch of the transport. effectively granting him more than a 3 inch disembark free move. You dont have to pull shinanigans to get him out. This was the rule in 9th as well.
It says that Ghazkul Thrakka takes 18 and Ghaz + makari are a single datasheet - Ghazkul Thrakka. Means that ghaz + makari take 18 slots. So, you can take them and 2 meganobz.
but makari is a physical model on the table. why would he not take up any slots? hes not an ammo runt
Cause of the battle wagon rules. As of now ghaz + makari either take 18 slots in a wagon or 2 slots in a trukk.
2023/06/18 14:01:07
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Beardedragon wrote: How would you fit 2 mega nobz in a battlewagon, when ghaz + makari takes up 19 spots? Ghaz alone takes 18 but that doesnt account for makari, as far as im aware.
Also im fairly sure that i saw in the rules, its explained that bases that are too big to be wholly within 3 inches, (which ghaz has) simply have to disembark within 1 inch of the transport. effectively granting him more than a 3 inch disembark free move. You dont have to pull shinanigans to get him out. This was the rule in 9th as well.
It says that Ghazkul Thrakka takes 18 and Ghaz + makari are a single datasheet - Ghazkul Thrakka. Means that ghaz + makari take 18 slots. So, you can take them and 2 meganobz.
but makari is a physical model on the table. why would he not take up any slots? hes not an ammo runt
Cause of the battle wagon rules. As of now ghaz + makari either take 18 slots in a wagon or 2 slots in a trukk.
A nob in a boy mob also counts for the purpose of the unit but the model still counts, in the sheet it points that the composition is 2 models, i don't think i agree with this unless i see a faq specifying otherwise, there are many character's out there that take bodyguard natively, some are 3 models. There are also implication for Battelshock and unit strength if they no longer count as a model, that why ghaz with 2 bodyguard will never battleshock btw.
This message was edited 2 times. Last update was at 2023/06/18 14:03:48
2023/06/18 14:03:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Tomsug wrote: The organization of ork index is a pure nightmare.
Within the week we will have someone who recut the PDF and added an index.
I did it right now.
Reorganized Ork Index with one unit = one page system, grouping the units in families, point costs and leader - unit chart is available there:
PDF is rastr image now, so no ctrl+f but much faster scrolling.
Automatically Appended Next Post: I spent the whole day chewing our index and this is what I see:
- skip the planes, terrible effectivity
- skip the fortification, broken and will be faqed
- skip the walkers, pointless
- We are slow. Slower than before. Wagons down to 10”. Warbikers and Koptas down to 12”. No auto advance 6” except Stormboyz and Wartrike. Say goodbye to 20” of Koptas and Warbikers. The best we have are Trukks with 12”
- Our shooting is pretty pathetic. Details and few exceptions later. But it is. We need to focus how to get in CC. But we are slow.
- So need more Trukks. Much more Trukks… and some wagons and rigs.
- Beast Snaggas are the best. Squigriders, Squig Characters and Beastboss+Snagga boyz have the far best damage output points + very solid durability and have a very good ways how to deal a lot of mortal wounds.
- Flashgid Bomb = 10 Flashgitz (+ Kaptin Baldrukk) = one of few good shooting we have. With the Lethal hit Ammo runt do up to 39 hits (incl. 5,5 Lethal Hits) 6/-1/2 per turn.
This is 28 wounds into the Space Marines = with 50% save = 14 SM is dead.
This is 11 wounds in T12 Vehicle = with 50% save = 10-12dmg
To do this we have to stand still and shoot the nearest target.
If you skip the Kaptin, put Flashgitz to the Trukk and have Mek nearby to get max out of firing deck, you are on 20 hits instead without any Lethal hits = 13,3 wound to SM = 6-7 dead SM with 50% save.
Both option cost 285p.
- Lootas are cheaper option with the similar effectivity. Minimum squad for 55p! do max around 6 wounds = 3 dead SM with 50% saves => recounted to 285p (Flashgit Bomb) = 15,5 dead SM.
In Trukk (+ Mek) it is similar. 8 Lootas + 2 Spanners in Trukk average max = 8,8 wounds = 4,4 dead SM with 50% save.
- Mek Gunz gunline for the same price in comparison:
Mekboy Workshop + Super-Cyborg body = 95p to be always in cover and regain lost wounds from Hazardeus.
4 x Mek Gun KMK = 4D6 shots = 14 shots = 7 hits S12 ap-2 D6Dmg
Mek Gun gun line max = Mekboy Workshop + Cyborg body + 3x3 KMK + 3xSAG remain stationary =
Let' s try to kill a Land Rider:
5,9D6 damage from KMK = 20,65
2,8D6 damage from SAG = 9,8
———————————————
TOTAL cca 30,5dmg to Landrider = almost 2 death (32W together) = 275x2=550p damage.
Our price is 725p incl. 95p for Mekboy Workshop and it' s the best we can get from anti tank shooting. And we trolling the game by daysichaining the Workshop in front of our Mek Gunz to protect them againts shooting and charge + repair. But as someone said - not too hard to kill the Workshop.
Automatically Appended Next Post: - SAG dealing a battleshock = OC of targeted unit goes to 0 = targeted unit lost the objective!
- Buggies are not completely dead. But we cannot build an army around them.
— Squigbuggy is a good backfield objective holder with strong indirect fire.
— Riveting ability of KBB could be interesting?
— Sniping SJD also interesting?
Automatically Appended Next Post: - MANz, Nobz and Ghazzy was already discussed.
- we are little bit a Grey Knights now. We can have 4 units teleporting himself around the table - one Kommandos with Snikrot and 3 x Boyz with 3 Weirdboyz. Good for charging? No. We have just 1 strategem to ad 2” to charge and no free reroll. But maybe good for scoring.
Automatically Appended Next Post: - 20 boyz squads seems to be a trap. We have no chance to get such amount of bodies into CC
This message was edited 9 times. Last update was at 2023/06/18 16:25:22
Beardedragon wrote: How would you fit 2 mega nobz in a battlewagon, when ghaz + makari takes up 19 spots? Ghaz alone takes 18 but that doesnt account for makari, as far as im aware.
Also im fairly sure that i saw in the rules, its explained that bases that are too big to be wholly within 3 inches, (which ghaz has) simply have to disembark within 1 inch of the transport. effectively granting him more than a 3 inch disembark free move. You dont have to pull shinanigans to get him out. This was the rule in 9th as well.
It says that Ghazkul Thrakka takes 18 and Ghaz + makari are a single datasheet - Ghazkul Thrakka. Means that ghaz + makari take 18 slots. So, you can take them and 2 meganobz.
but makari is a physical model on the table. why would he not take up any slots? hes not an ammo runt
Cause of the battle wagon rules. As of now ghaz + makari either take 18 slots in a wagon or 2 slots in a trukk.
A nob in a boy mob also counts for the purpose of the unit but the model still counts, in the sheet it points that the composition is 2 models, i don't think i agree with this unless i see a faq specifying otherwise, there are many character's out there that take bodyguard natively, some are 3 models. There are also implication for Battelshock and unit strength if they no longer count as a model, that why ghaz with 2 bodyguard will never battleshock btw.
It's more a problem of what's written in the battle wagon rules. It just says Ghazghkull Thrakka. And it can mean both a model and a unit as they're called the same. A unit also includes Makari. As I think that ghaz + 2 manz is intentional, I'll play it this way.
Also, they forgot one bigshoota on the skrapjet as it has one extra in the rear.
Also, ghaz can ride a trukk but it will surely get faqed like the rest of the bugs.
2023/06/18 17:16:16
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Tomsug wrote: - skip the fortification, broken and will be faqed
No way. I'm planning to deploy it dead center (as intended) as part of my vehicle list and plan on having the morkanaut double-dip on repairs in turn 2.
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.
2023/06/18 17:28:25
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Beardedragon wrote: How would you fit 2 mega nobz in a battlewagon, when ghaz + makari takes up 19 spots? Ghaz alone takes 18 but that doesnt account for makari, as far as im aware.
Also im fairly sure that i saw in the rules, its explained that bases that are too big to be wholly within 3 inches, (which ghaz has) simply have to disembark within 1 inch of the transport. effectively granting him more than a 3 inch disembark free move. You dont have to pull shinanigans to get him out. This was the rule in 9th as well.
It says that Ghazkul Thrakka takes 18 and Ghaz + makari are a single datasheet - Ghazkul Thrakka. Means that ghaz + makari take 18 slots. So, you can take them and 2 meganobz.
but makari is a physical model on the table. why would he not take up any slots? hes not an ammo runt
Cause of the battle wagon rules. As of now ghaz + makari either take 18 slots in a wagon or 2 slots in a trukk.
I whole heartedly agree that this is how its SUPPOSED to work with ghaz + makari taking 18 slots. But given that makari is a model on his own im fairly confident he takes up a spot. That would make them take up 19 spots total. Anything that takes up a physical model space, takes up one slot in a transport as it is. This is why ammo runts dont take up spots, because they are not physical models on the table.
I would probably play ghaz + makari as 18 spots though, because yes, its probably intended to be both of them for 18 slots. Otherwise it doesnt make any sense at all.
This message was edited 1 time. Last update was at 2023/06/18 17:57:23
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/06/18 17:59:37
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Considering there isnt any force slots anymore and the only thing to pay attention to in list building is minimum 1 character and rule of 3 (6 battleline) the organization of the ork index isnt bad, its just alphabetical. The problem is a handful of units usually are referred to in a way that doesnt lean to alphabetical listing....the BOOMdakka Snazzwagon comes to mind. I couldnt find the bloody thing for quite awhile because i completely forgot it has Boomdakka in its name first, not Snazzwagon lol.
Regardless of how its organized searching the index cards is a pain in the butt since most keywords to find a unit are in multiple places thanks to the character attach list and the flavor text on each card. Im very tempted to print these off, but since i know the ork codex was supposedly one of the first 4 to release im hesitant to waste the ink lol
As for the Ghaz in transport thing....yes its probably intended to run Ghaz+Makari as 18 slots and its just really crappy wording on GW's side, i doubt anybody would give you crap for playing it that way. Why wouldnt anyone give you crap you might ask? Because rules as written Meganobz dont take 2 slots, nothing has the Mega Armor keyword whcih is what transports are calling out. Obviously oversighted, as is the makari one.
This message was edited 1 time. Last update was at 2023/06/18 18:02:58
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/06/18 18:07:40
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
What about deep striking Zag with a squad of stormboyz?
He gets reroll charge, 6 PK attacks (essentially 7 with sustained hits) and +1 to hit, and fly. You could add the 2 to charge to that unit for a pretty reliable chance of that unit getting into combat on arrival.
I don't like the stormboyz themselves, but it's there, and people are talking about Kommandos when they're equally expensive with an equally crummy statline, except they can actually pop into combat pretty much when they arrive with the strat.
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.
2023/06/18 18:09:49
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
TedNugent wrote: What about deep striking Zag with a squad of stormboyz?
He gets reroll charge, 6 PK attacks (essentially 7 with sustained hits) and +1 to hit, and fly. You could add the 2 to charge to that unit for a pretty reliable chance of that unit getting into combat on arrival.
I don't like the stormboyz themselves, but it's there, and people are talking about Kommandos when they're equally expensive with an equally crummy statline, except they can actually pop into combat pretty much when they arrive with the strat.
Thinking about the same. This dude can have Headwoppa Killchoppa and is one of the best ones, who can use it.
Tomsug wrote: - skip the fortification, broken and will be faqed
No way. I'm planning to deploy it dead center (as intended) as part of my vehicle list and plan on having the morkanaut double-dip on repairs in turn 2.
You nasty warboss! : Are you gonna build a fence from the workshop around your Nauts? Give it a Super Cyborg body to have a fortification with 4+++!
This message was edited 4 times. Last update was at 2023/06/18 18:14:55
I just now noticed warbikers went down to max 6 per units. Holy crap!
My condolences to the speed freeks among you who had multiple full mobs of them before, GW did you dirty.
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.
2023/06/18 18:51:23
Subject: We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
Thinking about the same. This dude can have Headwoppa Killchoppa and is one of the best ones, who can use it.
who can have the killchoppa? not zag, he is epic
Damn, you are right! Sorry.
Automatically Appended Next Post: Mozrog cost almost the same as Ghazzy now. 195 vs 235p.
Beastsnagga Lone operatives are pretty damn expensive…
Automatically Appended Next Post:
Jidmah wrote: I just now noticed warbikers went down to max 6 per units. Holy crap!
My condolences to the speed freeks among you who had multiple full mobs of them before, GW did you dirty.
That is the smallest issue. Warbikers were masacred to the dust. Their shooting is down to half, their move down from 20” to 15,5”, no -1 to hit. Same price. What have they done to my boyz?
This message was edited 3 times. Last update was at 2023/06/18 19:14:14
But nob on smasha squig has mortal wounds on vehicles/monsters 3+ on waaagh, 4+ without with HWKC, and can go in a unit of squighogs with +1 to hit.
Beastboss on squig has reroll charge aura in 6.
Both are just about as killy against big'uns as Mozrog just due to dev wounds, on top of being cheaper. Nob on Smasha is 95 with HWKC.
This message was edited 1 time. Last update was at 2023/06/18 19:16:06
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.
2023/06/18 19:53:34
Subject: Re:We all iz 'un big Waaagh! Tribe - Index Orks 10th Edition Tactics
@tednugent
hognob doesnt have dev wounds though?
he just gives out +1 to hit
i still think moz is the better option than generic beastboss on squig.
4++ instead of 5++
+1 damage in general (+2 vs mon/vehicle and +3 vs titanic)
chompaz devastating wounds proc on 5+ vs 6+
on the other hand there is reroll charges and the HWKC (4+ devastating wounds) for generic Beastboss...
pointswise thei're both pretty close... 195 vs 185 (with HWKC)