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Made in de
Dakka Veteran




Spoiler:
Grots 45
grots 45
grots 45
135

10x BBoys 105 – beastboss 80 (185)
10x BBoys 105
10x BBoys 105
395
Mozrog 195

10x Kommandos 135 – Snikrot 105 (240)
10x Burnaboys 130
Flash Gitz 190 – Badrukk 95 (285)
655

Deff dread 150
Deff dread 150
300

Trukk 50
Trukk 50
Trukk 50
Trukk 50
200
Squigbuggy 110

2000


i would ditch a grot squad (you can get only 1cp back per round) and the squigbuggy

get a trukk for either burnaz or flashgitz and a painboss for the snaggaz, then you have 35 left for enhancements. HWKC and 4+++ or retreat and charge OR the +2 movement one and 10points for the GW overlords

for your second list... take only 5 nobz and use the points for characters... i think 10th benefits alot from their buffs

5nobz + warboss is still nasty.
painboss is juicy for bringing d3 snaggaz back and 5+++


what do you guys think of the grot leader wordsnagga? scouting gretchin sounds great for blocking the enemy... and -1 to wound doesnt get them autodeleted once looked at wrong

This message was edited 1 time. Last update was at 2023/06/19 20:46:51


 
   
Made in dk
Longtime Dakkanaut




Danmark

RedNoak wrote:
Spoiler:
Grots 45
grots 45
grots 45
135

10x BBoys 105 – beastboss 80 (185)
10x BBoys 105
10x BBoys 105
395
Mozrog 195

10x Kommandos 135 – Snikrot 105 (240)
10x Burnaboys 130
Flash Gitz 190 – Badrukk 95 (285)
655

Deff dread 150
Deff dread 150
300

Trukk 50
Trukk 50
Trukk 50
Trukk 50
200
Squigbuggy 110

2000


i would ditch a grot squad (you can get only 1cp back per round) and the squigbuggy

get a trukk for either burnaz or flashgitz and a painboss for the snaggaz, then you have 35 left for enhancements. HWKC and 4+++ or retreat and charge OR the +2 movement one and 10points for the GW overlords

for your second list... take only 5 nobz and use the points for characters... i think 10th benefits alot from their buffs

5nobz + warboss is still nasty.
painboss is juicy for bringing d3 snaggaz back and 5+++


what do you guys think of the grot leader wordsnagga? scouting gretchin sounds great for blocking the enemy... and -1 to wound doesnt get them autodeleted once looked at wrong

yea maybe. I have no idea how many objectives there are on the field so i just went 3 units for reasons.

Im not gonna get a trukk for the flash gitz though. They are going in to reserve. But i could use the points for something else.

This message was edited 2 times. Last update was at 2023/06/19 20:57:12


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

- About Dawn of War 3 
   
Made in gb
Fresh-Faced New User




So I had my first game of tenth at the weekend, just a small 1k game to start getting used to the new edition. I wasn't sure what I would be facing so I built a force that I just thought would be fun. I took Mozrog, a unit of 5 flashgitz with Badrukk in a trukk, another trukk with a squad of 5 nobz and a warboss, a unit of grots and 5 MANZ with a MA big Mek. In the end I played into thousand sons, we used the really basic mission from the core rules and so I just piled into the middle of the table and started blasting. It was a really fun and close game that the orks took by a single point at the end, we felt pretty tough and it was great to have strats that were actually useful and not 2cp each ! Mozrog was an absolute monster and took about 2 turns of shooting to go down after basically eating a mutalith vortex beast, the MANZ went through a helbrute in combat and were nice and tough, but I'm very happy to say the all stars were the flash gitz and Kaptin B, they piled out of a trukk and went through a squad of scarab termies in one shooting phase then overwatched a squad of flamer rubrics who had teleported over to barbecue them and deleted the squad. As a big gjtz fan it was glorious to see, the ammo runt for the one use of lethal hits and badrukks rerolls were so useful, it means they are actually dangerous. I'm playing some more games this weekend and looking forward to it, we definitely aren't OP but it feels like we have some options and I will take that all day
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

am i missing something, or are we seriously lacking in the anti-big thing department?

The index is covered in S7-9 attacks with at least 1 ap, but im seeing very very little anti-vehicle or S12+ attacks even in melee.

I almost feel like im forced to use Squighogs, since they look pretty good at dealing with vehicles this go around.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Dakka Veteran




kustom mega cannon either from jet or mekgunz seems the only reliable ranged weapons we have for medium tanks... anything above T12 will be hard to remove, sadly even in CC

i think we will also struggle hard against 2+ or 1+ saves... we have really poor AP and no good and reliable means of pumping out MW

a landraider in cover will be nearly indestructable...
   
Made in au
Battlewagon Driver with Charged Engine





This might be weird but the more I look at a stompa, the more it seems okay. Maybe not competitive but okay. Costs as much as 2 knights, but it seems to stand up to them well enough.

Against smaller stuff it uses the overwatch stratagem like no other. Any squishy anti tank unit coming towards it would have to stand up to a lot of dice thrown at them, even tougher squads may lose a few models to the occasional lucky 6 on the cannons.

A horde with lethal hits will hurt him and I wouldn't want to get hit by the Valient's harpoon, but the defensive statline is okay.
   
Made in pt
Feral Wildboy with Simple Club




anything above T10 you will want squighog's the anti-vehicle 4 becomes really your best bet. Outside that, mekguns, wazboom and kill rig, gun has S12 too, also buff gives S in fight phase and lethal on a 6.
   
Made in ca
Gargantuan Gargant






This is my preliminary 1500 point list for my first game of 10th ed this weekend:

10th edition Ork Index List:

Spoiler:
Warboss with Power Klaw and Kombi-Weapon - 70
Enhancement: Follow Me Ladz!

Mad Dok Grotsnik - 75

Warboss with Power Klaw and Kombi-Weapon - 70

Nob with WAAAGH! Banner - 70

20 boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

20 Boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

5 Meganobz with Twin Killsaws - 165

Mega Armour Warboss - 95

Big Mek with Shokk Attack Gun - 75

3 Mek Gunz - 135
- Kustom Mega Kannons

Kaptin Badrukk - 95

10 Flash Gitz - 190
- Ammo Runt

Trukk - 50
- Wrecking Ball

10 Gretchin + 1 Runtherd - 45


The plan is to attach one unit of boyz with a Warboss and Grotsnik, and the other unit of boyz with a Warboss and the Nob with WAAAGH! Banner, they're my core units that will be fighting for the scrum of the middle of the board objectives.

Kaptin Badrukk and his Flash Gitz go into Strategic Reserve so they can blast a unit the turn they come on and ideally are set up in a central location so they can stay still for better accuracy.

The Meganobz unit is meant to be a reserve threat to be held behind cover against anti-tank threats.

Gretchin are to farm and guard my home objective while the SAG Big Mek and Mek Gunz provide backfield fire support.

I'm mainly wondering if I should change my Follow Me Ladz enhancement to the Killchoppa instead and if Painboyz/Mad Dok is better or if the WAAAGH! Banner is more beneficial. Would love to hear what feedback you guys have.
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Italy

Great ideas in your list. I'm really curious to hear how well the Mek Guns do and whether you think they are worthwhile or just do equivalent points in Lootas.

I think if your Boyz are footslogging then a Painboy makes a lot of sense and with only 40 Boyz I'd lean more towards the Painboy over the Waagh banner.

Who is going in the Trukk?



   
Made in ca
Gargantuan Gargant






 The Red Hobbit wrote:
Great ideas in your list. I'm really curious to hear how well the Mek Guns do and whether you think they are worthwhile or just do equivalent points in Lootas.

I think if your Boyz are footslogging then a Painboy makes a lot of sense and with only 40 Boyz I'd lean more towards the Painboy over the Waagh banner.

Who is going in the Trukk?





The 5 Meganobz with the Mega-Armoured Warboss. I was debating getting a trukk for the Flash Gitz and Badrukk to get them into position for shooting but points were a bit tight and I figured I may as well use Strategic Reserves for once to change things up.

Good point as well regarding the Painboy, though I will be honest I think I chose the WAAAGH! Banner initially so I can test out new stuff, I think this is the first time I've actually been excited to use the WAAAGH Banner Nob for like 3 editions xD
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Vineheart01 wrote:
am i missing something, or are we seriously lacking in the anti-big thing department?

The index is covered in S7-9 attacks with at least 1 ap, but im seeing very very little anti-vehicle or S12+ attacks even in melee.

I almost feel like im forced to use Squighogs, since they look pretty good at dealing with vehicles this go around.


The thing you are most likely missing is that this is the same for everyone now. Wounding vehicles on 5s is just how the game works now, kind of like you had to roll a 5+ to penetrate AV12 back when that was a thing.

Dedicated anti-tank is usually expensive and has a low number of attacks, making it inefficient against pretty much all other targets. Most armies, despite having such guns, still have to wear down vehicles with lethal hits, +1 wound effects and high damage, high AP weapons.

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 it
Growlin' Guntrukk Driver with Killacannon





Italy

 Grimskul wrote:

Good point as well regarding the Painboy, though I will be honest I think I chose the WAAAGH! Banner initially so I can test out new stuff, I think this is the first time I've actually been excited to use the WAAAGH Banner Nob for like 3 editions xD


Same here! I'm really looking forward to trying out the Banner. I remember using mine in 8th a few times but he never survived long.

I've been considering a greentide list over the weekend with 5x20 Boyz with 2 Warboss, 2 Pain Boys, and a Nob with the Banner to start and some backfield Lootas. I've been trying to decide if the Battlewagons are worth it, just to be able to dump a unit of 20+leader after hitting with the Deffrolla , or just stick to footslogging a whole mass of them.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Vineheart01 wrote:
am i missing something, or are we seriously lacking in the anti-big thing department?

The index is covered in S7-9 attacks with at least 1 ap, but im seeing very very little anti-vehicle or S12+ attacks even in melee.

I almost feel like im forced to use Squighogs, since they look pretty good at dealing with vehicles this go around.


Yes.

The key is in Lethal Hits (flashgitz?) and Anti (BS units) and Devastating wounds

9500p fullpaint orks ready to krump!

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






 Grimskul wrote:
Spoiler:
This is my preliminary 1500 point list for my first game of 10th ed this weekend:

10th edition Ork Index List:

Warboss with Power Klaw and Kombi-Weapon - 70
Enhancement: Follow Me Ladz!

Mad Dok Grotsnik - 75

Warboss with Power Klaw and Kombi-Weapon - 70

Nob with WAAAGH! Banner - 70

20 boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

20 Boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

5 Meganobz with Twin Killsaws - 165

Mega Armour Warboss - 95

Big Mek with Shokk Attack Gun - 75

3 Mek Gunz - 135
- Kustom Mega Kannons

Kaptin Badrukk - 95

10 Flash Gitz - 190
- Ammo Runt

Trukk - 50
- Wrecking Ball

10 Gretchin + 1 Runtherd - 45

The plan is to attach one unit of boyz with a Warboss and Grotsnik, and the other unit of boyz with a Warboss and the Nob with WAAAGH! Banner, they're my core units that will be fighting for the scrum of the middle of the board objectives.

Kaptin Badrukk and his Flash Gitz go into Strategic Reserve so they can blast a unit the turn they come on and ideally are set up in a central location so they can stay still for better accuracy.

The Meganobz unit is meant to be a reserve threat to be held behind cover against anti-tank threats.

Gretchin are to farm and guard my home objective while the SAG Big Mek and Mek Gunz provide backfield fire support.

I'm mainly wondering if I should change my Follow Me Ladz enhancement to the Killchoppa instead and if Painboyz/Mad Dok is better or if the WAAAGH! Banner is more beneficial. Would love to hear what feedback you guys have.


I'm surprised to see Grotznik here. I mentally put him into garbage tier already, what is your reason for picking him over a weird boy or a kff mek?

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
Dakka Veteran




i think feel no pain is generally better than an invuln only against shooting. FnP triggers in every phase and can be used vs MW
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Sure, but FNP is 75 points for saving the equivalent of 85 points worth of boyz, assuming no multi-damage wounds involved. Fallback and charge isn't that attractive to me.

The KFF mek in comparison adds damage to the shootas in the back and the free rokkits we now get, while also providing two(!) turns of 4++ against shooting.

That's my opinion, anyways. I might totally be wrong, so I'm absolutely open to other opinions.

This message was edited 3 times. Last update was at 2023/06/20 08:43:06


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 cz
Growlin' Guntrukk Driver with Killacannon





Prague

Just an idea
[Thumb - IMG_1088.jpeg]

This message was edited 1 time. Last update was at 2023/06/20 08:50:33


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

In terms of our anti heavy vehicle offense, I've taken the time to compile a list of all of our vaguely viable options (S10 or higher, devastating wounds, lethal hits, twin linked, etc). This list is excluding stratagems and ignoring the Waaagh for the most part as it basically bumps each unit with a Nob profile to S10 and the list would be huge for not a lot of substance.

Spoiler:

- Weirdboy. Relies on having 20 boys for S10 and 5 damage, and good AP. Not worth using for AT unless you can guarantee the 20 boys are surviving the way in, but can make do in a pinch.

- Wazbom. The mega kannon is amazing, and the Smasha gun is nice too. Fantastic ranged AT.

- MegaBoss. Great melee output, 'nuff said.

- PK warboss. Not as good as the MegaBoss but still pretty good. Very good during Waaagh.

- Tankbustas. The +1 to wound against vehicles carries these, and the bomb squigs and the tank hammer are really nice. Let down by box limitations and unit size, but might be a sleeper hit.

- Stompa. Big numbers go brrrr. Let down by being 800 points and taking up half the board.

- Squighogs. Absolute melee AT monsters. Their only downside is they're not quite as durable as their profile suggests they might be.

- Shokkjump Dragsta. Very manueverable and decent BS, but relies on fishing for devastating wounds to crack really hard targets. Could be a decent choice to plug a gap as it can hunt characters too.

- Nobs. With PKs they're decent during a Waaagh for the big stuff through volume of attacks. With kombi weapons you can fish for 6s for the devastating wounds, but overall a bad choice for killing tanks with KWs.

- Smasha Squig. Very good, incredible during a Waaagh, makes Squighogs even better. A+ melee AT.

- Mozrog. Shreds tanks and monsters in melee. A+.

- Morkanaut. Decent ranged output with the Mega Zappa, but is probably relying on melee to really kill big stuff. Decent.

- Mek Gunz. KMKs for everything on the ground, and Traktor Kannons for everything that can fly. A+.

- Mek. Only here because it has a situational Killsaw and it buffs our vehicles. Terrible on its own, good for supporting other units.

- Megatrakk Scrapjet. MWs on the charge is this units biggest input. Can also contribute with the rokkit kannon and wing missiles. Solidly kind of meh against heavier vehicles.

- MANz. PKs during the Waaagh and Killsaws everywhere else. Has devastating wounds during Waaagh as well. Will likely struggle due to low attack volume with Killsaws, but can be mitigated somewhat by a MegaBoss. Solidly okay.

- Kommandos. PK and Breacha Ram during a Waaagh for chipping some wounds alongside bomb squigs. We're never going to rely on these, but they can finish something off that's on the cusp of death.

- Kill Rig and Hunta Rig. Good melee threat thanks to being a Snagga unit, with a situational strong ranged attack. In theory you tag a unit with the Stikka Kannon then charge in to get your proper damage in, but you're likely not hitting that shooting attack.

- Gorkanaut. Very strong melee output and passable ranged output through volume of fire.

- Ghaz. Mini Gorkanaut, kill likely kill or cripple any tank he hits.

- Flash Gitz. A full sized unit shooting at the closest target with the ammo runt has the volume of fire to fish for lethal wounds. Better for hunting things like gravis or termites but is usable against tanks.

- Deffkoptas. MW shenanigans only. Not ideal, but good for finishing a hard to reach unit off or pestering something hiding out of LOS.

- Deff Dread. With all klaws it becomes a decentish melee threat, but can't be relied on to cover all your AT needs.

- Dakkajet. This is fishing for 6s and relying on sheer volume of fire. Might do some chip damage to clean up some weakened units. Not a proper AT unit.

- Burna Boys. If the vehicle is on an objective you can fish for mass 6s. Similar to the Dakkajet but slower.

- Blitza Bommer. Similar to Deffkoptas with MW shenanigans.

- Bossbunka. Not completely terrible if you can reliably get the sustained hits off, otherwise don't bother.

- MegaMek. It can take a killsaw, but is best served being with MANz and just outlasting the enemy vehicle.

- Squigboss. Like Mozrog, this shreds tanks. A+

- Beastboss. Pretty good for the same reasons the Smasha Squig is good, but much better if it can get charges in.

- Snagga Boys. With a Beastboss you're hitting on rerollable 2s. Fish for those 6s, you're going to have a lot of hits.

- Battlewagon. With a Deffrolla and a Rekkin' Ball it can do some okay damage, but it's better off as a supporting unit for bigger hitters and cleaning up what they can't finish.



   
Made in nl
Regular Dakkanaut




What do you guys think about the Wurrboy in 10th? He seems pretty solid to me but I haven't heard anyone talk about him. 14ish s8 attacks are kinda wild.

Also, say he would join a unit of 20 bs boys, would their special rule apply to him as well?

Monster Hunters: Each time a model in this unit makes an
attack that targets a Monster or Vehicle unit, you can re-roll
the Hit roll.

Or would he be treated as a separate unit as the brb would suggest?

This message was edited 1 time. Last update was at 2023/06/20 11:32:03


 
   
Made in us
Dakka Veteran




Colorado Springs

Gruxz wrote:
What do you guys think about the Wurrboy in 10th? He seems pretty solid to me but I haven't heard anyone talk about him. 14ish s8 attacks are kinda wild.

Also, say he would join a unit of 20 bs boys, would their special rule apply to him as well?

Monster Hunters: Each time a model in this unit makes an
attack that targets a Monster or Vehicle unit, you can re-roll
the Hit roll.

Or would he be treated as a separate unit as the brb would suggest?


Attached units are treated as a single unit. Pg 39 under Leader.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Just an idea

Why though? It's not like most of those characters are particularly good on their own...

If you want to go full stompy I'd rather go for something like this:
Spoiler:
Ghaz+Makari
Mozrog
3x Squigboss
3x Deff Dread
3 squighogs + smashasquig
3 squighogs + smashasquig
3 Koptas
3 Koptas

This message was edited 1 time. Last update was at 2023/06/20 12:40:21


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 ru
!!Goffik Rocker!!






 Afrodactyl wrote:
In terms of our anti heavy vehicle offense, I've taken the time to compile a list of all of our vaguely viable options (S10 or higher, devastating wounds, lethal hits, twin linked, etc).



If you actually calculate our unit efficiency, you quickly find out that we have very weak anti-tank for killing t10+ stuff. Let alone t12. If you calculate something like mek gunz vs eldar wraithknight... That's 1k+ pts of mek gunz all shooting at a knight to kill it. Just forget about it. Focus on scoring and killing weaker units off.
   
Made in nl
Regular Dakkanaut




 JohnU wrote:
Gruxz wrote:
What do you guys think about the Wurrboy in 10th? He seems pretty solid to me but I haven't heard anyone talk about him. 14ish s8 attacks are kinda wild.

Also, say he would join a unit of 20 bs boys, would their special rule apply to him as well?

Monster Hunters: Each time a model in this unit makes an
attack that targets a Monster or Vehicle unit, you can re-roll
the Hit roll.

Or would he be treated as a separate unit as the brb would suggest?


Attached units are treated as a single unit. Pg 39 under Leader.


So you can have 20 bs boys with 14 ish bs5 rerollable s8 ap-3 d2 attacks? Not too shabby
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

 koooaei wrote:
 Afrodactyl wrote:
In terms of our anti heavy vehicle offense, I've taken the time to compile a list of all of our vaguely viable options (S10 or higher, devastating wounds, lethal hits, twin linked, etc).



If you actually calculate our unit efficiency, you quickly find out that we have very weak anti-tank for killing t10+ stuff. Let alone t12. If you calculate something like mek gunz vs eldar wraithknight... That's 1k+ pts of mek gunz all shooting at a knight to kill it. Just forget about it. Focus on scoring and killing weaker units off.


Yeah, most of our heavy AT options are crap and boil down to fishing for MWs or Anti 4+ on Squigs.

The list was only for things we could potentially consider if we really needed to kill stuff, but I agree that our best solution to a land raider is probably running around it.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 koooaei wrote:
 Afrodactyl wrote:
In terms of our anti heavy vehicle offense, I've taken the time to compile a list of all of our vaguely viable options (S10 or higher, devastating wounds, lethal hits, twin linked, etc).



If you actually calculate our unit efficiency, you quickly find out that we have very weak anti-tank for killing t10+ stuff. Let alone t12. If you calculate something like mek gunz vs eldar wraithknight... That's 1k+ pts of mek gunz all shooting at a knight to kill it. Just forget about it. Focus on scoring and killing weaker units off.


Are there armies which do not have this problem?

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:
 Grimskul wrote:
Spoiler:
This is my preliminary 1500 point list for my first game of 10th ed this weekend:

10th edition Ork Index List:

Warboss with Power Klaw and Kombi-Weapon - 70
Enhancement: Follow Me Ladz!

Mad Dok Grotsnik - 75

Warboss with Power Klaw and Kombi-Weapon - 70

Nob with WAAAGH! Banner - 70

20 boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

20 Boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

5 Meganobz with Twin Killsaws - 165

Mega Armour Warboss - 95

Big Mek with Shokk Attack Gun - 75

3 Mek Gunz - 135
- Kustom Mega Kannons

Kaptin Badrukk - 95

10 Flash Gitz - 190
- Ammo Runt

Trukk - 50
- Wrecking Ball

10 Gretchin + 1 Runtherd - 45

The plan is to attach one unit of boyz with a Warboss and Grotsnik, and the other unit of boyz with a Warboss and the Nob with WAAAGH! Banner, they're my core units that will be fighting for the scrum of the middle of the board objectives.

Kaptin Badrukk and his Flash Gitz go into Strategic Reserve so they can blast a unit the turn they come on and ideally are set up in a central location so they can stay still for better accuracy.

The Meganobz unit is meant to be a reserve threat to be held behind cover against anti-tank threats.

Gretchin are to farm and guard my home objective while the SAG Big Mek and Mek Gunz provide backfield fire support.

I'm mainly wondering if I should change my Follow Me Ladz enhancement to the Killchoppa instead and if Painboyz/Mad Dok is better or if the WAAAGH! Banner is more beneficial. Would love to hear what feedback you guys have.


I'm surprised to see Grotznik here. I mentally put him into garbage tier already, what is your reason for picking him over a weird boy or a kff mek?


I was thinking initially that a) he's cheaper than a regular Painboy with slightly better damage output b) the FNP he provides works in both shooting and CC versus a KFF Mek and there seems to be a decent amount of weapons with devastating wounds and anti-infantry overlapping, so I figured it gives a level of versatility, though admittedly it is obviously worse against multi-damage weapons (though I figure they won't use as many on my boyz compared to my other units).

The fall back and charge probably won't come up that much, but it does give me potential flexibility of being able to leave an unfavourable combat while still being able to charge something else in the same turn.




Automatically Appended Next Post:
 Jidmah wrote:
 koooaei wrote:
 Afrodactyl wrote:
In terms of our anti heavy vehicle offense, I've taken the time to compile a list of all of our vaguely viable options (S10 or higher, devastating wounds, lethal hits, twin linked, etc).



If you actually calculate our unit efficiency, you quickly find out that we have very weak anti-tank for killing t10+ stuff. Let alone t12. If you calculate something like mek gunz vs eldar wraithknight... That's 1k+ pts of mek gunz all shooting at a knight to kill it. Just forget about it. Focus on scoring and killing weaker units off.


Are there armies which do not have this problem?


Eldar at the moment I think, though its due to undercosted Fire Prisms and Fate Dice+Reroll shenanigans more than anything else.

This message was edited 1 time. Last update was at 2023/06/20 16:51:23


 
   
Made in fr
Grovelin' Grot





Or all space marines with graviton weapons.
   
Made in us
Smokin' Skorcha Driver






 Jidmah wrote:
 Grimskul wrote:
Spoiler:
This is my preliminary 1500 point list for my first game of 10th ed this weekend:

10th edition Ork Index List:

Warboss with Power Klaw and Kombi-Weapon - 70
Enhancement: Follow Me Ladz!

Mad Dok Grotsnik - 75

Warboss with Power Klaw and Kombi-Weapon - 70

Nob with WAAAGH! Banner - 70

20 boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

20 Boyz - 170
- Nob with PK
- 2 x Rokkit Launchas

5 Meganobz with Twin Killsaws - 165

Mega Armour Warboss - 95

Big Mek with Shokk Attack Gun - 75

3 Mek Gunz - 135
- Kustom Mega Kannons

Kaptin Badrukk - 95

10 Flash Gitz - 190
- Ammo Runt

Trukk - 50
- Wrecking Ball

10 Gretchin + 1 Runtherd - 45

The plan is to attach one unit of boyz with a Warboss and Grotsnik, and the other unit of boyz with a Warboss and the Nob with WAAAGH! Banner, they're my core units that will be fighting for the scrum of the middle of the board objectives.

Kaptin Badrukk and his Flash Gitz go into Strategic Reserve so they can blast a unit the turn they come on and ideally are set up in a central location so they can stay still for better accuracy.

The Meganobz unit is meant to be a reserve threat to be held behind cover against anti-tank threats.

Gretchin are to farm and guard my home objective while the SAG Big Mek and Mek Gunz provide backfield fire support.

I'm mainly wondering if I should change my Follow Me Ladz enhancement to the Killchoppa instead and if Painboyz/Mad Dok is better or if the WAAAGH! Banner is more beneficial. Would love to hear what feedback you guys have.


I'm surprised to see Grotznik here. I mentally put him into garbage tier already, what is your reason for picking him over a weird boy or a kff mek?
Nah painboy and warboss is definitely the best combo for 20 man units. KFF doesn’t help in the current dev wound meta from top factions and in general isn’t that great when your already getting a 4+ with cover.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in fi
Locked in the Tower of Amareo





 thori wrote:
Or all space marines with graviton weapons.


Tsons have multiple ways to get around.


In terms of wraithknight 10 terminators can make 14 wounds at it with just bolters. Then soulreapers and missiles.

Does eat up hefty chunk of resources for that turn.

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




Danmark

If you run 10 man units of boys or snagga boys, would you still run warbosses, painbosses or what ever leader with them?

Like, you could almost pay for an entirely new unit for each leader.

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

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