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Made in it
Growlin' Guntrukk Driver with Killacannon





Italy

Truly the best way to play
   
Made in de
Dakka Veteran




 TedNugent wrote:
RedNoak wrote:
if you are going by damage output and durability per point. you'll never use boyz again. well maybe to tarpit with 20 of them or to teleport them with weirboy

but in 90% of the situations you are better off with snaggaz. especially now that you can either take 10 or 20. nothing in between.

painboss looks good because i wanna run a couple of trukks. and space is at a premium here... i need those snaggaz to hit hard and survive as long as possible

3 s9 attacks, 5+++ , bringing back d3 snaggaz and occasionally heal a character 3 wounds is nothing to scoff at

i would at least try him out. maybe beastboss is better... time will tell.


I like how you say that beast snaggas are better than Boyz in all situations due to points efficiency and then immediately ruin that efficiency by insisting on a Painboss.

At least the Beastboss adds 1 to hit and does considerable mortal wounds on 4+ devastating wounds.

I really, honestly, do not understand the point of the Painboss in snaggas squads. What value is he bringing to the unit that wouldn't be solved by spending those points on more snaggas?


well, you forgot my point about trukks and space is a premium reccource too. i cant put 20 snaggaz in a trukk.
if i field a trukk with snaggaz i need to bring as much punch/survivability as i can, since the trukk costs 50 points.
i also cant simply bring another squad of 10... then you'ld have to pay for the trukk too.

if the painboy makes the truksquad slightly more durable and lets me fight one more round, ties up an enemy for a bit longer or contests an objective one more turn... i gladly pay in points efficiency.

also "insisting" is a strong word.. i said i would atleast try him out. not that i would recommend him every time. same goes for the boyz. in raw damage output snaggaz are better then boyz point per point. if you want CC power you should take snaggaz. maybe boyz are a better tarpitting unit... but then why not take gretchin they're T5 in CC too

also dont forget you cant compare 105 points of snaggaz vs 105 points of boyz anymore. they come in fixed numbers, either 10 or 20. its not so easy to math out anymore


As forgeworld stuff goes... yay for the bikerboss, buh for the chinork
but what i am really interested in is the lil squiggoth. if the howdah rule still is the same... lootaz could hit on 5+ again, kmb on 4+ and flashgitz on 4+ too
could be a nice shooting platform. and since it wants to be in CC anyway, Lottaz would get their RF 1 bonus off easily

btw am i reading it right that the dread can only have 2 kmb's and it must trade all CCW's for them?
   
Made in us
Dakka Veteran




Colorado Springs

The Dread comes with 2 Big Shootas and 2 Klaws, you can trade each out for a KMB, so it can have 4. It's melee weapon would then be the Stompy Feet.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 JohnU wrote:
RIP my Chinorks, but I think we got a good slew of options otherwise.

Not having to worry about all the FW Space Marine nonsense might end up being the best part though.


Do you hve the original one? I buy!


Automatically Appended Next Post:
Competitive Innovationy MekTomsug edition:

All Ork internet groups around all servers have bunch of first “first few games in 10th” comments.

Most of them is about glorious ork victories with very wide range lists. Incl stuff like that


Automatically Appended Next Post:
Which is absolutely great!


Automatically Appended Next Post:
Beginnings of the new editions are the most funny part of all. Before the meta rise up.
[Thumb - IMG_7732.jpeg]

This message was edited 4 times. Last update was at 2023/06/22 17:13:36


9500p fullpaint orks ready to krump!

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




RedNoak wrote:
 TedNugent wrote:
RedNoak wrote:
if you are going by damage output and durability per point. you'll never use boyz again. well maybe to tarpit with 20 of them or to teleport them with weirboy

but in 90% of the situations you are better off with snaggaz. especially now that you can either take 10 or 20. nothing in between.

painboss looks good because i wanna run a couple of trukks. and space is at a premium here... i need those snaggaz to hit hard and survive as long as possible

3 s9 attacks, 5+++ , bringing back d3 snaggaz and occasionally heal a character 3 wounds is nothing to scoff at

i would at least try him out. maybe beastboss is better... time will tell.


I like how you say that beast snaggas are better than Boyz in all situations due to points efficiency and then immediately ruin that efficiency by insisting on a Painboss.

At least the Beastboss adds 1 to hit and does considerable mortal wounds on 4+ devastating wounds.

I really, honestly, do not understand the point of the Painboss in snaggas squads. What value is he bringing to the unit that wouldn't be solved by spending those points on more snaggas?


well, you forgot my point about trukks and space is a premium reccource too. i cant put 20 snaggaz in a trukk.
if i field a trukk with snaggaz i need to bring as much punch/survivability as i can, since the trukk costs 50 points.
i also cant simply bring another squad of 10... then you'ld have to pay for the trukk too.

if the painboy makes the truksquad slightly more durable and lets me fight one more round, ties up an enemy for a bit longer or contests an objective one more turn... i gladly pay in points efficiency.

also "insisting" is a strong word.. i said i would atleast try him out. not that i would recommend him every time. same goes for the boyz. in raw damage output snaggaz are better then boyz point per point. if you want CC power you should take snaggaz. maybe boyz are a better tarpitting unit... but then why not take gretchin they're T5 in CC too

also dont forget you cant compare 105 points of snaggaz vs 105 points of boyz anymore. they come in fixed numbers, either 10 or 20. its not so easy to math out anymore


As forgeworld stuff goes... yay for the bikerboss, buh for the chinork
but what i am really interested in is the lil squiggoth. if the howdah rule still is the same... lootaz could hit on 5+ again, kmb on 4+ and flashgitz on 4+ too
could be a nice shooting platform. and since it wants to be in CC anyway, Lottaz would get their RF 1 bonus off easily

btw am i reading it right that the dread can only have 2 kmb's and it must trade all CCW's for them?


Sry but i am not sure i agree on this, while sure if you leave sanggas as they are their pretty good for their point's, 210 pts for fnp and good melee punch is always nice and cheap, the moment you add a painboss the equation goes the other way, 5++ and a extra claw at 280 becomes costly, all for making a unit a bit more durable and add little more punch.

On the other side boyz will be cheaper at 250, 2 claws + 2 rockets, also the chance to cause mortal wounds

While i can see value in keeping snaggas cheap i don't consider the investment worthwhile, after all, snaggas and boyz will be after the same units and trying to bog down big ones, at that job i favour the boyz, their simply have more options and are cheaper. You still going to struggle at killing a light vehicle with snaggas, their weapons is more anti elite or marine profile. The rerolls just helps, nothing much, since the problem is wounding on 5 or 4 is rough.
   
Made in dk
Longtime Dakkanaut




Danmark

I think i would only add a painboss if i had mozrog or a beastboss on squig. Because you cant heal them otherwise.

At least that way the painboss has a secondary usage other than bringing a 5+++ to the unit.

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

- About Dawn of War 3 
   
Made in pt
Feral Wildboy with Simple Club




Yeah, that's not a bad idea, i still think it would be rather complicated to pull it off since both units want to do different things.. honestly taking a step back do we really want to take snaggas or boyz? Why not just 10 more nobz all with claws? it's 230 pts
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

We're in dire need of all the anti M/V offense we can get, so I think the Snaggas with Boss take it here as a good "allcomers" choice, with PK Nobs with Warboss being the close runner up.
   
Made in au
Battlewagon Driver with Charged Engine





We have 2 real archetypes to take care of vehicles. Some beastsnagga units and the larger walkers with their high strength damge 6 or 10 attacks.

Also possible is boyz near makari with waaagh, a bunch of lethal hits.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Afrodactyl wrote:
We're in dire need of all the anti M/V offense we can get, so I think the Snaggas with Boss take it here as a good "allcomers" choice, with PK Nobs with Warboss being the close runner up.


Is it? I just had one game so far, but it felt like warbosses and nobz hit like a wet noodle, barely able to scratch the paint on durable models.

This message was edited 1 time. Last update was at 2023/06/22 22:09:17


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




Forceride wrote:

Sry but i am not sure i agree on this, while sure if you leave sanggas as they are their pretty good for their point's, 210 pts for fnp and good melee punch is always nice and cheap, the moment you add a painboss the equation goes the other way, 5++ and a extra claw at 280 becomes costly, all for making a unit a bit more durable and add little more punch.

On the other side boyz will be cheaper at 250, 2 claws + 2 rockets, also the chance to cause mortal wounds

While i can see value in keeping snaggas cheap i don't consider the investment worthwhile, after all, snaggas and boyz will be after the same units and trying to bog down big ones, at that job i favour the boyz, their simply have more options and are cheaper. You still going to struggle at killing a light vehicle with snaggas, their weapons is more anti elite or marine profile. The rerolls just helps, nothing much, since the problem is wounding on 5 or 4 is rough.

sry but why does everybody misread my post?

painboss looks good because i wanna run a couple of trukks. and space is at a premium here... i need those snaggaz to hit hard and survive as long as possible
[...]
i would at least try him out. maybe beastboss is better... time will tell.

i run trukks. trukks fast but trukk cramped tight. need as much krumpin in that trukk as possible. painboss krump gud. painboss also heal gud. so maybe put painboss in trukk. maybe boss says: "nah!", krumps painboss dead and takes his place. mork knows best, if not gork krump him.



about the 20 boyz vs 20 snaggaz thing:

20 snaggaz + painboss
vs murinz
57*2/3*2/3*1/2 = 12,666
3*1/2*5/6*2/3 * 2= 1,666
= 14 wounds
vs T8 3+
57*2/3 + (reroll 19*2/3) = 50,6 *1/3 *1/2 = 8,4
3* 1/2 + 1.5 * 1/2 = 2,25 * 2/3 *2/3 *2 = 2
= 10 wounds

20 snaggaz with BBoss
vs murinz
57*5/6*2/3*1/2= 15,8
4*5/6*5/6*2/3 * 2 = 3,7
= 19 wounds
vs T8 3+
57*5/6 + (rerolls)*1/3*1/2= 9,2
4*5/6* + (rerolls) 2/3*2/3 * 2 = 3,4
= 12 wounds

20 boyz + warboss

vs murinz
57 *5/6 *1/2 *1/2 = 11,875
4*5/6*5/6*2/3 *2 = 3,6
= 15 wounds
vs T8 3+
57 *5/6 *1/6 *1/2 = 3,95
4*5/6*2/3*2/3 *2 = 2,36
= 5 wounds

EDIT:
damn... forgot the nob... but he's basically the same for all... so meh

This message was edited 3 times. Last update was at 2023/06/22 22:14:51


 
   
Made in us
Smokin' Skorcha Driver






https://www.youtube.com/live/_tQkQWegbz0?feature=share

The spreadsheets are amazingly handy just to download even if you don't watch the video. Pretty good banter overall though I do heavily disagree with the boys tier they gave.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

 Jidmah wrote:
 Afrodactyl wrote:
We're in dire need of all the anti M/V offense we can get, so I think the Snaggas with Boss take it here as a good "allcomers" choice, with PK Nobs with Warboss being the close runner up.


Is it? I just had one game so far, but it felt like warbosses and nobz hit like a wet noodle, barely able to scratch the paint on durable models.


What did you send the Nobs in against if you don't mind me asking?

I feel like Nobs have had a bit of a shake up in target priorities. They're obviously not nearly as good as they once were against tanks and big monsters, but they're good against heavy infantry (dropping off at Terminator equivalent level), at least on paper.
   
Made in us
Smokin' Skorcha Driver






Alrighty think this is gonna be my list going forward with some minor tweaks here and there.
Spoiler:
CHARACTERS

Beastboss (80 Points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota

Beastboss (80 Points)
• 1x Beast Snagga klaw
1x Beastchoppa
1x Shoota

Big Mek with Shokk Attack Gun (90 Points)
• 1x Close combat weapon
1x Shokk attack gun
• Enhancements: Kunnin’ but Brutal

Kaptin Badrukk (95 Points)
• Warlord
• 1x Choppa
1x Da Rippa
1x Slugga

Mozrog Skragbad (195 Points)
• 1x Big Chompa’s jaws
1x Gutrippa
1x Thump gun

Warboss (90 Points)
• 1x Big choppa
1x Kombi-weapon
1x Twin slugga
• Enhancements: Headwoppa’s Killchoppa

Warboss (70 Points)
• 1x Big choppa
1x Kombi-weapon
1x Twin slugga

Warboss (70 Points)
• 1x Big choppa
1x Kombi-weapon
1x Twin slugga

Zodgrod Wortsnagga (80 Points)
• 1x Da Grabzappa
1x Slugga

BATTLELINE

Beast Snagga Boyz (105 Points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 9x Choppa
9x Slugga

Beast Snagga Boyz (105 Points)
• 1x Beast Snagga Nob
• 1x Power snappa
1x Slugga
• 9x Beast Snagga Boy
• 9x Choppa
9x Slugga

Boyz (85 Points)
• 1x Boss Nob
• 1x Power klaw
1x Slugga
• 9x Boy
• 8x Choppa
1x Close combat weapon
1x Rokkit launcha
8x Slugga

DEDICATED TRANSPORTS

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels

Trukk (50 Points)
• 1x Big shoota
1x Spiked wheels

OTHER DATASHEETS

Flash Gitz (190 Points)
• 1x Kaptin
• 1x Choppa
1x Snazzgun
• 9x Flash Git
• 9x Choppa
9x Snazzgun

Gretchin (90 Points)
• 2x Runtherd
• 2x Grot-smacka
2x Slugga
• 20x Gretchin
• 20x Close combat weapon
20x Grot blasta

Gretchin (45 Points)
• 1x Runtherd
• 1x Grot-smacka
1x Slugga
• 10x Gretchin
• 10x Close combat weapon
10x Grot blasta

Nobz (115 Points)
• 1x Ammo Runt
• 1x Boss Nob
• 1x Power klaw
1x Slugga
• 4x Nob
• 4x Power klaw
4x Slugga

Nobz (115 Points)
• 1x Ammo Runt
• 1x Boss Nob
• 1x Power klaw
1x Slugga
• 4x Nob
• 4x Power klaw
4x Slugga

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in au
Battlewagon Driver with Charged Engine





 Afrodactyl wrote:
 Jidmah wrote:
 Afrodactyl wrote:
We're in dire need of all the anti M/V offense we can get, so I think the Snaggas with Boss take it here as a good "allcomers" choice, with PK Nobs with Warboss being the close runner up.


Is it? I just had one game so far, but it felt like warbosses and nobz hit like a wet noodle, barely able to scratch the paint on durable models.


What did you send the Nobs in against if you don't mind me asking?

I feel like Nobs have had a bit of a shake up in target priorities. They're obviously not nearly as good as they once were against tanks and big monsters, but they're good against heavy infantry (dropping off at Terminator equivalent level), at least on paper.


Nobz kinda feel like a decent damage sponge with their permanent Ard as nails (as long as the boss is alive) Maybe you could clear out some mid level infantry with all big choppas. Especially under waaagh with that nice str8.

This message was edited 1 time. Last update was at 2023/06/22 23:37:29


 
   
Made in us
Roarin' Runtherd




Someone should double check my math but klaw and kill saw appears to be better than double killsaws on meganobz in the scenarios I can think of, is this accurate?
   
Made in au
Battlewagon Driver with Charged Engine





russellmoo wrote:
Someone should double check my math but klaw and kill saw appears to be better than double killsaws on meganobz in the scenarios I can think of, is this accurate?


Depends on what scenarios you have in mind. Klaw and saw gives you versatility, but you lose shooting and the twin linked of saws.

Twin linked on saws is kinda nice for fishing for 6s, meshes nicely with the dev wounds on waaagh if you're facing anything with an invul.

   
Made in us
Longtime Dakkanaut




Should I take a warboss and 10x nobs w pk in trukk
Or
Ghaz/makari and 2x meganobs in trukk
Both cost 350pts

This message was edited 2 times. Last update was at 2023/06/23 02:51:33


 
   
Made in us
Roarin' Runtherd




cody.d. wrote:
russellmoo wrote:
Someone should double check my math but klaw and kill saw appears to be better than double killsaws on meganobz in the scenarios I can think of, is this accurate?


Depends on what scenarios you have in mind. Klaw and saw gives you versatility, but you lose shooting and the twin linked of saws.

Twin linked on saws is kinda nice for fishing for 6s, meshes nicely with the dev wounds on waaagh if you're facing anything with an invul.



I guess what I am really asking is, Is the around 17% damage increase from going double saws really worth the loss of versatility, or losing out on shooting.

Or just more simply, what is the best meganob loadout?
   
Made in us
Fixture of Dakka




NE Ohio, USA

Tarp wrote:
"Get something against high T or you will only tickle some list's. Mek guns, wazboom etc"

Dont waste points on the Wazbom, it has only d3 shoots with the big gun, its worthless... Mek guns can be good, atleast they are cheap


I see no reason to not take both Wazbomb & Mek Gunz.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I wouldnt write off the wazbom immediately.
Off the bat it feels overpriced a little but theres a lot going on here.

It has a 4++ with plane rules, so its not an easy thing to take down.
Yes its Smasha is only D3 S9 AP3 4d shots and its Wazbom blastas also D3 shots S10 AP3 D6d, but for an ork unit its pretty accurate with said shots.
Hits on 4s, rerolls 1s against non-fly. Except primaris marines a flying high toughness target isnt THAT common.

I think we have better options for the points right now but it isnt a useless option by any means.

This message was edited 2 times. Last update was at 2023/06/23 03:18:31


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Battlewagon Driver with Charged Engine





More than anything flyers feel like a counter to lone operative at the moment. Just zip in from reserves, get within 12 then hope you can kill the unit.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Afrodactyl wrote:
 Jidmah wrote:
 Afrodactyl wrote:
We're in dire need of all the anti M/V offense we can get, so I think the Snaggas with Boss take it here as a good "allcomers" choice, with PK Nobs with Warboss being the close runner up.


Is it? I just had one game so far, but it felt like warbosses and nobz hit like a wet noodle, barely able to scratch the paint on durable models.


What did you send the Nobs in against if you don't mind me asking?


The initial charge (with Waaagh! support) was against MANz that popped 'ard as nails, later I tried to pick of two surviving killa kanz. In both cases they just bounced off their charge target without any significant damage.

I feel like Nobs have had a bit of a shake up in target priorities. They're obviously not nearly as good as they once were against tanks and big monsters, but they're good against heavy infantry (dropping off at Terminator equivalent level), at least on paper.

Probably. Despite the similarity to 9th, it's a completely new game.

This message was edited 1 time. Last update was at 2023/06/23 04:54:56


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
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

I'm looking to build a list but leave out all beast snagga units, as they don't fit my theme. Already got loads of kommandos and stormboys, grots, boys and trukks; was thinking got to get flash gitz with badruk, and got the models to make burna boyz and meganobz... anything i'm missing? Any of the speeed waaargh stuff essential? Are deff dredds too expensive and will they die before they get into combat? Should I take Nobz?

My painting and modeling blog:

PaddyMick's Paintshop: Alternative 40K Armies

 
   
Made in us
Fixture of Dakka




NE Ohio, USA

cody.d. wrote:
More than anything flyers feel like a counter to lone operative at the moment. Just zip in from reserves, get within 12 then hope you can kill the unit.


That and;
●They're also my answer to rooting out those annoying units that like to hide/fire from non-LoS.
●They allow me to respond to how my opponents have deployed/moved on turn 1. Sometimes I can do that with the ground forces, sometimes not. But I can virtually always do it from the air.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 PaddyMick wrote:
I'm looking to build a list but leave out all beast snagga units, as they don't fit my theme. Already got loads of kommandos and stormboys, grots, boys and trukks; was thinking got to get flash gitz with badruk, and got the models to make burna boyz and meganobz... anything i'm missing?

Maybe you should check if you have all the leaders you need. Outside, looks good.

Any of the speeed waaargh stuff essential?

IMO this heavily depends on the warboss on warbike's rules and maybe nob bikers. What I see now looks like a bunch of puzzle pieces of an incomplete picture.

Are deff dredds too expensive and will they die before they get into combat?

I feel like this is a target saturation thing. In an infantry list it will draw fire from actual anti-tank guns like lascannons and railguns, but when there are squigs, vehicles and MANz around it could work well, especially if you mange to make heroic intervention work.

Should I take Nobz?

You should

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
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

Thanks Jidmah. I was wondering also how to kill land raiders and big tough stuff at range, but the answer could be mek guns. Or don't try and just charge a spare trukk into them and leave it at that. I'm going to give the Morkanaut a try also.

My painting and modeling blog:

PaddyMick's Paintshop: Alternative 40K Armies

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 PaddyMick wrote:
Thanks Jidmah. I was wondering also how to kill land raiders and big tough stuff at range, but the answer could be mek guns. Or don't try and just charge a spare trukk into them and leave it at that. I'm going to give the Morkanaut a try also.


No matter how I do the math, it seems like killing tanks is just not worth it unless you have nothing else to kill.

Which makes me wonder how to approach knights outside of throwing my squiggoth at them.

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 fr
Locked in the Tower of Amareo





 PaddyMick wrote:
Thanks Jidmah. I was wondering also how to kill land raiders and big tough stuff at range, but the answer could be mek guns. Or don't try and just charge a spare trukk into them and leave it at that. I'm going to give the Morkanaut a try also.


Not that trukk charge hinders much. Can shoot out of combat so not going to be much of annoyance unless land raider really needs to go somewhere.

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran




Colorado Springs

Imperial Armor is up
https://www.warhammer-community.com/wp-content/uploads/2023/06/JpgzDSW8YhlRCMHo.pdf

They forgot the units the bike boss can attach to but it's 5 points less than a Deffkill for -2W, worse shooting and similar melee, with exact same abilities...

Big Trakk gets +1T +2W over the Trukk for +25pts. Can carry 12, even with guns. MWs on charge. I think the price trade off is fair. Can carry your Stormboyz if you really want.

For 110, the Grot-Mega Tank might actually be...good?

This message was edited 1 time. Last update was at 2023/06/23 13:42:25


 
   
 
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