Best ork units 10th edition reddit. Any help is good help.
- Best ork units 10th edition reddit 10th edition orks list advice . A shokk attak gun is a teleporter powered by Ork 'know wots' and warp magic. Privately, I started with Orks but decided the special rules for Bad Moons were pathetic, so I went with the new army with an equal appreciation for dakka but with the dice rolls to make that appreciation count. While the ork units remain the same, the clan you chose could provide a different army benefit, such as exploding sixes or re-rolls. x3 10 Beast Snagga Boyz (315) x2 10 Choppa Boyz, Nob with Power Klaw (170) x6 Trukks, Wreckin' Ball (300) x3 11 Gretchin (135) --- I think he meant Gretchin + Runt Herd x1 10 Nobz, Power Klawz (230) x3 3 Squighog Boyz (330) x3 5 Stormboyz, Nob with Power Klaw (195) x2 3 Warbikes, Choppas, Nob with Power Klaw (150) Check the video. This book New to orks and I am starting to assemble my first small ork army. Almost always hitting sounds nice but a player also placing a Big Mek with grots and that unit of grots is also the near auto hitting ammo. Best unit for my army: Flash Gitz. My recommendation is speed freaks and just a whole heap of shoota boyz, your intention is to keep them at a distance, keep them chasing you, the more you shoot them the more they have to save, so keep shooting as much firepower into 10 Beast Snagga Boyz 10 Beast Snagga Boyz 10 Beast Snagga Boyz 2 Kill Rig 1 Gorkanaut 1 Morkanaut Like, I know it's probably gon SUCK, but man if it's not gonna be glorious and beautiful! And ima kitbash the Nauts from Maw Krushas. Its absolutely true that ork boys in general became less useful but if you were up agaisnt that they were fine. With subfactions almost entirely gone, it matters even less. Depends what you are looking to spend. 2CP In the fight phase after your opponent has selected an Orks unit as a target of one or more melee attacks, you can fight on death with models that have not fought yet. Increase movement of him and unit he's attached to. He is playing Custodes. A set of immortals aren’t bad (essentially stronger warriors). 10th seems more like 7th, but i wouldnt really go nuts till we get more on how everythings gonna mesh, i say other than the basics like a bucket of grots, a carpet of boyz, and a sprinkle of specualists like painboy-weirdboy-mek for utility ect, but if your just getting into orks dont worry about specialists right away, and all i can say for New to hobby, new to the boyz, starting with the combat patrol Based on the new datasheets, was wondering if any of you vets had suggestions for loadouts that would be viable while also providing a good amount of variety for the models In case you dont know/remember what comes with the combat patrol: -Warboss 2 units of boyz deffkoptas His stats/ unit themself don't put out as much damage due to low mobility. Arty needs protection. Plan on using Force Field Boosta turn 1 on a Big Mek with KFF (or for style points, a Morkanaut), then popping the Waagh on Turn 2. Orks fit a lot of the DG blind-spots pretty well, Orks are fast and numerous, you can run rings around them whilst pumping out dice rolls. They Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! This is good, I am really excited to build a new army In 10th. At 300 points for Any army built around beastsnagga units is probably better off using War Horde with other ork staples. They fit 10 to a trukk and make a great unit to delete the enemy scoring units and overall wreak havoc. Now I am not sure about what weapons to pick for the unit leaders. Orks Incursion (1000 points) Waaagh! Tribe CHARACTERS Transports charge in, if posible uses 1CP "Tank Shock" & gets "Stuck in" (Embarked unit shoots) Mek is leading any choosen unit , doing his repair thing to the "in range" Trukk's Note: I understand the Mek is not the "best" warlord pick, but he is CHEAP, and fits thematically // 500 Point Transport Trukk'n (500/500 points) CHARACTER - (45/45) So with the 10th edition, my favorite Ork faction, the Freebootas, seem temporary retired with the lost of Kulturs and Kaptan Badrukk (maybe he'll come back with an updated model?). I have seen these 5 man squads make big plays to secure secondarys and keep games close or drive the orks into winning positions. With Wargear being free now it's tough to do a 1:1 comparison, but this is free and was done quickly soooooo enjoy! View community ranking In the Top 1% of largest communities on Reddit. I'm not trying to say my opinion is weightier than yours. They aren't very good as a unit type. Warbosses are impossible to find but they are a must and some Trukks to transport your Boyz. Add a warboss and they all hit on 3s and are even 66 votes, 87 comments. Herohammer also forms a big part of this, so if you want your bosses to run rampant Orks have got you covered, and there’s a decent suite of dakka tools to play support, particularly Flash Gitz. What is your experience in 10th so far for best units to include for almost any list? **The good stuff: ** Warboss+Nob module is a great pick for cracking most power armor targets, and the permanent -1 to wound makes them much more sturdy than in 9th. Groups of 10 with power klaws are getting pretty common in ork lists. Stat Check's 10th Edition List Builder. But to get just one of these units you would need to get rid of your entire squad of mega nobz for a unit of 10 Tankbustas. Both would then feature some universal ork rules like Dakka Dakka and re-roll charge. They are arguably the best rokkit platform we have. The 10th Ed profile for the Lion makes him the best close combat specialist shown this far imo. I just started collecting and already know the basics of starting out with Orks. Just subbing all the humans for orks and adding random scrap bits to vehicles to make them orky. Variety is welcome as there are 3 of them and I imagine they will all eventually be drawn to different units and playstyles. goonhammer. "The Blood Angels, originally known as the Revenant Legion were the IX Legion of the original Space Marine Legions under their Primarch Sanguinius. Orks in 10th edition: An overview after a couple of games upvotes Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies It has been a rough start to the edition yet there is hope. Its best to compare him to other super HQ units like Primaris Calgar and Abbadon I think. Kustom Job: Red Rolla + Flyer + Burna-bommer [8 PL, 155pts] ++ Total: [101 PL, 4CP, 2,000pts] ++ The key units are the Warboss on Warbike, the 3 Korkscrew Scrapjets and the 3 Gyroscopic Dragstas. A place for Warhammer 40k Blood Angels and their successors. Also, rokkits for ranged and I say 1 klaw 3 scorcha for melee is better because melee dreads just don't survive and the 4 attacks usually kill anything that's not T10, which is only a problem if it's a knight or a landraider full of terminators or chaos chosen that you need to worry about. On the survival end, 4+ save models had it very rough in 8th and 9th because of the prevalence of AP and AP buffs. I will admit a good section of our index does need some adjustments (tankbustas and the buggies to list a couple). Orks encourage a very aggressive playstyle in 10th Edition, combining fast units, cheap transports and some serious melee power to bowl opponents over. You want to call a conventional Waagh to get that army-wide 5++ save. Ork boyz 10th in 90% of cases 2 units of 10 is better than 1 unit of 20. Favorite Ork unit: Flash Gitz. View community ranking In the Top 5% of largest communities on Reddit. So rerolling 1s is great paired with the Kustom Mega-kannon, as you are helping to avoid the hazardous damage, and now you have a decent set of strength 12 guns that hit on 4s. It has a boat load of wounds, hits like a semi-truck, dishes out mortals like no ones business, and is a reliable beefy transport. They are alright. I've played Custards, Orks and Guard so far. Auspex Tactics did a video a couple months back on the best Ork units in AoO, and they were the only unit take by every top Ork List (all 25 that went 3-0 at small tourney's or 5-1 or better at larger ones) Get da Good Bitz' is our best secondary and Grots auto-complete it My brilliant Stat Check colleague Jeremy A. New players, game veterans, collectors, and observers are all encouraged to join and participate! 2 turns of waaagh is massive, the fact that you might be able to run a ridiculous Squig hog unit that can advance and charge twice is genuinely good. Not only he’s super killy (WS 2+, A 8/16, S 12/6, AP -4/-3, D 4/2), which could be expected, he’s also super survivable (SV 2+/3++, -1 to wound, 4+++ vs MW and each roll of 6 on a save causes a MW back on the attacker). Otherwise you'll end up overwhelmed with a bunch of units you may not use. I think the stompa went from a trash-tier titanic unit to a pretty good titanic unit, but in general titanic units of all armies aren't very good. If you move out and shoot a vehicle (which you should) it's hitting on 5s (-1 from heavy,+1 from tankhunta). Baldur's Gate III is based on a modified version of the Dungeons & Dragons 5th edition (D&D 5e) tabletop RPG ruleset. BUFFS. Individual aircraft may be viable because their sheer stats vs. For the moment, just got heavy with units whose abilities work in a Blood Axe-y kind of way. 3 squads of 10 is good to score points as they are often forgotten, while the scarier units are soaking up fire the grits are scoring points. The keyword is every ORK unit, as long as you have 10 models The game rewards good decisions, not good luck. According to the listing the tournament was "The Deck Box Masters Grand Tournament (10th Edition)" I would love to know what that player thought of them. comments sorted by Best Top New Controversial Q&A Add a Comment. In BCP I saw an ork list take 3rd going 4-1 where part of their list was 2x6 rokkit kanz. Shokkjump is a good tech piece, we don't have much in the way of sniping so if you feel you need that it's a good option. E. This is a really important thing to figure out as orks have vastly different unit selections depending on which side you lean on. Dedicated sub for the Warhammer 40K Orks army faction. It's hard to say how this new edition of 40k will pan out for orks, so don't go too overboard at this point. He is in the same points realm (230ish) and is a similar big beat stick that buffs his army. Thanks! EDIT: I could also replace the Gretchin + Zodgrod with a Shokkjump Dragsta and a Kustom Boosta Blasta to get around the backfield and objectives fast? That or get two Rukkatrukk Squigbuggys sitting on objectives, drop the Trukk and stick the Boyz in the Gorka? Competitively, there were still 1 or 2 best choices, but it does limit more casual play, UNLESS Ork detachment rules include additional powers/abilities that aren't shown here, which is possible. Or one without bombing but killing 15 in shooting for about the same cost (all S6 shooting with AP being good for most Infantry). Also, as much as Orks are the greatest thing to In 9th edition they can be used as flamers and rocket launcher weapons while still able to shoot up infantry. I played 2 games of 10th edition orks yesterday at a 1000 points and had a blast game one and not so much game 2 and looking for feedback on the list, looking to building it into a 2k list. Walking Meganobz down the board was a bad investment in 9th and will be a bad investment in 10th, so leading with him will not be an option unless the megas suddenly have a 5++. My Orks use all the colors of da painbow: red vehicles, blue lootas, purple kommandos, etc. Ghaz is a decent big HQ unit if a bit pricey. 40K 10th Edition: The Ork "Battlewagon / Gunwagon / Bomebreaka" weapon combos Its a bit confusing to read (for some), I will try top make it simple: But the fully kitted " Bonebreaka " variant, with Killkannon + 'ard case , is BEST (IMHO) Hey guys, relatively new and I learned all 9th edition rules before the store dude told me 10th edition comes out. Trukks. Oh and of course the good old Warboss is still as good We would like to show you a description here but the site won’t allow us. aka "Curie" has put together an army builder for all 10th edition factions with allied faction support. Gather your party and venture forth! Members Online I've eagerly read all the updates about the 10th edition. The Shokk itself is ooookay - has changed lots with each edition, from useless to incredible. The subreddit for all things related to Modded Minecraft for Minecraft Java Edition --- This subreddit was originally created for discussion around the FTB launcher and its modpacks but has since grown to encompass all aspects of modding the Java edition of Minecraft. For example space marine dreadnoughts used to have a size of 10 and you can put one in a Land Raider filling it up. and for 2cp you can use the strat to let them fight even if they die that round of combat so they can dish it out when it counts. Cuz da eezzyst way to know da boss in a mob of Boyz is Dat he's gott da best armor teef can buy or da biggest choppa Hopefully they drop an enhancement or something to let leaders join any unit as long as it shares its faction key word. In this edition, multiple small units are usually better and more useful for scoring points than one massive unit. That said, Ive always prefered the KMK, but my winning ork lists rarely have arty. It looked good when I was thinking ghaz would be a I like the melee style of orks so alot of Beast snagga units but I think I have a good mix of stuff. Da best part of playin' da Boyz is we live 40k's biggest rule da best: da rule of cool! Paint what looks awesome. They seem to be a top tier unit when used tactically. You have to choose a faction keyword for your army to be unified by. Always bring at least 1 unit of Gretchin to hold an objective and generate additional CP. This is a monster in melee, and moves fairly fast. Remove the unit from the battlefield and place it to one side – it is now embarked within that Transport model. I agree with that, although, I literally just got done with a 2k game 10 mins ago, two 20 man blobs of boyz with pain boy and war boss, they survived 4 turns on foot with devastating fight back and charges, I eliminated dark angels terminators in both occasions, yeah buckets of Gonna be totally honest here my dude, drop the deff dreads for grot mega tanks you will thank me later. According to some analyses, the units in the Combat Patrol might not be the best for the 10th edition, but I'll do my best to make the most out of them. This is fantastic and much better then the previous character only one from 9th edition. I cant even find a battle report with the 10th edition detachment! So I wanted to make a thread sharing various lists, and feedback from people who have tried it out. Unlike the past couple editions, in 10th there is no IMPERIUM faction keyword, it's just a keyword. . If I had to guess, it's there for future-proofing as I'd expect one of the detachments we'll see in the codex will be a SpeedWAAAGH type detachment with buffs to mounted units and vehicles. Two things to note: This sheet does not check unit sizes - be sure to double check that you're taking a multiple that's supported in the MFM. 10 edition army lists had to be simplified a lot because normally, army lists are updated incrementally, with each list being released in a codex, whereas 10th edition all the army lists were released at the same time A similar thing happened when 3rd edition was released. The Grot Tanks in particular are horrendously overpriced. They're not considered top meta, but they're quite cheap for a unit that puts out a lot of shots. Best ork shooty unit atm. Lowest of Men: I had a hunch going into the new edition that Orks would really suit the 10th detachment way of doing things, as they have a huge range, a lot of flavour and very distinct themes across the units. ikr im not a competitive player, i dont follow the meta, but it shows just how bad a balance decision is when im annoyed, its so obvious with the approx 20% increase to points most units got grotz should have went from 3>4 not 3>5. Played a game with one recently. If 10th edition hasn't proven that, I don't know what will. I have now played 5 games in 10th edition. 137 votes, 37 comments. very cheap, accurate because thye are grotz and good firepower, great for monsters/vehicles. Any help is good help. Warhammer 40k is a franchise created by Games Workshop, detailing the far future and the grim darkness it holds. You have tons of attacks that are great at killing cheap units. Depends how you're going to play it in 10th due to it's aura ability imo. This will make any opponent think twice about charging any units. They are also super cool kits. In this sad excuse for an edition though? Kombi weapons don't even use their second armament. 10th Edition Competitive Faction Focus: Orks. Ramshackle him, so he always takes -1 dmg. Here's the list I've created: Boyz (10) Boyz (10) The freebooterz is in reference to 9th edition, I barely read 10th and have no intentions of playing 10th mainly due to the facts of-I don't want to play hero hammer- IMO characters should enhance what I bring not define my gameplay-I don't like some of the unit comps that are being forced. You could conceivably do this, but it’s a lot of work for little payoff. I'm also only covering the units that were good in 7th, because they're the ones I know. They are my favorite Ork model if not my favorite games workshop model. even at 4 they would be getting a 33% increase, higher than average, but at 5 points thats a 66% increase, three times what they said most units Reddit's #1 spot for Pokémon GO™ discoveries and research. They have a lot of bits and you can customize the model to be unique for your army. Buy some Boyz and a Truk and go from there. However, I've been obsessed with watching ork gameplay irl and on TTS. In general I have found that ork arty, although ruthlessly good in most editions just doesnt synergize well with ork playstyle or at least MY playstyle. How are Tyranids looking overall? Well, that may depend on the detachment. For a shokk attack gun you would need to get rid of your entire squad of nobz with PK. they get 2 nobz with klaws as well as being able to cover more ground and being less succeptible to blast. Orks for example have 2 different bombers that will kill about 3-4 Guardsmen not in cover and in Rapid Fire range in shooting. edition could change that by a lot? I have both in my army list. However I like the two builds: 1 - 3 KMB and one klaw. I. so I'm building the blastajet and my understanding was that the tellyport mega blasta had a chance to just teleport enemies, which made it useful for tough 1 model units. Squigbuggy is indirect, ignore cover and +1 to hit against infantry, I built a Whoops All Grots list for fun, back early in 10th edition. They could be used a tank hitters, horde infantry killers, and the plasma ones were nice marine killers but orks don't get those ones. Good shooting, fairly mobile. the reason most people dont use them is because forge world is expensive :P On top of these things, as Deathskulls you have access to the Wreckers stratagem, which allows you to re-roll all wounds against an enemy vehicle, and the new Maniacal Seizure Psychic spell, which gives an enemy target -1 to hit and improves all you weapons by 1AP when attacking that unit. I need 4 more buggies for the first list I wanted to try out myself: Fasta Fasta Fasta (2000 points) Orks Strike Force (2000 points) Kult of Speed CHARACTERS As I have no experience building an Ork army I am looking for some small 1000pt sample lists that I could throw their way to use as they learn the ropes. Their melee and range flame attacks are alright, neither super great but it does make them versatile. point cost efficiency is good enough but they're exceptions to the Some good some bad. I drew the game with the Ork player as we ran out of time, and I played a close game that really could have gone either way against Sisters but I did lose. One 10 grot squad for 40 points does the trick, use the rest of the points for hefty units. 1000 points was chosen as we wanted quick and easy first games of 10th. The flexibility is much better Also as they hinted the Detachments can be associated with a chapter. Obviously there will be an inherent advantage given to the Custodes due to the powerhouses they are. If you are Goffs then make the specialist lad boom Boyz to get -3AP and pack them in a truck for safety. I personally am still prepping my army for 10th. Nobz lead by a Warboss hit hard and are hard to kill, I Yeah, they are good for combat patrol fulfillment. If you plan to field these monstrous fungal killing machines, then you’ll need to know which ones to keep your eye out for to make your horde Orks encourage a very aggressive playstyle in 10th Edition, combining fast units, cheap transports and some serious melee power to bowl opponents over. With 10th edition, there's just the WAAAGH!!! tribe. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked. r/orks • Painted up an Ork for the first time, Friend told me the skin is not Orky enough but I like it That aside, I think for the Boss Nob, this edition, Big Choppas are better than Power Klaws on Kommandos. It can be a durible way to chug short ranged units like burnaz and nobz up the board with proper cover and speed Meganobz are one of the few good anti-tank options for Orks. So I decided to make an army around my other favorite orks: the Beast Snaggas. Orks obviously have infantry but a fair few mounted units and vehicles as well. Others will have a better breakdown but all in all it's frickin nasty in my opinion. That said, editions can really change literally everything about the game and your units, so the best thing to do is focus on “the rule of cool” and just get/build A player community centered around the mobile game of Cardfight Vanguard!! ZERO! Disclaimer: This game has reached its EOS in June 2023 so this server is basically inactive for the foreseeable future. It's per unit, so if you ended up charging a 10-man squad you'd roll 1d3 . Battlewagon wargear is integrated into the points cost now, so TAKE IT ALLLLL! Just don't glue down the hard case if you want to run shooting units out of it (unfortunately the units like there unit buffs outside of transports). Never super top of the list competitively. Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! Orks are not struggling at all in 10th edition what do you mean?! Beast Snagga units are rlly strong besides the rigs, trukks are cheap and spammable, and we play the mission incredibly well since we can spam trash units for days. Legally speaking, as a Dwarf lover I can't condone the statement that Orks are best. The issue is, of course, that it was a full grand worth of Forgeworld resin. I'm working on a 1000 point green tide, at the moment I have: 70 boys (2 units of 20, 3 units of 10. Many of the strategies and fundamentals that worked at the start of 10th edition now have to be altered for this new environment. Manz with 2+ 5++ 4+++ plus an AoC start is bonkers I used a lot of FW ork units in 7th because our codex units were trash, so I have a fairly good idea of the change between editions. But Ork shooting was made worse, and melee is just not good in general, and it's actively worse with Orks, with a BB on Squigasaur being probably our only dangerous unit. For me the new combat patrol is basically the worst thing imaginable, that's because I hate the Snake Bitez Yes, 10 is the best edition yet because it's so bad that all the locals quit playing and got into Infinity, so now I have a local Infinity group again for the first itme in 3 years. Tankbustas are a good ranged anti tank option. The Silph Road is a grassroots network of trainers whose communities span the globe and hosts resources to help trainers learn about the game, find communities, and hold in-person PvP tournaments! That's the way they used to do it in the second edition. the day 1 detachments for orks might be a "generic" Waaagh type, detailing the "WAAAGH" Mechanic similarly to the current one, and then option 2 would be Speedwaaagh themed, featuring the "Speedwaaagh" that Deffkillas and bikebosses can issue currently. Into meta armies like craftworlds they're pretty good atm, and don't forget the strat to give them some ap in combat. The snotlings are herded, sucked, stuffed or even willingly jumping (they are dumb but eager to please) into a wormhole in the weapon. Here it is: Killrig - 220p Beast Snagga Is it possible to ally Imperial Knights with anything else in 10th? I'm not sure about the nuances of the allies rule, its usually a non knight list which is allying in a single knight or two, but it would be fantastic if a Knights player can actually ally in a unit of marines or some other ground troops The nobz themselves are also great in 10th edition. Nobz waaagh-ing in 2 turns is very good. agreed that taking rokkits in random squads is probably better than any dedicated rokkit unit. Shoota boys can do some work through sheer volume of fire though they are more of a hybrid shooting/cqc combat unit. Personally, I prefer him as part of a big mob that can run View community ranking In the Top 5% of largest communities on Reddit. Plus they look like they could actually fly compared with all of the other filers. Happy Krumpin Wargaming has a really good new to Orks video on YouTube. No confirmations yet that 10th is coming, but the rumors all come from people that have been dead right in the past 3 years so it seems likely they will launch 10th this summer. Lords Mobile: Prepare to enter a world of chaos in Lords Mobile, a real-time, competitive strategy game. Ultimately if you are a long time Ork player boyz are always a good investment since the green tide is at least playable for most editions. So here is the list: waaaaagh 1k (995 points) Orks Incursion (1000 points) Castle formations might benefit. It's all written out in the silly hat tax addendum of 3rd edition, clear as day really. The strength of a units rules and their costs change regularly. Any help/advice is appreciated. Also, infantry means he can run through walls which is muuuuch better than being a non-flying monster with a bit more toughness and move. Ghazy gives +1 A to near by Orks, he also allows them to advance and charge in the same turn. They have high kitbash and scratch build potential. Share pictures of your World Eaters collection, discuss units, tactics and army lists, quote your favorite bits of World Eaters lore and claim more skulls for the skull throne! Members Online Taking a crack at a 10th edition list Warhammer 40k is a franchise created by Games Workshop, detailing the far future and the grim darkness it holds. You're only paying 50 points for a durable unit that forces an opponent to activate twice to Unless your goal is to meta chase, it is not recommended to buy models on whether they are good or not. This is my idea for a 2k point army, any feedback/unit swaps and suggestions/anything in general would be appreciated. Termagants because it forked over a VP every time they died (as VPs were awarded based on kills back then) while in 7th edition, being able to create an endless amount of daemons got broken in the first day when someone used Horrors to punch Orks to death. ORKS IS NEVER BEATEN. Whatever unit(s) it's going to New to Orks so this is my first Deff Dread. The Reddit home for Crusade and Narrative players for the Warhammer 40,000 (40k) tabletop game. Any input would be appreciated, I've not played Orks or 10th Edition before. God, im gon cry <3_<3 Any suggestions for 1 Kill Rig kitbash, appreciated. You just don't get any benefit from running big mobs anymore and the cost of boyz is pretty dang steep. old old leadership rules, if unit A was wiped out, or fleeing, while in LOS (and i want to say within 12") of unit B, B had to take a panic check, Failure meant fleeing (move 2d6" towards nearest edge, unit is done for the turn). The main attraction of 40k is the miniatures, but there are also many video games, board games, books, ect. It’s highly interactive, with action beginning from the very first turn. But looking at the new datasheets, I don't see that effect. Show off your Crusade Forces, rosters, thematic model conversions, share battle reports and discuss new 40k narrative system! It currently serves no practical purpose beyond excluding the unit from the infantry, vehicle and monster abilities and weaknesses. Building a Goff Army; What units to use and why I’m needing some Ork boyz for my 10th edition Rebel Grots army: the solution is KITBASHING! So I saw a comment not long ago stating that every faction was getting two new models with 10th edition. 1-2 units of 10 have been doing great for me personally! Precisely the latter. I’m needing some Ork boyz for my 10th edition Rebel Grots army: the solution is "Can I convert my 9th edition force to 10th edition Crusade? Not really, no – the datasheets and rules have all changed and those upgrades won’t be around any more. Ghaz is a good unit already and now he is getting better. 77K subscribers in the orks community. Thanks to the Runtherd they are treated as having Toughness 5 in melee, so they are excellent for blocking the way for melee units. It could be an ork poking his head out of the top of a tank instead of human or an ork piloting a sentinel instead of a guardsman. The tied up my opponents backline shooting group, usually who stay in cover. I find that it's range damage is quite poor for the points so you need to be getting some value out of the aura to justify its cost. Against the Orks and Guard (piloted by competitive players I usually lose against) I took a more balanced list and prevailed. Against the Custodes, I played a 9th edition list and got floored. If your not looking to spend to much the hexmark is a good charachter unit. I picked Orks and got one of my friends in on the Warhammer action as well. I want my Boyz to have choppas and sluggers, but what about the Nob in this unit? What is usually the most common weapon config for him? Do you think 10. If B fled, and C was witness to it, C rolled as well. Why does he only buff goffs, and he's pulling all the orks together for the big wagh Units I think that would be worth taking to help with turn one and two shooting would be, Tankbustas, Wazbom, shokk attack, mek gunz. ) The units of 20 are both being led by a warboss. So for the most part allies aren't a thing in 10th, though there are a couple very specific exceptions, like being able to take one Titanic Knight or three Armigers if every unit in the army has the IMPERIUM keyword. More posts you may like. The changes to morale seem fantastic for Orks, as failing Battle Shock won't result in additional models being lost, and even if you lose your OC it If there’d be any unit in the game that has nice things happen on 6’s both to hit and 6’s to wound, itd be gits. I have won all three of my games against Tsons, and the player is expericed with playing this army. Shokk Attack Gun hits on a 2+ if 10+ gretchin models near by, hit rolls of 1 destroy a gretchin model. Going full Powerklaws with a unit of nobz like in the good old times of dow1. The orks crazy tech is one of my favorite things about them so I’m thinking of getting one and making him the leader of my WHAAAAGH! but when doing research someone said that in 9th addition he was a down grad of the regular big mek so has that changed or is it better to make a regular big mek my new war boss I've never played as Orks before, but my oldest friend played Orks back in 2nd and 3rd Edition, so I've played against Orks many times. In 10th edition, my burnas do more to get me points. my concept (1985 points) Orks Strike Force (2000 points) Waaagh! Grots are great. 20 man is better than 2 10 man units. Overall reduction on that is good for gits. But he is amazing at holding center board objectives, especially with good terrain placement. If you charged x2 5-man squads and ended within 1" of both, you'd then get 2d3 Hope that helps! Edit: errr, unless I read the rules wrong (might've been the old ones), it says you select a unit after charging. Currently, I have the Combat Patrol and I'd like to expand it into a 1000-point army. Their restrictions are painful, they lost the -1 to hit defense that was the last relic of what they used to be, and they don't really offer any advantages to make up for that. Kommandos, Stormboyz, Deffkoptas, etc. In my mind, Orks should play aggressively, giving as good as they get, barging up the battlefield, gunning down units just enough so the boyz can charge in and finish them off. Unit of 10, d3 shots, so average 20. Let him heal on his own Resurrect could be nice Give him 4+ ballistic. Hey guys, just getting into Orks and the hobby ad a whole. Mek guns can do this anyways, but only when targeting units of 10+ models. Does anyone happen to have a roadmap or other comment from GW that coincides with said comment? I'm assuming the shokk rifle rumor engine photo is The tankbusta loadout makes me sad, i was ready to jam 10 in a wagon with 10 lootas and a mek running along with them and just go nuts. Still not optimal but it is the best way to get that green tide feel and still be fairly effective. Easy to kitbash. You may feel differently, and that's fine. I do wish they gave us more shooty type of orks with the updates so sorry shooty ork players. (1975 points) Orks Strike Force (2000 points) Bully Boyz CHARACTERS Ghazghkull Thraka (235 points) • 1x Ghazghkull Thraka • Warlord • 1x Gork’s Klaw 1x Mork’s Roar • 1x Makari • 1x Makari’s stabba Mozrog Skragbad (165 points) • 1x Big Chompa’s jaws 1x Gutrippa 1x Thump gun Bonebreaka [10 PL, -1CP, 185pts]: Deff Rolla, Grot Rigger . Terminators were size 2. Played it on TTS, and it was good fun, though I did note that Rokkit Launcha Grot Tanks were going to be a problem if they ever got detachment rules doing anything for them. Even in 9th, it didn't matter that much. Start small and paint as you go. It's like when ork boys were called trash because of the rise of lots of anti infantry volume shooting in the general meta. Breacher ram is a good pick and you can do a flamer if you want but I think an extra choper instead is far better because they average the same amount of wounds (I think) but choppas have AP. Take away his Goff only aura and make it ork wide. I think he could skyrocket to S tier if we get back teleporty deployment strat back, to give his unit deepstrike. Build up your empire, collect exotic Heroes, train your troops, and battle your way to the top! In previous editions, orks could choose a clan (Goff, Bloodaxe, Freebooter, etc), similar to how Space Marines have their chapters. Just off the bat the game we're planning is 1000 pts. Take advantage of the mob rule. Ghaz is in a weird place in terms of 10th edition rules, I certainly agree on that. He's the ork primarch for emperor's sake. I'm very much hoping that we'll get new kits for some of the pre-2014 Ork units once 10th has landed. So what would be the best detachment for them if I may ask? I play orks, and honestly I've been doing quite well with burnaz atm. would reccomend going for rokkits or kustom mega blasters. I'd like some feed back on my list if you will? I've mostly picked things because I think they look cool, tell me if it's any good! I'd be playing against my friends space wolves to start with. I don't think you necessarily need the Start Collecting box. You 100% need to take these; they're way too good not to. Their rules currently heavily skew them towards melee but have a fair few shooty units that should theoretically get more support in the as for why we use nobz and warboss instead. Almost nothing survives the Orks in Warhammer 40K. With only 10 warriors another set and 3 more scarabs (single box) wouldn’t hurt. Also bigger units of boyz are better. last edition they were basically just worse killa kanz but now they have a niche. (emphasis mine) Ghazzy is particularly good vs armies that rely on one particular phase, Tau for example can do a max of 4 dmg a turn unless farsight is suddenly going to get some play, Khorne themed armies will similarly struggle I was really surprised just how many models are very old (Nids & Eldar have it much worse) so I can't imagine that any of the recent Ork releases are going to be obsoleted any time soon. I started by just buying ork boyz and gretchin off ebay. e. Orks need speed and proximity. If you get a Warboss then a group of 10 Nobz with him is a great unit. Mozrog and some Squighog Boyz are really good too. If you play a faction that wears silly hats with unholy super powers, you only get to have good units for a few months every decade. Herohammer also forms a big part of this, so if you want your With the correct Ork units, even the most formidable enemy vehicle or tank can’t withstand the might of the Waaagh! Which Ork units in the grimdark world of Warhammer 40K compensate for So the best ork units right now are: Zodgrod and 20 grots for pre game move, tying up enemies in melee (where they get t5) and sniping characters with zodgrod himself Regular grot units are What do you get in the Ork Combat Patrol? The full list of units are: Ork Warboss in Mega Armour; 20x Ork Boyz; 3x Deff Koptas; 1x Deff Dread; This comes to 530pts in the new rules, and don’t forget, this will count as an army Here are all of the Ork Point changes, organized alphabetically and used to calculated percentile difference from basic unit profiles from the end of 9th. In the new Codex there are 6 detachments, and each What are our best units in 10th Edition, Thunderwolf Cavalry just don’t hit the same anymore. So if roll lots of 1s than unit gets smaller and gets closer to bonus threshold. 💎 Ratio, The High-Quality Human 💎 Ratio, the Handsome Genius 💎 Ratio, the Degree Collector 💎 Ratio, the Natural Spokesman for Rubber Ducks 🔥 With 8 personal documentaries & more than 10 biographies, come and get a comprehensive understanding of the genius's life 🚀 Ratio, you're the only truth I believe in~ 🚀 Ratio, Ratio, endless possibilities 🚀 A unit cannot embark if it has already disembarked from a Transport model in the same phase. Thanks GW! It's a bit sad, really, as I'd skipped 8th/9th completely and was fully planning on returning to 10th with a passion, specifically with Space Wolves. Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! All units, but boyz in fully kitted/'Ard Cased Battlewagons, intended to "ram + tank shock" & then embarked unit fights (shoots/flamers) from "firing decks" Meme: Uses a combination of "Big Guns Never Tire" + "Embarked", with "Firing Deck" + Vehicle melee weapons/abilities to "squeeze out" more dakka/burna time Orks are usually a mid tier army. The Savage Worlds subreddit is a place for Articles, Advice, Articulations and Atrocities associated with Savage Worlds: the pinnacle of RPG game systems, published coincidentally by Pinnacle Entertainment group. that are all connected in the 40k universe. Plus there are new limitations to how many upgrades a unit can have if it isn’t a CHARACTER. 2 - two klaws and two saws. Plus any teleport ability is great in this edition. What you are up against matters a lot, and not everyone is going up agaisnt the top meta lists. Best ork buggy for 10th edition? im wanting to get an ork buggy but not sure which one would be the best, any recommendations What do you think the "best" ork unit in 10th ed is. against Orks, Sisters, and 3 games against Tsons. Share pictures of your World Eaters collection, discuss units, tactics and army lists, quote your favorite bits of World Eaters lore and claim more skulls for the skull throne! Members Online 2000k List vs Tson, critiques welcome 🙏. This is best as deathskulls and run with 3 deff dreads in a unit taking the kustom job that gives +1 to hit on shooting. FYI - Pain boy is leading the Nobz, Zagstruk leading the stormboyz, Thraka leading the Meganobz. Maybe load some boyz into some trukks to provide obvious annoying targets that will make your sneakier, more mobile units less of a target. Magnetized is the best way to build it. The best shooting unit is probably mek gunz. Your best bet is to play the next new silly hat subfaction when they release, noise marines will be broken for 3 months at best. Helbrute is a tough one. With the extra 2 inches to movement, would 4 klaws be advised? Alternatively I see may posts recommending 3 klaws and one skorcha however that was for 9th edition. May Gork and Mork bless you for any help you can give! With the Nephilim balance changes, I think Speedwaagh is a trap now. So a detachment might be one around really strong and bigger orks which gives you the Goffs benefit. They're amazingly cheap in 10th edition (which may not last) and pretty much a staple in competitive ork armies currently. So I'm just asking for some tips and units that would be useful against the Custodes. It is better for them to be really good at anti-tank than to have a few BS5+ S4 AP0 D1 anti-infantry attacks that would be better handled by cheaper, less specialized units. ryym hjhq wuv yxtlbg upkdgl mskm ijnct oubfip zokr sxakxzk
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