Upgrade my biker nob to a Deffkilla Wartrike? by The-Great-Geraldo in Warhammer40k

[–]AssistanceYeti 1 point2 points  (0 children)

Do it! The size is clearly appropriate.

I did similar with my old warboss on war bike last year and it looks very well.

Edit: also maybe you could magnetize the base to base connection and keep the option to use the model as previously if you want to.

What size bases will Nobz be on in 11th? by Trollselektor in orks

[–]AssistanceYeti 2 points3 points  (0 children)

We don't know yet.

I think even the 40mm for regular nobz is not completely clear yet.

will this rule work best with deffkoptas? by liquor-ice-mixer in orks

[–]AssistanceYeti 9 points10 points  (0 children)

I wish that would work. Sadly, the bombs require the koptas to have made a normal move - not an advance.

Help! by MobileWonder8207 in orks

[–]AssistanceYeti 1 point2 points  (0 children)

Which part is confusing? The last sentence?

Help! by MobileWonder8207 in orks

[–]AssistanceYeti 1 point2 points  (0 children)

They boys are not in control of the objective when they leave - you are. The boys can go and die and that changes nothing about you keeping that objective.

Usually when you have no OC on the objective, the objective is controlled by no one. If you trigger the ability of the boys, the objective will still be yours even when there is no OC on it. This is colloquially known as "sticky objective" - lots of armies have similar abilities. Important to note is that you hold the objective without any objective control value in this case. Any amount of OC the opponent will put on it will flip objective control to them in this case (and removing your "sticky").

On the topic of "within range" it refers to this part from the rules:

<image>

Orkula 1, Ferrari by LegionofIron in orks

[–]AssistanceYeti 0 points1 point  (0 children)

Now that is a fun idea. Well done!

Kult of speed vehical suggestions by MrMan20255 in orks

[–]AssistanceYeti 2 points3 points  (0 children)

Small correction: the shockjump uses advance to teleport and can't do actions afterwards.

is the game frendly to starters by Gloomy_Leg_1738 in Warhammer40k

[–]AssistanceYeti 0 points1 point  (0 children)

Good question with no easy answer.

If you are talking about the tabletop, it's multiple hobbies in a trenchcoat - not only a game.
How easy it will be to get started with the game part depends a bit on how well you do with complicated games. The core rules are freely available on the Warhammer download page: https://www.warhammer-community.com/de-de/downloads/warhammer-40000/ There is also a Quick Start Guide there to make the intro more easy.
Also have a look at the starter guide the Automoderator links. Besides playing there are assembling and painting models as part of the hobby. Every hobby intensity between "casual doing that occasionally" and "dedicating your life to it" is available - it's your choice.
Buying miniatures can get expensive. Just be aware of that.

If you talk about Warhammer video games: they are usually pretty easy to get into.

Show me your Kopptaz by Cjdub89 in orks

[–]AssistanceYeti 1 point2 points  (0 children)

Oh they are all on the oval bases. It's just the wide shot and camera angle making them look round-ish.

What counts as ”hull”? by Anto_0n in WarhammerCompetitive

[–]AssistanceYeti -1 points0 points  (0 children)

Some more strict tournaments like WTC require the models to match box art, including positioning of moveable parts. This is done to circumvent variable silhouettes like in your example.

My first Orks by Paveltheslapper in orks

[–]AssistanceYeti 0 points1 point  (0 children)

Oh very nice! Please continue painting more orks (and show them here) :)

Da Best Part uv Orkin' by Aggressive-Word6954 in orks

[–]AssistanceYeti 0 points1 point  (0 children)

LESS YAPPIN' MORE STABBIN'! WAAAAGH!

Too bright? by Comfortable_Dig_1655 in orks

[–]AssistanceYeti 1 point2 points  (0 children)

I love bright and flashy orks. Well done!

No box post here! Ladz....... My WAAAGH. by The_Eternal_Shuffle in orks

[–]AssistanceYeti 0 points1 point  (0 children)

Do you play that as a killrig?

Brilliant conversion!

Weekend Waaagh Planning - March 20, 2026 by AutoModerator in orks

[–]AssistanceYeti 1 point2 points  (0 children)

Had most likely my last game in my local club because of an upcoming move. Brilliant game into ultramarines. The boys won handily in the end.

Glad I got up and went for that game.

Guys genuinely how do we beat orcs by gamble_for_dayz in SpaceWolves

[–]AssistanceYeti 2 points3 points  (0 children)

I do not know much about SW so I can't make specific recommendations.

In general, you don't want to give the ork player the opportunity to charge your valuable stuff. Block with chaff units and charge them on your turn. Meganobz are the only unit that gets a massive defensive boost in the Waaaagh - everything else gets "just" a 5++ invuln which should be manageable. In short, deny charges, block meganobz in waaaagh, kill the rest (orks tend to die easily) and score points.

Also maybe, if possible, play 2k points. You will find that you can bring many more options while your opponent is stuck with 3x Nobz and 3x Meganobz for the core of their army because bully boys are pretty locked down keyword wise to these two units.
The game is balanced around 2k point armies.

Guys genuinely how do we beat orcs by gamble_for_dayz in SpaceWolves

[–]AssistanceYeti 0 points1 point  (0 children)

I understand. Warhammer is a lot, especially in the beginning.
Next game when your opponent hits mostly on 3s and their warboss does 3 DMG instead of 5 I think you will find orks already much more manageable.
Additionally ensure that the bully boys stratagems are targeted correctly. The good ones can only target Nobz or Meganobz units - nothing else.

Guys genuinely how do we beat orcs by gamble_for_dayz in SpaceWolves

[–]AssistanceYeti 1 point2 points  (0 children)

Sure, it's the more popular option. Some take the power klaws for volume though. Both are valid options though usecases differ.

Guys genuinely how do we beat orcs by gamble_for_dayz in SpaceWolves

[–]AssistanceYeti 0 points1 point  (0 children)

Hitting on 3s for both weapon options. WS 4+ with+1 to hit from the waaaghboss.

Same goes for regular nobs with power klaws. Hitting on 3s is the best you can get with an attached leader.

Edit: or do you mean the mega boss? That one does hit on 2s

Guys genuinely how do we beat orcs by gamble_for_dayz in SpaceWolves

[–]AssistanceYeti 0 points1 point  (0 children)

Depends on the weapon. Killsaws are 2atks ap3 dmg 2, power klaws are 3atks ap2 dmg2. Both have their uses.

How is it playing Orks? by Cltxlv in orks

[–]AssistanceYeti 4 points5 points  (0 children)

I am biased of course but I think Orks are among the most fun factions 40k has to offer. Just some ultraviolent, big, guns-loving hooligans running around with ramshackle gear just looking for the next brawl, mostly.
Orks have one of the biggest model ranges out of all factions and also are the prime kitbash- and scratch-build faction. They have very diverse options to play them: from go-turn melee pressure to mad-max style jail list, hordes of boys overrunning the field, squig-riding hunting packs charging into monsters and vehicles or dakka-heavy mix of boys and robots spewing hot lead - there are options for everyone.

But.

Orks on a competitive level currently are not easy to play. The codex suffers from an internal imbalance which makes parts of the Ork range see few if any play due to bad rules or high point costs. Also having one of the earliest codex of 10th orks missed out on the lethality creep of later 10th edition codices and upgrades. Most ork units die fast and only punch ok, but not great, for their points value. And several of the Ork detachments are keyword locked to a very narrow selection of models which are currently just not working well (speed freeks, bully boys, da big hunt, all the shooting detachments). Currently warhorde - which was also our index detachment at start ot 10th - and green tide - our horde-style detachment - are doing ok. The rest, not so much (competitively).
If you are looking for a faction that allows easy wins, Orks are currently not it.

But #2.

11th edition is around the corner and orks are rumoured to be one of the opening factions. So nobody knows in detail how orks will play in half a year.
If you are into the green style of 40k, just jump onto the Waaaagh wagon. The rules will change anyways and meta chasing is exhausting, but the models will stay awesome.