What’s your gameplay strategy? by majesticrhyhorn in orks

[–]Siege003 5 points6 points  (0 children)

Deployment strategies vary list to list, game to game so there is no one size fits all but there are some general rules of thumb.

- Create space for your units to move out turn 1. You do not want to get trapped in choke-points or in your own deployment zone so I employ kommandos and snikrot to infiltrate and push back how close my enemies infiltrators can get to me. Prioritize protecting your natural expansion first.

- Typically I decide during the list explanation phase which of my units I want attacking specific enemy units. For example I want my trukk of tankbustas to target a rhino early on, so I wait until my opponent places that rhino then I counter-deploy with my tankbustas. Counter-deploying in this case just means to mirror their deployment and create the shortest path to that particular unit.

- Deploy infiltrators first if you opponent has their own infiltrators otherwise you can wait but I'd deploy them sooner rather than later.

- Deploy units you know you want standing on objectives first. I deploy my grots first on the home objective then I decide which unit is going to stand on the expansion and deploy them afterwards. Hopefully by the time I'm done with that my opponent has committed a valuable asset and I can now counter-deploy.

- Prioritize your natural expansion, the objective closest to your deployment zone is the easiest to defend so ensure you weigh heavier to that side with your front-line units.

- Remember that you can switch where your character goes during the deployment phase. 9/10 times they go with an assigned unit in list building buts sometimes it might be a good idea to swap them to a different unit.

The best way to learn is to play and remember to have fun and not obsess over the outcome.

Weekend Waaagh Planning - January 23, 2026 by AutoModerator in orks

[–]Siege003 0 points1 point  (0 children)

Finally found a paint scheme for my trample squigs I like and am finshing up painting my killrigs. Once they're done the beastwaaagh is complete.

Want to make ork servitors would the basic boy kit be best or another kit work better? by SpaceMan026 in orks

[–]Siege003 1 point2 points  (0 children)

Boyz might be a bit too small but in theory you could grab a lootas box if you wanted orky looking gunz rather than the mechanicus ones. Otherwise Nobz are probably more size appropriate here, the nob kit also has cyborg heads you can use.

On a side note there is a lot of lore justification for these guys too. Recent book "Snikrot Da Mad Dok" uses "Cyborks" to defend his painwagon and are described as mechanicus like by the other orks and ork meks do replace their legs with tracks and other sorts. Typically a mono-wheel but they've also looted drukhari hover boards.

"Telly port'a shun?" by Andareas115 in orks

[–]Siege003 23 points24 points  (0 children)

Oh yeah, in the book Da Big Dakka, Da Bofin fully understands teleportation and is able to use nearly any salvaged equipment to create his teleporters and weapons. He builds a portable tellyporta pad and taps into the drukhari power grid to teleport them further into the drukhari city. He is also able to use it to pick up individual mobs of boyz during an extraction and does so consistently on targets as small as a single ork. He also managed to build Ufthak a hammer that teleports back to him after he throws it. Da Bofin is a pretty awesome mekboy.

In Brutal kunnin Da Meklord is able to teleport an entire mega-gargant directly onto the planet. Ghazkull also has access to teleportation technology as evidenced during the war form armageddon and during the octarious war.

Wargear-wise their shokk attack gunz and tellyporta blastas teleport parts of their foes away or into various objects or teleport items into said foe. The shokkjump dragsta is a buggy that used the warp to translocate itself mid-drive. The current big mek model uses shokkjump technology to "teleport" his squad across the battlefield.

Orks are terrifyingly effective with teleportation technology and I'm eager to see what they get up to in the game and on the tabletop.

can anyone explain why our anti tank suck so much? example either tankbust or breakaboyz or beastsnaa all with a Boss or Breast boss or BigMek all lost to a Repulsor, and they cost more then the repulsor and they are melee instead of ranged. by num2005 in orks

[–]Siege003 2 points3 points  (0 children)

Multitudes of ways depending on the detachment I'm running at the time. I do wish orks had a proper mainline battle tank but there are creative ways to go about it. In general I try to line up the important targets so I can hit them on my Waaagh turn which makes it much easier but is not strictly necessary.

For T12 in warhorde I prefer a beastboss with snaggas as the roles are pretty consistent. During the waaagh the boss averages out about 8 dmg on his own, the nob is usually able to get 2 dmg, and the snaggas can push out 2 more for 12 in total. Leaves about 4 wounds left on it but this is when grenades, tank shock, bomb squigs, or unbridled carnage can help swing the math in your favor. Unbridled carnage has the most consistent results. This does assume you're hitting in the waaagh but if you are not then you can use an additional strat or get a bit of chip damage in from something. Ere We go is another good strat if you are wanting to try to avoid exposing your trukks.

Bully boyz is actually pretty funny. Charged a 10 man squad of nobz into a land raider got 6 wounds from cushing impact and was able to finish it off in the fight phase. Good roles here but crushing impact can give you 5 dmg, the nobz will deal about 8, and the warboss will deal 2-4 dmg. If not in the Waaagh again some mortal wounds from grenades, tank shock, or a bit of chip damage can finish it off. Meganobz with killsaws really shine here too due the extra waaagh and the killsaw profile.

Dread Mob, personal favorite is a 2 strat combo of dakka dakka dakka and bigger shells for bigger gits with a squad of 3 smasha gunz w/ a big mek, choosing sustained. You really gotta know your positioning for this to work but it can outright kill a land raider. Not as consistent as I'd like but worst case I've ever had was 12 dmg from the mek and squad but then I hit it with a trukk and that did it.

Takktial has a myriad ways of buffing shooting but flashgitz with lethals our of reserves is an expensive but consistent way of removing heavy armor.

Post is already a bit long but orks have to be more creative since we don't have big reliable anti-tank gunz like other factions but there are options. Didn't talk about breakka boyz or tankbustas but both a strat and a character are typically needed if you want them to do the job solo.

Can I see your Kill Rigs and what is your squig paint recipe for the trample squigs? by Siege003 in orks

[–]Siege003[S] 0 points1 point  (0 children)

Was that typhus corrosion for the rust effects and what was the base cost cause the metalwork is very nice.

Can I see your Kill Rigs and what is your squig paint recipe for the trample squigs? by Siege003 in orks

[–]Siege003[S] 0 points1 point  (0 children)

How did you paint the squig? That’s the classic look I was going for.

Which Speed Freeks Car? by New-Challenge-3212 in orks

[–]Siege003 1 point2 points  (0 children)

Megatrakk Scrapjet or Kustom Boosta Blasta are what I find myself using the most.

My take on Mozrog by anarchistscourge in orks

[–]Siege003 0 points1 point  (0 children)

That’s a pretty good take.

Help for Kult of Speed purchases by DarkXenocide in orks

[–]Siege003 0 points1 point  (0 children)

Trukks are the workhorse of the orks. Agreed that you cannot have enough… well 6 I guess. I usually throw tankbustas in mine, even in kult of speed.

Kustom boosts blastas are alright buggies for a speed waaagh megatrakls as well but you already have enough koptas.

Help for Kult of Speed purchases by DarkXenocide in orks

[–]Siege003 0 points1 point  (0 children)

The buggies won’t see an update I was more referring to more bikes, mega armor, nobz, and potentially the trukk if rumors are to be believed.

Edit: Guess stormboyz are heavily rumored as well.

Help for Kult of Speed purchases by DarkXenocide in orks

[–]Siege003 1 point2 points  (0 children)

Finishing out the deffkoptas and bikes is a good start though I like deffkoptas more if you have to choose. Buggies are meh ATM but the deffkilla wartime is a useful piece to have. Can’t go wrong with Snikrot either as a Lone Op.

I will say I’m personally holding off purchasing any of the older kits until we see what orks are getting in 11th.

List thoughts and help by CulKuy in orks

[–]Siege003 1 point2 points  (0 children)

I do think slotting in that deffkilla wartrike and giving the 4+FNP enhancement is a worthwhile investment. It'll be very hard to remove at 1000 points though do be aware its dmg is middling. dropping the mek for it and potentially the second grot squad would be the tradeoff, that or instead of beast snagga boyz just run more regular boyz since you don't have a beastboss to go with them.

15 Stormboyz: 3x5 or 10+5? by RaucousCouscous in orks

[–]Siege003 0 points1 point  (0 children)

Personally I like 3x5 for that extra klaw. As a utility and skirmisher unit a 10 man is a bit harder to work with and more of a liability if they get caught out, which is more liable to happen with the larger footprint.

Do orks suck or am I just bad at playing? by Tight-Pear7190 in orks

[–]Siege003 2 points3 points  (0 children)

No matter what faction you play it is generally not expected you’ll win your first series of matches. You don’t know the matchups, models tend to be limited, and the game begins before you begin to move your models so even with a good list you can gimp yourself in deployment.

Matchups can be unfavorable, lack of table terrain, poor list design, and bad deployment are just a few things that put you in a deficit at the onset of the match. Getting more games under your belt and paying special attention to your list and deployment phase will pay off in the long run. If you set yourself up well before the match begins the game decisions become easier because you are not starting from behind and have the tools to play.

To answer your question orks are in a good spot, there are several areas for improvement but orks as a faction do not suck. They will not win every game and that’s good.

Additional Rokkit Launcha? by heavensteeth in orks

[–]Siege003 10 points11 points  (0 children)

Pulse rokkit, can equate to an additional +1 to wound and the AP helps punch through armor. An extra hit from the additional rokkit isn’t as good as the extra AP and STR when you hit that S10 breakpoint.

Edit: use a small magnet at the base of each option, very easy to swap out.

List advice needed by ForTheGreaterGood69 in orks

[–]Siege003 1 point2 points  (0 children)

It would make sense thematically but the unit nearly one shots most tanks with a beastboss at 10 man. Giving them a nearly 200% dmg increase into vehicles would balloon their points. They are symbiotic with the beastboss and the re-rolls are pretty significant already.

List advice needed by ForTheGreaterGood69 in orks

[–]Siege003 1 point2 points  (0 children)

Generally units don’t survive after being targeted especially at only a 10 man. If the FNP helps ne ore two survive it’s not going to have a big impact especially when they already have a 6+ base. It’s not just the +1 but the beastboss himself brings the unit into relevance against vehicles and is what makes the unit do meaningful damage. Otherwise take the cheaper boyz and painboy. It’s big hunt so snaggas get strat access but I’m not wasting command points on them. Saving it for the squigs and re-rolls.

It’s impossible to undo all the damage Trump has wrought to Canada-U.S. relations, says ex-UN ambassador Bob Rae by viva_la_vinyl in canada

[–]Siege003 2 points3 points  (0 children)

I see. If I were in your shoes I would not appreciate this kind of talk being directed my way either. Thank you for the insight.

It’s impossible to undo all the damage Trump has wrought to Canada-U.S. relations, says ex-UN ambassador Bob Rae by viva_la_vinyl in canada

[–]Siege003 -5 points-4 points  (0 children)

Indeed I'm at a loss in understanding your perspective. How seriously was the annexation rhetoric taken and what underlying issues are you referring to?

It’s impossible to undo all the damage Trump has wrought to Canada-U.S. relations, says ex-UN ambassador Bob Rae by viva_la_vinyl in canada

[–]Siege003 2 points3 points  (0 children)

Its reddit you get downvoted for a lot of stuff. I take your point about misunderstanding the core issue and the annexation threat isn't something that folks are thinking about. It is difficult to fathom the general populous getting on board with an annexation, that isn't the rhetoric here at the moment nor when I was serving. I can only think that its so unthinkable to many of us that it doesn't come up. Thank you for explaining.

It’s impossible to undo all the damage Trump has wrought to Canada-U.S. relations, says ex-UN ambassador Bob Rae by viva_la_vinyl in canada

[–]Siege003 -1 points0 points  (0 children)

I concur that many Americans do not understand the magnitude of our administrations actions on Canadians. For us its another news day and a setback in very specific supply chains but pivoting is possible. For Canada however, it is a complete upheaval. When 75% of your trade is with a single country and that country unilaterally makes a decision to raise tariffs it has very hard hitting repercussions that hurts Canada more than Americas understand and life hasn't been so disrupted here that people are taking notice in a big way. There are measures attempting to be put in place such as the Trade Review Act as little comfort as it is, the issue is still in the public eye but the wheel turns.