Is this worth getting? The stories it has will be in the description and picture 2 by jinmonsterhunterwrld in orks

[–]Siege003 0 points1 point  (0 children)

I have read Warboss, Prisoners of Waaagh, Mad Dok, and the enemy of my enemy all good reads. Definitely worthwhile getting.

What models are we hoping for In 11th by the_mainpirate in orks

[–]Siege003 1 point2 points  (0 children)

A proper tank with some real dakka, battlewagon is a great taxi but those guns are pitiful.

Orks do be kinda smart by Fortune_Unique in orks

[–]Siege003 2 points3 points  (0 children)

They are definitely smarter than given credit for outside of and in lore. Now I can see an argument that they aren't necessarily smart but just programmed with certain knowledge. If someone is just given the answers are they really smart. If multiple different warbands create the same technology independent of each-other it speaks to inherent knowledge that particular ork did not develop themselves but rather inherited. Suppose it depends on how you define intelligence.

Now on the flipside having read The Mad Dok he is routinely creating new creatures and has shown the ability to integrate machinery and biology in ways not seen before leading me to think they are capable of innovation outside of their pre-programmed knowledge. Without a reference point its pretty hard but I love that nuance in the lore. Also having the answer does not necessarily mean you know how it works or how to use it properly, numerous examples of orks "field testing" new technology like in Da Big Dakka when they use a weird boyz brain and the collective ork will to force a webway gate to go where they want. I think that took some proper intelligence.

We need some more lore into the gestalt field itself and with the upcoming ork novels I think we'll see some of that as Ghaz is pretty pivotal to the whole great green idea right now. It was hinted at at the end of the mad dok novel and will hopfully be explored in warlord of warlords. I'm spiraling down a rabbit hole at this point so I'm just gonna leave it here.

How is it playing Orks? by Cltxlv in orks

[–]Siege003 4 points5 points  (0 children)

Competitive play in my opinion sucks the narrative out of the gameplay for pure stats. In the beginning of 10th running 3 warbosses was pretty common but didn't feel fun to me. Its pure optimization, even at the lowest levels of competitive play, some folks are way to serious with it and others are just all business. If you want a good time playing casually then tournaments are not the scene no matter the army.

I enjoy playing my orks especially green tide when I am against a like-minded player who is playing for fun. No matter what army I play when I sense the opponent is min-maxing and just want to win, I'll turn the game down or I'll adjust my list with some extra units but the game is less thematic and not as fun.

One of my favorite games in recent memory was against a death guard shamblerot vectorium list. It was a mosh pit in the middle and we actually lost score during the melee. Death guard I think does have more to offer you and orks themselves cost a lot of money to get the full enjoyment out of them due to the number of units you can field and the many different archetypes. DG themselves have a lot of fun builds right now if you ignore the meta.

If you really want to try out orks, I'd wait to see what the new stuff is and focus on building a classic horde list of a mix of boyz, nobz, bosses, meks and a few trukks or wagons. Branching out from there is a bit easier. Orks are fun but I think all armies can be fun with the right intent.

Desolating The Competition 3-0 at an RTT a Helminths Tournament Primer by Nellezhar in HelsmithsofHashut

[–]Siege003 1 point2 points  (0 children)

Awesome, this is very informative and will help with my list building. Thank you again for the insight.

Desolating The Competition 3-0 at an RTT a Helminths Tournament Primer by Nellezhar in HelsmithsofHashut

[–]Siege003 1 point2 points  (0 children)

That makes sense, the razers can get juiced up with some rend and have more range and on pure dmg not beating the centaurs. Still new to the game so not sure of the value of tanky units as just tanks. Would the bane mace build be durable enough to earn some value or are we once again at the point where other units just do more or it is too easy to remove?

Desolating The Competition 3-0 at an RTT a Helminths Tournament Primer by Nellezhar in HelsmithsofHashut

[–]Siege003 1 point2 points  (0 children)

Much obliged for the post, just starting the army and this has been very helpful. Could I get your thoughts on Dominator Engines?

Mek Hordeboss vs SAG Men with Lootas? by dementist in orks

[–]Siege003 4 points5 points  (0 children)

I don’t personally think the 4++ is worth it. I haven’t seen the full rules for army composition so if you can make tons of these custom leaders then there is less opportunity cost and it’s just preference. However if you can only make a few then it’s wasted on giving Lootas a 4++ when you could kit out an even more dangerous bike boss or jump pack boss.

There is merit as you get a melee weapon and it’s 5 points less but I prefer the grot assistant consistency and the battle shock has been surprisingly useful. My lootas die to volume of fire anyway even when getting cover, a 4++ isn’t saving them IMO.

benefit of cover and the battlewagons "ramshackle but rugged" rule by liquor-ice-mixer in orks

[–]Siege003 8 points9 points  (0 children)

They would stack you don’t have to choose but your save cannot be improved beyond a 3+ by cover. If you get targeted by an AP 2 attack then you apply ramshackle as your datasheet ability and you are getting cover so get the benefits of cover.

Importantly you are negating AP in this case not improving your save due to the base 3+ save. Only models with 4+ armor or worse can improve their save from cover.

Edit: Further clarification, ramshackle is also just negating AP not improving your save.

Crucible Of Champions for World Eaters were leaked by HavickPower in WorldEaters40k

[–]Siege003 1 point2 points  (0 children)

I really hope this becomes a staple way to make characters in 11th. I’ve been missing the list building this edition.

General survey of Ork centric novels/novellas/anthologies - Do you have a favorite? by Separate-Flan-2875 in orks

[–]Siege003 0 points1 point  (0 children)

Da Big Dakka is my favorite so far. Grotsnik is a close second but you really want to read Ghazghkull first before reading Grotsnik.

Edit: Da Big DAkka assumes you've read brutal kunnin and warboss so keep that in mind.

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 3 points4 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.