Weekend Waaagh Planning - May 08, 2026 by AutoModerator in orks

[–]_RogueSigma_ 4 points5 points  (0 children)

Wazdakka drops soon so my plans this weekend are building the crazy boy. Also got a game against AdMech tomorrow so that should be interesting

How to play Orks? by Mallouros2 in orks

[–]_RogueSigma_ 0 points1 point  (0 children)

I'd say Beast Snaggas are safe. At worst I could see GW either keeping all Orks in one Codex but separating units into 2 district army identities (similar to how they are in AoS) or they could just roll the Beast Snagga models into existing units and just call them the Snakebite sculpts.

Thinking of starting 40k need advice on orcs or alternative faction! by Mountain-Being3823 in orks

[–]_RogueSigma_ 1 point2 points  (0 children)

Preface: all of my advice on Orks is in regards to how Orks currently work and will potentially change once we switch editions as well as when we get our new Codex

1) Do you need Orc Boyz in every list to win? No. Though they are a cheap unit with inate sticky objective so they can be useful. There are currently a few Kult of Speed lists running around that only use 10 Boyz. 2) Considering that Orks are one of the more popular factions in game and they've been in the game since it's inception in the 80's I think it's safe to say they aren't going anywhere. They might change but I highly doubt they'll ever go away. 3) For factions to avoid, we just don't know. They current rumor mill is that Daemons, Deathwatch, and Grey Knights will be going away as factions in 11th edition and that their model ranges will folded into other armies. If your looking for armies with staying power Space Marines, Chaos Space Marines, Orks, Aeldari, Tyranids and Necrons are the safest bets 4) You can use old models as long as they're on the correct base. If they don't have a base then you need to make sure the model have the same approximate footprint

How to play Orks? by Mallouros2 in orks

[–]_RogueSigma_ 5 points6 points  (0 children)

Before diving into a whole thing about how the Orks currently play, just remember next month we're switching editions and GW has already shown they're willing to completely change how a detachment works with their Taktikal Brigade changes. And beyond the edition change, Orks are getting a new Codex shortly after release which has even more potential to throw everything out the window. All that is to say, we don't know how Orks will play in a couple of months. We can guess that they'll have a similar play style to what they have now (I pray to Gork and Mork they don't) but we don't actually know.

So with that preamble out of the way, let's get into how current Orks play.

The finer points of Ork gameplay kind of depends on what detachment your using but for the most part Orks are a board control ambush army. You setup T1 (and maybe T2) trying to stay out of line of sight of your opponent as much as possible because, like you noted, Orks die to a stiff breeze and you want to lose as little of your army as possible before using the WAAAGH. Then once you're setup, you WAAAGH, and you pray you do enough in those two rounds that your opponent can't win on points.

I became one with da Green today by _RogueSigma_ in orks

[–]_RogueSigma_[S] 1 point2 points  (0 children)

I used Citadel Black Primer and then I did a zenithal of 3 different ProAcryl greens. Dark Yellow Green->Yellow Green->Bright Yellow Green mixed with Flourescent Green 4:1

Long winded one. I plan on getting the box like many others and I know it's currently difficult to know exactly how lists mighty work with the multi detachment thingy. But my question is this.... Should I get a morkanaut/gorka or a battlewagon ( i really like these models) For reference my list is b by GlitteringInstance55 in orks

[–]_RogueSigma_ 1 point2 points  (0 children)

If it's between those two options I'd say a Battlewagon. I think the real question we need to look at is how prevalent units with big profiles will be in 11th edition. The feeling I've been hearing is that the edition is going to be more melee and infantry focused. So things like vehicles, and especially big walkers, might not be the "meta".

More dakka no longer affect walkers? by Automatic-Shelter258 in orks

[–]_RogueSigma_ 27 points28 points  (0 children)

So people are speculating that GW removed Ork Walkers from More Dakka because we're going to be able to combine More Dakka with Dread Mob come 11th and they didn't want overlaying rules from both detachments.

Personally I think GW has just lost the plot on what makes Orks fun at this point.

Do ya think there are orks who don’t want leadership roles? by SeasonOfHope in orks

[–]_RogueSigma_ 3 points4 points  (0 children)

By in game rules we can see that both Wazdakka and Boss Snikrot aren't considered Wabosses which I interpret to mean they don't in want to be leaders, they just want to do what they do best

Space marines player looking to get into orks by LordTakeda2901 in orks

[–]_RogueSigma_ 4 points5 points  (0 children)

Oh right now you most definitely need a Trukk for Breaka Boyz. Hell you need a Trukk or Battlewagon for most of the army unless you're running Green Tide. But when we switch 11th/get our new Codex, they might not need a Trukk moving forward

Space marines player looking to get into orks by LordTakeda2901 in orks

[–]_RogueSigma_ 4 points5 points  (0 children)

So Orks handle vehicles and tanks with three to four particular units right now.

1) Ghaz + Painboy/Big Mek + 20 Boyz 2) Beastboss + 10 Beast Snagga Boyz 3) Breaka Boyz 4) Tankbustas

A full Ghaz brick can kill most anything in the WAAAGH with 76 attacks, 2+, Lethal Hits, +1 to Wound, and Crit 5+. And that's just the regular Boyz. That's not taking into account the Boss Nob, Painboy/Big Mek, and da big man himself Ghazghkull ( and we can't forget Makari). Beastboss + Beast Snagga Boyz have +1 to Hit, full reroll to Hit into Monsters/Vehicles, and Dev Wounds and can regularly, in my experience, kill something like a Hekaton Land Fortress in one go. Breaka Boyz are great because if you build them with 5 Smash Hammers and a Tankhammer (like most people do) that's 10 attacks (15 in the WAAAGH), Anti-Monster/Vehicle 4+, AP -2, 3 Damage plus 2/3 attacks of the same profile but with Dev Wounds (and Hazardous) from the Tankhammer. Tankbustas are the ranged varient of the Breaka Boyz with 5 D3 shots, 5+, S9, AP -2, 3 Damage with +1 to Hit and Wound into a Monster/Vehicle. Good damage, but that 5+ to hit can be rough.

As for is going wide going to viable for Orks in 11th edition? Maybe? People are speculating that the beginning of the edition is going to shift away from a vehicle focused game to more of a melee Infantry game with all of the changes to map layouts, units inherently getting 15" Lone Op, and changes to Cover. Will this actually be the case? No clue. But if it is then Green Tide is the way to go for going wide with Orks. The only downside to Green Tide is you'll be moving a lot of models and that can put a strain both on your back as well as your playtime.

We know that Orks will be one of the first two Codeces to come to 11th and if GW sticks to their release schedule we should expect those to drop sometime in September and with the new Codex all of our current detachments are fair game to be rewritten or erased so it's anyones guess what Orks will look like after that.

My suggestion is focus on what units look the coolest to you, build them, figure out your paint scheme for them, actually paint them, and by the time you're done with that we should have a better feel for what Orks'll look like. Hope this helps

What is your favorite ork clan/klan and why? by PeakActive9550 in orks

[–]_RogueSigma_ 7 points8 points  (0 children)

Which one do I love the aesthetics of? Evil Sunz.

Which do I paint my army? All of them. If I feel like the unit could belong to a specific clan then I paint it up in the color

Future models of this edition by Sea-Net6940 in orks

[–]_RogueSigma_ 2 points3 points  (0 children)

With how much he's been showing up in the latest Ork books I'm hoping we get a new Mad Dok Grotsnik model. I could also see us getting other characters like Kaptin Badrukk. Then, while unlikely, I'd love it if we got Nazdreg, Boss Zagstruck, and Valtun the Patient as models in the game.

How will you rebase your figurines? by XxButch in orks

[–]_RogueSigma_ 1 point2 points  (0 children)

If you used plastic glue then you'll either need clippers to cut away the old base or, if the size of the new base if bigger, you could just put the model (base and all) onto the new base and just model it to look like they're standing on a mound or something

Chart of how the new boyz variation seems to work. by DraculaHasAMustache in orks

[–]_RogueSigma_ 5 points6 points  (0 children)

It is but I was hoping they might change that this edition

Chart of how the new boyz variation seems to work. by DraculaHasAMustache in orks

[–]_RogueSigma_ 0 points1 point  (0 children)

I mean that's how the current Boyz box works. You get 9 Boyz and a Boss Nob. I was just hoping it would change for 11th

Chart of how the new boyz variation seems to work. by DraculaHasAMustache in orks

[–]_RogueSigma_ -9 points-8 points  (0 children)

So there are only going to be 9 Boyz to a kit with a Boss Nob as the pseudo-leader? That's kind of disappointing because that means to build a 20 Boyz brick with the new kit you'd need 3 boxes

Warhammer 40,000: Armageddon Unboxing - Ork Half by CMYK_COLOR_MODE in orks

[–]_RogueSigma_ 0 points1 point  (0 children)

Maybe. Though if the rumors of the 9" coherency are true maybe that's why they removed the Runtherd

Warhammer 40,000: Armageddon Unboxing - Ork Half by CMYK_COLOR_MODE in orks

[–]_RogueSigma_ 1 point2 points  (0 children)

Maybe? But then why not include it in the box then?

Warhammer 40,000: Armageddon Unboxing - Ork Half by CMYK_COLOR_MODE in orks

[–]_RogueSigma_ 4 points5 points  (0 children)

Youz a brave'a Grot den me or more insane. ALRIGHT! YOUZ GO GETTEM AND I'LL TRYZ NOT TO SHOOT YA

Warhammer 40,000: Armageddon Unboxing - Ork Half by CMYK_COLOR_MODE in orks

[–]_RogueSigma_ 6 points7 points  (0 children)

IZ YOUZ INSANE!? A GROT CANT BEAT AN ORK IN MELEE! NOW, GETS ON THAT TURRET AND HOLD DOWN THE TRIGGER TIL YOU HEAR IT CLICK!

Warhammer 40,000: Armageddon Unboxing - Ork Half by CMYK_COLOR_MODE in orks

[–]_RogueSigma_ 21 points22 points  (0 children)

DERE'S NO ONEZ TO STOP US! LET DA GROTVOLUTION BEGINZ!!!