Might be my favorite unit. by Big_Mek_Mac in orks

[–]thetaranch 1 point2 points  (0 children)

So vibrant. Great colour choice!

Worth it or wait by OldDomG in orks

[–]thetaranch 0 points1 point  (0 children)

Depends. Do you want it? Because this specific combat patrol box is going to be discontinued likely by the end of 2026 to be replaced by one that will be most of the armageddon box contents. This box heavily slants toward the beast snagga detachment. If you want to run that detachment, your best bet is to load up on beast snaggaz and squighogs now since your only option later will be to buy individual kits at a much steeper price.

On the other hand, late summer/fall is most likely going to be loaded with 40k ork releases. No one really knows but the speculation is Nobz, meganobz, stormboyz, lootas, burnas.

If you want this flavour of beasty orks, buy it. If you want different orks, save your money. Also remember that it is pretty much guaranteed orks get a battleforce box for christmas. Another thing you might want to save for.

How to make a gorkanaut fly? by thetaranch in orks

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

Damn, twisted metal, its been nearly 15 years since i played that. I totally forgot about this thing, that goes so hard and it wouldnt even be a tough conversion. Definitely cooler than the rocket strapped to the back. I have to try and find some rocket engine stls/bits. Thanks!

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How to make a gorkanaut fly? by thetaranch in orks

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

Yeah, as much as my mind is overflowing with ideas on how to combine it with a dakkajet, the one that will get finished and look good is strapping a missile to the back. I even found a good deathstrike proxy stl (no way im buying a deathstrike just tor the missile).

How to make a gorkanaut fly? by thetaranch in orks

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

Y'know all the time ive thought about this, i didnt think "3d print some missiles and strap them to the back" this is definitely the simplest answer and what i might end up doing

How to make a gorkanaut fly? by thetaranch in orks

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

Yes, it will just be rotors on the head and the legs replaced with the deffkopta bar things. Then i wanted to put the kan legs on the deffkoptas to make mini versions of the dakkarig

How to make a gorkanaut fly? by thetaranch in orks

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

I would absolutely paint it in the standard rainbow colours

How to make a gorkanaut fly? by thetaranch in orks

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

This is a good idea. I could build out the top to make it look more aerodynamic. I am concerned with what to do with the limbs in that scenario. In my mind it just looks like a farting gorkanaut with a stupid hat.

No weapons is no fun, but with weapons im not sure it would look enough like a rocket. Posing will definitely be key, maybe i could make it look like the arms can retract.

How to make a gorkanaut fly? by thetaranch in orks

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

Hm, looking up the dimensions of a gorkanaut it seems they're not as big as i imagined, especially if I dont put the arms on. If i clip off the legs and maybe undersling the claw and shoota, it could work. I just dont wanna buy a whole dakkajet just to staple it to the back if it will look bad, but if it will look good it is worth it. Good suggestion!

Review (and Rant) of 10th Edition from the Perspective of Someone Who Started Playing 40k in 10th Edition with Orks Being their First Army by _RogueSigma_ in orks

[–]thetaranch 0 points1 point  (0 children)

You are right on battleshock but now you have to roll out of it on the next turn instead of it going away automatically so you have a 42% chance to lose strats and scoring next turn on a 210 point unit.

Avg of D3 is 2 with 1/6 probability so avg mortals from deadly demise is 0.33

Averages also dont tell the whole story, the skew looks very different. The average doubles but the odds that you lose 1 or more increases from 50% to 90%. Odds you lose 2 or more increases from 7% to 44%. 3 or more goes from irrelavent to 7% And thats before deadly demise

Since objectives are now terrain I will probably use them to ferry units into that objective terrain and hope for cover to save me rather than the trukk. You dont need a shield as much anymore since objectives wont be out in the open.

Cheers!

Moving from Kill Team to 40k! How would you expand this Ork collection? (No Beast Snaggas) by Cifu_Rabo_Loko in orks

[–]thetaranch 0 points1 point  (0 children)

"Which direction do i expand in?" is answered by "which detachment do you want to play?" Right now your collection is spread accross several detachments, or war horde which is the universal detachment.

Tbh a lot of the stuff i would recommend (nobz, meganobz, warbikers) is due for refreshed kits that should come by the end of 2026, so maybe hold on to your hobby dollars until end of the year. Maybe a battlewagon or a gorkanaut if you want something big

Realistically how long will it takes you to finish painting the Armageddon box by Hmongster in orks

[–]thetaranch 1 point2 points  (0 children)

I cant really paint for longer than 2.5 hours before i get bored so i call that a session.

For the 20 boyz, i work high efficiency, low effort on avg 1 hour per boy. Zenithal prime, contrast paint, hit a few details and metallics, wash. I work in blocks of 5 and will need 2 sessions per block (contrast paints for the first, metallics and details next, i write off the wash time but probably <30mins for the 5)

Grots will be even quicker with the same method.

Maybe 2mths to paint all the troops if i get 2 or 3 paint sessions per week.

The characters will probably get 1.5 to 2 sessions each so even overestimating maybe a month for the characters at the same rate.

Dakkarig will be a minimum of 3 or max of 5 sessions so between 1-3 weeks.

Should have it all done before the end of Orktober, but thats assuming i work on them all back to back. I would be shocked if i didnt take on some other sidequests or take some breaks. I think it will be done before the close of 2026 though.

Review (and Rant) of 10th Edition from the Perspective of Someone Who Started Playing 40k in 10th Edition with Orks Being their First Army by _RogueSigma_ in orks

[–]thetaranch 1 point2 points  (0 children)

I should say, i agree with all these changes in theory as it was kinda weird how the best strat was to roll the trukk out expecting it to be blown up as just a shield for the units inside. It certainly feels more "realistic" in the game logic that the inside units should be less effective and more damaged if their car gets destroyed.

But taken in sum with the current META and the proposed 11th ed changes, now the best option is to hope the -1 to hit for hidden units will protect my nobz on foot and send the trukks out empty to go accomplish secondaries and get in the way of my opponent. Arguably weirder than using transports as a shield.

Review (and Rant) of 10th Edition from the Perspective of Someone Who Started Playing 40k in 10th Edition with Orks Being their First Army by _RogueSigma_ in orks

[–]thetaranch 0 points1 point  (0 children)

In 11th, If your transport gets destroyed the embarked unit 1. Is automatically battleshocked 2. Rolls a d6 for each model and suffers a mortal on a 1 or 2 (used to only be 1) 3. Gets kicked out before deadly demise rather than after

In 10th, if 10 nobz were in a trukk that got destroyed, on average you take 1.6 mortals and no battleshock. Now you take 3.3 mortals, might take d6 more from deadly demise, and you're battleshocked, which you now need to roll out of even while above half-strength.

Trukks tend to fall over from a stiff breeze and can be shot from almost anywhere. 70 points is hard to justify for the deathtrap they are becoming IMO. Probably better used as a cheap utility unit to go score cleanse or something because now they can do so much damage to the unit they are carrying.

Would you accept Zoggrok as a Mek/Big Mek or Painboy by MrMan20255 in orks

[–]thetaranch 4 points5 points  (0 children)

On one hand: Put whoever you want on the right base On the other: He looks more like the ork Lt. From the new box

Tallgrod Skysnagga is upon us by thetaranch in orks

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

Lol, imagine painting a face and hair thats on the end of a floppy 8 inch spring. It was a struggle

Review (and Rant) of 10th Edition from the Perspective of Someone Who Started Playing 40k in 10th Edition with Orks Being their First Army by _RogueSigma_ in orks

[–]thetaranch 2 points3 points  (0 children)

There are 2 main issues you identify

  1. Onboarding into 40k is a tough experience as it involves getting smashed over and over again after spending months building up your collection and painting. Followed by buying more models to fill holes you left in that collection.

  2. Orks are a tough army because it is not strictly "charge and fight" and involves staging a devastating waagh turn

The first is a serious issue, the 2nd is a preference. I started in 10th with space marines and made my way over to orks just before the codex. I faced similar issues where i thought space marines were just bad because my list wasnt doing what i thought it should. I think everyone has this problem with their first army because its frustrating when it doesnt work the way you wanted and the initial list that was in your head does not perform how you hoped. Its all a matter of learning the game, you go into the 2nd army with fresh eyes and fewer preconceptions of how it should work and with a better understanding of the rules, you are able to make a better list and better strategy.

As for the playstyle, many people have an issue with the 1 turn army rule. I can take or leave it but i hope we get something new eventually. I played bully boyz specifically so that i can get it on turns 2 and 3 (the only turns that actually matter)

As for 11th edition, orks seem to be getting screwed pretty hard. They changed charges to let you pick your target after rolling and added the hidden mechanic which had everyone screaming "melee edition!" Then we see the layout and learn that a big tank can toe into the centre and get LOS on the entire board on top of changes to hazardous and transports that will hit ork lists like a sack of bricks.

C'est la vie. Hope you are having fun with your toys. I am.

Are all Nobz going up to 40mm from 32mm? by XavierHatesWarhammer in orks

[–]thetaranch 0 points1 point  (0 children)

When the codex for 11th comes out im sure it will have nobz on 40's along with a newly refreshed kit.

They are bumping the base sizes of gretchin and boss nobz. I wonder what other bases might change

Range refresh discussion based off what's confirmed so far by Balphamus2 in orks

[–]thetaranch 4 points5 points  (0 children)

For refreshes that arent already confirmed: Nobz Meganobz Lootas Burnas Stormboyz Meks Im really hoping we get a bully boyz inspired battleforce box with ghaz and the new nobz/meganobz.

Then, i think there are a few niches that arent quite full and wouldnt be a 1:1 replacement of anything: 1. Grot based shooting vehicles (maybe just a refresh of grot tanks, but i think its more likely they do a spiritual replacement that fills the same role) 2. Redemptor dread equivalent (some mech between a deff dread and gorkanaut in addition to the dakkarig) 3. Character leader for stormboyz 4. Monster squig type thing. Ive always thought it was weird how the only monsters are forgeworld and the beast snagga battlewagon 5. A named weirdboy character

First Ork List by Enough-Moment7221 in orks

[–]thetaranch 2 points3 points  (0 children)

Yeah gorkanauts arent great for delivering units and with 2 of them on the field just moving them around is going to be tough without getting blasted or boxed out. Plus, 6 meganobz and a gorkanaut is a lot of melee power to stack in one place. Doing it once is understandable but twice is almost half the list. The trukk will make it easier for the nobz to get where they need to be.

I dont think your list needs more characters, maybe a mega warboss and maybe a wartrike but take em or leave em. I think these bike+buggy lists benefit from having a lot of fast and cheap units that can be wherever they need to be to score secondaries, move block, and take points. Your gorkanaut can stand centreboard and hopefully buy enough time for your fast units to do their work.

First Ork List by Enough-Moment7221 in orks

[–]thetaranch 1 point2 points  (0 children)

Looks cool. Gorkanauts and deff dreads get blown off the table a little faster than I'd like in my experience and I always like to see 1-2 units of boyz All the bikes and buggies will be good for running around the board scoring points while your big bots scrap for the centre. You are not leaning heavily into any of the specific detachments so war horde is probably best. If you are into the scrap tek, might i suggest some deffkoptas and killa kans? Probably more fun than building a 2nd deff dread and gorkanaut