Awkwardly, I didn't really think they were too op when everyone was singing their praises (whining). It was another case of learning to fight them was all.
@@mattlinden-jones1265 AND pariah nexus changed how the game was played anyway. GW could have waited a 4-6 weeks to hotfix orks down if the greenskins continued to do well.
@@mattlinden-jones1265That is a thing with modern Warhammer. Back in the days we had time and tried thungs after things to beat OP-stuff. Today things just get nerved. I dont say it was better overall, but this frequent patches are also not the way to go in my opinion.
As a casual player, this constant rebalancing is pushing me away from the hobby. I need to do a whole lot of book keeping and checking different data sources to know the state of the rules. Which is odd, since GW really wants to open up the hobby to casual players. I feel a bit more play testing (and proof reading!) before going to the printer would have helped the out quite a bit here.
Meganobs need an extra attack on their melee weapons, I think. 2 attacks a guy is way too little for what is some of the biggest toughest orks in big powered suits.
I'm hoping if the rumor about orks being the 11e launchbox is true they'll get their "specialist infantry" squads updated like lootas, burnas, flashgitz and tankbustas.
@@saintmayhem9873 - As intended. GW has always made Orks out to be the Saturday morning cartoon villains of the setting. "We'll get u next time Yarrick! Next time!" - Ghaz, probably. ... Oh wait.
Played erm today against Knights, wasn't too one sided but good lawd was rolling 100 odd shots in the shooting phase and making none of them a bad feeling.
Heh - I played my orks versus Imperial Knights today too. Skipped most of my shooting (anything that would hit on 5+ and wound on 6+) in the interest of time. 10x Flash Gitz w/ their once per game Ammo Runt were able to put 6 damage into an Armiger, but none of the other S9 (rokkits, smasha mek gunz) did anything at all.
@@haroldh3 oh for sure. But they're also harder to kill than you'd expect during the waagh. Plus that's just the extreme. I personally don't run 132 Gretchen, it's usually 44-66 with only one full unit of 22 being led by ZodGrod and the rest typically units of 11. So only ZodGrod is going to give them Cull.
@@haroldh3 3x20 boys or 3x22 grots max. Greentide lists are already tailoring to not include so many max boyz squads and fill those in with ghaz and flash gitz
Hi first of all thanks for all the great videos! Just wanted to add, the Stormboyz Nob can take a powerclaw you just have to kitbash it (I used spare ones from my meganob kits).
@@zetta-slow-gobbo Yeah, but I think Deffdreads do good against armor and are worth the price, and if you use their KMB or RL you can soften the armor up. The only real hassle is needing a Mek to make their BS manageable. Certainly would prefer a Deffdread and Mek over Ghaz.
@@stephenneal23 They are good but overpriced for how they perform. Not saying we have *no* ways to deal with armor, it's just alarmingly bad for the faction all about looting. Heck if we just could get something like the Lifta-Droppa gun back, it could help a lot
@@zetta-slow-gobbo And that's in general, too. If we're talking by detachments, Kult of Speed is really out of the running for much of anything being a strictly worse version of the Space Wolves wolf jail army.
Best anti-tank are Dread Mob Lootas and Killa Kans or Beastboss + Beastsnaggas in other detachments (especially War Horde and Da Big Hunt for the 5+ crits). In Dread Mob if you take 6 Kans with Rokkits and slam DDD and BSFBG on them and Push both, you'll nuke pretty much anything. You'll probably lose a Kan or two to hazardous checks, but the +1 to wound, +1 damage and re-roll hits on 4+ and whatever you get from da Button means most things just die.
I personally prefer to have Gaz with 3 Meganobz. Is 2 Meganobz the optimal size for his bodyguard? Haha, I wouldn't think a Trukk as a strong unit. Definitely a staple for an Ork army, as a transport. I'm glad Nobz and Stormboyz made the list. As I try to have them in all my army lists if I can fit them. I find that Kommandos are too expensive to use. I rather have more boyz in my army.
Went 6-3 at NOVA with War Horde Orks. Brought 3 Meganobz (Manz) because the 5+ fnp isnt enough to save Ghaz. Three Manz is the safer bet to keep ghaz alive and keeping the FNP through an activation. Manz need to come down at least 5 pts, likely back down 10 pts since the fnp nerf is brutal for their survivability. Trukk could come down 5 pts. GW nerfed their points because of Tank Shock so bring em down 5 pts GW, you cowards. Flash Gitz should be the standard of which Ork units are priced. Good across multiple phases. Shooting and fighting. 4+ sv. 2 w. Fantastic unit. 8 pts per wound is fantastic. Boyz and Beast Snagga Boyz can both come down at least 5 pts. Green Tide is not running any more than 3x20 boyz to only give up 15 pts on Cull the Horde. (Warboss needs to be able to get Wagh bonus to attacks while in a transport). Lootas needing the dreadmob push the button table to be good is trash. Ork internal balance is REALLLY bad. I have a ton of lootas from back in 7th and 8th when they were good. They've been slowly clawing back since but only in one detachment and really coming out of reserves to shred anything on an objective. Gonna include Burnas here too, We're stuck taking a Spanner which is one less useful Loota or Burna and it is infuriating! We already hit on 5+s. Leave us alone GW. (Burnas at S4 no AP is weak as all hell in 10th edition). Nobz could come down 5 pts. They are great at killing everything that is less than T10. T10 during the Wagh only. Ammo runt wargear is useless. Otherwise they bounce off stuff which is sad. Minus 1 to wound is only on S6 or higher. The nerf from index to codex stinks but they're all we got. SHB need to come down 10 pts. lost the +1 to hit and nob on smasha squig lost 3+ anti-mon/vehicle during the waaagh. Kommandos are expensive too. Could come down 5 pts easy. Love the battlewagon but the wargear being free makes it cost more pts than it should, hate that they're still 5's to hit and so many of its guns actually wanna hit. I end up never shooting their guns which makes me sad since the first one I built was a gun wagon. I wish a 'ard case less wagon was 120 pts since it's just a troop delivery system. It has no threat in shooting and unless it has a deffrolla, it aint killing anything in melee. Kill Rig/Hunta Rig need an invuln save and could come down 10 pts.
And nobody really talks about Kult of Speed when the bulk of the units it supports are all terrible. Deffkoptas are the best of the worst and even then it's a crime they took away the saws and spinning blades don't even get AP. It's squishy with laughable damage output on top of Pariah Nexus hurting everything about it further.
@@marauder340 shame they arent worth mentioning. The speed freaks at their core arent good at the pariah missions. Lots of KoS lists have boyz or even ghaz
@@Jerseyangel89 Real. My own list went through crusade and inevitably had to get Ghaz with Manz on top of a max unit of Nobz cuz the detachment really needs the durability and hitting power. At that point you constantly feel tempted to just play War Horde since KoS gives you crazy mobility but nothing behind it when you get there. I feel like GW designed and balanced the detachment rules based on its best-case scenario.
I still tend to think that Ghaz is a bit of a trap. You're paying out that 235 points just for him, then another 80 for two Meganobz, then more for a transport, and once he gets out of the thing you're still stuck with that 5" move so his unit is alarmingly easy to run away from. He's really not that hard to kill, either, his unit is less durable than Morven Vahl and her Paragons unless Makari spikes hard and no-one brings any Devastating Wounds along. I'd far prefer him to have got the Mephiston treatment so he runs about alone but is considerably faster and tougher. Nobz really illustrate Orks current problems. If you math it out, even that 10-strong mob led by a Warboss only does about 8 wounds to a Land Raider with AoC up and that unit with the Warboss _costs more than the Land Raider_ - before factoring in the Transport. And of course outside of Speed Freeks you don't have access to an assault ramp either so staging to even get the charge is more complicated than is ideal (plus the stupid ruling over the Warboss in a transport not getting his Waaagh bonus). Orks need to get more Assault weapons and bin Heavy, factoring in the BS increase, for starters, plus getting more Strength for their big melee weapons. Orks should never want to just stand still and should always, _always_ be trying to get into a fight.
Are the paragons really that squishy? I understood most SoB stuff was beyond overtuned this edition and 100% the meta for easy wins *for casual play that is*
@@mikehawkisb1g They're not squishy as such, 2+ 4++ with 4 wounds each, but any serious anti-armour firepower deletes them about as fast as it does Terminators, barring Miracle shenanigans.
@@Majere613 Good to know, my next game is against someone running vahl and 2 paragons. Wondering if i should make my gorkanaut that i ordered a mork instead now...
Honourable Mentions: Squighog Boyz... lol? Incredibly overcosted even with the extra body now that they lost the +1 to hit, that and how difficult they are to move around too, specially with the increased unit sizes + the even bigger Squiosaur boss added to them. They are not good.
I do still wonder if Orks will get any real support out of this next BDS, when it comes? I need to say I'm personally not an Ork fan; they tend to be a little too "silly", even among the IP, for me to like them, and I really want them to remain such a melee-focused army, since they are often reputed as being such lousy shots, but they do have some units I like, some buffs I wouldn't mind seeing them get, and a few odd things, of yore, that I wish they still had. I do like Meganobz, and I hope that they get one of their two debuffs removed. It's weird how many Terminator analogs seem to be made subpar. I also kinda miss things like Looted Leman Russes, and think it could be cool for them to get a decent deep strike unit, or something like a drop pod, to slam down amongst the foe, and rush out, into melee. It's almost too bad that they already have the codex, so we know this won't happen this edition. It will be interesting to see what they net from the improvements.
Ork players have to mentally translate our comments into something properly orky first. Uh. Uh. I mean. Da boyz gotz to figur out howz to talk to da rest of you gitz WAAAAGH
12:43 Sorry to say, mate. Lootas dont work in Dread Mob. Its Mek, Orks Walker, and Grots Vehicles Keywords ONLY that can benefit from Try Dat Button (11 units in total)
Meks leading lootas give the combined unit the keyword for the purposes of abilities / strats etc that target units. It's not necessarily ot the most intuitive, but the way it works.
Orks really got to experience the entire spectrum of 10th editions “balance”.
Awkwardly, I didn't really think they were too op when everyone was singing their praises (whining). It was another case of learning to fight them was all.
Orkz suck now and james s.shop hates fun
@@mattlinden-jones1265 AND pariah nexus changed how the game was played anyway. GW could have waited a 4-6 weeks to hotfix orks down if the greenskins continued to do well.
@@mattlinden-jones1265That is a thing with modern Warhammer. Back in the days we had time and tried thungs after things to beat OP-stuff. Today things just get nerved. I dont say it was better overall, but this frequent patches are also not the way to go in my opinion.
As a casual player, this constant rebalancing is pushing me away from the hobby. I need to do a whole lot of book keeping and checking different data sources to know the state of the rules. Which is odd, since GW really wants to open up the hobby to casual players. I feel a bit more play testing (and proof reading!) before going to the printer would have helped the out quite a bit here.
Today is a video about orks. Today is a good day
Meganobs need an extra attack on their melee weapons, I think. 2 attacks a guy is way too little for what is some of the biggest toughest orks in big powered suits.
согласен, просто малость
Especially the dual wield weapons, should have more than making the profile have twin linked lmao
I'm hoping if the rumor about orks being the 11e launchbox is true they'll get their "specialist infantry" squads updated like lootas, burnas, flashgitz and tankbustas.
I HAVENT HEARD THAT is that from a reputable source
@@brennanwest5063.
Lmao
I think lootas look fine, but flash gitz and tankbustas could use a top up
And a new baddrukk
what a heel turn faction. from 42% winrate precodex, to 58% winrate post codex, back to 42% winrate post squashing
No tournament wins either
I hope someday, somehow, a Stompa will become a member of such a list, without being a meme.
ok in dreadmob, depending on matchup, it is not bad.
My onager regularly one-shots my friend's Stompa. I always have mixed feelings about it.
@@saintmayhem9873 - As intended. GW has always made Orks out to be the Saturday morning cartoon villains of the setting. "We'll get u next time Yarrick! Next time!" - Ghaz, probably.
... Oh wait.
Great info. As a new ork player I found this helpful
Welcome to the waaagh!
Wait until next year. James hates fun in 2024
Played erm today against Knights, wasn't too one sided but good lawd was rolling 100 odd shots in the shooting phase and making none of them a bad feeling.
Heh - I played my orks versus Imperial Knights today too. Skipped most of my shooting (anything that would hit on 5+ and wound on 6+) in the interest of time. 10x Flash Gitz w/ their once per game Ammo Runt were able to put 6 damage into an Armiger, but none of the other S9 (rokkits, smasha mek gunz) did anything at all.
Orks orks orks orks orks orks
*132 Gretchen in Dread Mob.
Technically the 12 extra are the runt herders but thats still 24 extra wounds to chew through.
Actually even better as the runtherds have 2 wounds each!
@@syratrippen true.
I always forget this fact. And I bring like 66 every game lmao
Sounds good, but you have to assume you're giving up 20 points on Cull the Horde.
@@haroldh3 oh for sure.
But they're also harder to kill than you'd expect during the waagh. Plus that's just the extreme.
I personally don't run 132 Gretchen, it's usually 44-66 with only one full unit of 22 being led by ZodGrod and the rest typically units of 11. So only ZodGrod is going to give them Cull.
@@haroldh3 3x20 boys or 3x22 grots max. Greentide lists are already tailoring to not include so many max boyz squads and fill those in with ghaz and flash gitz
Hi first of all thanks for all the great videos! Just wanted to add, the Stormboyz Nob can take a powerclaw you just have to kitbash it (I used spare ones from my meganob kits).
Grots don't have oc 11, they have oc 21 in a minimum size squad. Gretchin are oc 2 and the runtherd is oc 1
im noticing that almost all of these struggle against armor... I wonder if that has something to do with their winrate
We have little to no armor and have issues dealing with armor. It's tons of fun when your friends play Knights and parking lot Guard -_-
@@zetta-slow-gobbo Yeah, but I think Deffdreads do good against armor and are worth the price, and if you use their KMB or RL you can soften the armor up. The only real hassle is needing a Mek to make their BS manageable. Certainly would prefer a Deffdread and Mek over Ghaz.
@@stephenneal23 They are good but overpriced for how they perform. Not saying we have *no* ways to deal with armor, it's just alarmingly bad for the faction all about looting. Heck if we just could get something like the Lifta-Droppa gun back, it could help a lot
@@zetta-slow-gobbo And that's in general, too. If we're talking by detachments, Kult of Speed is really out of the running for much of anything being a strictly worse version of the Space Wolves wolf jail army.
Best anti-tank are Dread Mob Lootas and Killa Kans or Beastboss + Beastsnaggas in other detachments (especially War Horde and Da Big Hunt for the 5+ crits). In Dread Mob if you take 6 Kans with Rokkits and slam DDD and BSFBG on them and Push both, you'll nuke pretty much anything. You'll probably lose a Kan or two to hazardous checks, but the +1 to wound, +1 damage and re-roll hits on 4+ and whatever you get from da Button means most things just die.
I personally prefer to have Gaz with 3 Meganobz. Is 2 Meganobz the optimal size for his bodyguard?
Haha, I wouldn't think a Trukk as a strong unit. Definitely a staple for an Ork army, as a transport.
I'm glad Nobz and Stormboyz made the list. As I try to have them in all my army lists if I can fit them. I find that Kommandos are too expensive to use. I rather have more boyz in my army.
просто он занимает 18 мест, а 2 меганоба еще по 2. И тогда они все влезают в боевой вагон
@@larynk1875 The update has Ghaz taking 15. So he can take 3 Meganobz.
Went 6-3 at NOVA with War Horde Orks. Brought 3 Meganobz (Manz) because the 5+ fnp isnt enough to save Ghaz. Three Manz is the safer bet to keep ghaz alive and keeping the FNP through an activation. Manz need to come down at least 5 pts, likely back down 10 pts since the fnp nerf is brutal for their survivability.
Trukk could come down 5 pts. GW nerfed their points because of Tank Shock so bring em down 5 pts GW, you cowards.
Flash Gitz should be the standard of which Ork units are priced. Good across multiple phases. Shooting and fighting. 4+ sv. 2 w. Fantastic unit. 8 pts per wound is fantastic.
Boyz and Beast Snagga Boyz can both come down at least 5 pts. Green Tide is not running any more than 3x20 boyz to only give up 15 pts on Cull the Horde. (Warboss needs to be able to get Wagh bonus to attacks while in a transport).
Lootas needing the dreadmob push the button table to be good is trash. Ork internal balance is REALLLY bad. I have a ton of lootas from back in 7th and 8th when they were good. They've been slowly clawing back since but only in one detachment and really coming out of reserves to shred anything on an objective. Gonna include Burnas here too, We're stuck taking a Spanner which is one less useful Loota or Burna and it is infuriating! We already hit on 5+s. Leave us alone GW. (Burnas at S4 no AP is weak as all hell in 10th edition).
Nobz could come down 5 pts. They are great at killing everything that is less than T10. T10 during the Wagh only. Ammo runt wargear is useless. Otherwise they bounce off stuff which is sad. Minus 1 to wound is only on S6 or higher. The nerf from index to codex stinks but they're all we got.
SHB need to come down 10 pts. lost the +1 to hit and nob on smasha squig lost 3+ anti-mon/vehicle during the waaagh.
Kommandos are expensive too. Could come down 5 pts easy.
Love the battlewagon but the wargear being free makes it cost more pts than it should, hate that they're still 5's to hit and so many of its guns actually wanna hit. I end up never shooting their guns which makes me sad since the first one I built was a gun wagon. I wish a 'ard case less wagon was 120 pts since it's just a troop delivery system. It has no threat in shooting and unless it has a deffrolla, it aint killing anything in melee.
Kill Rig/Hunta Rig need an invuln save and could come down 10 pts.
And nobody really talks about Kult of Speed when the bulk of the units it supports are all terrible. Deffkoptas are the best of the worst and even then it's a crime they took away the saws and spinning blades don't even get AP. It's squishy with laughable damage output on top of Pariah Nexus hurting everything about it further.
@@marauder340 shame they arent worth mentioning. The speed freaks at their core arent good at the pariah missions. Lots of KoS lists have boyz or even ghaz
@@Jerseyangel89 Real. My own list went through crusade and inevitably had to get Ghaz with Manz on top of a max unit of Nobz cuz the detachment really needs the durability and hitting power. At that point you constantly feel tempted to just play War Horde since KoS gives you crazy mobility but nothing behind it when you get there.
I feel like GW designed and balanced the detachment rules based on its best-case scenario.
I still tend to think that Ghaz is a bit of a trap. You're paying out that 235 points just for him, then another 80 for two Meganobz, then more for a transport, and once he gets out of the thing you're still stuck with that 5" move so his unit is alarmingly easy to run away from. He's really not that hard to kill, either, his unit is less durable than Morven Vahl and her Paragons unless Makari spikes hard and no-one brings any Devastating Wounds along. I'd far prefer him to have got the Mephiston treatment so he runs about alone but is considerably faster and tougher.
Nobz really illustrate Orks current problems. If you math it out, even that 10-strong mob led by a Warboss only does about 8 wounds to a Land Raider with AoC up and that unit with the Warboss _costs more than the Land Raider_ - before factoring in the Transport. And of course outside of Speed Freeks you don't have access to an assault ramp either so staging to even get the charge is more complicated than is ideal (plus the stupid ruling over the Warboss in a transport not getting his Waaagh bonus).
Orks need to get more Assault weapons and bin Heavy, factoring in the BS increase, for starters, plus getting more Strength for their big melee weapons. Orks should never want to just stand still and should always, _always_ be trying to get into a fight.
босс в транспорте это вообще такая подства
Are the paragons really that squishy? I understood most SoB stuff was beyond overtuned this edition and 100% the meta for easy wins *for casual play that is*
@@mikehawkisb1g They're not squishy as such, 2+ 4++ with 4 wounds each, but any serious anti-armour firepower deletes them about as fast as it does Terminators, barring Miracle shenanigans.
@@Majere613 Good to know, my next game is against someone running vahl and 2 paragons. Wondering if i should make my gorkanaut that i ordered a mork instead now...
I think I've only ever used lootas with a Big Mek w/SAG and places on top of terrain high enough to get the plunging fire AP bonus
Lootas are fine for just screening the back of the board, stringing them out along with some grots keeps my rear covered so to speak
Honourable Mentions: Squighog Boyz... lol? Incredibly overcosted even with the extra body now that they lost the +1 to hit, that and how difficult they are to move around too, specially with the increased unit sizes + the even bigger Squiosaur boss added to them. They are not good.
None of the units are good. That's the problem
WEZ JUZ WARMIN UP!
Flash Gitz becoming relevant again after the nerf was not on my bingo card list.
I'm just sad their is not a real dakka detachment. Flashgitz lost their leaders so you cant even attach a character to them.
I mean Dread Mob is a thing...
Are you making any Tau content for SEPT ember?
WAAAAAAAAAGGGHHHH!
Orks r da best
Werrre
I thought in dread mob you can only have 6 Gretchen’s units due battle line restrictions. What did I miss?
6x22
@@slow_runner ah thank you!
We got done dirty, man 😭
I’ve bought the codex but skipping this edition for orks.
The truck is honestly useless. If you can't charge out of a transport then it's a not a transport, it's a shooting gallery.
Orks suffer a S10 ceiling, power klaws just don’t cut it for killing tanks.
Lootas are trash and have been since start of 9th
I do still wonder if Orks will get any real support out of this next BDS, when it comes? I need to say I'm personally not an Ork fan; they tend to be a little too "silly", even among the IP, for me to like them, and I really want them to remain such a melee-focused army, since they are often reputed as being such lousy shots, but they do have some units I like, some buffs I wouldn't mind seeing them get, and a few odd things, of yore, that I wish they still had. I do like Meganobz, and I hope that they get one of their two debuffs removed. It's weird how many Terminator analogs seem to be made subpar. I also kinda miss things like Looted Leman Russes, and think it could be cool for them to get a decent deep strike unit, or something like a drop pod, to slam down amongst the foe, and rush out, into melee. It's almost too bad that they already have the codex, so we know this won't happen this edition. It will be interesting to see what they net from the improvements.
Add a comment...
Hmmmm, not sure about squighog boyz only being an hobpurable mention; they slap hard & can be hard to shift for anything that isnt anti tank
👍🔥🤘❤️💪
No comments after 42 seconds? Auspex dropping off.
Ork players have to mentally translate our comments into something properly orky first.
Uh. Uh. I mean.
Da boyz gotz to figur out howz to talk to da rest of you gitz WAAAAGH
How did Ghazghkull keep his dmg2 sweep while the Lion lost his? Curse you gw!!!
Ghazghkull didn't keep his. He GOT a sweep in the codex, he didn't even have one in the index hahah.
@@NaGa5h thats even worse
Orks are trash now...haven't won a tournament yet...
12:43 Sorry to say, mate. Lootas dont work in Dread Mob. Its Mek, Orks Walker, and Grots Vehicles Keywords ONLY that can benefit from Try Dat Button (11 units in total)
Meks leading lootas give the combined unit the keyword for the purposes of abilities / strats etc that target units. It's not necessarily ot the most intuitive, but the way it works.
@@auspextactics Thanks for the correction. That nearly doubles the list of possible units!
Yeah, Nobz with a Mek for example is an interesting twist there. As is a Boyz mob.
Bro, big mek attached to your lootas... duuhhhh