What's Changing for Orks in 10th Edition? 5+ Saves, Big Melee and New Datasheets Unveiled!



Let’s take a look through GW’s latest Faction Focus – let’s see how the Orks will be playing!

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0:00 Intro
0:31 The Reveals
1:23 Army Trends
4:08 Waaagh!
7:08 Waaagh Tribe Detachment
8:22 Squig Buggy
9:39 Stompa Weapons
11:13 Stratagems
13:44 Beast Snagga Boyz
15:36 Ghazghkull Thraka
20:28 Outro

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27 thoughts on “What's Changing for Orks in 10th Edition? 5+ Saves, Big Melee and New Datasheets Unveiled!”

  1. Not sure how interested in 9th edition meta videos you are, but I think Death Guard are currently the best army in 9th and I am looking to prove it at Motor City Mayhem GT this weekend and then again at Atlantic City Open.

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  2. how many charcters can u add to a unit cuz weird boy + Gaz and 10 Mega Nobz jumping about with the +2 to charge looks nasty but even without Gaz it still looks pretty brutal depeding

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  3. surprised these actually look good considering they arnt space marines
    they actually look usable wich is a first for xenos so far
    guess they can still ruin it with point cost, just like they have shown they added onto what they did to nids

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  4. I was pretty excited about 10e until this video. Too many changes to orks! Especially losing reroll charges which was big flavor for this faction. I'm curious if the other faction mains felt the same when marines, necrons, custodes, etc. were previewed?

    Also, why can't GW make stompa/gork/mork good, and then put a rule limiting the number on the field? I would love to see games with these, but they've always been trash for as long as I've been playing (8e).

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  5. orks is never beaten should actually not be used on single model tough units. I think its always a good investment if your 30 mob of boiz gets charged. for 2cp smacking back with a full boiz unit seems insane.

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  6. Beast Snaggas being OC2 is nice, and LD7+. I was bloody terrified after all the battleshock shenanigans on-call for some other armies, but they're just average-bad, not bad-bad.
    3 (4 during a waaaggh) attacks and Str5-6 ain't bad either, neithers T5. It might be pretty hard to move a nice 15 strong mob of Snaggas, if you can get them where you want them, with basic small arms or low attack anti-stuff fire. Or maybe 20-strong is key…? Who knows, pts matters alot. And they might be able to move others off points without too many difficulties, with even less of them. OC2 is amazing for a basic lad. 🎉
    (I don't even know why the basic "close combat weapon" is listed. They do all have the option of choppaz, don't they? That'd better not be for the nobz only. What, slugga and ccw Snaggas? Lol. I mean, I guess there's options…)

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  7. Something about this change feels insulting to me. I can't place it because I understand the arguements of why some of the changes are good, but i feel like we lost all the major parts the made orks work? Especially turning Waagh into a one turn buff that we have to call at the start of a round. Your opponent isn't going to let their units stay in charging range and with orks have still a fairly slow move, losing Ere Wo Go as a general rule to a 2cp strat when CP is going to be like gold, it all just feels wrong. This change overall feels bad to me.

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  8. Not surprised the choppa has kept its -1ap. Other weapons that lost it had mostly previously not had one somewhere along the line whereas the choppa has always had some sort of AP. Even going back to 4th or 5th when it reduced all armour saves to 4+, unless they are already higher ofc. That was great 'AP' versus the termies

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  9. Well my Bloodaxe’s klan can use aggressive Whaaa Strat-ta-geez , without using Goff rules…But can we use Gazz + Big Sqad of Mega Nobz with Da Jumpin WeirdBoy?? ….because jumping in that squad ….and even failing a charge …but putting on the ‘we are Never Beaten’ fights on death strat…would make a pretty effective turn 1 Road Block….or alpha strike if you make the charge….

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  10. So I'm thinking they let us keep our choppas at -1ap because we die so God damn easy that when we finally get into melee we need the extra AP to balance out the casualties we took to get there.

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  11. Mmmmh not happy – we relied on "ere we go" to get into melee. How can you say its good when we used to have this automatically for all squads – now not only do we have to pay 1CP in the movement phase and also nominate which squad we're using it on, which is totally stupid! I don't understand your reference to the strats as being good – are you being funded by GW now?😡
    Where is the speed waaagh? So no buff to vehicles for either movement or shooting, so why waste points on them? The squig buggy is worse frankly, especially if they penalise indirect fire again!
    As this game appears to be getting more shooty (if that's possible), I see nothing in this update to help us get into combat, which currently is the only thing orks do well, fight on death is all very well but if we can't get to the enemy line it really doesn't help. 😒

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