Big Mek: Da Finkin' Kap; 'eavy armour; kustom mega-blasta; big choppa
Big Mek in mega armour: kustom force field
Big Mek: shokk attack gun; warbike
Weirdboy: Psyker (Mastery Level 2)
Warboss in mega armour: Da Lucky Stikk; bosspole
Painboy: grot orderly
30 Boyz: shootas; 3× rokkit launcha; Boss Nob (power klaw; bosspole)
30 Boyz: 3× rokkit launcha; Boss Nob (power klaw; bosspole)
20 Boyz: 2× big shoota; Boss Nob (kombi-weapon with skorcha)
5 Meganobz: 2 killsaws; 2× kombi-weapon with skorcha, power klaw; bosspole • Battlewagon: rokkit launcha
4 Mek Gunz: 4× lobba; 4× ammo runt; + 8× Gretchin; + 1 additional Gretchin
8 Lootas
8 Lootas
1,850 points
This list consists of two elements. I'm weighing it against a Battlewagon blitz build. First it has a formation consisting of 3 Big Meks, 1 warboss, and 1 level 2 weirdboy. That formation comes from the Red Waaaggh book. One of the Big Meks must be warlord and automatically gets the "kunnin'" warlord trait from Waaagggh Ghazghkull that gives the warlord and his unit outflank. In addition (this is the formation perk) d3 units gain outflank AND acute senses AND the army gets +1 to seize rolls.
The other element of the list is a combined arms detachment from codex: Orks with a Painboy HQ.
The "tax" for that perk is, of course, the 549 point chunk of HQ. Recall, though, that the tax for the Battlewagon Blitz is basically 605-something points for 5 wagons that do little except deliver some boyz and some nobz to midfield by the top of 1 and they can't even charge until 2 if the ork player gets first turn. This list delivers a minimum of 2 units (warlord plus d3) right into the opponent's flank. Unable to assault turn 2 but bringing plenty of shooting. Possibly they don't even show up until turn 3-4. I'll be losing those games as my battlewagon gets shot off a nearly empty table.
Overall plan:
Warboss +Manz in the battlewagon (never outflanking) - The Mega-Mek joins here also if I think I need the force field in the wagon
The 59 point Mek joins the 30 man shoota mob so they outflank all the time. The 'finkin cap gives him a free strategic warlord trait on top of his kunnin' plan trait. Painboy is also here.
The other 30 man mob runs solo, they're the other guaranteed outflankers.
The 20 man mob is likely to start on the table.
Lootas and guns: generally going to be backfield but I reserve the option to outflank them, possibly joined by the mega-mek so they all get relentless. This is a potential anti-knight tactic to put shots on multiple facings.
Weirdboy: Tries to summon daemons all day. He's going full malfic so he gets the primaris free and pretty much guaranteed to get at least one power that makes daemons appear. Will probably die horribly most games.
Mek on Bike - relentless shokk attack gun can put some potentially devastating but random firepower downrange.
Still...feels like a weird list.
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