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Made in us
Fresh-Faced New User





Hello everyone,

I am getting back into playing orks, the last time I played was in 4th edition and then some in 5th edition as well 7th has been a lot different and I am still getting my feet under me as I deal with overwatch and the new things like that. I have been working on an Ork Walker list for awhile now and have come up with several variants that I was hoping to get some thoughts on. The very basic concept of them is to use the Grukk formation as a high threat alpha that will get the rest of the list the needed time to get across the board and into my enemies face where the orks should hopefully turn them into bloody smears ^_^ My most regular opponents are a very new Tau players, a very experienced IG/AM player and a very experienced Eldar player. So, without more rambling from me, here are the lists. Thank you for your time and thoughts on them!

Just a couple thoughts:
*The only flyers I see are a Tau warboss and a plan from the Eldar, so not too worried about dealing with them as number of shots seems to do the trick
*Though about replacing Grukk's formation with Snikrot's as it would be cheaper, but i am not sure it would give enough threat
*Not using Grots currently as I don't have any, but that should be changing soon and they will work for ablative armor and cheap scoring
*All the lists come in just above 1750 at around 1753 or so, but the fudge is okay by my local group. If I took any to an event, I would drop a boy to fit points.


List #1:
Spoiler:
Formation - Grukk's Rippin Krew
Formation - Mogrok's Bossboys
*WB - 'Eavy Armor, BBP, PK
*Wierdboy
*Big Mek - BP, Gitfinder, SAG
*Big Mek - 'Eavy Armor, MFF, Warlord
*Big Mek - Maga Armor

CAD - Dread Mob (IA8)
HQ-
*Pain Boss - 'Eavy Armor

Troops-
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Spanna Boyz Mob - 15 boyz + Mek (Will have WB, Big Mek with MFF, and Pain Boss in unit)
*Spanna Boyz Mob - 10 Boyz
*Spanna Boyz Mob - 10 Boyz (Will be ablative armor for the SAG BIg Mek

Fast -
*Killa Kanz - 5xKanz with Rokkits, Grot riggers

Heavy -
*Lootas - 5x (Will have the MA Big Mek with them)




List #2:
Spoiler:
Formation - Grukk's Rippin Krew

CAD #1- Dread Mob (IA8)
HQ-
*Big Mek - BP, Gitfinda, SAG
*Pain Boss - 'Eavy Armor

Troops-
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Spanna Boyz Mob - 10 Boyz (ablative armor for SAG)

Fast -
*Killa Kanz - 4xKanz with Rokkits, Grot riggers, Extra Armor

CAD #2 - Great Waaagh
HQ -
*Big Mek - BP, MFF

Troops-
*Shoota Boyz - 17xBoyz, 1xBig Shoota, Nob with BP and PK
*Shoota Boyz - 17xBoyz, 1xBig Shoota, Nob with BP and PK

Elites -
*Nobz - 5x Nobz with 'Eavy Armor (Will have the MFF Big Mek and Pain Boss in unit)

Heavy -
*Lootas - 5x Lootas




List #3:
Spoiler:
Formation - Grukk's Rippin Krew

CAD #1- Dread Mob (IA8)
HQ -
*Big Mek - BP Gitfinda, SAG
*Kustom Meka Dread - KFF, 2xKill Saw, Grot Riggers

Troops:
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Spanna Boyz Mob - 10 Boyz (ablative armor for SAG)

Fast:
*Killa Kanz - 4xKanz with Rokkit and Grot Riggers

Heavy:
*Lootas - 5xLootas
*Mega Dread - Killkannon, Kill Saw, Grot Riggers, Mega-Charga, 2xSkorcha


CAD #2 - Dread Mob (IA8)
HQ -
*Big Mek - 'Eavy Armor, Da Fixer Upperz

Troops:
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Spanna Boyz Mob - 12xBoyz



List #4:
Spoiler:
Formation - Grukk's Rippin Krew
Formation - Painmob
*Painboy - BP
*Nobz - 3xNobz, 1xBoss Nob with PK (Will have KFF Big Mek and Painboy in unit)
*Deff Dread - 2xSkorchas, Grot Riggers, Extra Armor
*Shoota Boyz - 18xBoyz, 1xBig Shoota, Nob with BP and PK

CAD - Dread Mob (IA8)
HQ-
*Big Mek - BP, Gitfinda, SAG
*Big Mek - KFF, DLS, 'Eavy Armor

Troops-
*Deff Dread - 2xSkorcha, Extra Armor, Got Riggers
*Spanna Boyz - 10xBoys (Ablative armor for SAG Big Mek)

Fast -
*Killa Kanz - 4xKans with Rokkits, Extra Armor and Grot Riggers

Heavy -
*Lootas - 5xLootas
*Mega Dread - Killkannon, Kill Saw, Grot Riggers, 2x Skorchas

This message was edited 1 time. Last update was at 2016/11/28 19:57:20


 
   
Made in us
Fresh-Faced New User





No love for the ork walker list?
   
Made in us
Stabbin' Skarboy




Pittsburgh

What all do you have and what are you willing to get? How many walkers do you want to run? Which walkers do you like? What does your play style tend towards? Combat or shooting? Are you looking to be competitive or just have a good time?

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Fresh-Faced New User





Looking mostly to have a good time, but still be at least a little competitive.

In the past I have been a mix between shooting and CC, but have been leaning more towards the CC as it seems to be more effective then the shooting I have tried lately. Willing to give either a try and see how I like it.

I would like to run a majority of the walkers that I have. The Mega and Meka dread look really interesting, but I have not run them in a game yet.


What I have is:
HQ:
*2xBig Mek with Kustom Force Field
*Big Mek with Shokk Attack Gun
*Wierdboy
*Painboy on Warbike
*Warboss on Warbike
*2x Warboss w/ PK
*Painboy

Elites:
*8x Tankbustas
-2 with Tank Hammer
-3x Squig Bombs
*10x Burna Boyz
*7x Nobz:
-4 with Power Klaw
-1 with Rokkit Launcha
-2 with Slugga
*9xCybork Slashas

Fast Attack:
*5x Warbikes

Troops:
*40x Boys with Slugga
*40x Boyz ewith Shoota
*3x Boyz with Big Shoota
*3x Boyz with Kustom Mega Blaster or Big Shoota
*20xGretchin

Heavy:
*Deff Dread with 2x Skorcha
*Deff Dread with 2x Kustom Mega Blaster
*6x Kill Kans with Rokkit Launchas
*Killa Kan with Grotzooka
*Killa Kan with Big Shoots
*2x Killa Kans without weapons
*9x Lootas

Other:
*Working on modding up a Mega/Meka Dread froms some old Deff Dreads and Mangler Squigs
*Have enough bits I could make up some Mek Guns and such
*Trying to not buy anything currently, though hoping for a Morkanaut during the holiday season

Thanks for the thoughts!

This message was edited 2 times. Last update was at 2016/11/28 20:36:28


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Alright good to know. I ran a fun list a while back using the IA8 stuff. It involved using the great waaagh detachment and the IA8 supplement. You take both of your dreads, all of your kills kans, some shoota boy blobs, some gretchin to hold objectives, and then whatever else you want. Before you deploy you roll for every unit. On a 6 you can deep strike it. Troops deep strike on a 5+ so your dreads can fall from the sky. Its a ton of fun and gets the walkers where they need to be. Support them with the tankbustas, a warboss, and a pain it and whatever else you can fit and you should have a good time. The eldar will still probably create issues and potential tau since for both those armies av11-12 are not that hard to deal with. I have never used the mega/meka dread so I can't help there. The naughts on the other hand are harder for both tau and eldar to deal with. I personally like them a lot so when I run walkers nowadays its normally 3-5 naughts. Also when you can consider the GW dread mob with a separate warboss as the warlord as now all the walkers can reroll one charge dice and run and charge on the waaagh.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Fresh-Faced New User





Hmmm that Deep Strike fun with the Great Waagh! detachment. That could be a blast if the rolls are good.

Would you use the Grukk formation at all then, or just go with an IA8 Dread Mob Detachment and a Great Waaagh! detachment/
   
Made in us
Bonkers Buggy Driver with Rockets






Okay, let me dump some thoughts:

Spanna boyz are awful. They're the textbook definition of a tax unit. The only purposes they have are being cheaper shoota holders than codex boyz, which is still fairly ineffective to begin with, and as ablative wounds, which can be done better by grots (not sure whether codex grots or grot scavs are better in large groups, but codex grots are the safe bet in groups of 10-19). Try to run as few spanna boys as possible.

Nobs and cybork slashas are really weak too. I would avoid them.

Kans aren't very good at anything in particular. They cost too much, don't bring a lot of dakka, they die fairly easily, they have low WS and aren't exceptionally fast. You want to use walkers though, so I would suggest using them as escorts for your dreads, probably with grotzookas or something.

I don't have a complete copy of the stormclaw formations, so I can't evaluate the ones that you used in the lists in the first post. Let me look them up later and I can give you feedback.

A couple of bikes with a bike Warboss or nob is a good way to round out a list, giving it mobile scoring power and anti-infantry on a relatively difficult to kill platform.

Mega-dreads are pretty awesome, though not entirely optimal. Meka dreads are basically somewhat better mega-dreads with KFFs, so if you make one it lets your HQ mek use a SAG.

If you end up with multiple gorkanauts/morkanauts then consider either the gorkanaut crushing crew if you get gorkanauts, makes them really strong, or the dread mob formation (not the army) which supports large amounts of walkers going into melee. I would suggest getting morkonauts unless you end up with 3+ orkanauts, as they're better TAC units.

Tankbustas are really good, as are mek guns.

Getting your dreads into melee unscathed could work as a central goal for your army. They're going to destroy basically everything Tau/AM can send at you, though eldar may be able to counter them in melee even if they don't get fire dragon'd/scatterlaser'd to death.

This message was edited 2 times. Last update was at 2016/11/28 22:53:59


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Fresh-Faced New User





Okay, so it seems the consensus is to try for the dread mob formation in general. Working on that, I find that mostly bare bones, the formation itself is already 1500pts which doesn't leave a lot of room for anything more. Really just a CAD with Warboss warlord and a couple of grot troops. Something to look at though, thanks!

Not going the Dread Mob Formation, the goal seems to be finding ways to get the deff dreads into combat. Unless I am reading the Great Waaagh formation wrong, I would only be able to deep strike dreads on a 6+, but that might be enough to give some real distraction and scare.

Do you think a walker list needs something to pull attention away from the walkers? Like flanking units or something like that or will increasing the number of dreads and mega dreads be enough to get to grips with the enemy?

What load outs do you suggest for dreads and mega dreads in general? It looks like grotzookas would be good for kanz really with some rockets in there.

General question, will a walker list like this get destroyed by certain armies? I know it will if someone tailors to take it out, but in an all comers sort of list?

Thanks again for the thoughts!
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

A generalist 1750 list I have is the following:

Skyhammer Annihilation Force-640
245-5 Dev Marines, 4 Grav Cannons, Drop Pod
145-5 Dev Marines, 4 Multi Meltas, Drop Pod
125-5 Assault Marines, Veteran Sergeant with a Combat Shield and Eviscerator
125-5 Assault Marines, Veteran Sergeant with a Combat Shield and Eviscerator

Skitarii Maniple-540
200-10 Skitarii Vanguard, Omnispex, 3 Plasma Culivers (Warlord Squad)
155-10 Skitarii Vanguard, Omnispex, 3 Arc Rifles
185-5 Sicarian Infiltrators, Taser Goads and Flechette Blasters

White Scars Allied Detachment-280
110-Librarian, ML 2, Hunter's Eye
70-5 Scouts, Sniper Rifles, Camo Cloaks
100-Thunderfire Cannon

Assassins-290
140-Culexus Assain
150-Vindicare Assassin

So, turn one, the Grav Devs come on and put out 20 shots (15 BS4, 5 BS5) for 14.17 hits with Ignores Cover (thanks to the Hunter's Eye Librarian) which is 4.33 Immobilizations.

The Melta Devs also come in. putting out 4 shots (3 at BS4, 1 at BS5) for 2.83 hits, not ignoring cover, which is (in all likelihood) 2.83 Penetrating Hits against most things.

One Assault Squad comes in (we'll assume the other one mishapped and either got destroyed, placed by you, or delayed) and charges in, with 3 WS4 S8 AP2 Armourbane attacks (and 12 WS4 S4 AP- attacks).

The Thunderfire Cannon puts out 0-4 S6 AP5 Side Armour hits (or, with the new FAQ, quite possibly Rear Armour hits) depending on scatter.

The Skitarii pump out 3 BS 5-7 Haywire shots, likely in range due to Scout.

The Vindicare plugs a single walker with a S10 AP2 Ignores Cover shot.

And that's just turn one.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Loyal Necron Lychguard






South Dakota

JNA, you are just a bad, bad man...
I ran the IA8 Dread Mob army list in a slow grow league here over the summer. Some notes:
At low points, a lot of armies had difficulty with the armor (especially since I took a MekaDread as my HQ). That is not something that you'll see at 1500 points+. By then, most units will have a way of dealing with AV 12 or AV13.
You can certainly use updated points for units. Specifically for the Burnas, Lootas, Deff Dreads and Killa Kans. This makes the Killa Kans way more expensive (which is what I wanted to do since I didn't want to buy anything that I couldn't fit into the New Dread Mob formation.)
Spanner boyz are indeed a tax unit. They never performed well and they can't take a warboss with a boss pole. Keep them hidden, off the board, or in the rear with the gear. The grotz are the way to go... unless you can fill out on Dreads.
Grotzookas are great! A unit of 5 Kans with grotzookas never disappointed! I also like rokkits, but they have different targets.
Bring some of your own terrain. I really like what you get for 40 points with the Munifactorum Containers... or whatever. A nice line of sight blocker that you can throw down anywhere. Make units charge you through terrain, etc.



DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Fresh-Faced New User





Yeah JNA, I imagine any vehicle based list would come apart to that list really.

Anpu, as you get to the 1500+ games where people have things to deal with vehicles, did you find that the 13 AV on the Meka-Dread kept it reasonably safe? Also, did you run it with a KFF at all and if so, how did that preform? How did you equip the Meka-Dread, did you try any of the guns it can take at all, or just use it as a CC monster?

Did you use regular grotz or the Dread Mob scavenger grotz? The scavenger ones seem rather expensive for grotz lol.

Haven't looked at terrain for points at all, don't even think they had that as an option when I last played. Will have to take a look at that as well.

   
Made in us
Loyal Necron Lychguard






South Dakota

The Meka Dread was a beast... particularly with Grot Riggers (It Will Not Die) and the Fixin Klaw repairing even during when locked in close combat. The chance to get 2 of the hull points back each turn was stellar. I only lost it once the whole league... and that was to Skitarri/AdMech with some Haywire. A guard command squad with lots of Melta made me sweat though! I took mine with Kill Saws and KFF only... just CC. It is reasonably safe as long as there are enough other threats on the board (one of the reasons for no guns... that moved it a bit down on the threat meter). Given that I have 2 DefDreads, Lootas, and 2 Squads of 5 Kans each at the end, it was plenty of threats. That being said, a single units worth of grav shooting will take it down in a single turn. I never faced that in my league.
I used Dread Mob Scavenger grotz... I was running the Dread Mob Army list as a CAD (only option) and couldn't fit the DeffDread in at our first points level (it was an escalation league). I'd only take the single group of Spanna boyz if I were to do it without the restrictions. I did give them all Shootas, which helped a bit.
If you take a CAD or a formation that allows it, you can take a single Fortification... that could be an Ageis Shieldwall or up to three of the Containers with a variety of scatter terrain. Look into those.

This message was edited 1 time. Last update was at 2016/11/29 16:30:35


DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Anpu-adom wrote:
JNA, you are just a bad, bad man...
I ran the IA8 Dread Mob army list in a slow grow league here over the summer. Some notes:
At low points, a lot of armies had difficulty with the armor (especially since I took a MekaDread as my HQ). That is not something that you'll see at 1500 points+. By then, most units will have a way of dealing with AV 12 or AV13.
You can certainly use updated points for units. Specifically for the Burnas, Lootas, Deff Dreads and Killa Kans. This makes the Killa Kans way more expensive (which is what I wanted to do since I didn't want to buy anything that I couldn't fit into the New Dread Mob formation.)
Spanner boyz are indeed a tax unit. They never performed well and they can't take a warboss with a boss pole. Keep them hidden, off the board, or in the rear with the gear. The grotz are the way to go... unless you can fill out on Dreads.
Grotzookas are great! A unit of 5 Kans with grotzookas never disappointed! I also like rokkits, but they have different targets.
Bring some of your own terrain. I really like what you get for 40 points with the Munifactorum Containers... or whatever. A nice line of sight blocker that you can throw down anywhere. Make units charge you through terrain, etc.




I'm the local cheesemonger. I certainly ain't tournament level, but Orks aren't really either.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fresh-Faced New User





Anpu - did you have any real trouble getting your walkers into grips with shooting armies at all at the higher point value?

When I played again IG last time, the dreads never made it all the way across the field before being destroyed. A lot of that was my play, but the experience IG player advised some sort of back field threat, hence the Grukk formation for deep striking. Something to pull their attention from the dreads while they slog over. I am wondering if enough targets would be enough as I only had 2 dreads, and 4 kanz for armor. The rest was boyz and a bike squad which all died to anti infantry while the walkers died to the anti armour.
   
Made in us
Loyal Necron Lychguard






South Dakota

Once again, things were a little different with the escalation league.
I did have some problems getting them into combat with opponents vehicles. Smart players would start with their troops up at the front line and then slowly pull them back... increasing the number of rounds they get to shoot. The Deff Dreads and Meka Dread didn't have problems there because wounding on 6's and with Grot Riggers (It Will Not Die is worth it).

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Fresh-Faced New User





So, been reading on the ork tactics thread some as well as an earlier reply here and took the idea of combining the dread mob list with the great waaagh! detachment to get some deep striking fun involved. Here is what I came up with.

CAD#1:
HQ
*Big Mek - SAG, git finder, 2xammo runt, BP
*Big Mek- KFF, Da Fixer Upperz,

Troop
*10xSpanna Boyz
*Deff Dread - 2xSkorcha, Grot Riggers, Extra Armour
*Deff Dread - 2xSkorcha, Grot Riggers, Extra Armour

Elite
*5xBurna Boys w/ 2xMeks

Fast
*4×Killa Kanz - Rokkitz
*4×Grot Tanks - Kommander w/ 2xGrotzookas, rest with Grotzookas

Heavy
*5×Lootas
*Mega Dread - 2xBS, Grot Riggers, Mega-charga, Kill Saw


CAD#2
HQ
*Pain Boss
*Kustom Meka Dread - KFF, 2xKill Saw

Troop
*10×Spanna Boys
*Deff Dread - 2xSkorcha, Grot Riggers, Extra Armour

Elites
*5×Burna Boyz w/ 2xMeks


Any thoughts on this list? I think it will be fun to play and with the deep striking can cause a silly amount of chaos in general. The burna squads are there because the great waaagh! detachment needs 1xelites in it and they seemed the best choice to fill that. The would hang out behind some walkers and repair them with the pain boss and big men to keep them alive. Would be happy with better elites ideas, but the choices are limited.

Also, would it be better to do a Mega Grot Tank over the Grot Tank Mob? With grotzookas they are essentially the same price for 4 Grot tanks vs 1 Mega Grot tank

This message was edited 2 times. Last update was at 2016/11/30 05:16:31


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

It doesn't look bad to me. Be aware the great waaagh detachment replaces a CAD but you fulfill the requirements for the most part I think. The dreads get to ds on a 5+ because they are troops with the dread mob. Looks like it should be fun though.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Fresh-Faced New User





Yeah, Great Waaagh! requires 1 HQ, 1 Elite and 2 Troops. So for this one it would be 2 HQ, 2 Elites, and 4 Troops which both of them fulfill. The Dread Mob requires 1 unit of Spanna boys, so that is why there is one unit in each of the detachments.

I think the Deep Stricking Deff Dreads could be a blast ... now I just need a ruling on if that is cool by the rest of my regular group. From the reading in the tactics thread it is a matter of "With opponent permission." lol
   
Made in us
Stabbin' Skarboy




Pittsburgh

Ya the response I and another guy here got when we messaged them was the whole dread mob is out of date so do whatever you want. So basically have fun listen to whatever the TO says and in a fun game just let them know because its not really that amazing but it is soooo much fun since the dreads aren't obsec anyway.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Bonkers Buggy Driver with Rockets






I reread the meka dread rules. Fixin' klaw is pretty damn silly.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Loyal Necron Lychguard






South Dakota

by silly, you mean great... right?

If you want to spend the points, a Mega Dread and a Kustum Meka Dread are a single Heavy Support choice for Orks... but only in a CAD.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Fresh-Faced New User





You sure that the Mega Dread and the Kustom Meka Dread are a single heavy slot in a CAD? I figured that they were each separate slots, but you had to have the Mega before you could take the Meka
   
Made in us
Loyal Necron Lychguard






South Dakota

Short answer... no.
Longer answer... nooooo.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Fresh-Faced New User





Hmm, sad day, my local group has decided that the IA8 Dread Mod counts as a detachment in its own right, so I don't get to combine it for a Great Waaagh!/Dread Mob list.

Guess I will have to create a list for use with the Dread Mod Formation then or do the Great Waaagh! detachment with the Deff Dreads as HS instead of Troops. Still the possibility of Deep Striking Dreads, but not as easily lol.

The great mad mek got ahold of me this week and I have started modding up my own Morkanaut from some chopped up CSM tanks, random other stuff, and a Mangler Squig, go take look:

http://www.dakkadakka.com/gallery/841979-Morkanaut%20Mangler%20Squig%20Conversion.html
   
Made in us
Loyal Necron Lychguard






South Dakota

Sad, but probably correct on the detachment thing. You do use it as a CAD... and get Objective Secured DeffDreads.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Stabbin' Skarboy




Pittsburgh

The sad part is they don't even get objective secured when you take them as troops in a cad since it specifically says they can't even score. That's too bad about the detachment thing for you though. I was able to do it here since the standard force org chart has been replaced with detachments and that you could pick the detachment otherwise it was unusable. I played with it against IG and a horus heresy army and it was a ton of fun.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Loyal Necron Lychguard






South Dakota

My bad... shows you how long ago I read the PDF.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Fresh-Faced New User





lol, I didn't even notice that portion and I have been looking over it a lot of late. Thanks for the update!

May just be better to take a couple Great Waaagh! CADS and fill out the heavy support with Dreads and Mega/Meka Dread or Mork.Gortanauts. Toss Grot Tanks into the Elites and Deep Stike some of them on the 6+ lol.

What are people's thoughts on the Mega/Meka Dreads vs. the Mork/Gorkanauats?
   
Made in us
Loyal Necron Lychguard






South Dakota

I prefer the Dreads... the transport capacity of the 'nauts just seems wasted.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Bonkers Buggy Driver with Rockets






Outside of any of the formations, take the mega/meka dreads. Your idea of deep striking grot tanks is pretty funny, but make sure not to give them rokkits or big shootas if you can get warbuggies or preferably deffkoptas to fulfill the same role, they'll do it better for fewer points. Honestly grot tanks kind of lose effectiveness in higher-point games, unless you model them fairly large and use them as screens.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
 
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