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Made in it
Grovelin' Grot






I'm trying to build a list around Mogrok's Bossboys formation, and i have a couple of questions regarding it.

  • The 3 Big meks and the WB have no gear restrictions, can take whatever they want, including relics? (the ones from the main codex ofc)

  • Unlike The council of the whaagh, it doesn't specify that the formation must be fielded as one unit, so we can, for example, add a CAD with a unit of 30 boys and join the wierdboy from the formation? (and possibly outflank them)


  • If these are confirmed, i was thinking of this funny list:

    Mogrok's Bossboys

    Big Mek (Mogrok) SAG Gitfinda Da 'Finkin Cap
    Big Mek SAG Gitfinda
    Big Mek SAG Gitfinda

    Warboss PK Warbike Lucky Stikk Bosspole

    Wierdboy Lvl2

    CAD

    Painboy Warbike

    10 Warbikers

    3 x MANz Schorcha on a Trukk
    3 x MANz Schorcha on a Trukk

    11 tankbustas + PK BP NOB and 2 Squig bombs on a Trukk

    29 shoota boys + Nob PK BP
    10 gretchin + Runtherd

    5 Mek Gunz with Lobbas

    Fortifications

    Barebone ADL

    TOTAL 1750 pts


    Pretty fun choice of units to outflank (and possibly infiltrate with the right strategic trait) and crazy Triple SAG lol...

     
       
    Made in us
    Slaanesh Chosen Marine Riding a Fiend



    Maine

    From what I've gathered, the HQs from the formation may be allotted to units as you desire. Like you said, they do not have the restriction like the Council and can be placed with whomever you wish. As for Relics, I would assume yes, they could take from the standard Ork codex, and can be upgraded however you see fit, so long as, of course, you are taking the required units.
       
    Made in us
    Shunting Grey Knight Interceptor





    Yeah, anything with that many SAGs is gold in my book

    Otherwise it looks like that list might actually work against almost anything. You have answers to vehicles and infantry of varying heavyness. Plus, like you said, it would be hilarious. I'm a big fan of the infiltrate warlord trait. My buddy just used it two days ago to deploy his 30 'ard boys 6" closer than they would have been otherwise. It doesn't sound like much, but it made the marine opp very nervous before the game really even started! With one or even two rerollable WTs you should be able to get that very reliably. Plus there's the chance of Da Jump, but its much more dangerous.

    Nice list, I'd like to try it; so is it worth getting the Gazzy supplement for that formation? That's where it comes from, right?

    6000+
    4500+
    1500+
    500+ 
       
    Made in it
    Grovelin' Grot






    Melevolence wrote:
    From what I've gathered, the HQs from the formation may be allotted to units as you desire. Like you said, they do not have the restriction like the Council and can be placed with whomever you wish. As for Relics, I would assume yes, they could take from the standard Ork codex, and can be upgraded however you see fit, so long as, of course, you are taking the required units.


    As i though tnx




    Automatically Appended Next Post:
     SkrawnyNob wrote:
    Yeah, anything with that many SAGs is gold in my book

    Otherwise it looks like that list might actually work against almost anything. You have answers to vehicles and infantry of varying heavyness. Plus, like you said, it would be hilarious. I'm a big fan of the infiltrate warlord trait. My buddy just used it two days ago to deploy his 30 'ard boys 6" closer than they would have been otherwise. It doesn't sound like much, but it made the marine opp very nervous before the game really even started! With one or even two rerollable WTs you should be able to get that very reliably. Plus there's the chance of Da Jump, but its much more dangerous.

    Nice list, I'd like to try it; so is it worth getting the Gazzy supplement for that formation? That's where it comes from, right?


    I'm glad you like it , The formation it's not from the ghazzy supplement, but from the Red Whaagh! campaign, and i won't say it's worth buying the campaign supplement just for 2 formations (the other being the fairly useless 3 'nauts one) hell, being frank i'm not sure i would even suggest someone to buy the ghazzy supplement for rules... without the fluff part, you're left with 12 (TWELVE) pages worth of formations, relics and special rules... it's such a blatant DLC-like moneygrab that i would feel like a total numbskull falling for it.

    All the information you'll ever need is around here somewhere

    This message was edited 1 time. Last update was at 2014/07/20 04:25:23


     
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






    I like the idea, but your list is kind of all over the place. I'd concentrate on one or two aspects rather than trying to do everything at once.

    You've got two paths you can take:
    1) Dedicate yourself to the fast+artillery theme. Drop the blob of boyz and gretchin, get more trukks and bikers instead. Two units of trukk boyz and five additional bikers for your mob should make your army more reliable when if you don't get to outflank a major chunk of them. A third unit of MANz also works better toward redundance than the tank busta units, which basically screams "kill me". Give every mob a pair killsaws and they are just as deadly to vehicles as the tank bustaz. You can add buggies or koptaz instead - they don't need any help to be able to outflank.
    2) Dedicate yourself to footslogging. Drop MANz and bikes and get more big blocks of boyz and another unit of tank-bustaz. You could then take a second pain boy and have each unit joined by one, so they make it across the field to shoot stuff. Trade your lobbas for KMKs and make sure every mek has his own unit so you can tear appart anything that's dangerous to your boyz. A unit of 30 boyz lead by a warphead coming from the sides is still pretty damn scarry.

    7 Ork facts people always get wrong:
    Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
    A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
    Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
    Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
    Gharkull Blackfang did not even come close to killing the emperor.
    Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
    Orks do not have the power of believe. 
       
    Made in us
    Mutilatin' Mad Dok





    Do take note that if a Big Mek is your warlord you can't call the Waaagh. Given that a bikeboss may not be worth it.
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






     Bludbaff wrote:
    Do take note that if a Big Mek is your warlord you can't call the Waaagh. Given that a bikeboss may not be worth it.


    The formation requires you to pick a warboss.

    7 Ork facts people always get wrong:
    Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
    A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
    Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
    Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
    Gharkull Blackfang did not even come close to killing the emperor.
    Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
    Orks do not have the power of believe. 
       
    Made in us
    Mutilatin' Mad Dok





    Ah, ok, haven't seen the book yet.
       
    Made in it
    Grovelin' Grot






     Jidmah wrote:
    I like the idea, but your list is kind of all over the place. I'd concentrate on one or two aspects rather than trying to do everything at once.

    You've got two paths you can take:
    1) Dedicate yourself to the fast+artillery theme. Drop the blob of boyz and gretchin, get more trukks and bikers instead. Two units of trukk boyz and five additional bikers for your mob should make your army more reliable when if you don't get to outflank a major chunk of them. A third unit of MANz also works better toward redundance than the tank busta units, which basically screams "kill me". Give every mob a pair killsaws and they are just as deadly to vehicles as the tank bustaz. You can add buggies or koptaz instead - they don't need any help to be able to outflank.
    2) Dedicate yourself to footslogging. Drop MANz and bikes and get more big blocks of boyz and another unit of tank-bustaz. You could then take a second pain boy and have each unit joined by one, so they make it across the field to shoot stuff. Trade your lobbas for KMKs and make sure every mek has his own unit so you can tear appart anything that's dangerous to your boyz. A unit of 30 boyz lead by a warphead coming from the sides is still pretty damn scarry.


    Thanks for the feedback , i've decided to go for the footslogging path, mainly because i think that big units of shoota boyz benefit the most from outflanking in this case, 60+ shots right after entering the field is scary as hell, and such a big unit creates an immediate threat for the opponent to play around...

    UPDATED LIST

    Spoiler:
    Mogrok's Bossboys

    Big Mek (Mogrok) SAG Gitfinda Da 'Finkin Cap 2xAmmo runts
    Big Mek SAG Gitfinda
    Big Mek SAG Gitfinda

    Warboss PK Lucky Stikk Bosspole 'Eavy Armour

    Wierdboy Lvl2

    CAD

    Painboy
    Painboy

    11 tankbustas + PK BP NOB on a Trukk
    11 tankbustas + PK BP NOB on a Trukk

    29 shoota boys + Nob PK BP
    29 shoota boys + Nob PK BP

    2 Mek Gunz with Kustom Mega-kannon
    2 Mek Gunz with Kustom Mega-kannon
    2 Mek Gunz with Kustom Mega-kannon

    Fortifications


    Barebone ADL

    TOTAL 1750 pts


    Feels more solid

     
       
    Made in us
    Slaanesh Chosen Marine Riding a Fiend



    Maine

     Vapordrago88 wrote:
     Jidmah wrote:
    I like the idea, but your list is kind of all over the place. I'd concentrate on one or two aspects rather than trying to do everything at once.

    You've got two paths you can take:
    1) Dedicate yourself to the fast+artillery theme. Drop the blob of boyz and gretchin, get more trukks and bikers instead. Two units of trukk boyz and five additional bikers for your mob should make your army more reliable when if you don't get to outflank a major chunk of them. A third unit of MANz also works better toward redundance than the tank busta units, which basically screams "kill me". Give every mob a pair killsaws and they are just as deadly to vehicles as the tank bustaz. You can add buggies or koptaz instead - they don't need any help to be able to outflank.
    2) Dedicate yourself to footslogging. Drop MANz and bikes and get more big blocks of boyz and another unit of tank-bustaz. You could then take a second pain boy and have each unit joined by one, so they make it across the field to shoot stuff. Trade your lobbas for KMKs and make sure every mek has his own unit so you can tear appart anything that's dangerous to your boyz. A unit of 30 boyz lead by a warphead coming from the sides is still pretty damn scarry.


    Thanks for the feedback , i've decided to go for the footslogging path, mainly because i think that big units of shoota boyz benefit the most from outflanking in this case, 60+ shots right after entering the field is scary as hell, and such a big unit creates an immediate threat for the opponent to play around...

    UPDATED LIST

    Spoiler:
    Mogrok's Bossboys

    Big Mek (Mogrok) SAG Gitfinda Da 'Finkin Cap 2xAmmo runts
    Big Mek SAG Gitfinda
    Big Mek SAG Gitfinda

    Warboss PK Lucky Stikk Bosspole 'Eavy Armour

    Wierdboy Lvl2

    CAD

    Painboy
    Painboy

    11 tankbustas + PK BP NOB on a Trukk
    11 tankbustas + PK BP NOB on a Trukk

    29 shoota boys + Nob PK BP
    29 shoota boys + Nob PK BP

    2 Mek Gunz with Kustom Mega-kannon
    2 Mek Gunz with Kustom Mega-kannon
    2 Mek Gunz with Kustom Mega-kannon

    Fortifications


    Barebone ADL

    TOTAL 1750 pts


    Feels more solid


    Actually looks really fun :p Makes me wish I had more SAG Meks :p Might pick up two more just to try this out a little, but I might run Lobbas instead of Mega Kannons, mostly because I don't have the money for those models, nor the scrap or bits to make my own XD Plus, shaving points off here and there might be nice. Not sure if its enough to add much else though.
       
    Made in us
    Regular Dakkanaut




    Can you have the Ork horde detachment then Mogrok formation for a possible 6 SAGs?
       
    Made in de
    Ork Admiral Kroozin Da Kosmos on Da Hulk






    Of course, that's how detachments work. You could also just field three combined arms detachment for six SAGs though.

    7 Ork facts people always get wrong:
    Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
    A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
    Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
    Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
    Gharkull Blackfang did not even come close to killing the emperor.
    Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
    Orks do not have the power of believe. 
       
    Made in nl
    Blood Angel Neophyte Undergoing Surgeries




    Groningen

     Jidmah wrote:
    Of course, that's how detachments work. You could also just field three combined arms detachment for six SAGs though.


    Now that's frickin hilarious
       
     
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