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Made in us
Fresh-Faced New User




Im really bored with my orks right now, so im going to add a lot to my existing army and make it unpredictable (err...more than it is already! )

so 'ere we go!

HQ
Warboss w/ Lucky Tattoos, Mega armor, kustom job: dakka, shootier, blasta, big horns

10 Nobz w/ shoota, kustom job: dakka, shootier, choppas
mekboy w/ kff

Mounted in HS
Battlewagon w/ 3 tl'd big shootas, 1 bolt on big shoota, armor plates, grot riggerz

Big Mek w/ KFF, slugga, kustom job: more dakka, shootier, blasta

E
10 Kommandos w/ 9 slugga, choppas, 1 rokkit launcha, 10 tankbusta bomz

T
5 Lootas w/ Lascannon, 4 shootas
Razorback transport w/ TL'd lascannons

5 Lootas w/ Lascannon, 4 shootas
Razorback transport w/ TL'd lascannons

5 Lootas w/ Lascannon, 4 shootas
Razorback transport w/ TL'd lascannons

15 shootaboyz w/ 3 rokkit launchas, nob w/ rokkit launcha

15 shootaboyz w/ 3 rokkit launchas, nob w/ rokkit launcha

HS
battlewagon (transport for the warboss, included above)

Basilisk w/ hull heavy bolter, armor plates, grot riggerz

Leman russ w/ hull heavy bolter, sponson heavy bolters, armor plates, grot riggerz

76 models, 1850pts

i think this list is extremely dakka dakka, and we will see this weekend. I hope to have some sort of a response to confirm how bad i think im going to do

thanks for all the replies
   
Made in us
Stabbin' Skarboy



Dirty Jersey

i wouldn't kit out the HQ for assualt if nothing else in the army is going to assualt ( i dont count kommandos because they are on a suicidal mission regardless). I'm not a fan of nob retinues it just makes the warboss more expensive and more of a target, quit thinking like a marine boy. Warbosses don't really need a "super killy command" to be effective i think thats part of the allure, my boss always travels alone sometimes carrying a big shoota or rokkit launcha. When all else fails he bolsters the shooting of the unit he is with, i can see that you see hte principle somewhat in your shootboyz. Giving nobs assualt weapons is the way to go, since orks more often than not wont hit combat till the later turns the extra shot or two (to make averages work in your favor) will be more helpful than that extra attack.

As mentioned on this board somewhere orks aren't a total h2h army but to be a shooty army they must dedicate every unit to that purpose, more often than not they cannot match the accurate power of a SAFH. But the array of weapons and dice to throw at opponents is staggering regardless. For me orks should be a horde w/ maybe a proto KOS element to launch the attack, though i have never been a fan of lots of armor on the board i rather more infantry i can understand some bosses might want more vehicles or killa kans.

Follow me on twitter @cerealk195

Add me on league: Cerealkiller195 
   
Made in us
Krazed Killa Kan






South NJ/Philly

First off the list is illegal. You can't take Transports for Lootas in a Deathskullz army according to the Klanz FAQ, which is dumb because you can in a codex list but I think they were trying to avoid letting the Orks get exactly what you're doing, lots of reliable (for Orks) lascannon shots AND take 3 Tanks in Heavy as well.

I run Deathskullz and I'm working on my 1850 List and you're much better off just running a force that combines the best areas of the army.  You want 3 Ordinance Tanks and some fast assault, Trukk mobs, StormBoyz, Bikes.  I can see maybe getting the Wagon for the Boyz and ignoring the 3rd Ordinance tank, but Nobz + Warboss is overkill for anything.  Load it up with Skarboyz for less points and more models, plus it has even more killing power than the Nobs do.

You want to load up on stuff that can make it into turn 2 combat AND the tanks, force your opponent to deal with killing too many things on the first two turns of shooting and you have a great chance of getting there.

At 1850 Skullz, I like running a Bike Squad w/ Nob and PK in front of a Mob of 16 Storm Boyz. Turbo-boost the bikes and give the Nob a 3+ armor save and you've got something scary, with the Storm Boyz behind it.  Have a Painboss + Cyborks in a Trukk hiding, throw down some other units to get there quick too and you're looking at an army that will give a lot of lists fits.
   
Made in us
Fresh-Faced New User




Never played Deathskullz and I don't have access to the Klan FAQ, but a lot of what Voodoo said was pretty good from what I use and what I've seen other Ork players use.  Ordnance is GREAT for Orks because they don't have to use their crappy BS to shoot with. 

As for FA choices, I've seen several that work really well, but most seem to involve a bike squad (usually small but it depends on your pts) giving cover to another unit that's gonna go stomp someone.  Every player who's ever played against Orks is scared of Stormboyz.  They work REALLY well getting into combat quickly, and the number of attacks they bring when they hit enemy lines is just cool.  But they are just as fragile as other Boyz and they cost twice as much as a ShootaBoy so don't overdo it.  If you take them, make sure you have a Nob with Iron Gob, PK. and 'eavy armor ain't too shabby either.

Nob retinue?  Eh, I've seen it work, but I've also heard of a Feral Orks list with an 800 point HQ that got massacred  on turn 2 even as he assaulted his Tau opponent.  If you want to use the More Dakka guns, go with Flash Gitz, they're a ton cheaper and you get more of them in the unit (40 shots at 24inches! from 1 unit and they still get to assault).

I'm curious to see how it does though.

Rock On
   
Made in us
Fresh-Faced New User




lootas may take transoprt if its part of the units ability if the space marine dev. squad can take a transport and you loot that you can take transport and your hq cant take all the kustom jobs it can combine shootier and dakka but not blasta
   
Made in us
Fierce Foe-Render





turborobo........speak completely and clearly..........

Take Burnaz.........2D6 armour penetration and can be used as a power weapon in close combat.........

"No soup for you...come back one year!" --Soup Nazi, from Seinfeld 
   
 
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