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Made in fr
Mutilatin' Mad Dok






Tomsug i like your list a lot but I would drop da Krusha armour on big mek to gain a cp (you will need 6 cp for smoke, twic’ and kff once, and then 2 cp with the ones you will get each should be barely enough). I also think deploy Teleport Homer Simpsons is a « win more » for your army list, and so I think you should build for another one.

You could perhaps try and find points for a dakkajet though (making the koptas 2*3 for example) IMHO because an army list with lots of bodies might be a problem for you otherwise (like sisters of battle for example). You have a bit of dakka on the kannonwagons, the scrapjets, and thenkoptas send out loads of hits, but all tha5 stuff is ap1 and so won’t go far in some match ups.

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Dakka Veteran






CaptainO wrote:
gungo wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


Here is a super secret awesome sauce secondary for warbikers in speed mob…

Deploy teleport homers is one of the only actions that work with warbikers
AND
Speed mob has a special rule that states “each time this unit advances in your movement phase until the end of your shooting phase it counts as having made a normal move instead.”

which means a speedmob is the only detachment where you can advance and complete this action for potentially 4vp per turn but you still can’t shoot except…

…. since your biker unit is bloodaxes you can also use tactical awareness strat to do an action and still use range attacks but it’s not really worth 2cp.

Honestly the only real use for bloodaxes in that detachment is you can use get ‘em trapped strat for exploding 6s on melee on an enemy for 2cp. Which isn’t that bad if you have 2 or more biker units engaged with an enemy. Which if your warlord is freebooter and you are not going to take evil suns faster then yoos warlord trait makes bloodaxes the best biker detachment clan in speedmob since all other clan Strats/relics are warlord locked.

This is a good secondary against most armies however some secondaries such as abhor the witch vs greyknights or TS, Titan slayer vs most knight armies or assasinate vs characrrr heavy armies may be better..
If facing an army whose able to freely delete a warbiker unit at will you might want to try engage on all fronts or behind enemy lines; to the last is okay on some speed mobs but I’ll be hesitant since those deffkoptas have some heavy lifting triggering freebooter for wazboms.


Mega feedback thanks.Very interesting that you say I'd be able to perform actions after advancing with all "adrenaline junkies" warbikers as the only reason I was taking blood axes was to access tactical awareness. You sure about that?. Is that both deploy teleport homers (DTH) and get the get the good Bitz (GTGB)?

If that's the case I'd be more tempted to run the two detachments as flashgitz and evil sunz as you say. Having the warboss as freebootas gives me the badskull banna warboss on bike who is now obsec which is a great way to steal an objective. Access to evil sunz strat, trait and relic would be nice though. I'm correct in saying nob bikers aren't core?

I'm actually considering running the deffkoptas as fly boys for the +1 to save which would mean they wouldn't directly set off the freeboota+1. My plan was to use them or some warbikers to soften up a unit then finish it with the freeboota rukkatrukk to get the +1. Is this too risky?

I plan to spend 90% of my CP keeping the deffkoptas safe/causing mortals on the charge (3cp total for a ceiling of 18 mortals (all be it super variable)and a 3d6 rerollavle charge looks great)


If you are running Speed Mob you won't be getting the Freebooterz +1 to hit on any Speed Freeks unit anyway. I think for Speed Mob the only discussion to have about Klan is for traits and relics.
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

 addnid wrote:
Tomsug i like your list a lot but I would drop da Krusha armour on big mek to gain a cp (you will need 6 cp for smoke, twic’ and kff once, and then 2 cp with the ones you will get each should be barely enough). I also think deploy Teleport Homer Simpsons is a « win more » for your army list, and so I think you should build for another one.

You could perhaps try and find points for a dakkajet though (making the koptas 2*3 for example) IMHO because an army list with lots of bodies might be a problem for you otherwise (like sisters of battle for example). You have a bit of dakka on the kannonwagons, the scrapjets, and thenkoptas send out loads of hits, but all tha5 stuff is ap1 and so won’t go far in some match ups.


1. Krusha armour - well, it comes back couple of times already, but I agree, it' s a question, worth the points?
2. Boosted KFF - I don' t use it. I found that I need some invu for more turns. And because Koptas are in DS, I can hide most of the army in T1.
3. Bikers are definitely on my todo list. Now, i dont have any, so I don' t play them. I' m finishing the koptas now, bikers come after.
4. I used dakkajet. But it barely did some damage mostly. What I face the most of the times are some tough bastards and dreadnoughts or barques. Maybe local meta? I haven ' t seen the nuns for a long time. Not even on tts. But they had a problem to kill me, if I killed their meltanuns with extended range.

This message was edited 4 times. Last update was at 2021/11/29 22:23:14


10500p and one Ad Mech T-shirt 
   
Made in fr
Mutilatin' Mad Dok






 Tomsug wrote:
 addnid wrote:
Tomsug i like your list a lot but I would drop da Krusha armour on big mek to gain a cp (you will need 6 cp for smoke, twic’ and kff once, and then 2 cp with the ones you will get each should be barely enough). I also think deploy Teleport Homer Simpsons is a « win more » for your army list, and so I think you should build for another one.

You could perhaps try and find points for a dakkajet though (making the koptas 2*3 for example) IMHO because an army list with lots of bodies might be a problem for you otherwise (like sisters of battle for example). You have a bit of dakka on the kannonwagons, the scrapjets, and thenkoptas send out loads of hits, but all tha5 stuff is ap1 and so won’t go far in some match ups.


1. Krusha armour - well, it comes back couple of times already, but I agree, it' s a question, worth the points?
2. Boosted KFF - I don' t use it. I found that I need some invu for more turns. And because Koptas are in DS, I can hide most of the army in T1.
3. Bikers are definitely on my todo list. Now, i dont have any, so I don' t play them. I' m finishing the koptas now, bikers come after.
4. I used dakkajet. But it barely did some damage mostly. What I face the most of the times are some tough bastards and dreadnoughts or barques. Maybe local meta? I haven ' t seen the nuns for a long time. Not even on tts. But I' m looking on them right now because of your comment and your' re pretty much right!


1. Krusha armour is great on deathskulls big mek in mega armour, because it helps him survive and keep objective. Or blood axe because he can fall back and charge (but know one takes a blood axe variant hah hah)
2. Yeah fair point, I tend to use it less and less too. Last Saturday against 4 melta gravis dudes it did help a lot a killrig to survive the meltastorm, but in my last 4 games, over the last two weeks, that was perhaps the only time I used it.
3. Freebooter bikers… dunno, maybe ? They could be good to remove chaff and stay on an objective, dunno
4. My meta is indeed also moving towards tough bastards (Imperial Knights coming back, talons cronos replacing wych and incubi builds, etc.), and that is when good players will go counter meta and bring battle nuns and such. I dunno really, but 120 points ain’t much and would do well as a « contingency ». It also isn’t the worst unit against grey knights, and is great in the mirror match against other orks

This message was edited 1 time. Last update was at 2021/11/29 22:31:38


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Longtime Dakkanaut




 ArmchairArbiter wrote:
CaptainO wrote:
gungo wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


Here is a super secret awesome sauce secondary for warbikers in speed mob…

Deploy teleport homers is one of the only actions that work with warbikers
AND
Speed mob has a special rule that states “each time this unit advances in your movement phase until the end of your shooting phase it counts as having made a normal move instead.”

which means a speedmob is the only detachment where you can advance and complete this action for potentially 4vp per turn but you still can’t shoot except…

…. since your biker unit is bloodaxes you can also use tactical awareness strat to do an action and still use range attacks but it’s not really worth 2cp.

Honestly the only real use for bloodaxes in that detachment is you can use get ‘em trapped strat for exploding 6s on melee on an enemy for 2cp. Which isn’t that bad if you have 2 or more biker units engaged with an enemy. Which if your warlord is freebooter and you are not going to take evil suns faster then yoos warlord trait makes bloodaxes the best biker detachment clan in speedmob since all other clan Strats/relics are warlord locked.

This is a good secondary against most armies however some secondaries such as abhor the witch vs greyknights or TS, Titan slayer vs most knight armies or assasinate vs characrrr heavy armies may be better..
If facing an army whose able to freely delete a warbiker unit at will you might want to try engage on all fronts or behind enemy lines; to the last is okay on some speed mobs but I’ll be hesitant since those deffkoptas have some heavy lifting triggering freebooter for wazboms.


Mega feedback thanks.Very interesting that you say I'd be able to perform actions after advancing with all "adrenaline junkies" warbikers as the only reason I was taking blood axes was to access tactical awareness. You sure about that?. Is that both deploy teleport homers (DTH) and get the get the good Bitz (GTGB)?

If that's the case I'd be more tempted to run the two detachments as flashgitz and evil sunz as you say. Having the warboss as freebootas gives me the badskull banna warboss on bike who is now obsec which is a great way to steal an objective. Access to evil sunz strat, trait and relic would be nice though. I'm correct in saying nob bikers aren't core?

I'm actually considering running the deffkoptas as fly boys for the +1 to save which would mean they wouldn't directly set off the freeboota+1. My plan was to use them or some warbikers to soften up a unit then finish it with the freeboota rukkatrukk to get the +1. Is this too risky?

I plan to spend 90% of my CP keeping the deffkoptas safe/causing mortals on the charge (3cp total for a ceiling of 18 mortals (all be it super variable)and a 3d6 rerollavle charge looks great)


If you are running Speed Mob you won't be getting the Freebooterz +1 to hit on any Speed Freeks unit anyway. I think for Speed Mob the only discussion to have about Klan is for traits and relics.

This is not true… speedmob keeps clan but loses kultur they still trigger the freebooter buff for freebooters with the kultur… which aircraft and wagons still have since they don’t get the speedmob replacement ability. He’s also using freebooter relic

And while I love cheap dakkajets right now the meta is shifting toward high toughness durable targets.. and 3+ to hit wazboms (from freebooters kultur) can wreck a dreadknight a turn by themselves. The “problem” with speed mob is once those wazboms are down, you rely on fragile deffkoptas to do some heavy lifting.
I still prefer evilsuns over bloodaxes as I like get ‘em trapped exploding 6s I prefer spending those 2cp on chaarge! +1 str and -1ap and faster then yoos on a squad of 9 warbikers since you really want to advance every turn for 5++ especially when you plan to charge into combat.
Also move by Dakka is a cheap way to hide those deffkoptas after shooting.

while I like warbiker spam there are several popular armies able to blow up 3 wound warbikers fairly easily still. I wish they updated the nob warbikers with an extra wound and -1 to hit as that would have made them survive the current meta much better. As is they are mainly just good if you want a small detachment of warbikers to grab an objective as your bigger cheaper biker squads do some work.

This message was edited 1 time. Last update was at 2021/11/29 23:27:37


 
   
Made in us
Regular Dakkanaut




 ArmchairArbiter wrote:
CaptainO wrote:
gungo wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


Here is a super secret awesome sauce secondary for warbikers in speed mob…

Deploy teleport homers is one of the only actions that work with warbikers
AND
Speed mob has a special rule that states “each time this unit advances in your movement phase until the end of your shooting phase it counts as having made a normal move instead.”

which means a speedmob is the only detachment where you can advance and complete this action for potentially 4vp per turn but you still can’t shoot except…

…. since your biker unit is bloodaxes you can also use tactical awareness strat to do an action and still use range attacks but it’s not really worth 2cp.

Honestly the only real use for bloodaxes in that detachment is you can use get ‘em trapped strat for exploding 6s on melee on an enemy for 2cp. Which isn’t that bad if you have 2 or more biker units engaged with an enemy. Which if your warlord is freebooter and you are not going to take evil suns faster then yoos warlord trait makes bloodaxes the best biker detachment clan in speedmob since all other clan Strats/relics are warlord locked.

This is a good secondary against most armies however some secondaries such as abhor the witch vs greyknights or TS, Titan slayer vs most knight armies or assasinate vs characrrr heavy armies may be better..
If facing an army whose able to freely delete a warbiker unit at will you might want to try engage on all fronts or behind enemy lines; to the last is okay on some speed mobs but I’ll be hesitant since those deffkoptas have some heavy lifting triggering freebooter for wazboms.


Mega feedback thanks.Very interesting that you say I'd be able to perform actions after advancing with all "adrenaline junkies" warbikers as the only reason I was taking blood axes was to access tactical awareness. You sure about that?. Is that both deploy teleport homers (DTH) and get the get the good Bitz (GTGB)?

If that's the case I'd be more tempted to run the two detachments as flashgitz and evil sunz as you say. Having the warboss as freebootas gives me the badskull banna warboss on bike who is now obsec which is a great way to steal an objective. Access to evil sunz strat, trait and relic would be nice though. I'm correct in saying nob bikers aren't core?

I'm actually considering running the deffkoptas as fly boys for the +1 to save which would mean they wouldn't directly set off the freeboota+1. My plan was to use them or some warbikers to soften up a unit then finish it with the freeboota rukkatrukk to get the +1. Is this too risky?

I plan to spend 90% of my CP keeping the deffkoptas safe/causing mortals on the charge (3cp total for a ceiling of 18 mortals (all be it super variable)and a 3d6 rerollavle charge looks great)


If you are running Speed Mob you won't be getting the Freebooterz +1 to hit on any Speed Freeks unit anyway. I think for Speed Mob the only discussion to have about Klan is for traits and relics.


The planes still keep the freeboota keyword and gain the +1 which is what I'm after. The speed freek units lose the +1 in favour of the adrenaline junkies but the rukkatrukk already has a +1 so it does not matter.


Automatically Appended Next Post:
Do I fail an action if I use drive by dakka on a unit of bikes doing deploy teleport homers?

This message was edited 1 time. Last update was at 2021/11/29 23:26:11


 
   
Made in us
Longtime Dakkanaut




CaptainO wrote:
 ArmchairArbiter wrote:
CaptainO wrote:
gungo wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


Here is a super secret awesome sauce secondary for warbikers in speed mob…

Deploy teleport homers is one of the only actions that work with warbikers
AND
Speed mob has a special rule that states “each time this unit advances in your movement phase until the end of your shooting phase it counts as having made a normal move instead.”

which means a speedmob is the only detachment where you can advance and complete this action for potentially 4vp per turn but you still can’t shoot except…

…. since your biker unit is bloodaxes you can also use tactical awareness strat to do an action and still use range attacks but it’s not really worth 2cp.

Honestly the only real use for bloodaxes in that detachment is you can use get ‘em trapped strat for exploding 6s on melee on an enemy for 2cp. Which isn’t that bad if you have 2 or more biker units engaged with an enemy. Which if your warlord is freebooter and you are not going to take evil suns faster then yoos warlord trait makes bloodaxes the best biker detachment clan in speedmob since all other clan Strats/relics are warlord locked.

This is a good secondary against most armies however some secondaries such as abhor the witch vs greyknights or TS, Titan slayer vs most knight armies or assasinate vs characrrr heavy armies may be better..
If facing an army whose able to freely delete a warbiker unit at will you might want to try engage on all fronts or behind enemy lines; to the last is okay on some speed mobs but I’ll be hesitant since those deffkoptas have some heavy lifting triggering freebooter for wazboms.


Mega feedback thanks.Very interesting that you say I'd be able to perform actions after advancing with all "adrenaline junkies" warbikers as the only reason I was taking blood axes was to access tactical awareness. You sure about that?. Is that both deploy teleport homers (DTH) and get the get the good Bitz (GTGB)?

If that's the case I'd be more tempted to run the two detachments as flashgitz and evil sunz as you say. Having the warboss as freebootas gives me the badskull banna warboss on bike who is now obsec which is a great way to steal an objective. Access to evil sunz strat, trait and relic would be nice though. I'm correct in saying nob bikers aren't core?

I'm actually considering running the deffkoptas as fly boys for the +1 to save which would mean they wouldn't directly set off the freeboota+1. My plan was to use them or some warbikers to soften up a unit then finish it with the freeboota rukkatrukk to get the +1. Is this too risky?

I plan to spend 90% of my CP keeping the deffkoptas safe/causing mortals on the charge (3cp total for a ceiling of 18 mortals (all be it super variable)and a 3d6 rerollavle charge looks great)


If you are running Speed Mob you won't be getting the Freebooterz +1 to hit on any Speed Freeks unit anyway. I think for Speed Mob the only discussion to have about Klan is for traits and relics.


The planes still keep the freeboota keyword and gain the +1 which is what I'm after. The speed freek units lose the +1 in favour of the adrenaline junkies but the rukkatrukk already has a +1 so it does not matter.


Automatically Appended Next Post:
Do I fail an action if I use drive by dakka on a unit of bikes doing deploy teleport homers?

You will fail as it’s a normal movement (or advance move) that occurs at end of shooting phase and happens after you deploy homers at end of movement phase.

This message was edited 3 times. Last update was at 2021/11/30 01:51:47


 
   
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Thanks. That means the ability to score 4vp T1/T2 with deploy teleport homer is limited to maps where the deployment zones are less than 24" apart. An evil sunz warlord biker with redder paint can do it but Max's out at 22". 14 VPs isn't nothing mind.

The fight last part of the redder paint would remain off during your opponents turn too.
   
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Why would fight last not work? Not that I think it’s a good idea to waste your warboss on bike to just do an action instead of attack.

You can technically move and not fail as a bloodaxe using tactical awareness strat but then that mean as a blood axe you can’t use drive by Dakka.

Regarding being able to advance in speed mob and count as a normal move… I mean that’s exactly how it’s written.. but you can ask a tournament organizer because most of those type of abilities specifically say “during the shooting phase” only… this one is worded differently and doesn’t say that. It’s written exactly how I stated to include movement and shooting phase and people on competitive 40K Reddit were stating that’s how it works RAW. It may be intended to work that way since that’s the whole point of a speed mob to have your warbikers advancing and claiming objectives.

And yes it works for gtgb and DTH
The one thing that won’t work is the ability to move and advance with drive by Dakka and trigger your 5++ as that specifically states it can only trigger in your movement phase not an advance during your shooting phase. So no deepstriking deffkoptas and triggering the 5++ w drive by Dakka like I hoped.

And no nobs on bikes are also not core (so no faster then yoos) nor does it get the auto 6 adv from big red button or -1 to hit for bikers or the +1 wound the warbikers nob got. This datasheet was horribly not updated. I would say they are still useful in a speedmob if you give them all pks and/or bc and take advantage of thier melee potential but screen them w the warbikers.

I mean take 5 nobs on bikes give them all big choppas move shoot and charge, use chaaarge! Strat on them and you have 20 atks at ws3+ str8 ap -2 2damage for 175pts

If you did the same for 7 warbikers you get 24x atks at ws3+ str 5 ap-2 1dam and 5 atks at str6 ap-2 1damage for 175points (same cost)

The nobs on warbikers wound easier and do more damage to any unit that doesn’t have reduce damage. So it has a place in speedmob it’s just not as good and has a niche melee warbiker role. I like your idea of just taking a single mob of 3 nobs on warbikers and just giving them BC and making them madboy specialist that at least gives them a chance of either being str8 in melee without using the charge strat or get a free reroll.. pilein probably the least useful but it gives you another min unit of obj secured bikers.

This message was edited 11 times. Last update was at 2021/11/30 03:00:40


 
   
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gungo wrote:
Why would fight last not work? Not that I think it’s a good idea to waste your warboss on bike to just do an action instead of attack.

You can technically move and not fail as a bloodaxe using tactical awareness strat but then that mean as a blood axe you can’t use drive by Dakka.

Regarding being able to advance in speed mob and count as a normal move… I mean that’s exactly how it’s written.. but you can ask a tournament organizer because most of those type of abilities specifically say “during the shooting phase” only… this one is worded differently and doesn’t say that. It’s written exactly how I stated to include movement and shooting phase and people on competitive 40K Reddit were stating that’s how it works RAW. It may be intended to work that way since that’s the whole point of a speed mob to have your warbikers advancing and claiming objectives.

And yes it works for gtgb and DTH
The one thing that won’t work is the ability to move and advance with drive by Dakka and trigger your 5++ as that specifically states it can only trigger in your movement phase not an advance during your shooting phase. So no deepstriking deffkoptas and triggering the 5++ w drive by Dakka like I hoped :(.


Sorry what is gtgb and DTH again?
   
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Get the good bits- secondary that works w core units

Detect teleport homers- secondary that works w bikers

Both usable by speed mob
Normally you can’t do an action while your unit advances but the speed mob counts advances during movement or shooting phase as a normal move which is when you are able to perform these actions.

U still can’t charge or shoot though unless you spend 2cp as a blood axe to shoot which isn’t really worth it.

This message was edited 3 times. Last update was at 2021/11/30 02:24:09


 
   
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gungo wrote:
Get the good bits- secondary that works w core units

Detect teleport homers- secondary that works w bikers


Derp, thanks!
   
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Prague

 addnid wrote:

1. Krusha armour is great on deathskulls big mek in mega armour, because it helps him survive and keep objective. Or blood axe because he can fall back and charge (but know one takes a blood axe variant hah hah)
2. Yeah fair point, I tend to use it less and less too. Last Saturday against 4 melta gravis dudes it did help a lot a killrig to survive the meltastorm, but in my last 4 games, over the last two weeks, that was perhaps the only time I used it.
3. Freebooter bikers… dunno, maybe ? They could be good to remove chaff and stay on an objective, dunno
4. My meta is indeed also moving towards tough bastards (Imperial Knights coming back, talons cronos replacing wych and incubi builds, etc.), and that is when good players will go counter meta and bring battle nuns and such. I dunno really, but 120 points ain’t much and would do well as a « contingency ». It also isn’t the worst unit against grey knights, and is great in the mirror match against other orks


1. Exactly. deathskull MAmek with Krushin armour survives very good and with kustom mega blasta, he do also an a actual damage.
2. I stopped using it at all. It ' s a trap.
3. Well honestly - it is an interesting aspect of Freeboota trait. It does trigger IN EVERY PHASE so even in Fight Phase. So when my Beastboss destroies a unit (and he can do it pretty easily with BBK), my Koptas have +1 to hit in CC. The same store is with the warbikers. That is is not bad at all! That is the reason squigboss is Freeboota. The another is, that ignoring MW and reroll works better on Bikerboss.
4. I will solve this, when it comes now I have a serious problem with Black templars army. Core are 2 resurrecting terminators units with incredible saves, FNP and whatever (like killing a Squigboss bug on 2+ and x2 x10). Mostly such bastards are slow, you can just ignore them, but these has some strategem +3” move which when operated right is enough to be really bad. I need to sacrifice a unit after unit to slow them down to keep them back. That is pretty hard.


Automatically Appended Next Post:
CaptainO wrote:
Thanks. That means the ability to score 4vp T1/T2 with deploy teleport homer is limited to maps where the deployment zones are less than 24" apart. An evil sunz warlord biker with redder paint can do it but Max's out at 22". 14 VPs isn't nothing mind.

The fight last part of the redder paint would remain off during your opponents turn too.


All GT maps have 24” between deployments. No exception.

This message was edited 2 times. Last update was at 2021/11/30 06:26:36


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 Tomsug wrote:


1. Exactly. deathskull MAmek with Krushin armour survives very good and with kustom mega blasta, he do also an a actual damage.


I'm currently not playing Deathskulls, I play Freebooterz, Goffs or Bad Moons, but I don't leave home without a Dead Shiny Shoota for the megarmored big mek. It's a lot of heavy bolter shots considering he should fire 2-3 turns at least, definitely much more useful than a KMB and without Obj sec I don't really need more durability on the character.

I like exploding the KFF though, although I don't use everytime. Freboota bikers during a speedwaaagh are awesome, probably redundant if there are a couple of dakkajets in the same list, but I don't use the dakkajets.

This message was edited 2 times. Last update was at 2021/11/30 08:17:59


 
   
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 Blackie wrote:
 Tomsug wrote:


1. Exactly. deathskull MAmek with Krushin armour survives very good and with kustom mega blasta, he do also an a actual damage.


I'm currently not playing Deathskulls, I play Freebooterz, Goffs or Bad Moons, but I don't leave home without a Dead Shiny Shoota for the megarmored big mek. It's a lot of heavy bolter shots considering he should fire 2-3 turns at least, definitely much more useful than a KMB and without Obj sec I don't really need more durability on the character.

I like exploding the KFF though, although I don't use everytime. Freboota bikers during a speedwaaagh are awesome, probably redundant if there are a couple of dakkajets in the same list, but I don't use the dakkajets.


Yeah, it ' s “all or nothing” concept - deathskull obsec single reroll KMB krushin armor (otpionaly with extra kustom weapon kustom job) works great, skip one of these and start to be qustionable. Other option is such heavy bolter variation. What I like on KMB option is the range.

Bikers are definitely redundant with dakkajet in the scope of potential targets and damage. However, they play the different role in the gameplan, they are “boots on ground” holding stuff, scoring points. That is the reason why I prefer them over dakkajet.

This message was edited 1 time. Last update was at 2021/11/30 09:01:37


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I'm having a lot of fun with my Blitz Brigade list. 72 T8 3+ wounds with either Ramshackle or Grot riggers, and 32 T7 3+ wound with the same is pretty oppressive.

The abundance of MW output and high damage weapons has been really nice too.

Similarly to all the other alpha strike lists going around, and my own hybrid Alphork Strike/Speedwaaagh list, it relies on smashing the opponent to bits so that they can't stop you from taking objectives, but it has a bit more staying power thanks to the overall high toughness of the list.

This message was edited 1 time. Last update was at 2021/11/30 11:25:47


 
   
Made in us
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 Tomsug wrote:
 addnid wrote:


All GT maps have 24” between deployments. No exception.


Except obviously the exception of priority targets...

This message was edited 1 time. Last update was at 2021/11/30 14:16:44


 
   
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 Tomsug wrote:
Automatically Appended Next Post:
CaptainO wrote:
Thanks. That means the ability to score 4vp T1/T2 with deploy teleport homer is limited to maps where the deployment zones are less than 24" apart. An evil sunz warlord biker with redder paint can do it but Max's out at 22". 14 VPs isn't nothing mind.

The fight last part of the redder paint would remain off during your opponents turn too.


All GT maps have 24” between deployments. No exception.


Unless I am reading it wrong, you only have to cross 14" over to start to dth? If it's a 24" gap at all times, getting wholly within 12" of the enemy DZ is just crossing the 12" gap of your gap completely?

This message was edited 1 time. Last update was at 2021/11/30 14:40:43


 
   
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Prague

 ArmchairArbiter wrote:
 Tomsug wrote:
Automatically Appended Next Post:
CaptainO wrote:
Thanks. That means the ability to score 4vp T1/T2 with deploy teleport homer is limited to maps where the deployment zones are less than 24" apart. An evil sunz warlord biker with redder paint can do it but Max's out at 22". 14 VPs isn't nothing mind.

The fight last part of the redder paint would remain off during your opponents turn too.


All GT maps have 24” between deployments. No exception.


Unless I am reading it wrong, you only have to cross 14" over to start to dth? If it's a 24" gap at all times, getting wholly within 12" of the enemy DZ is just crossing the 12" gap of your gap completely?


Well, I was not absolutely right. Mostly, it is like picture one, but than there are exceptions:
[Thumb - 73AAC537-9485-4B91-A764-D0A6CD999B4E.jpeg]

[Thumb - E19533A0-1D1B-481F-9060-B944BF955E2C.jpeg]

[Thumb - 42972A58-D55F-4714-B4C9-BC6D3910536D.jpeg]

This message was edited 2 times. Last update was at 2021/11/30 15:22:51


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I love the center circle map, and the deployment style that has the corners touching one another with no real no mans land. It just means my alphork strike army will 100% be getting stuck in turn 1

 Tomsug wrote:
Semper krumps under the radar

 
   
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To be fair the wartrike can in a speedmob go over 24in unfortunately it’s not a biker :p

14+9adv+2 redder paint+1 and +2 squig hide tyres= 28 in garaunteed move turn 1….

Regardless being able to move 14 and adv 6 for 20in movement allows warbikers to deploy teleport homers turn 1 for 2vp and 4vp per turn there after. There is maybe an exception where you might be able to get a warbiker unit into your opponents deployment turn 1 but you need to deploy some heavy threat turn 1 in order for your opponent to not kill it.

This is where I think a nice 9x warbiker unit with faster then yoos bull charging as a screen turn 1 into combat helps. It either forces your opponent back away from thier deployment line turn 1 or gives you a nice turn 1 charge.

This message was edited 2 times. Last update was at 2021/11/30 17:50:29


 
   
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gungo wrote:
To be fair the wartrike can in a speedmob go over 24in unfortunately it’s not a biker :p

14+9adv+2 redder paint+1 and +2 squig hide tyres= 28 in garaunteed move turn 1….


It doesn't hit very hard though, and can be move blocked easy enough. Poor old wartrike, ever since it was released, it never really knew how to give A PROPA KRUMPIN

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
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I’m not saying you want it in your opponents deployment turn 1 it’s not really built for offensive first turn strike. It’s really just a harder to kill speedwaaagh warboss. It’s good for speedking and badskull banner carrying.

If you want you can take a wartrike to back up your faster then yoos 9x warbikers w the speedking. I mean all those str 5 hits need as much wound roll help it can get. But it’s also just as good to keep that large base in range of the buggy/bike swarm shooting too.

This message was edited 3 times. Last update was at 2021/11/30 18:01:52


 
   
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Prague

Does anybody has a BCP here? I would like to see Into The Hellstorm GLADIUS - Courtney Rhodes list. Was second last week and pair killrigs with Ghazzy and Goonhammer skipped details about his list.

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Spoiler:
Into The Hellstorm GLADIUS - Warhammer 40K Event

Co Rhodes

Orks
Supreme command (goff)
Hq1: Ghazskull=300
Patrol (deathskulls)
Hq2: makari:=55
Elite1 :5 Kommandoes , Nob with claw =55
Elite2 :5 Kommandoes , Nob with claw =55
Troops1:10 chopper boys with nob(truck boys)=90
Fast attack 1: 5 stormboys=55
Fast attack 2: 5 stormboys=55
Transport1:Truck=70
Transport1:Truck=70
spearhead(goff) -3cps
Hq3:Warboss on warbike ,bigboss -1cp warlord <brutal but kunning> relic< da killa claw>=115
Elite3: 3 mega nobs(truck boys)boss nob has 2 killsaws=115
Fast attack 1: 3 x scrapjets =270
Fast attack 4: 3 x rukkatruck squigbuggys =270
Heavy1:mek gun kustom mega kannon=45
Heavy2: killrig<frazzle,squigily curse> =190
Heavy3: killrig<frazzle,squigily curse> =190
2000 cps 8

This message was edited 1 time. Last update was at 2021/12/01 19:38:22


 
   
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gungo wrote:
Into The Hellstorm GLADIUS - Warhammer 40K Event

Co Rhodes

Orks
Supreme command (goff)
Hq1: Ghazskull=300
Patrol (deathskulls)
Hq2: makari:=55
Elite1 :5 Kommandoes , Nob with claw =55
Elite2 :5 Kommandoes , Nob with claw =55
Troops1:10 chopper boys with nob(truck boys)=90
Fast attack 1: 5 stormboys=55
Fast attack 2: 5 stormboys=55
Transport1:Truck=70
Transport1:Truck=70
spearhead(goff) -3cps
Hq3:Warboss on warbike ,bigboss -1cp warlord <brutal but kunning> relic< da killa claw>=115
Elite3: 3 mega nobs(truck boys)boss nob has 2 killsaws=115
Fast attack 1: 3 x scrapjets =270
Fast attack 4: 3 x rukkatruck squigbuggys =270
Heavy1:mek gun kustom mega kannon=45
Heavy2: killrig<frazzle,squigily curse> =190
Heavy3: killrig<frazzle,squigily curse> =190
2000 cps 8


That's a strange list to me. I don't understand the point of ghaz in there.
   
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Ghaz doesn’t really hold any place in lists imo. Best thing I could think of for him is maybe getting 2 battlewagons, ghaz in one, meganobz in the other, but even then.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
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Prague

gungo wrote:
Into The Hellstorm GLADIUS - Warhammer 40K Event

Co Rhodes

Orks
Supreme command (goff)
Hq1: Ghazskull=300
Patrol (deathskulls)
Hq2: makari:=55
Elite1 :5 Kommandoes , Nob with claw =55
Elite2 :5 Kommandoes , Nob with claw =55
Troops1:10 chopper boys with nob(truck boys)=90
Fast attack 1: 5 stormboys=55
Fast attack 2: 5 stormboys=55
Transport1:Truck=70
Transport1:Truck=70
spearhead(goff) -3cps
Hq3:Warboss on warbike ,bigboss -1cp warlord <brutal but kunning> relic< da killa claw>=115
Elite3: 3 mega nobs(truck boys)boss nob has 2 killsaws=115
Fast attack 1: 3 x scrapjets =270
Fast attack 4: 3 x rukkatruck squigbuggys =270
Heavy1:mek gun kustom mega kannon=45
Heavy2: killrig<frazzle,squigily curse> =190
Heavy3: killrig<frazzle,squigily curse> =190
2000 cps 8


Thanks Gungo!

Ghazz trigger both waaagh and cover by himself the artilery park againts any threads. Clever.

Trukkboyz and Killrigs can charge T1.

Btw. put him in the BW and give the opponent 1:6 chance to instantly slain him is not the best option imho

This message was edited 2 times. Last update was at 2021/12/01 19:18:01


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Ghaz is just an area denial unit. Who makes makari awesomesauce… but ghaz is still overpriced.

I’m not particularly impressed with that list…
I like the other GT list better.. even though it’s just the new form of freebooter speedwaagh.. I do think the madboy beastboss on squigasaur is a nice way to give that solo hq missile a bit more.
This list by Tarzan had the most battle points and missed being undefeated by 1 pt. Overall orks got kicked down a notch competitively with freebooter speed waaagh is still strong but no longer keeping up with the big 4. Still hoping someone finds a good speedwaagh balance list and/or the Killrig snagga buggy list picks up steam.
Spoiler:

Return Of The Leftovers 40k GT (Sponsored By Turn 1 Games)


++ Outrider Detachment -3CP (Orks) [81 PL, 1,375pts, 9CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Freebooterz

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Warlord

+ Elites +

Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Rukkatrukk Squigbuggies [15 PL, 270pts]
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy

Shokkjump Dragstas [10 PL, 170pts]
. Shokkjump Dragstas
. Shokkjump Dragstas

+ Flyer +

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

++ Outrider Detachment -3CP (Orks) [38 PL, 625pts, -5CP] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost [-3CP]

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts, -2CP]: 3. 'Ard as Nails, Beasthide Mantle, Madboyz, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Fast Attack +

Kustom Boosta Blastas [8 PL, 160pts]
. Kustom Boosta Blastas
. Kustom Boosta Blastas

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

This message was edited 3 times. Last update was at 2021/12/01 19:36:43


 
   
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Prague

gungo wrote:
Ghaz is just an area denial unit. Who makes makari awesomesauce… but ghaz is still overpriced.

I’m not particularly impressed with that list…
I like the other GT list better.. even though it’s just the new form of freebooter speedwaagh.. I do think the madboy beastboss on squigasaur is a nice way to give that solo hq missile a bit more.
This list by Tarzan had the most battle points and missed being undefeated by 1 pt.
Spoiler:
Return Of The Leftovers 40k GT (Sponsored By Turn 1 Games)


++ Outrider Detachment -3CP (Orks) [81 PL, 1,375pts, 9CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Freebooterz

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Warlord

+ Elites +

Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Rukkatrukk Squigbuggies [15 PL, 270pts]
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy

Shokkjump Dragstas [10 PL, 170pts]
. Shokkjump Dragstas
. Shokkjump Dragstas

+ Flyer +

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

++ Outrider Detachment -3CP (Orks) [38 PL, 625pts, -5CP] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost [-3CP]

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts, -2CP]: 3. 'Ard as Nails, Beasthide Mantle, Madboyz, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Fast Attack +

Kustom Boosta Blastas [8 PL, 160pts]
. Kustom Boosta Blastas
. Kustom Boosta Blastas

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun



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