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![[Post New]](/s/i/i.gif) 2008/01/03 14:12:11
Subject: 1750 Kult of Speed
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Krazed Killa Kan
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Had this fun idea for a 1750 KoS list, probably something to play in Friendly games, but it could probably do well enough in a tournament:
HQ
Warboss
PK, Bike, Attack Squig, Cybork Body
Troops
12 Sluggas, PK Nob, Bosspole
Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka
12 Sluggas, PK Nob, Bosspole
Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka
12 Sluggas, PK Nob, Bosspole
Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka
12 Sluggas, PK Nob, Bosspole
Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka
12 Sluggas, PK Nob, Bosspole
Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka
Fast
2 Deff Koptas
Both TL Rokkits, 1 Buzzsaw
2 Deff Koptas
Both TL Rokkits, 1 Buzzsaw
Heavy
Battlewagon
Killkannon, Ard Case, Red Paint, Riggers, Armor Plates
Battlewagon
Killkannon, Ard Case, Red Paint, Riggers, Armor Plates
Battlewagon
Killkannon, Ard Case, Red Paint, Riggers, Armor Plates, Reinforced Ram
1750
Alternatively I could drop the Koptas and the Ram on the one battlewagon and throw in 16 Storm Boyz w/ PK Nob & Bosspole, which I'll probably run with to start since I have to convert up Koptas.
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![[Post New]](/s/i/i.gif) 2008/01/03 14:18:19
Subject: 1750 Kult of Speed
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Longtime Dakkanaut
Cherry Hill, NJ
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BRING IT!!!
This does look like the good old Kult of Speed that was so annoying and deadly. You got everything where it counts the Warboss on a bike, a bunch of bullet sponges and some hammers. Should be a decent All comers list.
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![[Post New]](/s/i/i.gif) 2008/01/03 14:21:20
Subject: Re:1750 Kult of Speed
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Longtime Dakkanaut
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60 boyz.....hmmm. I'd like to see it played out, but I think you're going to have a hard time with only 60 boyz.
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"I've still got a job, so the rules must be good enough" - Design team motto. |
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![[Post New]](/s/i/i.gif) 2008/01/03 14:23:16
Subject: 1750 Kult of Speed
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Krazed Killa Kan
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I hear there may be some shenannegans going down at your house tomorrow. Going to have to give the 1850 version of this a shot, which works out to be: HQ Warboss PK, Bike, Attack Squig, Cybork Body Troops 12 Sluggas, PK Nob, Bosspole Trukk w/ Red Paint, Reinforced Ram 12 Sluggas, PK Nob, Bosspole Trukk w/ Red Paint, Reinforced Ram 12 Sluggas, PK Nob, Bosspole Trukk w/ Red Paint, Reinforced Ram 12 Sluggas, PK Nob, Bosspole Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka 12 Sluggas, PK Nob, Bosspole Trukk w/ Red Paint, Reinforced Ram, Stikkbomb Chukka Fast 16 Storm Boyz, PK Nob + Bosspole 2 Deff Koptas Both TL Rokkits, 1 Buzzsaw Heavy Battlewagon Killkannon, Ard Case, Red Paint, Riggers, Armor Plates Battlewagon Killkannon, Ard Case, Red Paint, Riggers, Armor Plates Battlewagon Killkannon, Ard Case, Red Paint, Riggers, Armor Plates 1847
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This message was edited 2 times. Last update was at 2008/01/03 14:49:41
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![[Post New]](/s/i/i.gif) 2008/01/03 14:25:04
Subject: Re:1750 Kult of Speed
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Longtime Dakkanaut
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That should beat the snot out of my own ork army without even working up a sweat. But maybe I'll bust out the drop pods to show you how bad it can be.
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"I've still got a job, so the rules must be good enough" - Design team motto. |
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![[Post New]](/s/i/i.gif) 2008/01/03 14:28:39
Subject: Re:1750 Kult of Speed
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Krazed Killa Kan
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mauleed wrote:60 boyz.....hmmm. I'd like to see it played out, but I think you're going to have a hard time with only 60 boyz. I can easily think of 3 or 4 lists that will trump this in sheer power, or being the paper to my rock (Orks are always the Rock). Mech Tau with SMS on all their skimmers would blow, Dual Lith Necrons, Mech Eldar, and probably the SAFH style Marines too with the termies deployed on the board. I've just playtested the horde enough and I want to give KoS a go. It also has the distinct advantage of not having 150+ models that I have to move around and I can finish games faster. It should rock your average tournament list but not the most optimized stuff, maybe even give Zillas a run for their money.
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This message was edited 2 times. Last update was at 2008/01/03 14:30:39
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![[Post New]](/s/i/i.gif) 2008/01/03 14:41:57
Subject: Re:1750 Kult of Speed
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Bounding Assault Marine
Long Island, New York
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As a fan of Armageddon, I have to say I am happy to see this type of list come back and be viable in the new codex. I never saw the koptas as anything more than easy kills for my army, but I don't have the new codex or claim to be an expert on building an ork list. With that said, however, I have played more than enough games against them with my marines that if you were to choose between koptas and stormboyz, I say go with the boyz. More bodies and another PK goes a long way IMO. Plus, the warboss on a bike got more powerful in the new dex, right?
I still believe that kult of speed orks (mass trukkboyz with PK) would do very well against the infamous nidzilla lists from this years tourney's scene, but the orks were noticably absent from 2007 GT's. My guess is I will find out if I am wrong this season. Good luck with it. Don't call it a comeback!
PS: no rokkits on the trukks
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This message was edited 1 time. Last update was at 2008/01/03 14:43:25
War is not your recreation. It is the reason for your existence. Prepare for it well. ~CODEX ASTARTES
Give me a hundred Space Marines. Or failing that, give me a thousand other troops. ~Rogal Dorn |
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![[Post New]](/s/i/i.gif) 2008/01/03 14:47:44
Subject: 1750 Kult of Speed
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Krazed Killa Kan
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The Koptas are now Scouts and have the Hit and Run USR. They also can turbo boost in their scout move, meaning they're in combat turn 1 or shooting hiding skimmers out of the air (with luck).
That's part of the reason they're there. Also against some lists the ability to be in a turn 1 combat means I can prevent shooting at the battlewagons, who can actually wreak a lot of havok on anything without a 2+ save. 3 Pie Plates is a good amount of firepower no matter how you shake it.
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![[Post New]](/s/i/i.gif) 2008/01/04 15:34:12
Subject: 1750 Kult of Speed
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Dakka Veteran
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as a kos player myself, i gotta say i really like the list... but you already know how good stormboyz are... id run more of them.
i think the battlewagons may have trouble finding targets after the first turn because of how fast the trukks will get da boyz into assault.
but if youve built them already might as well use em. i never did in my kos... and ive got 5 new trukks, 20 more stormboyz, and a bunch of slugga boyz to build first so that may weigh on my opinion.
naz
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![[Post New]](/s/i/i.gif) 2008/01/04 15:44:41
Subject: Re:1750 Kult of Speed
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Longtime Dakkanaut
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Man, imagine those poor 4 scouts in an escalation match.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2008/01/05 04:31:47
Subject: 1750 Kult of Speed
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Krazed Killa Kan
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And as Negativemoney showed me, if you don't have a lot of terrain to hide behind and you don't win first turn, things go very badly for KoS.
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![[Post New]](/s/i/i.gif) 2008/01/05 04:44:06
Subject: 1750 Kult of Speed
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Joined the Military for Authentic Experience
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Nice list. I like the battlewagons- the ordinance is going to be important to scatter the enemy for the boys to pounce on.
I've been playing with a KOS build for a while now (I had the models for it, whereas I'm still getting some of the stuff I need for footslogging). It's hard as nails, that Waagh move combined with red trukks is lethal.
Edit to add: I think in ork versus ork games, KOS is going to be having a great time. Being able to garauntee the charge on enemy mobs is going to be a big deal. throw in some AV14 pie plates and it's fun all the way.
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This message was edited 1 time. Last update was at 2008/01/05 04:45:33
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![[Post New]](/s/i/i.gif) 2008/01/05 13:58:12
Subject: 1750 Kult of Speed
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Jervis Johnson
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Voodoo Boyz wrote:And as Negativemoney showed me, if you don't have a lot of terrain to hide behind and you don't win first turn, things go very badly for KoS.
I know we probably shouldn't take into account the 5th edition rules quite yet, but you might want to consider the new pinning rules before you go ahead and get 6 Trukks for your Orks. It seems to me Orks will get pinned each time their Trukk gets blown to bits since the LD is modified by the amount of casualties you took in the explosion. Other than that for the time being your list seems like more fun than the usual footsloggers.
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![[Post New]](/s/i/i.gif) 2008/01/05 15:25:00
Subject: 1750 Kult of Speed
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Dakka Veteran
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the modified rules for the ork trukks override the usual damage tables which would indicate no pinning even if the rules change.
NaZ
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![[Post New]](/s/i/i.gif) 2008/01/05 18:58:04
Subject: 1750 Kult of Speed
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Jervis Johnson
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Ork rules say they have to test for pinning. If and when the generic pinning mechanics change, Orks are affected.
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![[Post New]](/s/i/i.gif) 2008/01/05 19:40:45
Subject: 1750 Kult of Speed
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Longtime Dakkanaut
Brotherhood of Blood
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When KOS do get first turn tho' it is hard core and very tough for most opponents to recover.
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