Regular Dakkanaut
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I am in love with the models and the rules for bikers and trukkers in the new codex, so this army is pretty much entirely just that. Everything in this army can move extremely fast and be where I want to be by turn 2. I run many, expendable trukks without much worry as far as shielding/covering is concerned. I figure with that many targets, terrain cover, and my high movement I should be able to suck up (at worst) a couple of casualties first turn, and second turn hold my breath and wait to crash down on my foes. The only power-unit I run is the nob bikers, but I am confident that their durability and wrecking-power warrants the price-tag. Plus, what good is having lots of no-good boys runnin around without a loud and arrogant gang of nobs zipping around smackin some sense into them!? Unfortunately, the new codex doesn't give a lot of options as far as mechanized lists are concerned (IMO). All of the fun options are in fast attack and I only have 3 slots (I wish I had like 12 FA slots for buggies and bikes, ha.)
My 1500 point list:
HQ
[150] Warboss; Warbike, Klaw, C.Body, Attack Squig
TROOP
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
FAST ATTACK
[190] 6x Warbikers; Nob Upgrade, Powerklaw, Bosspole
[165] 5x Warbikers; Nob Upgrade, Powerklaw, Bosspole
[80] 2x Warbuggies; Skorcha Upgrade
Total: 1497
And here is the 2000 point list, which fortifies the warbiker units and adds the nob-bikers, which I believe are a very well-rounded unit. They can definitely provide anti-infantry fire towards units like genestealers (which are about the only thing I WOULDNT send them in combat against) and against everything else they can smash up close. Also, I don't really plan on running my boss with any other unit. Yeah, I know the new independent character rules mean he can be shot at, but in all reality this guys a beast. If he soaks up 5 or 6 lascannon shots before he bites the dust, he can call it a day. Putting him in with the nobs or bikers means I have one less unit, tactically speaking, and against many units he can win combats on his own. On his own he can move through terrain very efficiently with the skilled rider rule and stay out of LOS if he needs to anyway.
HQ
[150] Warboss; Warbike, Klaw, C.Body, Attack Squig
ELITE
[400] 6x Nobs; Warbikes, Painboy, Waaagh! Banner, Bosspole, 2x Powerklaws
TROOP
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
[152] 12x Boys; Nob Upgrade, Powerklaw, Bosspole - Trukk; Ram
FAST ATTACK
[265] 9x Warbikers; Nob Upgrade, Powerklaw, Bosspole OR [268] 19x Stormboys; Nob Upgrade, Powerklaw Bosspole
[190] 6x Warbikers; Nob Upgrade, Powerklaw, Bosspole
[80] 2x Warbuggies; Skorcha Upgrade
Total: 1997 OR 2000
What do you think about maybe running the stormboys instead of the big unit of warbikers in the 2000 point list?
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