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This army basically came together based on the models I have and then I had to figure out tactics afterwards. It's a Kroot counts-as army, as using the Chaos Daemons codex ended up being far too confusing for most people. Kroot work better as Orks, appearance-wise, and I tried to build the list to keep the shamanistic and infiltrating aspect of the Kroot list alive for fifth edition.
Weirdboy Warphead
Weirdboy Warphead
15 Kommandos- 2 burnas, Nob w/ power klaw and bosspole
15 Kommandos- 2 burnas, Nob w/ power klaw and bosspole
20 Boyz w/ shootas- 2 rokkit launchas, Nob w/ power klaw and bosspole
20 Boyz w/ shootas- 2 rokkit launchas, Nob w/ power klaw and bosspole
3 Warbikers- Nob w/ big choppa
3 Warbikers- Nob w/ big choppa
Deff Dread w/ rokkit launcha, dreadnought close combat weapon, grot riggers, armor plates
Deff Dread w/ rokkit launcha, dreadnought close combat weapon, grot riggers, armor plates
Deff Dread w/ rokkit launcha, dreadnought close combat weapon, grot riggers, armor plates
The basic plan is to keep the opponent busy with the kommandos and warbikers long enough for the two warphead-led squads of boyz to get close, which should happen sooner rather than later with a little help from those deepstrike and Waagh! psychic powers. The dreads arrive late-game to mop up. I think that there is a good distribution of anti-tank options in the list both ranged and melee- I really like the randomness of the warphead powers and how effective they can be when rolled for at the proper opportunity.
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