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Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Big mek w/ KFF, burna, 'eavy armour and attack squig
Big mek w/ SAG and bosspole

10 kommandos w/ 2 burnas and boss Snikrot

10 Boyz + PK nob w/ bosspole and 'eavy armour (KFF mek goes here)
Trukk w/ red paint, rokkit and reinforced ram

11 Boyz + PK nob w/ bosspole and 'eavy armour
Trukk w/ red paint, rokkit and reinforced ram

11 Boyz + PK nob w/ bosspole and 'eavy armour
Trukk w/ red paint, rokkit and reinforced ram

11 Boyz + PK nob w/ bosspole and 'eavy armour
Trukk w/ red paint, rokkit and reinforced ram

18 grots + runtherd (SAG mek goes here)

2 bikers + PK nob w/ bosspole

2 bikers + PK nob w/ bosspole (These biker units are for tank hunting)



This leaves me with 100 pts. I was thinking of taking 2 deffkoptas with biggbomms for anti infantry, but I'm not so sure.

   
Made in us
Wraith




O H I am in the Webway...

I wouldn't bother with the rokkit on the trukks. I don't think you even need a SAG mech in this list, a Biker Boss would be better or just a boss. With the boss you can up one squad of boyz to be Nobz, but keep it cheap. Then run the bikerz together in one big squad and maybe add more. They are fragile TBH. I think you would also benefit from Deffkoptas with Buzzsaws for your anti-tank.

He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in ie
Fully-charged Electropriest





Dublin,Ireland

also you can take the 'eavy armour off the nobs because they can't be singled out in CC and I would ues those points to have a reinforced ram on the trukks because being allowes to tank shock and re-roll dangerous terrain tests is also good.

This message was edited 1 time. Last update was at 2009/06/21 23:50:44


 
   
Made in gb
Morphing Obliterator





The rokkits you have on the trukks would be better served being on your boyz. Trukks are fragile, even with a 4+ coves save, and orks really do need all the S8 they can get at range. You should take off the 'eavy armour for the reasons given below.

A warboss on a bike will almost certainly serve you better than a SAG mek. Run him with the bikes and let him carve up whatever gets in his way. Standard equipment for a biker warboss is:

Powerklaw
Warbike
Attack Squig
Cybork Body
Bosspole.

Comes to 155pts.

At the moment you dont really have anything that hits very hard. You have to get off a good multicharge to kill stuff.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Orks can do anything that any other army can do and do it better than they can. However, they cannot do everything that any other army can do. Make sense? If you make an ork assault army, they'll out-assault any other army in 40k. If you make a shooting army, you can outgun IG or Tau. If you go foot-slogging, or mechanized, or kan-wall....all those options make you a completely awesome army, but there's a catch. You can only do one of them at a time with an army list.

If you combine a mechanized and a foot-slogging list, you're going to lose. If you have part assault, party shooting, you're probably going to lose. Your strength is in being able to pick something and be completely awesome at it. So before giving you advice on where to go next with your army, you need to pick a theme and build around it. If you want a bike army, or a shooting army; an outflanking army, mechanized, assault, figure out what your playstyle is and start building your units and armylist around that idea.

THAT is the strength of Orks.

If you're going to play Kult of Speed, then you want to get into combat as fast as orkishly possible and assault. Drop your rokkits off the trukks, you're not going to do anything with them anyway. Trukks come with a big shoota by default. Take 'Eavy armor off the Nobs as previously mentioned. Want anti-tank? Add boarding planks to your trukks. You've got a mek with a KFF in the middle keeping your trukks alive, so you'll be fine getting up to the enemy lines, but you shouldn't see a ton of tanks in 1500 points. Kommandos honestly should be 15 or none. Snikrot's boyz strike at I3 even on the charge, and so are going to get administered a beating before they attack; they always do. I like Snikrot for his psychological value.

And finally...I willingly a trukk squad or two to get a squad of nobs in a trukk; 10 nobs equipped differently with 'Eavy armor and a painboy; attach Ghazghkull to it, and you've got a beast of a unit that can kill anything including land raiders and monoliths. Ghazghkull on the charge is a terror to behold, and if he's in your army and you play well you can take the bosspoles off the rest of your army. When I play speed freaks, I charge on turn 2 or turn 3, and on the Waaaugh! My entire army is fearless when I do it, and if I lose combat, I take fearless wounds.

   
 
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