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HQ:
I think you should drop the mega armour on the boss. He's going to get the "slow & purposeful" rule for wearing it which means he's going to drastically slow down any unit you put him in. As you only have 2 foot-sloggin units, this means that half your army will have hindered maneuverability. Unless of course you planned on fielding him by himself which will probably lead to him getting wasted pretty fast. Other option is to free some points to add a few meganobz to escort him, though I have never used them and have no idea how well they work.
Troops:
I don't think the 'eavy armour is necessary on the nobz. With 29 other boys backing them up, it will be rare that they will take any damage until the unit is mostly obliterated - in which case a single 4+ save isn't going to help much. I'd equip them w/ 'eavy armour only if they were in a unit of 'ard boyz. Nob & PK are a MUST in my opinion, so I'd leave these on there. You don't want 30 boys getting tied up by a walker or a dreadnaught for the entire game. I never field a boys unit w/o a PK Nob.
A lot of people reccomend filling up your boyz units to max capacity. I tend to disagree. More units of boys = more targets and more maneuvering capacity especially with point lists below 1000. If you're playing objectives, two units of 30 boys are going to take it and get shot to hell, so what's the point? For this I reccomend a smaller unit of shoota boys w/ a big shoota or two so you can grab some cover (since our armor blows) close to the objective or on it and lay down some fire if your enemy closes on you.
Fast:
After four months of play, I recently added warbikers to my army. Unfortunately, after seeing them in action in only one game, I have not been able to fully play-test them. From what I can tell with my experience playing Orks and looking at their stats, I would recommend adding a Nob w PK. Again, you don't want a unit of warbikers getting helplessly tied up with a dreadnaught or some other CC vehicle. The PK is a great tool for frightening enemy tanks as well. I think bikers are a great unit.
The deffkoptas....well, to be honest I am not a big fan. TL Big shootas sounds great, but when you are rolling 5s to hit they don't really do much despite the rerolls. Your opponent is going to get a save (most of the time) w/ what few wounds you score. A 5-ork squad of lootas has more firepower for 30 fewer points. I say go w/ 5 lootas for supporting fire. Unless of course you want to equip the DKs with TL Rokkits & dedicate them to elite unit/tank killas. Again, the 5+ to hit makes it difficult to kill anything. Also, their 2 wounds and 4+ armour save seem incredible when compared to many other orks, but one Marine with Krak Rokkit (or worse, a whole unit of devestators) will wipe the floor with these clowns.
Battlewagon:
Looks good, though I don't field them personally.
Recommendations:
You need more tank killing weapons and something to beat on elite units with high armor saves like terminators. Zzap gunz are good for reducing Termies to worthless piles of goo, so I have put those in my list - I play against Eldar and Marines exclusively. Also, you may want to consider some Kommandos w/ Snikrot. You would be surprised how much damage those guys can do in a single round against unsuspecting enemies - including tanks.
Well...good luck and I hope this helped!
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