Switch Theme:

1500pts Ork KFF Force  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Yellin' Yoof






Big Mek, KFF, 'eavy armour

Big Mek, KFF, 'eavy armour

20 Shootas, Nob, PK

20 Shootas, Nob, PK

20 Shootas, Nob, PK

10 'Ard Boy Choppas, Nob, PK
Trukk, Rokkit

3 Warbuggies, Rokkits

3 Warbuggies, Rokkits

3 Warbuggies, Rokkits

3 Killa Kans, Skorchas

3 Killa Kans, Skorchas

3 Killa Kans, Skorchas

1495pts

One Mek rides with the 'Ard Boys in the Trukk while the other footslogs with the shooters. The buggies benefit from the KFF in the Trukk and the Kans, from the Mek with the Shootas.

Any thoughts? I was quite happy when I came up with this but I'm sure the wiser people on dakka will have some helpful input.

Thanks for reading.
   
Made in ca
Regular Dakkanaut





2 things.

1. Many people on this forum will have a problem with the 'ard boyz. I am probably using a unit of them in a trukk as well, but I haven't played it yet, so I don't know if it's really going to make a difference yet.

2. I'd drop the trukk. It's going to end up by itself where it will either get destroyed or you'll get your unit tied up in CC. The 'ard boyz by themselves won't win enough CC to really make a difference. If you are going to go gunline with Orks, go gunline. If you are going to go mech, go mech.

I actually like the idea of the shoota boyz and the close combat kans. once the enemy gets itself into cc range, the 9 kans should tear it up pretty good. Might replace one of the warbuggies units with a unit of koptas.. gives you a bit more options when it comes to terrain.

But the trukk really doesn't need to be there..

Besides, if you have the three shoota boyz mobs lined across the table with a big mek in between each of them, you can effectively cover them all with 5+ cover saves for the entire game.
   
Made in us
Grovelin' Grot




Myrtle Beach, South Carolina

Not going to say too much about this, but I'd change your weapon on the kanz. BS3 gives you a chance at better shooting so take rokkits or grotzookas.

All our light that shines strong, only lasts for so long.
750

 
   
Made in ca
Stabbin' Skarboy




123 fake street

Put bosspoles on those squads, they are always worth it. I never found eavy armour to be worth it on boys, you almost double their points, I prefer sluggas and chopas, but that's your call. Sounds like alot of fun to play but I see it being ripped up by and armies with lots of medium strength weapons. Also give at least one unit of kanz grotzookas.

This message was edited 1 time. Last update was at 2009/11/03 21:29:40


"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
Made in gb
Yellin' Yoof






Thanks everyone.

Note that all vehicles will theoretically be covered by the KFF.
   
Made in gb
Tower of Power






Cannock

I know your plan with the warbuggies, but they are armour 10, open topped and in a squadron which makes vehicles weaker. They won't last 5 minutes when you fail cover saves, and your keeping a large amount of vehicles together in a small spot. Optimum target for blast templates and your keeping your force together, so you cannot really go after wide spread targets.

Also, one trukk won't last long really. May have warbuggies floating around but thats the only transport.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I fought an army list much like this a couple months ago in some Ork vs ork action and chewed it up - its got some serious weaknesses, including some which have been pointed out.

1. Pick a theme and run with it. You've got a half kan-wall, and half foot-slogging army there, with an element of a mechanized speed freaks army. Which is it going to be?

2. Grotzookas on the Killa Kans. Leave the rokkits to your buggies or deffkoptas who are trying to sneak around for side/rear armor shots on vehicles. Blast 2 means that each squadron of killa-kans gets 6 blast templates per shooting phase. Its very sexy.

3. If you really want to have the Big Mek ride in style, stick him in a Battlewagon with a squad of 15 Burna boyz. Between the Battlewagon getting 4+ cover saves and its AV14 on the front, its got quite the survivability, and those burna boyz are the answer to pretty much anything in 40k.

4. Do you really need two Big Meks with KFFs? If you put one Mek in a centralized position, you can move all three units of Kans 6" around him, especially if he's in a battlewagon. Your buggies aren't going to get a KFF save, but if you're inching them 6" up the table at a time to keep pace with your big mek, you're doing something wrong anyway.

5. Seems like most Kan walls include Deff Dreads taking advantage of the Big Mek's ability to turn a deff dread into a troop choice. Yours seems to not. Something to consider...

6. A KFF granting a 5+ cover save to a unit of boyz is really wasted. If you're going to take multiple units of boyz, give them cover one of three ways:
A.) Squadron coherency with killa-kans is 4", not 2" so you can stick these in front of your boyz to give them a 4+ cover save.
B.) Have a sacrificial unit of boyz (heh...'Ard Boyz with Mad Dok is a ridiculous covering unit) covering the rest of your boyz.
C.) My personal favorite: 19 Gretchin and 1 Runt-herder: 107 points. String them in front of your boyz to give them all a 4+ cover save. Yes...yes, shoot at my gretchin. They exist to absorb firepower.

7. War buggies are fun, but have practical limitations. In reality, their purpose is to scream up the board turbo-boosting for a turn, benefit from a cover save, then try getting in side/rear armor shots. You can do the same with Deffkoptas in reserve that outflank. As such, most folks who take buggies take them for their skorchas. Lictors, anything in cover that goes to ground, sneaky eldar and IG with 2+ cover saves....skorchas annihilate all that trouble. Then again, if you're taking a unit of burna boyz...


   
 
Forum Index » 40K Army Lists
Go to: