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Made in us
Lead-Footed Trukkboy Driver







Here's my proposed revamp of my old 4th ed Ork Horde:

Ghazgkull Thrakka
Big Mek w/ KFF, Eavy Armor, Choppa
15 Tank bustas w/ 2 Tankhammers and 3 squig bombs
30 Orks w/ shootas 3 big shootas
20 Orks w/ 2 Rokkits Nob w/ PK
19 Orks w/ 1 Rokkit Nob w/ PK
3 Battlewagons w/ 2 Rokkits Each, red paint, reinforced ram and armor plates
2 squads of 3 Warbuggies w/ TL Rokkits
and 20 Storm boyz w/ Zagstrukk

3 Wagons headed for the enemy lines
Ghaz rides w/ the Tankbustas
Mek w/ the 19 strong boyz squad
30 strong holds close objective
Warbuggies hide behind the Wagons till they get a clear shot
Zagstruk's boyz act as a combo breaker to surprize and tie up 'ere shootie-boyz

For killing armor:
22 Rokkits
+ 6 TL Rokkits
1 Str 10 PK (6 attacks!)
3 Str 8 +1 PK (12 attacks!)
3 squig bombs

For killing infantry:
27 Shootas (54 Shots)
3 Big Shootas (9 Shots)
56 Sluggas
54 Choppas (225 attacks!)
1 Str 10 PK (6 attacks!)
3 Str 8 +1 PK (12 attacks!)


This message was edited 1 time. Last update was at 2009/12/14 02:24:03


 
   
Made in us
Grovelin' Grot





Chicago

Ghaz gets 7 attacks. he's 5 base and +2 on a charge.

40k: : around 3000pts
Fantasy :3000pts
 
   
Made in us
Regular Dakkanaut





no, he's 6 attacks on the charge. He only gets the charge bonus.

This message was edited 2 times. Last update was at 2009/12/14 13:42:54


   
Made in us
Sacrifice to the Dark God Tzeentch



New York

Flyinmiata1 wrote:no, he's 6 attacks on the charge. He only gets the charge bonus.


He has a special rule that makes him an eternal warrior and +2 attacks instead of +1 attack on a charge.
   
Made in gb
Tower of Power






Cannock

Hmmmm bit of a mix..

I wouldn't use the rokkits on the wagons as it means they can only move 6" in order to fire. I would just give them a big shoota only for weapon destroyed results, or a kannon if you really wanted.

Warbuggies are naff. Deffkopters are far superior.

I don't rate storm boyz. If they deep strike they will stand and get shot, and a unit that size will run into problems. Moving them across the board they will get shot up, move into terrain and they take dangerous terrain tests as jump infantry.

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
Squishy Oil Squig






louisiana

atenthirtyone wrote:
Flyinmiata1 wrote:no, he's 6 attacks on the charge. He only gets the charge bonus.


He has a special rule that makes him an eternal warrior and +2 attacks instead of +1 attack on a charge.


that special rule only applies during his Waagh. he is base attack 5 +1 for charge, 2+ invulnerable save, all non fleeing ork units become fearless for the duration of the Waagh.


Automatically Appended Next Post:
mercer wrote:Hmmmm bit of a mix..

I wouldn't use the rokkits on the wagons as it means they can only move 6" in order to fire. I would just give them a big shoota only for weapon destroyed results, or a kannon if you really wanted.

Warbuggies are naff. Deffkopters are far superior.

I don't rate storm boyz. If they deep strike they will stand and get shot, and a unit that size will run into problems. Moving them across the board they will get shot up, move into terrain and they take dangerous terrain tests as jump infantry.


I use Rokkits on my battlewagon, I load it with assault infantry and advance them as far as i can (13") and disembark them. once everyone is off i use the wagon to pick up more or stratigicly place it and fire off my kannon and all 4 rokkits until it gets blown up.

Deffkoptas are superior to war buggies, although i have found that 3-5 deffkoptas out flanking while a skorcha runs around spreading fire on random squads of troops helps.

Stormboys i use as a one shot one kill, they drop in behind a nasty piece of armor or artillary and blow it up. I use squads of 5 stormboys and zagstruck, the 5 stormboys to soak bullets so zagstruk can attempt a second piece of armor but sometimes that one piece of armor destroyed can change the tide of war.

This message was edited 1 time. Last update was at 2009/12/14 16:55:42


" orks, orks, orks, orks, ere we go, Waagh!!!!!!" 
   
Made in gb
Tower of Power






Cannock

Well thats the thing, you're moving so much before even shooting. So lets say you waste 3 turns of moving the wagon before shooting. I'd be inclinded to put big shootas on to keep it cheap, however, I use my wagons purely for transport and keep them cheap on purpose. I'd put rokkits on deffkopters instead, or perhaps boyz as they can pop transports and then assault the juicy goodness inside.

Outflanking is ok, but not a reliable tactic. If you get first turn scouting them, and then taking your turn works very well - warbuggies cannot do this.

I used to play ultramarines which had two assault squads, I found that one unit of jump infantry doesn't last long, and if I take two one gets seriously mauled before making the fight. I can only imagine that orks which have a 6+ armour save would do worse, not to mention I think they have some kind of special rule which means one takes a wound or something when they move??

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
Growlin' Guntrukk Driver with Killacannon






ork_defiler666 wrote:
atenthirtyone wrote:
Flyinmiata1 wrote:no, he's 6 attacks on the charge. He only gets the charge bonus.


He has a special rule that makes him an eternal warrior and +2 attacks instead of +1 attack on a charge.


that special rule only applies during his Waagh. he is base attack 5 +1 for charge, 2+ invulnerable save, all non fleeing ork units become fearless for the duration of the Waagh.

Adamantium skull only applies during his Waagh? Since when?
It's a piece of wargear that never mentions the waagh, and is never mentioned in the waagh.

This message was edited 1 time. Last update was at 2009/12/14 17:25:53


 
   
Made in us
Lead-Footed Trukkboy Driver







Zagstruk can charge after Deep striking, losing a few boyz to his special rule; Ghaz's Waagh make sure he can make Hand to Hand. So He lands Fleets a full 6 inches than charges for another six.




Automatically Appended Next Post:
Deffcoptas are more expensive...I'd have to lose the rokkits and red paint off the battlewagons. Would that be worth it?

This message was edited 1 time. Last update was at 2009/12/14 18:16:55


 
   
Made in us
Screamin' Stormboy






Per the FAQ/errata, Stormboyz don't have the Waaagh! rule anymore. So Zagstrukk's gang has to land within 6" of their target, and not on top of it... which is tricky.

 
   
Made in us
Tail-spinning Tomb Blade Pilot




I am not 100% sure but I believe the Stormboys cant waaagh! so they dont get the fleet move. Makes it a little dangerous to land.
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

1: Ghaz has 5 attacks base, with +2 from the skull, giving him 7 if he charges. (the Waaagh! rule has nothing to do with this, so i would suggest looking at your dex again)

2: Stormz do not gain the ability to make Waaagh! movement, however, thier somewhat amazing movement makes up for this by miles anyway, so its no big loss.

i'd Also remove the weapon upgrades from the boyz.
If you plan on getting into CC as quickly as you can then you should be running in turn 1, then using Waaagh! in turn 2.
So those weapons will never get a use to any effect.
Simply keep the boyz units maxed out, with a klaw + pole nob and sluggas. (the extra attack makes it worth it)

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in us
Screamin' Stormboy






Taking around 12-13 boyz can help a bit; when arranging the other stormboyz around a deepstriking Zagstrukk, IIRC, you can fit around 7 in the first layer. Making the second layer incomplete gives you around 1" of wiggle room, to help ensure you're within charge range/not on top of something.

This message was edited 1 time. Last update was at 2009/12/14 19:05:00


 
   
Made in gb
Beast of Nurgle




The Warp-United kingdom

Personally I would of done Ghazkull plus Old Zogwort so Old zogwort can turn the opponents character into a squig and then Ghazkull can finish him off, Krump dem in true ORKY stylez!!!!! But it is your choice and it is a good army list!!!!



All I want to do is chew bubble gum and kick some ass...but I'm all out of bubble gum

"We're gonna draw a little bit of everybody's blood... 'cause we're gonna find out who's the thing..."

http://www.scribd.com/doc/26523845/Codex-Blood-Angels-2010  
   
Made in us
Lead-Footed Trukkboy Driver







faeslayer wrote:Per the FAQ/errata, Stormboyz don't have the Waaagh! rule anymore. So Zagstrukk's gang has to land within 6" of their target, and not on top of it... which is tricky.

Wot! No zoggin' way! Totally Krumps me ork planz fer mass destruction...
   
Made in gb
Tower of Power






Cannock

Madness! wrote:
Deffcoptas are more expensive...I'd have to lose the rokkits and red paint off the battlewagons. Would that be worth it?


Yes it would be. Battlewagons can only move 6" and fire the rokkits. Deffkopters can move 12" and still fire the rokkits! That red paint job only gives you a extra inch, not massively important. Enough said really, deffkopters with rokkits are better than battlewagons with rokkits.

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 
   
 
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