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Made in au
Stinky Spore





After some modelling and painting efforts, i've decided to get some feedback on my semi-fluffy army. I want it to be reasonably competitive, but i'd be hard pressed removing certain units based on how fun they have been to model and paint.

Here they are: Da Killa Krumpany

HQ:
Ghazghkull Thraka
Big Mek Buzzgob (KFF and Power Klaw)

Elite:
15 Burnaz (riding with the KFF mek in a BW)
14 Red Skull Kommandos (2 burnas and Boss Snikrot)

Troops:

Slugga Boyz (Nob with PK and Bosspole)
Trukk (Red Paint, Ram and Boarding Planks)

Slugga Boyz (Nob with PK and Bosspole)
Trukk (Red Paint, Ram and Boarding Planks)

Slugga Boyz (Nob with PK and Bosspole)
Trukk (Red Paint, Ram and Boarding Planks)

18 Slugga Boyz (Riding with Ghazzy in the other BW)

Fast Attack:

Da Vulcha Stormboyz (19 with Boss Zagstruk)

Heavy Support:

Buzzgob's Burnywagon (Deffrolla, Red Paint, Boarding Plank, 2x Big Shoota and Grabbin' Klaw))
Da Waaagh! Wagon (Deffrolla, Red Paint, Boarding Plank, 2x Big Shoota and Grabbin' Klaw)

Notes:
Now the idea is to have both the Kommandos and Stormboys in reserve, Snikrot using ambush and Zagstruk's boyz deepstriking and assaulting when Ghazzy calls the Waaagh!
Roll the three trukks behind the KFF wagon and ghazzy's wagon, under the KFF's radius.
Depending on the enemy's deployment and units, possibly have the burnywagon dropping templates before assaulting with the other half of the burnaz using power weapons.

The points cost as i've calculated it is 1985.

Any feedback is good feedback, but i'd love to keep the stormboyz+kommandos for flavour and fun.

This message was edited 1 time. Last update was at 2010/01/27 11:25:42


 
   
Made in us
Waaagh! Warbiker






If you are going to bring the stormboyz, that's fine. You need to max them out, though. When Zag lands and assaults, you are already losing bodies, which according to INAT will be counted toward combat resolution if you assault, so you need to stack the numbers in your favor. That's true of all ork groups though... Always field max group size to remain as deep in fearless territory as possible.

With that said, be aware that Zagstrukk isn't going to be any more effective than another wagon full of boyz with a powerklaw, and he and his group are in fact considerably more expensive. Another wagon would be more resilient, more predictable, and would not start off combat already at a -1D3 to combat resolution before the first weapon swings.

Also, throw some grabbin' klaws on the wagons. Hitting immobile targets makes orks happy.

Goffs 
   
Made in us
Grovelin' Grot





The Battlewagons should also have a second weapon, preferably another Big Shoota to help prevent them from being immobilized by weapon destroyed rolls. List also needs some anti-armor units. Most people will suggest Lootas and/or Deffkoptas with TL Rokkits. I'd suggest seeing if you can perhaps fit both in, as the koptas give you a chance of glancing off of the dreaded Monolith and Land Raider

Avatar stolen from here

Playing Orks in Warhammer 40k. Contemplating playing: Anything but IG or Eldar. 
   
Made in au
Stinky Spore





I've updated the list with the suggestions to increase the stormboy squad size, gave the big mek a power klaw and added another big shoota with a grabbin' klaw to each BW.

With the last 15 points left, i was wondering whether to add grot riggers to all three trukks or give the big mek an attack squig to add another attack for popping vehicles.

Apart from those points i'd consider it mostly complete, knowing that the anti-armour is a little low, but not the main focus of this army anyway.
I'd still appreciate any more comments/suggestions, and wouldn't mind knowing what kind of army would give me the biggest amount of grief!
   
 
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