Switch Theme:

Ork Shooty Mech 1500 - C&C please  [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 us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Here the list I been running the last couple games, it's been working out for really well so far. The Kill Cannons are actually very helpful in my next of the woods due to over half of our players run Mech MEQ. I use the Lootas, boarding planks, and DethKoptas to pop open transports and the Kill Kannons and Shoota Boyz to finish off what's inside. I know the Kill Kannons are expensive and very inaccurate but not sure which way to go. I am stuck in Space Marine tactics of don't get out of transport until you have too and with a Big Mek in a Battle Wagon it doesn't happen very often that you do need to get out

C and C welcome

HQ: Warboss (1#, 120 pts)
. . 1 Warboss @ 120 pts ((C:Orks, pp. 32 & 97); Power Klaw; Shoota/Skorcha Kombi-weapon; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Attack Squig; Cybork Body)

HQ: Big Mek (1#, 100 pts)
. . 1 Big Mek @ 100 pts ((C:Orks, pp. 34 & 97); Choppa; Kustom Force Field; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Cybork Body; Mek's Tools)

Elite: Lootas (12#, 180 pts)
. . 12 Lootas @ 180 pts ((C:Orks, pp. 43 & 100); Deffguns; Furious Charge; Mob Rule; Waaagh!)

Troops: Boyz (19#, 154 pts)
. . 18 Boyz @ 154 pts ((C:Orks, pp. 40 & 100); Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Troops: Boyz (19#, 154 pts)
. . 18 Boyz @ 154 pts ((C:Orks, pp. 40 & 100); Shoota; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

Troops: Boyz (13#, 157 pts)
. . 11 Boyz @ 157 pts ((C:Orks, pp. 40 & 100); Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)
. . . . 1 Trukk ((C:Orks, pp. 41 & 100); Big Shoota x1; Boarding Plank; Reinforced Ram)

Troops: Boyz (13#, 157 pts)
. . 11 Boyz @ 157 pts ((C:Orks, pp. 40 & 100); Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . . . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)
. . . . 1 Trukk ((C:Orks, pp. 41 & 100); Big Shoota x1; Boarding Plank; Reinforced Ram)

Fast Attack: Deffkoptas (1#, 70 pts)
. . 1 Deffkoptas @ 70 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x1; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

Fast Attack: Deffkoptas (1#, 70 pts)
. . 1 Deffkoptas @ 70 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x1; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

Heavy Support: Battlewagon (1#, 170 pts)
. . 1 Battlewagon @ 170 pts ((C:Orks, pp. 55 & 102); Big Shoota x2; Killkannon; Grot Rigger; Reinforced Ram)

Heavy Support: Battlewagon (1#, 165 pts)
. . 1 Battlewagon @ 165 pts ((C:Orks, pp. 55 & 102); Big Shoota x2; Killkannon; Reinforced Ram)

Total Roster Cost: 1497

   
Made in se
Dakka Veteran





Are the 2 big mobz footslogging? The Killkannon upgrade reduces the transport capacity to 12.
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

number9dream wrote:Are the 2 big mobz footslogging? The Killkannon upgrade reduces the transport capacity to 12.


Well I guess they are now. I've been cheating I guess. Missed the part about reducing transport to 12... damn it back to the drawing board, thanks

   
 
Forum Index » 40K Army Lists
Go to: