Orkus wrote:I think you should make your boyz shootas. It will add flexibility to your army. If you have all sluggas you don't really have any firepower and have to pray that you can make it into CC as soon as orkily possible.
Hey - who are you?
Your location says East Coast, NC; wondering where you are from and if I know you!
Automatically Appended Next Post: OP:
Ork boyz in vehicles should have sluggas and choppas...period. Moving 12" per turn you're not shooting. Moving 6" per turn so that you can shoot the shoota...that's a wasted vehicle, might as well put them on foot. An open-topped battlewagon with a narrow front profile isn't exactly a game-lasting winner; its real objective is to deliver an assault unit safely into combat as quickly as possible. Presuming you play against semi-decent players, when you're in assault range from the battlewagon, their units are either embarked or in cover; unless the fates line you up precisely so that when you disembark out you're 1" away from multiple models....what happens when you shoot them with your shootas and kill some? Suddenly you need to roll
2d6 and get a decent roll just to make it into assault.
The fates DON'T line themselves up nicely for you, the board and your opponents will NOT regularly allow you to make easy assaults at close range from disembarking models through open ground. Don't screw with your probabilities.
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On a separate note, you should kick your battlewagon boyz down to 18 apiece. If you lose the wagon with the
KFF in it as it stands now, your choices are thus:
1. Abandon your Warboss and put your
KFF into it so they all keep moving forward.
2. Your
KFF stays out and neither of your other battlewagons get any more saves as they trukk up the field.
3. You disembark a whole troop choice of 20 to make room for your
KFF.
You *WILL* lose the
KFF wagon in games. Leave yourself wiggle room. As long as one battlewagon is still alive, your
HQs have no reason not to be mobile.
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On a separate note, deffkoptas should be in units of 1, with the same configuration; that way you have three targets to get shot at instead of 1, and the ability to alpha-strike multiple targets across a wide range.
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On a separate note, Kommandos are great, as is Snikrot, but not for your army and your needs. You need anti-tank. For the cost of Snikrot (85) you could you get 5.75 Lootas. Why don't you give up the kommando squad and put in two squads of 5 Lootas? That gives you the ability to shake or better the things battlewagons are afraid of: Manticores, vendettas....all the AV12
IG stuff, not to mention disembarking rhinos and enemy battlewagons so that you have a free charge when you get there against a disembarked enemy.