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Made in us
Screamin' Stormboy





So I like meganobz alot, and finally, after playing a few games and learning alot, and more than that, reading all the suggestions on Dakka and other sites, I have come up with what I feel is one of my favorit army ideas I've ever made.

Note: Cyboyz are ork boyz with Cybork body. The idea is that everything in this army has one. So everything has a 5+! Also, this is NOT a competitive list, but I still wana hear opinions on how it would play out to a more experienced crowd.

The Coldest of Da Cold! Glacier Armoured! – 2000 pts.

HQ – 285 pts.

Mad Dok Groznik (Syngespurt Iceteef) – 160 pts.

Warboss Rakknbash Iceteef – 125 pts.
- Mega Armour
- Cybork Body
- Bosspole
- Attack Squig

Elites – 540 pts.

Meganobz x5 – 225 pts.
- Cybork Body x5

- Trukk – 45 pts.
-- Red Paint Job
-- Reinforced Ram

Meganobz x5 – 225 pts.
- Cybork Body x5

- Trukk – 45 pts.
-- Red Paint Job
-- Reinforced Ram

Troops – 1175 pts.

Meganobz x9 – 405 pts.
- Cybork Body x9

- Battlewagon – 140 pts.
- Deff Rolla
- Armour Plates
- Grot Riggers
- Red Paint Job
- Grabbin Klaw
- Big Shoota

Slugga CyBoyz x30 – 365 pts.
- Nob
-- Power Klaw

Shoota CyBoyz x20 – 265 pts
- Big Shootas x2
- Nob
-- Power Klaw


The overall strategy is overwhelm. Really there's not much else to it. I wish I could fit a KFF Mek in this, but I need at least one scoring Meganobz unit, so Warboss it is!

The Slugga Cyborkz up there, the thirty man squad, will be walking from the start with the Mad Doc, and will rush the enemy's front line. That huge a squad with that much staying power will either mess something up or will draw alot of enemy fire. Doesn't help that the Mad Doc is a beast in combat himself! Well ok it does help. I'll try and keep him at the back anyway, out of combat. The shoota cyboyz on the other hand, will progress far slower, kiilling off infantry from afar, hopefully. They'll be slower, but will hopefully wear down squads the Sluggaz may have alot of trouble with.

The vehicles all shoot up ASAP, the Trukks trying hard to either zoom between covering spots, whilst the battlewagon in the back either uses THEM as cover, or the terrain, whichever is better for it. Its movements will be a bit more precise, whilst the trukks will be all about every inch they can clame, with maybe the add on they end up obscured.

If and when the trukks or wagon pop, I'm foot slogin. No way around it, it hurts, so does SNP, but thats what I get for playing what I love.

So please, ideas on this?

Time ta make sometin' fun!  
   
Made in au
Sinewy Scourge




Downunder

Slugga Mob should be another shoota, even with Grotsnik MD's special rule they'll still shoot and the loss of 1 attack isn't so big compared to the benefit of shooting when out of charge range.

The shoota mob doesn't demand a big shoota either, you can if you want to but you've already got enough shots and the points are usable elsewhere.

Grabbin Klaw isn't so great as when ramming you're likely to immobilize it anyway with the Deff Rolla. Get Boarding Plank instead as it means you get a meganob to PK the vehicle if the ram fails to kill it.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Screamin' Stormboy





I thought the Doc's rule said they had to run every turn! Heck if they don't then yea they're shooters now.

As for big shooters not being necessary, probably not, though I do enjoy that extra range a whole lot. And the increased Strenght. WHere would I spend the points otherwise. I actually forgot to mention I do have five extra points, but where would you spend them?

I'll think about the use of the Boarding Plank as well. May use both, just cause I do have the extra.

Time ta make sometin' fun!  
   
Made in us
Decrepit Dakkanaut






Eternal Plague

Dok must go balls-to-the-wall at the nearest enemy, so yes.

Gotta find some ways to make the Meganobz HAVE BW transports. A trukk is too weedy for a meganob to be trundling along in.

Ergo...

kut the gigantic blob of a 30 man unit. It won't be doing much for you. Replace with some grots and a herder for 40 points. Heck, you can cybork them if you want.

Add in 2 BWs and deck them out the way you did the other BW.

If you have room, add in 2 rokkit deffkoptas with buzzsaws.

And make sure each battlewagon has a big shoota.

Put Grotsnik in with one of the Meganobs at the start in a BW. Much better results will ensue.

This message was edited 2 times. Last update was at 2010/07/07 14:40:04


   
Made in au
Sinewy Scourge




Downunder

It doesn't say Mad Dok has to run. Just that he must move towards the closes and Assault ASAP.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in gb
Tower of Power






Cannock

Switch slugga mob to shoota mob and give them triple rokkits. Not you have long range fire power and can pop tanks and follow up with a charge if you like.

Meganobz should be in battlewagons at all times.

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 gr
Sneaky Lictor





Greece

As you say mate it's not hugely competitive but when the orks hit melee it should be great fun to play. I too love meganobz and it try despreratly to get them to work in some friendly games, but unfortunately plain nobz are usually better.
The problem with the list is the trukks are very easy to pop and not enough of them to ensure that some survive. Also the battle wagon is on its own so it's the target of all the lorng range big AV hitters.
Also you have no reliable AV except for the Battlewagon.

What you can do if you are interested is give all the footsloggers (which will probably include your meganobz on turn 1 or 2 depending on who goes first) a 4+ cover save while they march up by putting spreading the Dok and his Squad in a wall up front
ENEMY LINE
/\
l
x x x x x x Dok x x x x x x

REST OF YOUR ARMY

With Cybork bodies, Fearless and FNP the wall should take a beating before they die and the rest of your troops may arrive with few enough casualities to win the fight.
You could also get rid of the transports and go full footsloggers with a coople of Dethkopters or Stormboyz for tying up units that can hurt your march forward
Enjoy your games! I like the idea behind the list but... you know

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Screamin' Stormboy





Thank you all for the mass suggestions. I'll try to respond one at a time.

Gotta find some ways to make the Meganobz HAVE BW transports. A trukk is too weedy for a meganob to be trundling along in.

I've run Meganobz in a trukk before, and both times they have met with much success. Admittedly it was because I went first, but with the amount of distance they can clear in one movement phase, it's al they really need for them to get trugging toward the enemy from a good starting point. SnP is bad sure but it's not as bad as you'd think (at least it's not roll one die and that's all you get, like Run is). Don't get me wrong, if I could have Battlewagons I would, but for now they'll suffice.

kut the gigantic blob of a 30 man unit. It won't be doing much for you. Replace with some grots and a herder for 40 points. Heck, you can cybork them if you want.

A funny idea, but I don't run grots. Not cause I dont think they're useful, but I have fluff and personal reasons why I don't run the gretchen. Cygrots is a funny idea though. XD

And make sure each battlewagon has a big shoota.

Always.

Put Grotsnik in with one of the Meganobs at the start in a BW. Much better results will ensue.

Sorry but no, I'm deadly afraid of them going around hte board and doing nothing forever thanks to rage combined with SnP. Not worth it. Besides, they don't need FnP really. Anything that would negate their save or their two wounds would negate FnP too!

Switch slugga mob to shoota mob and give them triple rokkits. Not you have long range fire power and can pop tanks and follow up with a charge if you like.

Meganobz should be in battlewagons at all times.

I'd agree, but I just don't know how to do it effectively. I could ditch the 20 man squad and then combine the two elite Meganobz into a single unite, and have enough for a battlewagon, but hten I'd have two wagons to shoot at! I dunno if that's really that much more preferable than two trukks. I'd also loose a scoring unite AND that unite woudln't have a bosspole.

As you say mate it's not hugely competitive but when the orks hit melee it should be great fun to play. I too love meganobz and it try despreratly to get them to work in some friendly games, but unfortunately plain nobz are usually better.
The problem with the list is the trukks are very easy to pop and not enough of them to ensure that some survive. Also the battle wagon is on its own so it's the target of all the lorng range big AV hitters.
Also you have no reliable AV except for the Battlewagon.

What you can do if you are interested is give all the footsloggers (which will probably include your meganobz on turn 1 or 2 depending on who goes first) a 4+ cover save while they march up by putting spreading the Dok and his Squad in a wall up front
ENEMY LINE
/\
l
x x x x x x Dok x x x x x x

REST OF YOUR ARMY

With Cybork bodies, Fearless and FNP the wall should take a beating before they die and the rest of your troops may arrive with few enough casualities to win the fight.
You could also get rid of the transports and go full footsloggers with a coople of Dethkopters or Stormboyz for tying up units that can hurt your march forward
Enjoy your games! I like the idea behind the list but... you know

Eh, yea Nobs are better at almost everything all that. Doesn't mean meganobz don't do good. THey certianly don't suck.

Useing the Doc's mob was actually the idea, useing them as a wall for the other, shootier group be hind them, and any Meganobz that were hoofin it from then on.

I dunno about making a footsloggin meganobz army though. That just sounds like it's asking to do nothing for half the game. XD

In the end, I may just go with remaking the list, and trying for four whole mobs of Meganobz all in battlewagons! Still, keep throwing suggestions, I love hearing em, and thanks to you who already have!

This message was edited 1 time. Last update was at 2010/07/07 18:29:03


Time ta make sometin' fun!  
   
Made in au
Yellin' Yoof on a Scooter





Straya, looking for the right mad max/killer wildlife vibe for my Orks

Well would it be possible to put three groups of meganobs in BW. And then put another group in front of the boyz for a bit of bullet cover while they run up to the front line

 
   
Made in gr
Sneaky Lictor





Greece

3 groups of Meganobz do not in a BW fit. It causes rules issues

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Screamin' Stormboy





I meant three groups of meganobz each in their own battlewagon. XD

Time ta make sometin' fun!  
   
Made in ca
Squishy Squig





Ork Cyborg wrote:So I like meganobz alot, and finally, after playing a few games and learning alot, and more than that, reading all the suggestions on Dakka and other sites, I have come up with what I feel is one of my favorit army ideas I've ever made.

Note: Cyboyz are ork boyz with Cybork body. The idea is that everything in this army has one. So everything has a 5+! Also, this is NOT a competitive list, but I still wana hear opinions on how it would play out to a more experienced crowd.

The Coldest of Da Cold! Glacier Armoured! – 2000 pts.

HQ – 285 pts.

Mad Dok Groznik (Syngespurt Iceteef) – 160 pts.

Warboss Rakknbash Iceteef – 125 pts.
- Mega Armour
- Cybork Body
- Bosspole
- Attack Squig

Elites – 540 pts.

Meganobz x5 – 225 pts.
- Cybork Body x5

- Trukk – 45 pts.
-- Red Paint Job
-- Reinforced Ram

Meganobz x5 – 225 pts.
- Cybork Body x5

- Trukk – 45 pts.
-- Red Paint Job
-- Reinforced Ram

Troops – 1175 pts.

Meganobz x9 – 405 pts.
- Cybork Body x9

- Battlewagon – 140 pts.
- Deff Rolla
- Armour Plates
- Grot Riggers
- Red Paint Job
- Grabbin Klaw
- Big Shoota

Slugga CyBoyz x30 – 365 pts.
- Nob
-- Power Klaw

Shoota CyBoyz x20 – 265 pts
- Big Shootas x2
- Nob
-- Power Klaw


The overall strategy is overwhelm. Really there's not much else to it. I wish I could fit a KFF Mek in this, but I need at least one scoring Meganobz unit, so Warboss it is!

The Slugga Cyborkz up there, the thirty man squad, will be walking from the start with the Mad Doc, and will rush the enemy's front line. That huge a squad with that much staying power will either mess something up or will draw alot of enemy fire. Doesn't help that the Mad Doc is a beast in combat himself! Well ok it does help. I'll try and keep him at the back anyway, out of combat. The shoota cyboyz on the other hand, will progress far slower, kiilling off infantry from afar, hopefully. They'll be slower, but will hopefully wear down squads the Sluggaz may have alot of trouble with.

The vehicles all shoot up ASAP, the Trukks trying hard to either zoom between covering spots, whilst the battlewagon in the back either uses THEM as cover, or the terrain, whichever is better for it. Its movements will be a bit more precise, whilst the trukks will be all about every inch they can clame, with maybe the add on they end up obscured.

If and when the trukks or wagon pop, I'm foot slogin. No way around it, it hurts, so does SNP, but thats what I get for playing what I love.

So please, ideas on this?


I love the idea of this and especially love the fluff. I should hope that if you paint and model you throw the boyz up because they'd look incredibly cool...gah, pun, sorry.

I like the list but the meganobs in the trukk terrify me. If you've had past experience and success with this as you've said, then by all means, but I'd be sweating bullets the whole time.

I would definitely make that second squad of cyboyz shooty and not sluggas.

Other than that, I love it. You're going to have issues, but they've been accurately covered by yourself and the other posters. I'd also like to ask what your fluff reason is for not using grots. Not because I feel like convincing you otherwise, but legitimate curiousity.

Follow'as of da Prophet
1.5k points  
   
Made in us
Screamin' Stormboy





Other than that, I love it. You're going to have issues, but they've been accurately covered by yourself and the other posters. I'd also like to ask what your fluff reason is for not using grots. Not because I feel like convincing you otherwise, but legitimate curiousity.

Thank you for the comments and suggestions. :3 As for the grots, well, the fluff reason for them not being in the army is because the leader of my Ork tribe/budding klan, one Rakknbash Iceteef, wrote something he calls "Da Kode a Kombat", a small short brutish document that tells how he thinks a Waaagh! should be fought.

One of the parts of the Kode says that "No Grotz in my army other than Killa Kanz, and just cause those are dead killy! I ain't havin da glory of da Waaagh! spoiled by no weedy gretchen! We waz on dat ice world for yearz without tem grotz and we did just fine!"

On another note, I've descided to keep the list as is. I feel like any changes I make will just further mess it up, so for now, the list is as posted. I'll try and play a game sometime to test out all of how it works.

Time ta make sometin' fun!  
   
 
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