It's dead killy, but may need more boyz.
Even at 5 points for CB, you're better off with more boyz.
The way I see it, 5 points for saving your guy a third of the time isn't worth it until the post cost exceeds it by a factor of three. Even then, you're missing out on the extra attacks that buying more boyz with the points will give you.
In effect, if you have boyz with CB's, let's say you take three wounds. On average, one is saved, and two still die. You just lost an EXTRA 10 points. Those 15 points(on three boyz) would have given you at least two more boyz, more dakka, more krumpin, and extra wounds to soak up damage.
Assuming that you're just going for a fun fight, but want it a bit more competitive, here's some suggestions and observations:
Keep your HQ choices if you're looking for fun. I like solid fun armies, not chosen because "I must win at any cost!".
Those are fun units.
I'd increase one boyz unit to 11. Fill it up. I'd also drop the grot riggers from the trukks. You're immobilised 1/6 of the time. You can't fix it until YOUR turn, and that's in the shooting phase so even if you fix it, you're still in the SAME spot, and will be shot at again by the unit that damaged you most likely. And it's a 50/50 chance of repair. For 10 points, armor plating allows you to ignore a 1/6 chance of being immobile for a turn(you won't be able to shoot but that's not what trukks are for). I think 10 points is too much on a trukk for AP...it's 1/3 the price of the vehicle for stopping something that happens 1/6 of the time.
Keep the RPJ if you like. Some like it.....I like the concept, personally, even if it doesn't always make a difference in your movement.
The RR is PRICELESS. I started out with a speed freeks Evil Sunz clan and switched to Blood Axes because I'm ALWAYS running into cover.....and pissing my opponent off when I get to reroll 1's and keep going! Priceless. Who needs a KFF with plenty of terrain around, I ask you.
Okay, the Battewagon. Drop, drop, I repeat DROP the 'Ard Case. I know it stops the +1 on damage rolls, but your Meganobz NEED to be able to disembark and assault, because they are the stompiest, choppiest, krumpinest unit in the game, as long as they can REACH their target. You want to be able to deploy and get stuck in. Drop the Killkannon too. It's an Ordnance weapon that stops any other guns from firing(okay not a big deal), but you need to move that thing ASAP to get your Meganobz krumpin, so your first move is normally 12"(13 w/RPJ). You won't get to fire it. Add a Deffrolla. Add Armor Plates....totally worth being able to move after a crew stunned roll....and with the deffrolla you can still hurt your opponent. Shoot, add the grot riggers.....they might save you, or keep the BW around longer. Add a kannon. Firing frag shells that are STR4 allow you to use it as a defensive weapon so you can throw out a small blast template on the move(at cruising speed anyways). Run up(preferably tank shocking), deploy and assault with meganobz, then start tank shocking while throwing out a small blast AND big shoota rounds. Yeah, I'd add a big shoota. Always want at least one weapon on the BW so a weapon destroyed result doesn't immobilize you.
For the Meganobz I'd be tempted to run 3 S/S, one S/RL, and one TwL-Shoota, so you can allocate 3 wounds before losing one of them. Give them all CB courtesy of Grotsnik.
Still have 252 points left.
Oh, point to make: A BW dedicated transport for nobz and meganobz cannot take the killkannon.
Do you have, can you field another BW? Increase a mob to 19, and field another deffrolla!
12 boyz, nob upgrade w/PK, BP is 152 points....always a decent choice.
|