Very similar comments compared to Balsak.
1. I wouldn't use the meks. While KMB's are nice for AP2, Ork
BS means you average 1 hit out of three, whilst each burna can be hitting 3-5 enemy units....or be power weapons.
2. The nob list you have is 335 points. I'm assuming that they have a
BP, and that's why you've listed them as 340.
3. I also must agree. Boyz mobs must have a nob w/
PK,
BP. This is cardinal to Orkish tactics. This is the number one strength of boyz mobs....a delivery system for your
PK nob.
4. You not only need a
PK, but you must have a bosspole. The bosspole is basically mandatory. 3 wounds from shooting and you're making a morale check. If your trukk blows up, you average 3-4 boyz dying and must make a check of go to ground. Now they're not fearless and the next shooting unit only needs to cause 2 more deaths and you're saving again.
BP. Don't leave home with out it. (In retrospect, I'm painting an American Express card on my next nob's
BP)
5. Hand in hand, I only run trukks w/
RR. Charge into cover, charge out.
I run trukk mobs at 152 points. 12 boyz, nob upgrade w/
PK,
BP. Trukk w/
RR.
6. Deffkoptas. Yes, units of 2 are awkward. 2 wounds and there is too much risk that your remaining kopta jets
3d6 towards your border, never to return. For 70 points a single buzzsaw suicide kopta may be a better choice than 2 rokkit kopta's. You could run one with the
TL-big shoota for wound allocation, but then you'd lose out on those rokkits for tank busting. I'd consider two units of one buzzsaw kopta each.
7. Back to your
HQ's. 20 Points is kind of a lot to spend on a burna for a Big Mek. They get singled out and killed in
CC. For 15 points, you have another burna boy. These are points that can be better spent elsewhere, but if this is a friendly game, keep it, by all means!
For that matter, 85 points is a lot to spend for
KFF that's only covering one vehicle, and that one an
AV 11.
8. Following this progression, 75 points is a lot to spend on an
AV 11 vehicle to transport your burnas, and ten 15-point burna boyz is a lot of points to risk in
AV 11.
If you switch your trukk units to what I normally run, and go with the buzzkoptas, you've got 64 points freed up. With the 75 points invested in your looted wagon(that has a 1/6 chance of "Don't press dat") you can invest in a battlewagon, the transport of choice(especially for expensive burna boyz)!
So drop the looted wagon. You have 141 points to spend. your warbiker nob NEEDS a
BP(see #4).
136 points for a Battlewagon? Easy squeezy, as an old geometry teacher used to say. This is where you invest in more options.....because it can stay around long enough to make use of them
135 - Battlewagon, Deffrolla,
AP, Kannon, Big Shoota.
You can play around with options, but I feel that BW's should have a DR,
AP, and Big shoota as a minimum. The
AP to prevent a 1/6 chance from immobilizing you for a round(stunned). The same with the big shoota.....so you don't get immobilized instead of losing a weapon. Some people like grot riggers. With your big mek inside, he can make repairs, and stays safe and keeps that
KFF up 6" around your vehicle! I like the kannon option, as it can fire frag shells as a defensive weapon(strength 4) if it moves combat speed or less.
You've got a decent list, honestly. I tried to keep the spirit without changing your army drastically. Biggest things: Nobs get
PK's and
BP's, and protect those burna boyz with a lasting vehicle.
I would charge in with the trukks. Without them, you've only got about 3/8 of a deathstar(I run 10 nobs with 3
PK's), an mid-sized burna unit, and a half strength warbiker squad attacking the enemy, which sounds like it's not enough. Your enemy will have too much to shoot at if you charge with all of it, and that's the way we play, right boyz?