Not a bad list, honestly. Several pointers:
1. You've got 15 points in CBB and 'eavy armor on your Big Mek. You really want him to stay in the battlewagon. IC's get singled out in CC, and a Big Mek in combat is just a nob that doesn't have all those 6 point boyz as bodyguards to throw wounds at. He'll go down, regardless of his equipment. Don't disembark him with the unit. Keep him inside. That way, your KFF is safe, and since he doesn't have a gun, he can attempt repairs!
2. Split your lootas into 3 units of 5 each. You can fire at more targets this way, and if you fail a morale check, you're only losing 3 or less lootas instead of 10 or less.
3. Your Nobz unit costs 395. If you can, try to equip them uniquely so you can allocate wounds. Nothing is more annoying than having to inflict 11 wounds on a 5++ FNP unit before one of them drops. We'll need to pick up the points elsewhere, but it's preferable. I'm actually kustomizing my last two for my Nobz unit right now.....a BC witha shoota/skorcha, and a painboy. I refuse to buy a painboy because the model is ork boy sized, and painboyz are nobs!
4. Your battlewagons are overloaded. I'd drop the kannons and a big shoota from each. RPJ is something I usually don't purchase so I can spend those points elsewhere as well, but in friendly games it's up in the air. Same with the guns, but the wagon's MAIN purpose is to deliver your infantry safely. After that, it should be deffrolling, and can only fire 1 gun IF you move at combat speed. Anything over that, and you've spent points on something that isn't fulfilling its purpose.
5. The deffkoptas w/rokkits have a marginal chance of popping vehicles in one round. Each has about a 55% chance of a single hit. Against only AV 10, each hit will do nothing 1/3 of the time, and unless the target is open topped, only penetrating hits have a 1/3 chance of wrecking it. Equipping a buzzsaw greatly increases the chance of wrecking a vehicle, particularly if you win initiative, because your attacks will all hit at S7 to rear armor!
If a Deffkopta unit of 3 loses a model(only 2 hits), it's making a morale test and could very well be running 3d6 after that. Risky. A single krak missile will wound on 2+ and cause instant death(S8 vs T4), causing that test.
Koptas are best taken in units of 1(no worries about morale if you lose your only unit) or 5(requiring two models removed for a morale test).
6. Don't use Zagstruk. I was all about him at first, but look at this: His unit must enter by deepstrike and when they do, they lose d3 boyz. That's 12-36 points lost guaranteed! He gets PK attacks at initiative, but only on the charge.....after that and he's a simple nob.
I love Stormboyz. The only caveat here I see is that any unit that can't hurt your 4+ cover save AV 14 wall will shoot at either the lootas or the stormboyz. Namely, tactical marines will be, because they should be outside range of the lootas.
7. Don't run Ghaz and the KFF with the Nobz unit. Put each in a separate battlewagon with one of your boyz units. If you don't, it's a no-brainer on which battlewagon goes down first. Nob deathstar with Ghaz, AND a KFF? Kill it, kill it, KILL IT NOW! Now they have to choose.....deathstar......Ghaz monster......KFF.
You'll need to make points for your missing points on the Nobz unit. I'd suggest dropping some battlewagon options, and dropping the koptas to suicide koptas. By doing that, trimming the KFF Big Mek, and losing a kannon and big shoota from the battlewagons, you've gained 205 points! Pay for the Nobz, you've got 165 left. Shoot, you could keep a unit of 15 lootas and still have two more with 5 each. You could fill up the Stormboyz....wait.....you should have another 45 just from switching Zag to a PK/BP nob! Anyways, plenty to play with! Enjoy, and get krumpin'
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