Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
Looking to build a new feral ork army and need some advice as to the better build (or any suggestions). All my trukks and buggies will be modelled with animals, and all rokkits will be modelled as spear chukkas stapped with dynamite)
Debating between two list:
List One - Nob heavy feral list (BC=big choppas, all nobz have them)
You will love having kff. Also go for more trukks and buggies as many as possible.
Let the warbosses travel with boyz to spread your threats.
At the very least you can save a load of points by reducing the number per nob squad. 10 is a huge percentage of your points.
Nob squads need wound allocation as well, klaw, painboy, cyborg bodies, banner.
Right now both of those lists are 2000pts, but I have similar build split option debate with both reduced and larger versions.
I know KFF would be a great choice - but with the Feral theme I was hesitant to take a Mek. I suppose I could "count as" the Mek to be a shaman type blessing the vehicles/animals but given the theme I was drawn to either warbosses or warpheads (shamans).
I had considered spreading the bosses into the boyz trucks and I agree that I should do that (thanks).
What then is the optimal Nob unit size?
I am trying to limit the # of Klaws or special weapons for the Feral theme.
And the big question: Is converting Mad Dok into a Shaman and granting every ork in the army the 5+ invulnerable save worth it?
My thoughts were that as this is a 90% melee based army and since power weapons etc are common, it would basically reduce my casualties by 33% and thus greatly increase chances of winning assaults and forcing fall backs (and avoiding my own). It would also help during kill-point missions during which the larger force would give up many more points (more trukks and more deaths).
- In the 2000pts list this means 10 less nobz, one less trukk, and one less buggy
- in the larger 2500pts list this mean switching 2 nobz group for 2 boyz groups (same number of bodies on the field)