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Made in at
Grovelin' Grot Rigger






I'd like to see what you guys got on this list I run lately to quite some success.
It's not that I need help how to improve it, but rather what you think are it's weaknesses, it's strenghts and how you would react to it, if it was played against you.

So basically its:

Waaaghboss on bike, fully kitted, PK, Cybork, Squig, BP (because he's with the koptas)
BigMek with ShokAttakGun

3 x 7 lootas

3 x 20 Shoota boys with nob PK, BP

5 Koptas, Big Shootas to go with the Waaghboss.

1 Dakkajet + additional supashoota and fighta ace

Boomwaggon, Ram

6 flashgits with Doc and Baddrukk, (hes a mean baddie ), moar dakka, shootier


It's quite the shooty list, i think, and my enemys tend to have problems what to take out first, and every unit has the potential to put some hurt on them.
The flashgits mostly do not make their points killing-wise, but they do draw attention, which is fine by me.


My P&M Ork Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/448513.page

DA:70+S+GMB++I++Pw40k12+D+A+/sWD-R+T(Pic)DM+
 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Drop the Boomwagon and add another Dakkajet.
   
Made in us
Ork Boy Hangin' off a Trukk





Have you thought about taking one of the shoota mobs and turning it into 2 truck mobs? They could run with the boss and give him a little more punch or go and snag objectives.

 
   
Made in us
Lead-Footed Trukkboy Driver




Elizabethtown College

I like the list, although I have no real experience with flashgits. It looks like a ton of to play. One thing I love when I run my lootas is an aegis defense line. The cover save is awesome and going to ground getting a 2 up is amazing (except stupid flamers). I also like to take units of at least 9 lootas (3 wounds to cause leadership), but I have had success with three smaller units of 7-8 like your running. If I were facing you I would probably ignore the flashgits, and take out your lootas and boyz. I have never faced the warboss and koptas, mainly because I play orks too, but it seems really scary. Do you infiltrate with the boss and koptas?

PS I know this wasn't in the OP but I would absolutely love to see a batrep of this list, it looks so fun I might run it in a vassal game or two.

I always press dat, if you know what I mean. 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Just one simple question, what's the point cost for all this?

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in at
Grovelin' Grot Rigger






This is 1850. Posted it of the top of my head, so might give or take 5 points, but its essentially this.
It IS a lot of fun to play, since you always got something to dish out, no matter what my opponent decides to hit. If he does take out my lootas, there's more than enough boys to dakka him good. And vice-versa.

And more often than not the flashgits will hold their own. They mostly do not make their points in killing, but they don't die easy. And they are a pain for Bikes and the like. They are rarely ignored, which is fine by me. One time I had Baddruk soak up about 23 wounds (not hits, those were a stupid amount more) saving all but one. And he finally had to kill himself by overheat. That's what they are there for. Keeping everyone else save. Only major problem i have are those pesky Vindicators. They eat them up like they do anything else.

So the list has a good amount of shooting, bodies, two templates that ignore MEQ Armour, and a fairly good hitting, fast unit to swoop around with.


Automatically Appended Next Post:
 Crawdadr wrote:
Have you thought about taking one of the shoota mobs and turning it into 2 truck mobs? They could run with the boss and give him a little more punch or go and snag objectives.


Thats actually something that fits my playstyle, I'll consider this definitely.

This message was edited 2 times. Last update was at 2012/12/13 07:42:00


My P&M Ork Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/448513.page

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Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

i like the list but one thing escapes me. Why take 5 koptas when for the same points you could get the best part of 7-8 bikers who have more shooting and a 4+ cover save always?

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in at
Grovelin' Grot Rigger






Well, Koptas confer some nifty rules to the Waaaghboss, like scout and falling back from combat, as a bonus their shooting has twice the range and they have two wounds each. And if I part the Waaaghboss from them, they can Turboboost much farther, which can secure a last turn line-breaker. In my book they are the better Waaaghbikers. though more expensive. And if i wish i can get them all the PK i like as each of them could have a buzzsaw..

My P&M Ork Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/448513.page

DA:70+S+GMB++I++Pw40k12+D+A+/sWD-R+T(Pic)DM+
 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

Might be wrong but i'm pretty sure they wouldn't convey scout to the Warboss.

In fact if he joins the unit i thought the unit lost the ability to scout.

2 wounds is nice, but Nob bikers are around the same cost as koptas.

This message was edited 1 time. Last update was at 2012/12/13 08:12:51


All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in at
Grovelin' Grot Rigger






I think I'm correct with my rules here, checked it recently. But I will again, just to be sure. I think its one of those rules were just one model in the unit has to have it. Remember how peaople used to attach a waaaghboss to Kommandos?
And about the fall-back rule I'm quite certain. that does indeed confer to him. So... awesome combo. If you go second, an the terrain gives you some LOS - Blocker mid-table, you can charge the WB turn one. Pull out at the end of your opponents combat turn and shoot and charge again. Pure win. And as long as one kopta lives he can't be tarpitted. Since you di the initiative test on a four from the WB.

My P&M Ork Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/448513.page

DA:70+S+GMB++I++Pw40k12+D+A+/sWD-R+T(Pic)DM+
 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

You may well be right, but i genuinely think it doesn't, gonna need someone to confirm this either way.

If it is the case, i agree it is a great combo........IF.

If not, Nob Bikers can do the job.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in us
Ultramarine Scout with Sniper Rifle




Bay City, MI

The wording for both Scout and Outflank special rule says "...a unit containing at least one model with this special rule..." (p. 40-41)

I like the list. I agree there is a pretty good balance of all the units target-priority wise. I've been thinking of something similar to try, especially the biker boss/kopta kombo.

I'd say the Lootas or the boys would be my top priority, until the boss came in.

That "Doc" with the Flashgits is just a painboy, right?
   
Made in at
Grovelin' Grot Rigger






ah, yeah, it's the painboy. I'm playing with the german codex, so there's some difference in naming units.
And thanks for looking up the rules. So that's out of question now.

This message was edited 1 time. Last update was at 2012/12/13 16:56:46


My P&M Ork Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/448513.page

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