KFF Mek
3x Slugga Trukks
-11 Sluggas
-PK BP Nob
-Reinforced Ram
3x MegaNobs in Trukk
-Reinforced Ram
3x Big Gun Batteries
-9x Kannons
-9x Ammo Runts
2x Grot Bomm Launchas
This leaves me with 27 points to spend. I could get a klaw for the Big Mek, or three Kombi-Skorchas for the MegaNobs and some other kit, possibly trade one unit of kannons for lobbas...
Would like some advice as to if the
KFF Mek is even worth it. The Trukks are going to start in cover, and then they are going to die ~ no amount of
KFF will save them, though it does give them a bit more leeway for deployment. My boys will be in trukks, and then in craters or behind wrecks ~ so the
KFF might not be needed here either. If I trade him out, I could potentially take a Megaboss to fix
MANz leadershit issues, or a
SAG Mek for some AP2 pieplate and 'average T7' goodness in a kannon battery
The list is intended for a semi-competitive, no fliers tournament, and as I'm new to speed freeks any advice would be appreciated.
Automatically Appended Next Post: Alternate list;
Mega Armoured Warboss
-Cybork, bosspole
3x Slugga Trukks
-11 Sluggas
-PK BP Nob
-Reinforced Ram
3x MegaNobs in Trukk
-Reinforced Ram
3x Big Gun Batteries
-9x Kannons
-8x Ammo Runts
1x Grot Bomm Launcha
1x Deffkopta, TL BS
Dropped an Ammo Runt, swapped a Grot Bomm for a deffkopta, and changed out the Big Mek for a Mega Warboss.
The Deffkopta's sole job is to get me linebreaker at the end of the game, since I just learned that boys are not scoring or denial when inside a transport.
The Megaboss is there to prevent my MegaNobs from running away, to hopefully obliterate enermy characters in a challenge, to give a 2+ save to one of my boyz mobs, and to give a versatile, detachable Klaw that I can throw into a melee as needed