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This list comes out to about 1490. I've considered trying to add a second mega dred... more than likely I'd make it a meka dred but I'd end up cutting a lot of boyz which I think would be bad.
Bay Area Open style rules.
HQ
Big Mek with KFF
TROOPS
20 Spanna Boyz (Big Mek with them) (maybe split them into 2 squads of ten instead)
10 Spanna Boyz
10 Spanna Boyz
keeping the boyz small so they can go to ground in area terrain where the objectives will likely be. their pure job is scoring.
FAST ATTACK (scoring in the Scouring which is one of the missions listed, so thats nice)
5 Killa Kans - rockets
5 Killa Kans - grotzookas
5 Killa Kans - 3 skorchas and 2 grotzookas
(i got 9 of them off a friend and bought two boxes i already built. for points i wouldnt have minded having skorchas on everyone but i dont have those models or have the desire to spend money on the bits so thats what im going to keep. thinking of keeping the rockets mid field to provide shooting support. flamer squad will always be running until its deep and in the thick of it. and the grotzooka squad will be somewhere in between to stay flexible.
TROOPS
3 deff dreds - 2 of them have 4 dreadnought weapons, 1 has 2 skorchas and 2 cc weapons. same as with the kans, these are the weapons theyve got so thats what im going with.
lastly,
Mega Dread stock with the killcannon and big shootas. ive got two of them so i could run it with the saw or claw. doesnt make much difference.
thoughts on the list? ive got about 10 points to play with... maybe some grot oilers in the mek squad. i plan on usually having him close enough to do something.
my only thoughts....
the practice games ive played have been successful but i found it tough to have ample space to place all the kans. im wondering how vital that KFF really is... its 50 points... could almost get another 10 boys for that.
that said, if i can really focus on getting just one can within 6 inches of him it would sure be nice to always have that save....
additionally... the mega dread is pretty cool. i dont know if its effective enough? i could get a lot of boyz by dropping him, but he is fairly resilient. 13 armour, 5+invul, 3 hull points. also, the big mek as a warlord trait that has a 1/3 chance of giving him an extra hull point or 1/3 chance of moving much faster. (the other option gives him rending which is essentially useless)
the list basically requires me hiding the boyz and rushing all the dreds hard. 2 turns of just running. at least in this variant i have the rocket kans to shoot a target or two.
once they get close though they should hit like a ton of bricks. night fight in half the games will make a huge difference when it goes off. and most games will get a decent warlord trait that either make shim tougher, or way faster on the mega.
thoughts on the list?
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