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I think you're trying to do too much with this list. There isn't a whole lot of target saturation, and that'll make it easy for the opponent to figure out what to kill with each of his own things.
Except for the jet and stormboys, the list is also woefully slow. You can really only get away with that as orks if you put down a LOT of bodies and spam KFFs. In any case, in the second list I'd rather run the quad than the icarus. Sure it pens way more easily, but its bad odds for killing a flyer in one turn. At least the quad might glance something apart in one go.
It might help me to know the rationale behind the list. What is everything supposed to be doing? What is the point of the warboss in a static ork army?
EDIT:
Unless you are dedicated to having the stormboyz and zzap guns, consider the following list:
+HQ+
Warboss: 130
- Attack Squig
- Mega Armour
- Cybork
- Bosspole
Weirdboy: 55
+TROOPS+
Boyz x11 + Nob: 172
- Eavy Armor
- Bosspole
- Klaw
-Trukk
-RPJ
-Ram
-Plates
Boyz x 19 + Nob: 170
- Eavy Armour
- Bosspole
- Klaw
- 2x Big Shoota
Boyz x 16 + Nob: 153
- Eavy Armour
- Bosspole
- Klaw
- 1 Big Shoota
+ELITES+
Lootas x 8: 120
+FAST ATTACK
Dakkajet: 120
- Third Supa Shoota
+HEAVY SUPPORT+
Battlewagon: 140
- Plates
- RPJ
- Deffrolla
- 3x Big Shoota
Battlewagon: 140
- Plates
- RPJ
- Deffrolla
- 3x Big Shoota
The mob of 20 boyz gets in one battlewagon, the other mob gets in the second along with the Boss and the Weirdboy. Notice that the unit of Lootas costs as much as the dakkajet. Consider swapping out the Lootas entirely for a second Dakkajet to get the most out of your waaaaghs. The boyz in the trukk deploy hiding behind the glorious AV14 of the battlewagons and they fill a support role. Need more push on the offensive? Go for it. Backfield camping? Go for it. The ram on the trukk lets it do silly tank shocks and suicidal rams after its boyz are deployed. Lootas do their thing from cover, OR you have two dakkajets in reserve instead of just the one (36 shots per waaaagh? spooky)
You can get up in your opponents face pretty early on and you have serious volume of firepower, especially if you give all your boyz shootas to fire from the safety of the wagons. Alternatively, give em choppas and try to get some turn one combats. A good method for getting turn one combats is to go second and make sure you place some of your objectives in the midfield. Its tempting bait and might lure them to advance forward in their turn.
This list is good because it gives you tough armour and extremely high mobility. You can be pretty much anywhere you want to be turn two, and it isn't really even skimping on the boyz, there's a good 49ish in there I think.
If you wanted a static mob of orks, consider this instead
+HQ+
Warboss: 100
-Mega Armour
Weirdboy: 55
+TROOPS+
Ard Boyz x 19 + Nob: 250
-Klaw
-Bosspole
-2x Big shoota
Boyz x 19 + Nob: 170
-Klaw
-Bosspole
-2x Big Shoota
Boyz x 19 + Nob: 170
-Klaw
-Bosspole
-2x Big Shoota
+ELITES+
10x Lootas: 150
+FAST ATTACK+
Dakkajet: 120
- Third Supa Shoota
Dakkajet: 120
- Third Supa Shoota
+HEAVY SUPPORT+
Kannon + 3 Grots: 20
Kannon + 3 Grots: 20
Kannon + 3 Grots: 20
This list is closer in spirit to your original, I think, and it has 5 points spare wherever you wanna jam them in. Warboss and Weirdboy hang out in whichever blob they think is the best. Kannons are separate so they can krump different targets. I only included the ard boyz because they were in your original list. I'd have opted just for more normal boyz, but the ard boyz have their use. If you have bad cover in your end, you could always use them as a screen that gets saves against bolters and gives 5+ to your unarmoured boyz. Most importantly, you have the unit of 10 strong lootas and two dakkajets coming in to capitalize on your potentially multiple waaaaghs.
Thought: you could sub out the ard boyz for an aegis line and some grot blobs for holding the backfield.
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