In my opinion, most units that are worth taking are worth taking twice. Otherwise it makes it just too easy for your opponent to target prioritize. That said, I think that if you are going to be running 1 trukk in a list, you had better take at least 2 more. In my opinion, trukks are waaaaay too flimsy to carry meganobz. If he gets first turn, or you dont get a first turn assault with them, he's just gonna blow up that weak little baby AV10 and they'll be stuck in the middle of nowhere for the rest of the game because of SaP. Here's my revisions of the lists, take them or leave them, but I *think* they'll fare better. 1k Fast List In my opinion, you're trying to squeeze too many speciality units in to the thousand points here. Mileage may vary, but it seems like tossing out the baby with the bathwater considering the saturation of objective games. I cut out the stormboyz because they are incredibly pricey and have their place, but not in this list. Same with the MANZ. In my opinion, MANZ are only able to make their points back if they are riding in a big ol battlewagon. +HQ+ Warboss: 160pts -Eavy Armour -Cybork -Attack Squig -Combi Scorcha -Klaw -Warbike +TROOPS+ Boss' Nobz: 360pts Nob 1: -Klaw -Waaaagh Banner -Warbike -Armour -Cybork Nob 2: -Klaw -Warbike -Armour -Cybork Nob 3: -Big Choppa -Warbike -Armour -Cybork Painboy: -Cybork -Warbike Trukk Boyz: 172pts -11 Boyz + 1 Nob -Klaw -Armour -Bosspole -RPJ -Ram -Plates Trukk Boyz: 172pts -11 Boyz + 1 Nob -Klaw -Armour -Bosspole -RPJ -Ram -Plates Trukk Boyz: 172pts -11 Boyz + 1 Nob -Klaw -Armour -Bosspole -RPJ -Ram -Plates And it's even got ten points left over! You could sub out a mob of boyz for grots and buggies, or maybe try to jam some stormboyz in there instead, but in my opinion, target saturation is king. With the extremely high mobility of the army, you're #1 priority is just to not get blown up turn one. Always make the big choppa nob ride in the front lol. Because every unit in your army is scoring, the key to winning isn't to try to actually wipe him off the table, but trick him into thinking thats what your doing, and make last second objective plays. It's a sleight of hand thing. Make him look at your bikers. Disembark boyz on an objective and be aggressive with trukks (given rams for tank shock lolz). Just keep the party goin until the game ends and he realizes "oh gak he's sitting on more objectives than me." Just try really hard to not get your trukks blown up though. 1k INFANTRY At that points level, you're really only gonna have one HQ, and lemme tell ya, for a footslogging horde, a Warboss is misplaced. He is dead krumpy, but only offers fleet. Not worth it if all your boyz are dead or muckin about before they're in charge range. For an infantry list, a cheap Big Mek with KFF is your lord and saviour. He offers an invaluable force multiplier that'll see many more boyz in combat. Once again, a single trukk full of spooky meganobz will just be shot turn one because it's the only thing that can threaten him at all early game, so I'm cutting it again (RIP meganobz) +HQ+ Big Mek: 95pts -Cybork -KFF +TROOPS+ Boyz Mob: 220 -29 Boyz + 1 Nob -Klaw -Armour Boyz Mob: 220 -29 Boyz + 1 Nob -Klaw -Armour Boyz Mob: 220 -29 Boyz + 1 Nob -Klaw -Armour +FAST ATTACK+ Stormboyz: 177 -Stormboyz x 10 + Nob -Klaw -Armour -Bosspole +HEAVY SUPPORT+ Kannon: 20pts -1 Kannon + 3 Grot Krewmen Kannon: 20pts -1 Kannon + 3 Grot Krewmen Kannon: 20pts -1 Kannon + 3 Grot Krewmen And this one has ten points left over too! Jam in ammo runts or upgrade your Big Mek a bit, whichever floats your boat. Infantry lists are where stormboyz shine, I feel. Their job is to die. They are supposed to be the big spooky scary threat that your opponent allocates a lot of fire to on turn one, but with KFF support you should be okay. If he goes first and moves forwards a bit you're even likely a charge with them on turn one, which is awesome. I didnt give the big mobz bosspoles because if they're reduced below fearless without getting stuck in at least once, you've already lost. Just make sure you deploy the Big Mek in the centralmost mob (NOT AT THE FRONT) and that each of the other 3 mobz of ladz have a model within 6" of him, even if that means shenanigan placement with congo lines and whatnot. The Kannons just happily blow stuff up because frankly the opponent will ignore them all game or try to kill them turn 1 and 2, and either way you win. 1k Heavy This list actually looks pretty decent, but there's a few changes I'd make, such as downgrading the Big Mek in favour of upgrading Nobz, and splitting the 6 kanz into 3 squads of 2 rather than 2 squads of 3. That makes your opponent have to target one more unit because of how vehicle squadrons work, and also frees you up to shoot and assault more units. +HQ+ Big Mek: 85 -KFF +TROOPS+ Boyz Mob: 135pts -19 Boyz + Nob -Big Choppa Boyz Mob: 135pts -19 Boyz + Nob -Big Choppa Boyz Mob: 135pts -19 Boyz + Nob -Big Choppa +ELITES+ Lootas: 180pts -12 Lootas +HEAVY SUPPORT+ Killa Kan Mob: 110pts -2x Killa Kan w/ Grotzooka + Armour Plates Killa Kan Mob: 110pts -2x Killa Kan w/ Grotzooka + Armour Plates Killa Kan Mob: 110pts -2x Killa Kan w/ Grotzooka + Armour Plates I split the kanz up for target saturation and gave them plates so one kan cant be stunned then the other is stuck not moving. Not gonna happen, they are going to stay mobile or get immobilized trying! I had to cut out 3 lootas, but I think the exchange is good. 3 fearless blobs of boyz armed however you see fit, likely with shootas. I'd keep two mobs back on defensive and probably send out out behind the kanz, getting a cover save from intervening units, to play aggressively for the midfield objectives. EDIT: Consider placing the Big mek in your midfield boys to try to even get a 5+ cover on some of your Kanz too. Makes them pretty durable. That's my 2 cents. Good luck with your escalation league!
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