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![[Post New]](/s/i/i.gif) 2010/10/13 04:10:35
Subject: Necromunda list WIP
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Renegade Kan Killin Orks
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 House Leader(135): Workgob Gutsnik - exp: - Da Dread Claw ( PK)90, Kustom Rail Gun (tau inspired)135, bionic eye50  Ganger(50): Herrot Zogustus - exp: (digga) - Autopistle15, Staff15, Knife  Ganger(90): Naz & Gul - exp: (assassin grots) - Power Sword40, Knife, Bowel Disruptor108, Hallucination Grenades40, Nob (50): Nazgrud Wortskab  Nob Boss(50): Narslag Bursog - exp: - Power Axe35, Massive Axe15, Knife, Shotgun20, man-stopper shells5 Mork's 3rd krumpany: 1000pt (i'm aiming for)  Nob(175): Dregzod Naffslag - exp:63 -Chainsword, Slugga, Autogun, knife (60)  Mek(75): Duffurty Fugrot - exp:65 - Flamer40, Tools, Knife, Autogun15 (55)  Mek(75): Skabmek Wazgrot - exp:66 - Laspistol, Big Wrench, Tools, Knife (30)  Boy(60): Dregbag Mekthug - exp: 21 - Axe, Slugga, Knife (25)  Boy(60): Muggrub Wortkop - exp:23 - Laspistol, Knife (20) Boy(60): Morbad Zodsog - exp:22 - Shotgun, Knife, Choppa (35)  Boy(60): Skargob Narshak - exp:25 - Slugga, Choppa, Knife (25) Grot(15): Uguz - exp:3 - Knife, Slugga (15) Grot(15): Wortskab - exp:13 - Blunderbuss, Dum-dum shells, Frag Grenades, Knife, (45) Grot(15): Waagul - exp:6 - Bludgeon, Knife, Slugga (25) Hired Gunz:  Ratskin Scout(75): Skumrunt - exp:33 - Telescope, Knife, blind snake pouch, Autopistle (100) (mek=heavy, nob=leader, grot=juve, shoota=autogun) Recruitment cost: 610 (-Skumrunt) Gear cost: 335 subtotal: 945 That leaves 15pt to spend on another grot or some ammo or save! Territories: minimized do to the "just landed" nature of Gutsnik's shop. Workshop (Gutsnik's Warehouse) (D6x10) Mineral Outcropping (Gutsnik's asteroid surface, ground around warehouse) (D6x10)
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This message was edited 41 times. Last update was at 2010/10/25 01:15:01
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![[Post New]](/s/i/i.gif) 2010/10/13 16:35:30
Subject: EDIT: =][=munda Rogue Trader List
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Renegade Kan Killin Orks
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http://members.fortunecity.com/inecro/models/id6.html
Darius Miska; inheritor of The Wicked Peter and the Imperial Charter tied to that vessel. Reluctantly joining the Ship and it's crew. He was living out his existence on the lonely side of a mining world, owned by a distant uncle. He was in charge of the Water Collection system (which basically ran itself, cult of mars and all).
One day, in one of the driest years they've had in over a decade, Darius receives news of his uncles death, along with the news that the world he works on will no longer be under the control of his family, and thus, he no longer has a job or a place to live. It is a hostile takeover, to be sure. Let's say: the news, he did not read. Rather he got the message from the stiff end of a lasgun.
At any rate, he is fleeing across the wastes when he is accosted by a band of xenos and humans working together. There is a short struggle, but they manage (quite easily) to subdue Darius and take him aboard their ship. They leave the planet immediately...
Wait, I'm geting to into the fluff here on the list thread... sorry. Anyhoo- the point is, Darius is the new Captain of The Wicked Peter, while Lex Corelli (the real Captain and owner of Peter) begrudgingly takes up the mantel of Boson.
Boffar, a Squat Engineer (heavy) and his two mates have formed their own brotherhood, taking on the surname Nunb to signify their having lost the rest of their Brotherhood. Bolkain and Dalbin, and the Jokaero (heavy) named Lofpirr make up the more surprising members of the crew. There are a hand full of less interesting humans that crew the ship. Oh yes, and one other. The navigator is rarely seen by the crew or captain of the Wicked Peter. Instead, and too the Captains great frustration, the ship travels of it's own accord. The ships inhabitants are notified of the departure time hours in advance and it is up to them to make it back.
At some point between Gutsnik's landing on the planet 88 Tanstar and the arrival of the Tyrant Star, the Wicked Peter flies into orbital range of the planet and is shot down by the Imperial Navy due to communications malfunctions.
I think they will start with D3 advances for the humans, D6-1 for the squats, and d6 for Lofpirr (traveling alone, he must learn quicker).
Crew of the Wicked Peter:
Captain Lex Corelli (Zoid Master) {Han color scheme}
-Laspistol, Knife
Lofpirr (Wookie counts-as: SW Scout) {Chewie color scheme}
-Master Crafted Bow-caster(counts-as: bolter), Tallisman of Warding
Zuriel Kolitis (Death World born, Botanist, Arch-Militant) {asajj ventress}
-Shock Maul, Axe, Knife, all sorts of Grenades
Navigator Wiroko Lej-Ducep (Void born, psyker, Nicassar-Humanoid cross breed)
-Carpathian Cloak, Power Cane
(Look for this mini: http://membres.multimania.fr/cawdor/figur_90.htm
Inventory Team 205.63.711
Rogue Trader Darius Miska (Sensei, counts-as:Untouchable) {Luke Color Scheme}
-Power Sword, Laspistol
Nixon Drustos (Hive-world born, Footman) {Dengar color scheme}
-Las-carbine, Sword, Laspistol, Grenades
Stern Venris (Hive-world born, Footman) {Fett color scheme}
-Sawed-off shotgun, Boltpistol, Hellpistol, Sword, Grenades
Mordeci Flavion (Imperial World born, Retainer) {Lobot color scheme}
-Stubber, Sword, Frag Grenade, Dum-dum and Man-stopper ammo
Verbal Xanthis (Imperial World born, Retainer) {Bossk color scheme}
-Vox, "Medipack" (cooler full of the strongest brew)
Honorary Demiurg Geologist Team
Boffar Nunb(squat)
-Power Fist, Bolt-pistol, Artificer Armour
Dalpin Nunb (squat)
-Grenade Launcher, Hand-flamer, Axe, Artificer Armour
Bolkain Nunb(squat)
-Meltagun, Hammer, Artificer Armour
Tau Names for the Diplomatic Survey team on the Vast Horizon, another ship in the fleet of Luciano Limited.
Water Cast: Por' el Dal'yth Ko'vash Tsua'm
Earth Cast: Fio'ui Dal'yth Vral Fio'shas
Fire Cast: Shas'vre Dal'yth Or'es Kir'qath
The Scotsman - Illuminati (Grey Knight Hero) give him: Empyrean brain mine, if they still exist.
http://www.stephane.info/show.php?code=nec_tactics
http://blacksungameschicago.com/forum/index.php?topic=1572.0;wap2
http://howtocarveroastunicorn.blogspot.com/2010/10/star-wars-smuggler-ship-comparisons.html
http://ve3d.ign.com/images/fullsize/51977/PC/Star-Wars-The-Old-Republic/Concept-Art/Smuggler-Concept-Art
I've decided on Khan of the White Scars as the profile for the Scotsman. Now to model him... `,;~)
The Wicked Peter's sister ship is The Unthinkable Jeremy. The two run scouting missions ahead of the main freight ships. They jump from planet to planet and system to system, in a wide arch ahead of their "parent ship", assessing the potential for profit in each sector. Once the parent ship is full, it changes course to return to imperial space to sell off it's cargo while the scout ship continues the search for treasures untold.
Just adding this here because I forgot where I was keeping it otherwise... The Scotsman Marine counts as a Grey Knight Grandmaster with Psycannon(peg-leg-gun), Nemesis Force Weapon (Ancient Rune incrusted Great Sword), Unguents of Warding (B.O.), Sacred Incense (Bag-pipes), Grimoire of True Names (memorized...?), Icon of the Just (the Cat-head Sporran, I'm gonna use an Ungor head tho), Destroy Demon (psy-power), Hammerhand (punch!)
Just a quick note before I dig into rewriting this group. I'm going to use one of the Necro-gang lists... the Guilder list to be precise. Darius being the Guilder. Lex, Lofpirr and Wiroko will be the crew of the Wicked Peter, while the rest of the group pictured above will be Darius' team from the Depot.
Look here for good Names for the Depot inhabitants. http://home.earthlink.net/~djrobert/Sanctum/Book_Errata.htm
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This message was edited 48 times. Last update was at 2011/08/09 19:32:47
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![[Post New]](/s/i/i.gif) 2010/10/13 16:36:39
Subject: Re:Bigtoof Related lists *10/13/10* working up a -munda list for Gutsnik
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Ragin' Ork Dreadnought
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![[Post New]](/s/i/i.gif) 2010/10/13 16:48:27
Subject: Bigtoof Related lists *10/13/10* working up a -munda list for Gutsnik
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Renegade Kan Killin Orks
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For some reason I couldn't see the first post on this page until I posted that strange message... that I will now edit! I'm just slowing building this list in hopes that I can put some models on a table and play a little game. There are a few folks on here from San Francisco... or in SF I should say. Also this will help me to model the different characters, as I do want to use them in 40K AND =][=munda games. And thanks for posting Arakasi. Glad to know your reading this one too.
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This message was edited 2 times. Last update was at 2010/10/13 16:54:02
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![[Post New]](/s/i/i.gif) 2010/10/13 19:08:26
Subject: Bigtoof Related lists *10/13/10* working up a -munda list for Gutsnik
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Ragin' Ork Dreadnought
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Yeah - its a little quirk that pops up now and then - easily fixed by another post
I find as I get to know people on Dakka, I tend to start checking out their other threads - even if they aren't Ork related
But I try only to comment when I have something to say - so maybe "lurk" is a better verb...
I appreciate its nice to get comments as well though - a bit more personal than watching the Views counter.
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![[Post New]](/s/i/i.gif) 2010/10/13 23:26:04
Subject: Bigtoof Related lists *10/13/10* working up a -munda list for Gutsnik
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Renegade Kan Killin Orks
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Gutsnik and his Acolytes and Advisors: Wortgob Gutsnik (Big Mek, =][= Ordo Gorkamorka  )  So, Gutsnik is the Big Boss, the Inquisitor of the group. Gorbad Shakstof (Big Mek)  Gorbad is Wortgob's second in command. He specializes in Warp-technology and relishes any opportunity to test out his SAG. Gorbad isn't a member of Wortgob's retinue, however, as he ranks high enough in the Mek Shop to gather his own retinue. Narslag Bursog (Pride of Gork = Nob Boss, Gutsnik's personal bodyguard) Skargob Narshak (Pride of Mork = Kommando Boss)  Skargob coordinates the several kommando cells. He will be the nob when I don't run Snikrot. Kommissar Naruz Magsnik (Liaison to Uzgrim and his Supergrots)  Kommissar Magnik works with Uzgrim mostly, to ensure his and his herd's commitment to Wortgob. He will occasionally pluck a grot from the rants and train him to keep a vigesimal eye on the other runts. Magzod (Weird Boy)  Magzod is an unfortunate weirdboy. Far from a Warphead, he is more easily likened to a sponge: soaking up any psychic power in his vicinity. Skarbag Durrunt (Pain Boy)  An accomplished doc, Skarbag has been known to work on Gutsnik himself from time to time. Skarbag heads up the cybork research and development department. Herrot Zogustus (Human "Advisor" and Lucky Gubbinz Finder)  Herrot is Gutsnik's favorite pet. He is also miraculously skilled at finding choice parts. Gutsnik has made sure to give him as many trinkets and baubles that might help him zero in on the perfect bit for Wortgob's newest invention. Scumrunt (Informant and "cousin" to Skarbag Durrunt)  Scumrunt is a weedy little git who has found his niche in serves to Gutsnik. He scampers around in all sorts of secret places to find the best info for his boss. He found that telescope on one of his missions and no holds on to it as a symbol of status, much like the Git Finders that the flashgits have. He also has a surprising ability to preform massive calculations in his head, and quickly at that.
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This message was edited 8 times. Last update was at 2010/11/13 23:04:58
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![[Post New]](/s/i/i.gif) 2010/10/15 03:53:44
Subject: Bigtoof Related lists *10/13/10* working up a -munda list for Gutsnik
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Renegade Kan Killin Orks
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thinking of retooling that list so it's just one of Gutsnik's crews. What do you think? That is, Gutsnik will not be in the gang. More likely he will act like the patriarch of the spryer gang, which I think is an awesome fit for what he should be at this point. !New direction with gang list! Now to decide the theme of the starting gang... Some kind of salvage crew, meks looking for work, recon for gutsnik... i dunno, maybe a combo? A couple kommandos, two heavies (meks) and some boyz and grots to carry scrap. Done deal! Time to edit the above list. Maybe Gutsnik will get a gang later (build to be his retinue), but to start with, he'll send some low class lackeys out into the mean world. http://www.easternfringe.com/forum/viewtopic.php?t=3647 using this one for the above gang: http://www.heresy-online.net/forums/showthread.php?t=68092 noisebridge
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This message was edited 4 times. Last update was at 2010/10/16 03:43:13
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![[Post New]](/s/i/i.gif) 2010/10/16 20:11:12
Subject: Re:Bigtoof Related lists *10/15/10* Mork's 3rd Krumpany -munda list (p.3)
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Ambitious Haradrim Herdboy
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Holy...
Give the man a medal.
I would have gone insnae had no-one replied to my stupidly long and energetic posts for such a long time. I admire your dedication and after reading through your posts i liked your original Trukk Stop idea most so I hope you carry on with that and I would like to see it formulate soem time soon.
Good luck.
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![[Post New]](/s/i/i.gif) 2010/10/17 18:20:14
Subject: Bigtoof Related lists *10/15/10* Mork's 3rd Krumpany -munda list (p.3)
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Renegade Kan Killin Orks
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Thanks Highlordell... i think. `,:~)
It's all still part of the trukk stop, just different scales.
The Lootas Towing Krumpany will be an easy add to any list as it is a unit of lootas and a couple trukk boyz units. I've started working on their garage finally and it's coming along well enough.
The Snake Bites have been wittled down to the Grot herds who have been indorktrinated into an axillary army for Gutsnik (while the rest of his WAAAGH is dealing with / hiding from the imperial fleet in orbit). Their list is finally coming together as well. There are far too many options for the IG...
So, now I'm set on the small scale lists for =][=munda and the like to help with modeling ideas and characterization.
It's fun in a way that I think people that touch the same spot next to the light switch can understand.
Thanks again for the good words.
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![[Post New]](/s/i/i.gif) 2010/10/24 08:29:11
Subject: 40K points cost(s) The Orky Contingent
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Renegade Kan Killin Orks
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ORDO GORKAMORKA KFF Mek:Wortgob Gutsnik 125 hq Big Mek -35 PK -25 'eavy Armour -3 Cybork -10 KFF -50 SAG Mek: Gorbad Shakstof 123 Big Mek -35 SAG -60 Ammo Runt -3 Cybork -10 Squig -15 Kommandos:Sneaky Gits 265 elite 15 boys -150 2 Burnas -30 Snikrot -85 Kommandos:Morks Boyz 135 elite 8 boyz -80 Nob -10 PK -25 Bosepoll - 5 Rokkit -10 Big Shoota -5 Tankbustas: 150 elite 9 Boyz -135 2 Bomb Squigs -10 2 Tankhammers -free Nob w/Bosspole -5 Burna Boyz: 195 elite 12 Boyz -180 3 Meks -free Big Shootaz -free Rokkit Launcha -5 2 Grot Oiler -10 Wortgobs Little Helper: 100 troop (w/mek) Deff Dread -75 2 Skorchas -10 Grot Rigger -5 Armour -10 Flash Gits:Shakkstof's Retinue 335 hvy 6 Nobs -150 Dakka -50 Blastas -50 Painboy -30 Grot Orderly -5 Cyborks -50 Kommando Transport: 70 hvy (as needed) Looted Wagon (Piranah) 35 Skorcha -15 2 Big Shootas -10 Red Paint -5 Reinforced ram -5 (for the terrain reroll, to accommodate the skimmer aspect of the sawfish) STOP TRUKK TOWING Deff Skull Lootas: 195 elite 12 Boyz -180 2 Meks -free 1 Rokkit Launcha -10 1 Grot Oiler -5 Deff Skull Shoota Boyz: 117 troops 12 Boyz -72 1 Big Shootas -5 Nob w/ PK, BP -40 Deff Skull Shoota Boyz: 92 troops 12 Boyz -72 1 Big Shootas -5 Nob w/big choppa -15 Deff Skull Shoota Boyz: 97 troops 12 Boyz -72 1 Rokkit Launcha -10 Nob w/ BP -15 Tow Trukk: 65 Trukk -35 Grot Rigger -5 Sitkkbomb -5 Armour Plates -10 Boarding Plank -5 Reinforced Ram -5 Tow Trukk: 65 Trukk -35 Grot Rigger -5 Sitkkbomb -5 Armour Plates -10 Boarding Plank -5 Reinforced Ram -5 Tow Trukk: 80 Trukk -35 Rokkit Launcha -5 Red Paint -5 Grot Rigger -5 Sitkkbomb -5 Armour Plates -10 Wrecking Ball -10 Reinforced Ram -5 DA GRIM RUNTZ Company Command Squad:Uzgrim's personal staff Kreed (Uzgrim) Kell Vet:Medic Vet:Grenade Launcher Vet:Grenade Launcher Astropath (contact with Stop Trukk Towing/Radio Dispatch) Master of Ordinance (contact with Ordo Gorkamorka) Officer of Fleet (contact with Da Boar Boyz) Bodyguards OR Nork Primaris Psyker (Batork) Ministorum Priests (5 with a mix of upgrades) Marbo (of course) (modeled after the evil robin, maybe?) Ratlings Minimum of 5 (Grot snipers) Battle Psyker Squad (Mad Boyz, also- Batork and Friends themed unit) Da Greasy Boar Platoon Platoon Command Squad Chenkov Commissar  F Vet:Standard Vet:Medic Vet:Grenade Launcher Vet:Grenade Launcher Infantry Squad A Dinner Staff Commissar Flamer Vox Mortar Infantry Squad B Bar Staff Bolt Pistol (Shots) Grenade Launcher (Bottled or caned drinks) Auto Cannon (On Tap) Heavy Weapons Squad 3 Autocannons Conscripts (Busboyz) Next Wave Snake Toof Brewing Brewers and trappers supplying Da Greasy Boar Platoon Command Squad Al'Rahem Vet:Medic Vet:Melta Vet:Melta Vet:Heavy Flamer Infantry Squad A Melta Bomb Plasma gun Autocannon Infantry Squad B Power Weapon Grenade Launcher Autocannon Special Weapons Squad 2 Meltas and a Demo Charge Valkyrie (modeled as a dragon with the unit inside modeled as dragon hunters)
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This message was edited 20 times. Last update was at 2011/11/18 06:53:35
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![[Post New]](/s/i/i.gif) 2010/10/28 06:16:49
Subject: Re:Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Renegade Kan Killin Orks
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I've been thinking about the structure of the gangs I'm putting together... the orky one more predominantly. Trying to resolve the fluff and the list builds that I have to work with. Then there is the illusive =][=munda list that is tailored for orks, or xenos if it's all the same.
The idea behind the =][=munda gangs is more what I am going for, but there isn't really anything that fits my Blood Axe orks quite right. There are only a few ork rule sets out there. Most of them are very workable, with stats tooled for the orks, and gear lists. The problem I have ended up facing with all of them is that they are just starting out... wait, that came out wrong.
No, it's just that I do have a rather particular (if not clear) image in my head of what some of the characters that I am working on. I know they aren't quite up to compete in the 40K universe on their own, though. So they need cohorts. Some have been easy enough, like Skumrunt. It seems to be the more combatant characters that I have been struggling with, which may seem weird for orks but my greenskins are not... fighters, as a rule. It's more a point for the modeling, the fighter orks are also very easy and two dimensional, you know- orks.
Soooo... I'm gonna keep working on it. Kind of a flat line on that one. :~/
I'm just gonna work up the characters I've got an idea for, then tool the warriors to whatever I need (within reason, as per the fluff  ). This should let me just have fun with the modeling, and let the two processes (modeling and list building) work at the same pace.
In other new, the Mobile Kroot are still collecting dust while I collect bits for their bikes (honest). I think I'm going to drop them a couple notches on the to-do list while I work up to scratch building their bikes. As I have been focusing on the lists so much recently, I feel starting at the top would be a good idea. So I have started painting most of the metal minis that will make up a large chunk of my =][=munda models until I can afford a box of boys to convert into kommandos.
On that note- a list of the projects on my pressing to-do list:
-Grutsnik and his Retinue
Mostly in the painting stage as they are old metal models. Some of them are the armless kind, though, so I get to do a little modeling, but I need to find arms that match the era (Rogue Trader orks are scrawny compered to da boyz these days). Plus plenty more modeling on Wortgob himself.
-Uzgrim's CCS still needs finishing
I still have some pinning and GSing before I can prime most of them, not to mention a missing bit ore two.
-Mopeds for the Kroot
I have been thinking more about these but I still need to get some more plasticard.
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![[Post New]](/s/i/i.gif) 2010/10/28 08:38:10
Subject: Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Ragin' Ork Dreadnought
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Just to let you know I'm still keeping tabs on this! Its such a large, diverse and unique project I have difficulty actually making suggestions - but I'll make them if they pop into my head. It will be great to eventually see the end result.
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![[Post New]](/s/i/i.gif) 2010/10/28 17:35:49
Subject: Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Renegade Kan Killin Orks
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Thanks, Arakasi. I really appreciate that. The Ad-Mech fits Gutsnik's fluff better, as he is searching out technology to bring his gods into the real. But the =][= fits the organization I want to use for him. There are a few Ad-Mech inquisitors from what I have read. I think I need to pay more attention to the Pain Boyz, as they are integral to a counts-as Mechanicus ork list. They are responsible for all the bionics that the orks get, so they would be the ones making the servitors and wiring up the kanz and dredds. So he needs Cybork nobs to represent servitors. Maybe I can try modeling them as warbosses that he beat, or the nobs or the warbosses that he beat. That could be fun, and a very fluffy reason to ask others to donate cybork nobs to the cause. The grots can be modeled as the simple workers and tag-alongs, while some are modeled like the supergrots but using the tau torso. The old, weedier grots will be the more trusted, if less capable, of the lot. They will be used more as ammo reroll markers and the like. They could run as the mech-cultists I suppose, while the supergrot (tau torso) will run as Skitari. But I still want Gutsnik to have a retinue and =][= style cells. What I'm trying to do (and probably what is giving me such trouble) is that I want to theme the army to fit with the =][=,Ad-mech and ork rules. It might do me some good to think about the different lists being used for different scales of gaming. The =][= cells would work great on a skirmish level, or course, but the other two are still rather hard to chose between. I think for now, maybe I will stick to the ork list and just theme the models to the other lists.
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This message was edited 2 times. Last update was at 2010/10/28 17:37:30
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![[Post New]](/s/i/i.gif) 2010/11/03 07:59:17
Subject: Re:Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Flashy Flashgitz
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You can give the painboy cybork body for 5 points because he's part of the troop. (that would be 55)
Why an ammo runt on Wortgob if he doesn't have a gun?
And awesome models, it's hard to keep track of the whole thing, but you are an orkspiration for ork playerz who like to
spruce up their tides with some personal fan fic.
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/05 00:10:08
Subject: Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Renegade Kan Killin Orks
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Oh, He'll get a gun. I just haven't decided how to list it. I think he's going to get a power axe and the tau rail gun on they back pack. I plan to model the back pack drone to be interchangeable, so I can run him with a kombi-skorcha/rokkit or anything really. Thanks for posting, and with compliments and advise. I do appreciate it.  Thanks. As for the Painboy... doesn't he replace on of the flashgits? and as such isn't the cybork body 10pts for him as well?
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This message was edited 2 times. Last update was at 2010/11/05 00:40:36
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![[Post New]](/s/i/i.gif) 2010/11/05 02:14:23
Subject: Re:Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Flashy Flashgitz
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The Painboy can replace a nob in a nob unit or a flashgit. After you upgrade the nobz to bikers replace him and you get a painboy ona bike. All models in the painboy's unit can get upgrded to cybork body at 5 points a model. SO if you start him in a unit with a Warboss you can even lessen the Warboss's cybork body cost to 5. He can give it to himself for 5, and if you attach a big mek to his unit at the start of the game the big mek can get it for 5 and still unnatach later.
I spend alot of time fitting points in and proxy playing before I buy.
If Wortgrob's an IC special unit you are making a point cost for yourself your good with a gun, but if you run him just as a Big Mek he can't take the PK, KFF, and a gun sadly. Fluff wise it's cool though.
-Runna
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/06 02:08:24
Subject: Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Renegade Kan Killin Orks
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Oh, yeah. I thought that was weird: the two listings for slugga upgrades. Confuses me a bit. Well, the backpack is a "counts-as" for the slugga upgrades, whether I run the KFF or some kombi-shoota will probably rely on the scale and goal of the game.
That's a good tip on the indi-characters bunched in with the nob/flashgit units for the cheap cybork upgrade. I wonder if that works everywhere?
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![[Post New]](/s/i/i.gif) 2010/11/08 00:51:00
Subject: Re:Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Ragin' Ork Dreadnought
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Runna wrote:SO if you start him in a unit with a Warboss you can even lessen the Warboss's cybork body cost to 5. He can give it to himself for 5, and if you attach a big mek to his unit at the start of the game the big mek can get it for 5 and still unnatach later.
I believe this is incorrect - Warbosses and Big Meks are not purchased as part of the Painboy's unit - even if you deploy them with him for the battle - and will not benefit from the cheaper Cybork (though the Painboy still does). It is possible to get cheaper cybork for ICs - but you will need to take The Mad Dok.
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![[Post New]](/s/i/i.gif) 2010/11/08 06:38:23
Subject: Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Renegade Kan Killin Orks
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That's what I thought, but I figure the other way is pretty sweet if you can swing it
I'm not too worried about points though. In the long run, I much prefer the fluff and modeling... also, I still have yet to play a game. :\
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![[Post New]](/s/i/i.gif) 2010/11/08 14:07:42
Subject: Re:Bigtoof Related lists *10/24/10* Unit load-outs for the Orky side of the army
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Flashy Flashgitz
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Arakasi wrote:Runna wrote:SO if you start him in a unit with a Warboss you can even lessen the Warboss's cybork body cost to 5. He can give it to himself for 5, and if you attach a big mek to his unit at the start of the game the big mek can get it for 5 and still unnatach later.
I believe this is incorrect - Warbosses and Big Meks are not purchased as part of the Painboy's unit - even if you deploy them with him for the battle - and will not benefit from the cheaper Cybork (though the Painboy still does). It is possible to get cheaper cybork for ICs - but you will need to take The Mad Dok.
It is currenty up for debate with alot of people standing against it. However, the wording in the codex is, any model in the painboys unit. Thus, if the warboss or big mek is declared to be part of the unit and must start everygame as part of the unit it is still contained within the context of the wording. Being that it is a model in the painboys unit. The argument against states that which you have stated, which is understandable, but it's fair to say, if the boss has to start in the unit why couldn't the painboy upgrade him? If the boss doesn't start in the
unit it would be taken that the particular painboy didn't work on him.
Yet also I can see where the point cost for the unit is seperate than the point cost for the Boss(mek or War) and that should mean that it
can't benefit from the bonus, which is why it was being debated. Sadly, the new faq didn't answer this question, perhaps because more people just assumed you should play the cost written on the unit info then try to meta-game around five points. I find with orks five points isn't really a big deal anyways. You can be 5-20 points under and still own the board most of the time with boyz.
And I admire fluff playes more than "How can I win players." But you haven't played yet? Holy crud, play man, play!!!
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/10 04:34:44
Subject: Da humies are comin'
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Renegade Kan Killin Orks
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Ok, because I am easily distracted and because so many others here on Dakka are doing such amazing work with humies, I have decided to start planning some of my human factions.
I have already started planning a Rogue Trader and his xeno friendly crew. I am starting to work on my inquisitor as well. I'm going to base the first =][= on Lord Commander Solar Macharius, as a clone of Lord Macharius. I'm thinking about a corrupted Malleus inquisitor to take command of the Naval Depot on Tanstar, while Macharius' clone will lead the devout forces.
I found a link to Macharius' stats: http://www.scribd.com/doc/37194646/LordCommanderSolarMacharius
I'll need to work them a bit, as this one isn't really Lord Solar, nor does he suffer from old war wounds. I actually picked up the Macharius model a little while back (mostly for the cape and sword), but with no arms.
I'm pretty excited about the prospect of modeling humans and other aliens, besides orks, but I am going to have to hold off for a while longer. I want to have more of the green skins done before I really start another aspect of this project... it's kinda too big already, after all.
I think the corrupt Malleus =][= will be a tough close combat character, having been corrupted by the tempting nature of defeating the daemons that might come from the Tyrant star. The key to the corruption being that he wants the Tyrant star to come fight him, instead of stopping the star before it has a chance to destroy the humans. That might be the ork in me, though...
At any rate- the good guys will be more of a strike force, sent in to see what the problem is. So Macharius will have a small elite =][= force that will be joined by any guardsmen that are still loyal to the Emperor.
More to come on that, but in the mean time it will be a fun side project for modeling, while I work on the mopeds... and everything else.
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![[Post New]](/s/i/i.gif) 2010/11/14 20:16:27
Subject: Bigtoof Related lists *10/24/10* Da humies are comin'
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Renegade Kan Killin Orks
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Vets or Storm Troopers? In the second post on this page I've started a list for the crew of The Wicked Peter. I'm thinking they make a perfect kill team from the IG codex. I'm having trouble picking between the Veterans with Bastonne or Storm Troopers... I guess the vets would be a fluffier pick, as the storm trooper sounds very counter for a Star Wars rebel squad... So, I guess Vets it is... with Lofpirr (the wookie) counting as a SM or SW. Wookies = taller, stronger, faster and meaner... and more hair. My plan for Darius is for him to climb the ranks of the IG characters throughout the campaign. So he will start as a regular vet, then turn into Bastonne, and on to Marbo perhaps, and then up to Straken... Vets in a valk, with a sentinel scout squad for backup. All flying craft, all counts as... Cowboy bebop influences... and... that's all for now, more edits to come.
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This message was edited 2 times. Last update was at 2010/12/06 09:03:01
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![[Post New]](/s/i/i.gif) 2010/11/17 04:03:51
Subject: Bigtoof Related lists *10/24/10* Da humies are comin'
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Flashy Flashgitz
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sorry, yeah, I'd say Vtes are good. Storm troopers are using jump packs which your orks aren't running, it could make good fluff.
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/17 08:32:53
Subject: Re:Bigtoof Related lists *10/24/10* Da humies are comin'
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Renegade Kan Killin Orks
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Vets for sure, now. I'm thinking Lex = Sergeant and Darius = Bastonne (once he is awakened as a jedi*cough* I mean sensei. Also wanted to post this link, cause I can't find it on this page... I looked hard http://members.fortunecity.com/pangolinsaloon/cc/senseiilluminati.html I'm going to model them as a kill team, and run them that way, as they are an autonomous party to the goings on of the universe. As I am not fully acquainted with Kill Teams can you tell me: Does that mean all of the vets can take any upgrade (if following the restrictions of the upgrade)? Such as four vets with flamers but only one with a heavy flamer, and no vets with sergeant upgrades, besides the sergeant. (as an example) Or can only three vets take special weapons and two can take one heavy weapon?
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This message was edited 1 time. Last update was at 2010/11/17 08:33:27
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![[Post New]](/s/i/i.gif) 2010/11/18 02:11:15
Subject: Bigtoof Related lists *10/24/10* Da humies are comin'
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Flashy Flashgitz
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post the question in an imperial heavy thread, you'll get an answer within a day. I have to say I've played Imperials only twice, they were fun, but I can't remember those specifics and no book on hand.
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2010/11/18 19:00:57
Subject: Bigtoof Related lists *10/24/10* Da humies are comin'
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Renegade Kan Killin Orks
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Good call. I think the rules are suppose to be kinda lenient. Like in 40K it says to discuss any special characters or counts as units before the game, Kill Team is just more so.
So maybe it doesn't matter. So I'll model them how ever and just have them count as whatever we agree on.
As an aside, I have been looking for some fluff inspiration and I think it could be fun to model/paint Zuriel as a Zabrak (Darth Maul's species) from a colony world. It would explain his enthusiasm for the charge, while allowing for his obsessive interest in plants.
*A Quick Quote*
HQ: ODDBOSS
Points/model WS BS S T W I A Ld Sv
Oddboss 35 4 2 4 4 2 3 3 8 6+
Oddboy: An Oddboss falls into one of the following three categories: either a Big Mek with Mek Tools, a Painboss with Dok Tools, or a Warp'ead with Coppa Staff (counts as close combat weapon) and the Brain Bursta psychic power.
Equipment: A Big Mek or Painboss may be given any equipment from the Ork Armoury. In addition, they may be accompanied by up to three Grot Assistants at a cost of +5pts each
Transport: An Big Mek or Painboss and his retinue may be mounted in either a Trukk or a Wagun, see the Fast Attack and Heavy Support sections for details and points costs. The vehicle must be constructed with sufficient transport capacity to mount the entire unit, including any followers, and remembering that Mega-Armoured models each take up 2 spaces in a vehicle.
Independent character: Unless accompanied by a retinue, an Oddboss is an independent character and follows all the rules for independent characters in the 40K rulebook.
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WARP'EAD SPECIAL RULES:
Fearless: A Warp'ead is so crazed with Waaagh power that no foe or circumstance can intimidate him. A Warp'ead is treated as Fearless.
Wyrdboy: A Warp'ead is subject the the rules for Waaagh Psychic Power in the Ork Special Rules section.
Brain Bursta: Arcs of coloured lightning spray from the Warp'eadz mouth and arms, smashing into nearby enemies with devastating effect. The Brain Bursta power automatically targets the nearest enemy unit within 18" with a number of shots equal to the amount of Orks within 6" of the Warp'ead. Shots are resolved using the Warp'ead's ballistic skill and with a Strength of 4 and an AP of 4.
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Oddboy Retinue:
Points/model WS BS S T W I A Ld Sv
Mek Apprentice 10 3 3 3 4 1 2 1 7 6+
Cybork 7 4 2 3 4 1 2 2 7 6+
Madboyz 8 4 2 3 4 1 2 2 7 6+
Mek Apprentices: A Big Mek may be accompanied by a retinue of between 3 and 10 Mek Apprentices. Mek Apprentices are armed with either a shoota or a slugga and choppa. Up to one in three Mek Apprentices may be armed with a burna for +6pts. Each Mek Apprentice not upgraded to carry burnas may purchase a single Kustom Job from the armoury. You must buy Kustom Jobz for all Mek Apprentices not carrying burnas in the retinue if you buy any, however each Mek Apprentice may take a different Kustom Job.
Cyborks: A Painboss may be accompanied by a retinue of between 3 and 10
Cyborks. Cyborks are armed with sluggas and choppas. The entire Cybork
retinue must purchase one or more of the following Orkmentations:
- Bionik Bonce: +2pts per model.
- Bodyspikez: +1pt per model
- Boostaz: +1pt per model
- Dakka Arm: +2pts per model
- 'Otwired Edd: +2pts per model
- Servo Implants: +3pts per model
- Tinbitz: +2pts per model
Madboyz: A Warp'ead must be accompanied by a retinue of between 5 and 10 Madboyz. Madboyz are armed with a slugga and choppa.
Taken from: http://www.scribd.com/doc/31391348/Ork-Special-Rules
Stolen as a guide for modeling the units to accompany some of my Independent Characters, namely Gutsnik and Batork.
*tasty morsel*
http://www.deathsquadsgame.com/squad-backgrounds-stories-other-fan-fiction-f24/adeptus-mechanicus-explorators-t633.htm
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This message was edited 7 times. Last update was at 2011/03/22 15:51:16
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![[Post New]](/s/i/i.gif) 2010/12/11 09:22:05
Subject: Bigtoof Related lists *11/18/10*
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Renegade Kan Killin Orks
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I'm thinking of adding a unit of Nobz with a BW so I can stuff some boyz in the wagon with them and take the boyz trukk for the lootaz. What do you think? is this necessary to move the lootaz into a good position?
http://www.heresy-online.net/forums/showthread.php?t=15419
*edit*
Following is a list of the kit for the Mekanikus Exploratorks (the nob squad) mostly to help me keep track of who gets what.
9 "nobs" at this point, but that's including a few weedy gits as character upgrades
Tankbusta Acolyte: Kombi-Rokkit, Big Choppa, Ammo Runt
Kommando Acolyte: PK, Twin-linked Shoota (or kombi-flamer if I can find that flamer bit I had)
Mekanikus Nob: Big Choppa, Bosspole
Buzz Saw Servitor: PK, Kombi-flamer,
Harpoon Servitor: PK, Kombi-rokkit, Ammo Runt (Painting note: spikey bits on shoulder plate are trophys, scrap from busted tanks)
Hierophant Nob: Waaagh Banna, Attack Squig,
Da Twinz:
(left)'eavy Armour, Big Choppa,
(right)'eavy Armour, Big Choppa, Bosspole
Painboy: Grot Orderly, Cyborks
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This message was edited 9 times. Last update was at 2011/11/08 08:01:48
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![[Post New]](/s/i/i.gif) 2011/01/06 23:14:16
Subject: Bigtoof Related lists *11/18/10*
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Longtime Dakkanaut
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i just notice your signature and wow i missed alot. the stuff looks awesome i hope theres more soon
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![[Post New]](/s/i/i.gif) 2011/01/20 02:53:07
Subject: Ordo Gorkamorka
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Renegade Kan Killin Orks
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HQ - Gutsnik KFF Mek: 125 KFF: 50 PK: 25 Cybork: 10 Armour: 5 HQ - Shakstof SAG Mek: 123 SAG: 60 Runt: 3 Cybork: 10 Squig: 15 Elite - Gutsnik's Retinue: 413 10 Nobz: 200 Painboy: 30 Grot Orderly: 5 Cyborks: 50 4 Big Choppaz: 20 2 Kombi-Skorchas:10 1Kombi Rokkit: 5 1 TL Shoota: 5 3 Heavy Armour: 15 2 PKs 50 Dedicated Transpot - Battle Wagon: 165 Battle Wagon: 90 Grot Riggers: 5 Red Paint: 5 Ram: 5 Armour: 10 'ard Case: 15 Stikkbombs: 5 Zapp Gun: 15 2 Big Shootas: 10 2 Rokkits: 20 Elite - Gork's Boyz: 270 15 Tank Bustas: 225 Nob: 10 PK: 15 Bosspole: 5 3 Bomb Squigs: 15 Elite - Morks Boyz: 130 8 Kommandos: 80 Nob: 10 PK: 25 Rokkit: 10 Big Shoota: 5 Troop - Shakstof's runts: 125 30 Grots: 90 3 Runtherds: 30 1 Grotprod: 5 Troop - Mork's Teef: 135 30 Grots: 90 3 Runtherds: 30 3 Grotprods: 15 Troop(taken with Gutsnik) - Gutsnik's Lil'elper: 100 Deff Dread: 75 2 Skorchas: 10 Grot Riggers: 5 Heavy Armour: 10 Troop(taken with Shakstof) - Shakstof's Lil'elper: 115 Deff Dread: 75 KMB: 15 Rokkit Launch: 10 Grot Riggers: 5 Heavy Armour: 10 Fast - Stormboyz: 155 10 Storm Boyz: 120 Nob: 10 PK: 25 Fast - War buggies: 145 3 Buggies: 90 2 Skorchas: 20 3 Red Paint: 15 3 Riggers: 15 1 Rokkit: 5 Fast - Deff Koptas: 265 5 Koptas: 175 1 KMB 5 2 Rokkits 20 1 Big Bomm 15 2 Buzzsaws 50 Heavy - Shakstof's Retinue: 185 5 Flash Gitz: 125 Pain Boy: 30 Grot Orderly: 5 Cybork: 25 Totaling: 2451 points. The rest would be filled out with trukks from the Stop Trukk Towing Company. So, that's the legal list for the Ordo Gorkamorka. There are plenty more elite choices for me to pick from, but I think I like this the best. Fits my idea of the fluff for the Ordo going into the field. I would have taken Burnaboyz but I felt they would stay back at the Stompa Factory working. Any thoughts? Oh, and please don't try to call threadmancy as I am the OP. Thanks
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This message was edited 4 times. Last update was at 2011/02/07 07:55:51
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![[Post New]](/s/i/i.gif) 2011/02/03 19:09:09
Subject: Re:Bigtoof Related lists *2/3/11* WIP 'nid list
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Renegade Kan Killin Orks
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Tyrant Star Hive Fleet (wip) geared for Apoc- a quick "foward" for the list: I'm planning this list as a crazed 'nid Apocalypse for the climax of the Bigtoof campaign. I've seleced the upgrades that I want for these units, but I am new to the bugs, so if you have any advise I'd love to here it. I know I have too many elite and fast choices listed. I figure, for Apoc, that isn't so out of the question. THough, I do think I have to narrow it down a bit more. I'll go over the battle plan I am thinking about in the next post, but let me know if you think some of the choices should be thrown out. HQ - Swarmlord 280 (HQ) - Tyrant Guard Brood 130 -2 Guards: 120 -Lash whip: 10 HQ - Flying Tyrant 295 -Tyrant: 170 -Scything Talons: 0 -Hive Commander: 25 -Old Adversary: 25 -Acid Blood: 15 -Paroxysm & Leech 0 -Wings: 60 Elite - Hive Guard 150 -3 Guards: 150 Elite - Venomthrope Brood* 110 -2 Venomthropes: 110 Fast - Shrike Brood 105 -3 Shrikers: 105 Elite - Lictor Brood 195 -3 Lictors: 195 Elite - Ymgarl Genestealers* ?pts Ymgarl: 23 per Elite - Doom of Malan'Tai* 90 -Mycetic Spores: Elite - Zoanthrope Brood 180 -3 Zoans: 180 -Mycetic Spores: Troop - Tyranid Warrior 260 -5 Warriors: 150 -Boneswords: 50 -Barbed Strangler: 10 -Adrenal Glands: 25 -Toxin Sacs: 25 Troop - Hormagaunt Brood 200 -20 Hormagaunts: 120 -Toxin Sacs: 40 -Adrenal Glands: 40 Troop - Tervigon 200 -Tervigon: 160 -Adrenal Glands: 10 -Toxic Sacs: 10 -Scything Talons: 5 -Catalyst: 15 Troop - Ripper Swarm 98 -5 Bases: 70 -Toxin Sacs: 28 Troop - Genestealer Brood ?pts -Broodlord: 46 -Implant Attack: 15 -Stealers: 14 per -Toxin Sacs: 3 per Troop - Termigaunts 250 -20 Termigaunts: 100 -Devourer: 100 -Mycetic Spores: ?pts Fast - Harpy 185 -Harpy: 160 -Cluster Spins: 0 -TL Venom Canon: 10 -Regeneration: 15 Fast - Gargoyle Brood 160 -20 Gargoyles: 120 -Adrenal Glands: 20 -Toxin Sacs: 20 Fast - Ravener Brood 240 -6 Raveners: 180 -Rending Claws: 30 -Spine Fists: 30 Heavy - Biovore Brood 135 -3 Biovores: 135 Heavy - Trygon Prime 275 -Trygon: 200 -Prime: 40 -Adrenal Glands: 10 -Regeneration: 25 Heavy - Trigon 235 -Trigon: 200 -Adrenal Glands: 10 -Regeneration: 25 (*leave out for legal list) and maybe the Parasite of Mortex...(I still really like his special rules. }:~P) If I take everything that I want, plus some duplicates (like the Genestealers) it would be a 5000 Apoc force. Ok, so deployment goes like this: The spore mines drop first (of course), followed by the lictors and ymgarl. The genetealers come on to harry the command and any heavy hitters that are hanging back. Then the Mysetic Spores drop and spread out to split the enemy fire power and try to take out some big hitters. Followed, lastly, by the Trigons who will tunnel in and destroy whatever is left and give synapse to anything that is left or has made it across the table. So, that's the deep striking plan... now for my side of the table: The footslogging hive moves forward with the rippers in front, rushing anything big that is in the way, while the zoanthropes give cover to the hormogaunts before the get into the fray. The Hive Guard will march up one flank wile the Swarmlord and his guard take the other. The warriors will back up whoever needs it most. Everything moves forward. The aerial assault will be lead by the Harpy and gargoyles, fallowed by the flying tyrant and his shrikers. After the Harpy makes a pass the gargoyles might braek off to hold up a horde unit so the tyrant and shrikers can move in without too much worry, while the harpy looks for errant vehicles to pop. The gargoyles might stay with the harpy to give her cover. So it's a three pronged attack. I think I can make it a more legal list and still keep this strategy. Let me know what you think. Also, if anyone has tips on how many stealers (ymgarl or otherwise).
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This message was edited 4 times. Last update was at 2011/02/07 07:52:17
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