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![[Post New]](/s/i/i.gif) 2014/07/08 21:53:58
Subject: 1850 Assault Orks
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Grovelin' Grot
Oklahoma
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Well, I'm getting back into playing orks after basically skipping 6th edition. I'm hoping to build a good assaulty fast ork army that can get stuck in every game and do some damage (so TAC to a degree). This is my first attempt at a fast army with orks. My previous lists have all been hordes and Dread bashes (except the stormboyz...I've loved them since 5th) so any feedback or insight about speedy orks is welcome. Here is what I have come up with so far: EDIT: Latest list below after incorporating feedback: HQ Warboss -Mega Armor -Da Finkin Kap 110 Troops 10 grots + Runtherd 35 10 grots + Runtherd 35 Elite 12 Tankbustas -Nob w/ bosspole 171 12 Tankbustas -Nob w/ bosspole 171 4 MegaNobz -Bosspole 165 Fast Attack 30 Stormboyz -Nob w/ bosspole and PK 310 30 Stormboyz -Nob w/ bosspole and PK 310 30 Stormboyz -Nob w/ bosspole and PK 310 Dedicated transports Battlewagon -Killcannon -3x rokkits -ram -grot riggers 170 Trukk -Rokkit 30 Trukk -Rokkit 30 Total: 1847 Warboss and Meganobz go into the battlewagon while the tankbustas go into the trukks. Stormboyz and battlewagon charge to get into assault while the trukks go tank\MC hunting. Looking forward to feedback
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This message was edited 3 times. Last update was at 2014/07/15 22:13:06
ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/08 21:57:41
Subject: 1850 Assault Orks
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Space Marine Scout with Sniper Rifle
Hirtshals, Denmark
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As you are effectively treating the shootas as a tax, and have no way to be anything more than a First Blood kill, you might as well turn them into grots to save some points to give your warboss some extras.
Hiding the warboss in a stormboy squad is an interesting idea. Not sure how that works exactly, but I'm interested to hear what others say about it.
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![[Post New]](/s/i/i.gif) 2014/07/08 22:58:30
Subject: 1850 Assault Orks
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Roarin' Runtherd
Neath, UK
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I assume the tankbustas are going in the battlewagons?
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Gashrakk Da Flash's Split Grin Bad Moon Orks - 1,850 pts
Ghazghkull's Waaagh - 6000pts |
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![[Post New]](/s/i/i.gif) 2014/07/09 00:30:21
Subject: Re:1850 Assault Orks
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Fresh-Faced New User
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You might want to add a Big mek on bike with KFF and possibly a killsaw or a pain boy on a bike as both can keep up and move between the stormboyz. I´m not sold on the battlewagons at 170 pt each. You could add another TB squad and have them all in trukks instead. You could take advantage of a KFF going in and get more maneuverability for those 24" rokkits and to get in assault range. You can always scale back the stormboyz squads to tune points, having slightly less than 30 is not going to brake the build.
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![[Post New]](/s/i/i.gif) 2014/07/09 00:41:18
Subject: Re:1850 Assault Orks
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Nasty Nob
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Damn! I wish I had the patience to put together and paint 90 stormboys! I think my eyes would rebel and fall out. If you really, really like Stormboys, then go for it. I personally would be inclined to try a 'three pronged' assault with a max squad of stormboys, a max squad of bikers, and 20 orks in a battlewagon. It feels like it would be less repetitive to assemble, paint, and play.
However, I'm more of a collector and fun player than anything else, so don't trust me as far as you can spit a squig.
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![[Post New]](/s/i/i.gif) 2014/07/09 00:46:56
Subject: 1850 Assault Orks
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Ultramarine Chaplain with Hate to Spare
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If you're doing 90 Stormboyz you may as well maximise them. That Warboss what's a lucky stikk. Then you want to add a Painboy on bike to the unit. 30 FnP Ws5 storm boyz are brutal!
You've over spent on the battle wagons keep them cheap. You don't need the AI of the Killkannon you've got 90 stormboyz for that.
I'm thinking going double CAD (with 4 grot units) opening up 2 more HQs so you can have a Painboy for every unit is a good idea.
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![[Post New]](/s/i/i.gif) 2014/07/09 02:18:44
Subject: 1850 Assault Orks
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Grovelin' Grot
Oklahoma
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aj laveaux wrote:I assume the tankbustas are going in the battlewagons?
Yes, being just orks they seemed to squishy to footslog it.
Freyzor wrote:You might want to add a Big mek on bike with KFF and possibly a killsaw or a pain boy on a bike as both can keep up and move between the stormboyz. I´m not sold on the battlewagons at 170 pt each. You could add another TB squad and have them all in trukks instead. You could take advantage of a KFF going in and get more maneuverability for those 24" rokkits and to get in assault range. You can always scale back the stormboyz squads to tune points, having slightly less than 30 is not going to brake the build.
I do like the idea of painboys on bikes to give 5+ FnP to all the stormboyz. The problem was trying to find the points for them. I might be able to get away with 25 boy in each mob...that would get me close to 3.
Da Butcha wrote:Damn! I wish I had the patience to put together and paint 90 stormboys! I think my eyes would rebel and fall out. If you really, really like Stormboys, then go for it. I personally would be inclined to try a 'three pronged' assault with a max squad of stormboys, a max squad of bikers, and 20 orks in a battlewagon. It feels like it would be less repetitive to assemble, paint, and play.
However, I'm more of a collector and fun player than anything else, so don't trust me as far as you can spit a squig.
So my stormboyz are a little unique. At the time I started the stormboyz were still metal meh models. So instead I made a Deathskulls army and used sluggas + looted rokkitpacks from other races. Currently have about 30 "borrowed space marine" boyz and 60 painted sluggas awaiting conversion. Necrons are my next 30 and still pondering the last. The minor kit basing has kept it interesting.
FlingitNow wrote:If you're doing 90 Stormboyz you may as well maximise them. That Warboss what's a lucky stikk. Then you want to add a Painboy on bike to the unit. 30 FnP Ws5 storm boyz are brutal!
You've over spent on the battle wagons keep them cheap. You don't need the AI of the Killkannon you've got 90 stormboyz for that.
I'm thinking going double CAD (with 4 grot units) opening up 2 more HQs so you can have a Painboy for every unit is a good idea.
That is a very tempting idea, I really love the idea of 90 FnP boyz. My only concern is being too one dimensional. I feel like I really need the AT/ AA of the Tankbustas. Would it be safe to footslog them or would they be prioritized and wiped too easy?
Automatically Appended Next Post: Ok, so a common theme from the feedback was the Wagons were too expensive and to buff up the stormboys. Incorporating that here is what I came up with:
Double CAD
HQ
Warboss Bike, Power Klaw, Lucky Stikks 135
Painboy Bike 75
Painboy Bike 75
Painboy Bike 75
Troops
10 grots 35
10 grots 35
10 grots 35
10 grots 35
Elite
12 Tankbustas Nob w/ bosspole, Rokkit Launchas, Tankbusta Bombs 201
In dedicated Trukk
12 Tankbustas Nob w/ bosspole, Rokkit Launchas, Tankbusta Bombs 201
In dedicated Trukk
Fast Attack
30 Stormboyz Nob w/ bosspole and PK, Slugga, Choppa, Stikkbombz 310
30 Stormboyz Nob w/ bosspole and PK, Slugga, Choppa, Stikkbombz 310
30 Stormboyz Nob w/ bosspole and PK, Slugga, Choppa, Stikkbombz 310
Total: 1832
That would leave me with 18pts left over. The stormboyz are much tougher and might be able to make use of thier 2D6 run more often with FnP. But my AT is now in an AV10 trukk instead of 14/12/10 wagon. Thought?
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This message was edited 1 time. Last update was at 2014/07/09 02:26:59
ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/09 09:12:29
Subject: 1850 Assault Orks
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Ultramarine Chaplain with Hate to Spare
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Looks good. Give the Trukks rokkits too.
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![[Post New]](/s/i/i.gif) 2014/07/09 10:06:17
Subject: Re:1850 Assault Orks
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Longtime Dakkanaut
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Can the Stormboys use their special run with bikes in the squad? I guess as long as you keep contingency and chain back to the slower bikes you'll be okay? I know you can do mixed movement in the movement phase that way. Wasn't sure about Run.
Nasty army though. 90 FNP stormboys in your face from the get go is no joke.
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![[Post New]](/s/i/i.gif) 2014/07/09 12:15:59
Subject: 1850 Assault Orks
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Nasty Nob on Warbike with Klaw
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Don't stick a Bike in with Storm Boyz. It stops them using their jump packs.
From the Jump Infantry rules: "Note that the entire unit must always use the same form of movement." This isn't possible if there's a bike in the unit.
Attached IC's count as a member of the unit "for all rules purposes".
If a Bike is attached, then the entire unit cannot use their packs for movement, therefore none can.
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![[Post New]](/s/i/i.gif) 2014/07/09 18:23:03
Subject: 1850 Assault Orks
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Grovelin' Grot
Oklahoma
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grendel083 wrote:Don't stick a Bike in with Storm Boyz. It stops them using their jump packs.
From the Jump Infantry rules: "Note that the entire unit must always use the same form of movement." This isn't possible if there's a bike in the unit.
Attached IC's count as a member of the unit "for all rules purposes".
If a Bike is attached, then the entire unit cannot use their packs for movement, therefore none can.
Ahhh, nice catch. Ok, might have to go back to the drawing board a bit. Only thing I could think of would be to detach the bikes, move them and then attach them to a different squad after everything has moved? Will have to double check the rules to see if the is even possible.
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ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/09 18:23:27
Subject: 1850 Assault Orks
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Flashy Flashgitz
Clarksville, TN
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For some reason Mork or Gork decided that Proppa Orks shouldn't have Jump Packs, unless you run Zags.
The conflicting rule thing sucks. If Marines Captains can strap on a Pack why can't we?
In this light I recommens being back the BWs W/KKs. Way better than Trukks. The only real use for a truck is for 6" of movent in the first turn. Then again with that many Storm Boyz they might be ignored.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/07/09 21:43:15
Subject: 1850 Assault Orks
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Grovelin' Grot
Oklahoma
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I don't like Zag because he lacks WAAAGGHHH. The one thing IMO that makes the 2D6 Dangerous terrain run worth it is being able to us it on top of normal move plus charging. I really want to fit a warboss in there to make the stormboys as fast as I can. But if I cannot put him on a bike and stick him the the stormboys I'm struggling to fit him into the army, not be an easy target, and still be useful.
Any ideas would be welcome.
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ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/10 02:27:53
Subject: 1850 Assault Orks
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Longtime Dakkanaut
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Zag as your warlord is pretty nice though. He gives all units within 12" reroll moral, that is huge for this list IMHO. Not to mention he will up one squads LD to 8. Again very useful in this list.
That's a hard one. I like where you are going with this list though. Lots of Stormboys would be cool to see on the board. Its a shame we couldn't get Rokkits packs for heros as well.
Automatically Appended Next Post: grendel083 wrote:Don't stick a Bike in with Storm Boyz. It stops them using their jump packs.
From the Jump Infantry rules: "Note that the entire unit must always use the same form of movement." This isn't possible if there's a bike in the unit.
Attached IC's count as a member of the unit "for all rules purposes".
If a Bike is attached, then the entire unit cannot use their packs for movement, therefore none can.
Actually thinking about it. You can add bikes to the unit. If I am getting this right anyways. you can use jump pack in the movement phase to move 12". So they can keep up with the bikes. You will just not be able to use them for the assault phase, because they are all not jump units. But you don't need to use them in the assault phase because Ork have "err' we go" rule so it does the same thing. But then again thinking about it, he wouldn't be able to run 2d6 like the Stormboys can. I am thinking you are not going to be able to have bikes and jump.
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This message was edited 2 times. Last update was at 2014/07/10 02:35:49
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![[Post New]](/s/i/i.gif) 2014/07/10 19:31:13
Subject: 1850 Assault Orks
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Nasty Nob on Warbike with Klaw
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balsak_da_mighty wrote: grendel083 wrote:Don't stick a Bike in with Storm Boyz. It stops them using their jump packs.
From the Jump Infantry rules: "Note that the entire unit must always use the same form of movement." This isn't possible if there's a bike in the unit.
Attached IC's count as a member of the unit "for all rules purposes".
If a Bike is attached, then the entire unit cannot use their packs for movement, therefore none can.
Actually thinking about it. You can add bikes to the unit. If I am getting this right anyways. you can use jump pack in the movement phase to move 12". So they can keep up with the bikes. You will just not be able to use them for the assault phase, because they are all not jump units. But you don't need to use them in the assault phase because Ork have "err' we go" rule so it does the same thing. But then again thinking about it, he wouldn't be able to run 2d6 like the Stormboys can. I am thinking you are not going to be able to have bikes and jump.
They can't use them in the Movement phase because the "Entire Unit" isn't using them.
Because the Bike can't...
It might be the same movement distance, but not the same form of movement. Bikes aren't using skyborne, they can't move over terrain or units. So the entire unit isn't using the same form of movement.
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This message was edited 1 time. Last update was at 2014/07/10 20:02:25
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![[Post New]](/s/i/i.gif) 2014/07/10 20:35:04
Subject: 1850 Assault Orks
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Longtime Dakkanaut
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I like your list.
mainly because it has 90 stormboyz.
I do agree that if you are taking the shoota boys just for holding something, make them grots. You can get 2 runtherds+20grots for the cost of 1 shoota mob. It will do the holding stuff down job better...which you have done as I look further down the thread lol.
The bikes can't really keep up with the stormboyz, but what you can do is slingshot them.
So turn 1 you dont start them attached if you are going first, and you have stormboyz move up and you can turboboost the bikesup and have them join next turn.
alternatively if you dont go first you could start them out with the stormboyz to give the stormboyz FnP, then on your turn 1 break off the bikes and move the stormboyz normally, then have them rejoin next turn.
But overall the bikes end up only being with the unit at the end of your turn or the begining before you go protecting you during parts that may be more hurty.
The stormboyz are decent anti armor with the PK nob, they are pretty mobile, and even your basic ork boy on the charge can glance vehicles with rear armor 10 to death(minus walkers of course) 116 attacks that are Str4 on the charge+powerklaw nob attacks is pretty good if 30 stormboyz hit something at full strength.
Your AT of course is locked up into two units, that are fairly costly for ork prices so your only firing AT at two targets maximum. That said if your AT is getting shot up your stormboyz are not gettiing shot up as much.
I think footslogging the Tankbustas is a bad idea, the rokkits only have 24" range and the trukk lets you get somewhere and or get out quickly. Of course if the trukk blows you will probably lose half the unit...
Consider dropping bikes on 2 of the painboyz, and dropping 1 tankbusta from each squad, so you can put the painboyz with the tankbustas to give them FnP. This also shaves off 76 pts with your 18 left over you have 94 pts to play with.
You could pick up a mek with rokkit attached to 5 kommandos with 2 rokkits for 80 pts and have 14 pts to do something with... that gives you 3 more rokkits you can put down in cover with stealth and infiltrate after both sides deploy...
or 94 pts could buy you 2 kustom mega kannons, and a traktor kannon that has an ammo runt with 1 pt left over for some extra dakka...or..
6 lootas with 10 pts to spare
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This message was edited 2 times. Last update was at 2014/07/10 20:36:47
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![[Post New]](/s/i/i.gif) 2014/07/11 02:17:23
Subject: 1850 Assault Orks
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Longtime Dakkanaut
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grendel083 wrote: balsak_da_mighty wrote: grendel083 wrote:Don't stick a Bike in with Storm Boyz. It stops them using their jump packs.
From the Jump Infantry rules: "Note that the entire unit must always use the same form of movement." This isn't possible if there's a bike in the unit.
Attached IC's count as a member of the unit "for all rules purposes".
If a Bike is attached, then the entire unit cannot use their packs for movement, therefore none can.
Actually thinking about it. You can add bikes to the unit. If I am getting this right anyways. you can use jump pack in the movement phase to move 12". So they can keep up with the bikes. You will just not be able to use them for the assault phase, because they are all not jump units. But you don't need to use them in the assault phase because Ork have "err' we go" rule so it does the same thing. But then again thinking about it, he wouldn't be able to run 2d6 like the Stormboys can. I am thinking you are not going to be able to have bikes and jump.
They can't use them in the Movement phase because the "Entire Unit" isn't using them.
Because the Bike can't...
It might be the same movement distance, but not the same form of movement. Bikes aren't using skyborne, they can't move over terrain or units. So the entire unit isn't using the same form of movement.
True. But looking at the rules for Jump infantry it seems that Skyborne and 12" movement are two different things. Skyborne allows them to jump over things. But their normal movement is 12". I am not 100% that they can't join. There is a small chance, mind you a very small chance.
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![[Post New]](/s/i/i.gif) 2014/07/11 05:56:21
Subject: 1850 Assault Orks
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Nasty Nob on Warbike with Klaw
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balsak_da_mighty wrote:True. But looking at the rules for Jump infantry it seems that Skyborne and 12" movement are two different things. Skyborne allows them to jump over things. But their normal movement is 12". I am not 100% that they can't join. There is a small chance, mind you a very small chance.
They can join, they just prevent the unit using their jump packs.
However it's worded they're not using the same form of Movement.
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![[Post New]](/s/i/i.gif) 2014/07/11 06:47:20
Subject: Re:1850 Assault Orks
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Waaagh! Ork Warboss on Warbike
Waiting at the Dark Tower steps..
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I like the list. But you should consider bringing a squad of lootas they are pretty much the same points as one of your tankbusta squads...
But some people hate lootas I think they should do great in 7th considering they get a plus on BS when not moving, still though your list should do great in most games I would love to see that amount of storm boys jumping across the field
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First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden |
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![[Post New]](/s/i/i.gif) 2014/07/11 08:07:46
Subject: Re:1850 Assault Orks
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Ultramarine Chaplain with Hate to Spare
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zombiekila707 wrote:I like the list. But you should consider bringing a squad of lootas they are pretty much the same points as one of your tankbusta squads...
But some people hate lootas I think they should do great in 7th considering they get a plus on BS when not moving, still though your list should do great in most games I would love to see that amount of storm boys jumping across the field
Lootas are amazing and I'm pretty sure nearly everyone knows that as they were the best thing in the last codex but are now 1 point cheaper. What do you mean by they get a plus on their Bs when not moving?
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![[Post New]](/s/i/i.gif) 2014/07/11 09:06:19
Subject: Re:1850 Assault Orks
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Roarin' Runtherd
Neath, UK
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zombiekila707 wrote:
But some people hate lootas I think they should do great in 7th considering they get a plus on BS when not moving,
You're thinking of flash gitz i think
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Gashrakk Da Flash's Split Grin Bad Moon Orks - 1,850 pts
Ghazghkull's Waaagh - 6000pts |
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![[Post New]](/s/i/i.gif) 2014/07/14 00:50:37
Subject: Re:1850 Assault Orks
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Grovelin' Grot
Oklahoma
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Ok, so it looks like the HQ on bikes won't work out as I had hoped. I've been doing a lot of thinking reading over everyone's comments and I think this might do the trick: HQ Warboss Mega Armor 100 Troops 10 grots 35 10 grots 35 Elite 12 Tankbustas Nob w/ bosspole, Rokkit Launchas, Tankbusta Bombs 171 12 Tankbustas Nob w/ bosspole, Rokkit Launchas, Tankbusta Bombs 171 4 Meganobz w/ one bosspole 165 Fast Attack 30 Stormboyz Nob w/ bosspole and PK, Slugga, Choppa, Stikkbombz 310 30 Stormboyz Nob w/ bosspole and PK, Slugga, Choppa, Stikkbombz 310 30 Stormboyz Nob w/ bosspole and PK, Slugga, Choppa, Stikkbombz 310 Dedicated Transports Battlewagon Killcannon, 4x rokkits, grot riggers 170 Trukk w/ Rokkit 30 Trukk w/ Rokkit 30 Total: 1837 The warboss goes with the meganobz in the battlewagon while the tankbustas go into the 2 trukks. Grots hang back and hold objectives and pray not to get squished. I dropped some extra points into the battlewagon so it could still be a threat after dropping off its cargo. I most likely have overloaded it though....was contemplating taking some things off (like the boarding plank, 15 seems steep for 2") and giving the Meganobz combi guns and\or bosspoles. I think there are enough threats here to keep the tankbustas safe in a trukk as no one wants 90 stormboyz and a bunch of mega armored orks crashing into their lines. I'd like to thank everyone that has chimed in so far as it has really helped me work through the new codex. Looking forward to more insight. Side Note on Lootas: While I do like Lootas I was having a hard time replacing the TB with them. I liked the mobility, higher strength shots, and melee vs tanks\MCs that they bring to the table. If/when I bring this list up to 2000 or beyond they would most likely be where all my points go into.
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This message was edited 3 times. Last update was at 2014/07/14 04:57:46
ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/14 03:39:27
Subject: 1850 Assault Orks
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Bonkers Buggy Driver with Rockets
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I think you really need to invest in boss poles. If one of your Stormboyz units takes heavy casualties from a blast weapon or rapid fire, you need a safeguard to stop them from running away. Boss poles are great as a safeguard like this.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/07/14 03:41:27
Subject: 1850 Assault Orks
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Maniacal Gibbering Madboy
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It's good to see tankbustas becoming more viable now.
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![[Post New]](/s/i/i.gif) 2014/07/14 04:10:07
Subject: 1850 Assault Orks
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Grovelin' Grot
Oklahoma
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Waaagh 18 wrote:I think you really need to invest in boss poles. If one of your Stormboyz units takes heavy casualties from a blast weapon or rapid fire, you need a safeguard to stop them from running away. Boss poles are great as a safeguard like this.
All of my stormboy squads have a Nob with PK and bosspole. The unit that currently does not is the meganob squad.
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This message was edited 1 time. Last update was at 2014/07/14 04:11:11
ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/14 04:48:35
Subject: 1850 Assault Orks
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Grovelin' Grot
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You might want one in with the MegaNobz as a precaution as well
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![[Post New]](/s/i/i.gif) 2014/07/14 04:58:26
Subject: 1850 Assault Orks
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Bonkers Buggy Driver with Rockets
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RedOnesGoFasta wrote: Waaagh 18 wrote:I think you really need to invest in boss poles. If one of your Stormboyz units takes heavy casualties from a blast weapon or rapid fire, you need a safeguard to stop them from running away. Boss poles are great as a safeguard like this.
All of my stormboy squads have a Nob with PK and bosspole. The unit that currently does not is the meganob squad.
Oops. Accidentally misread it.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/07/15 15:38:32
Subject: Re:1850 Assault Orks
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Stalwart Space Marine
Tulsa, OK
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I suggest getting the finking cap and dropping a rokkit on the wagon for the ram.
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4000+
4000+ |
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![[Post New]](/s/i/i.gif) 2014/07/15 21:57:08
Subject: Re:1850 Assault Orks
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Grovelin' Grot
Oklahoma
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Trozen wrote:I suggest getting the finking cap and dropping a rokkit on the wagon for the ram.
That sounds good, gonna update the original post with the new list since this thread is getting big.
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ere we go |
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![[Post New]](/s/i/i.gif) 2014/07/16 15:48:53
Subject: 1850 Assault Orks
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Hollerin' Herda with Squighound Pack
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great thread, i really like your most recent list. The only thing I could see a problem with is flyers; but I would change anything.
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