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Made in us
Flashy Flashgitz






Recently I have tried out a Battlewagon and it worked prety good, so I've been thinking of a list with Battlewagons on 1250 points:
HQ:
Big Mek - Mega Armour, KFF, Bosspole, Da Fixer Upperz -145 pts
Mad Dok Grotsnik - 160 pts
Mek - 15 pts

Troops
10 Gretchin with Runtherd - 35 pts
10 Gretchin with Runtherd - 35 pts

Elites
4 Meganobz - 160
(Dedicated Transport) Battlewagon - Reinforced Ram, 4 Rokkits, Killkanon, Grot Riggers - 175 pts

Heavy Support
10 Flash Gitz - 220 pts
(Dedicated Transport) Battlewagon - Reinforced Ram, 4 Rokkits, Killkanon, Grot Riggers - 175 pts
3 Kustom Mega Kanons - 90 pts
3 Lobbas - 54 pts

The idea with this list is to soften up the enemy with the Lobbas and KMK while the Battlewagons advance. As soon as the wagon with the MANz is in range they charge and the Wagon is free to shoot its Killkanon and Rokkits at anything in range. The wagon with the Flash Gitz needs th get in range so that they can shoot their guns and the wagon can shoot the Killkanon. Remaining sationary allows to shoot at BS 3 and to fire all weapons. The grots remain behind the wagons in case of deepstriking, so that the wagon gets some cover. Or gran some objectives along the way.

   
Made in us
Hollerin' Herda with Squighound Pack





What are the 2 squads of gretchin doing? They'll never stop deep strikers! One volley of fire and they're breaking and running off the board!

Your army boils down to 2 battlewagons, which TBH would be pretty easy to take down in 1250. Grotsnik is super tough w/ MANZ but the KFF will only cover the vehilce its in and not both.

You just cant do it w/o the boyz, as great as those MANZ will be they eventually will fail their saves and then your left with 10 flash gitz scratching their butts
   
Made in ru
Yellin' Yoof on a Scooter




fcademartori wrote:
What are the 2 squads of gretchin doing? They'll never stop deep strikers! One volley of fire and they're breaking and running off the board

Well, these grots are for unlocking CAD. Compare 35pts grot squad and nearly 100pts unit of boys.


Automatically Appended Next Post:
The list looks strange, yet I like it. It can definitely do the trick.
I think that MA Mek would be better with KMKs, that will allow to mitigate their 36" range by walking 6" a turn and then firing. Perhaps in this case you may replace the KFF with some more guns, but maybe I am wrong.

This message was edited 1 time. Last update was at 2014/09/16 08:07:03


 
   
Made in us
Flashy Flashgitz






The Grots are not only for minimum troops, they should also give the BWs а соver save from the rare. The Mek is indeed staying with the KMKs, but usilg him as a tanking character for Flash Gitz is something I considered. Besides, if I pace them right al lwill have an invul on the first turn. As for Boys - They are just not good enough now. Giving them heavy armour and a Painboy could help them, but this would make them realy expensive. Boys are just to slow and unrelyable if you don't put Grotsnik or Grukk with them. And as for poping vehicles - anything exept an Imperial Knight or some other Super Heavy thing can get exploded by a lucky lascanon, so it's an inevitable risk.
   
Made in ru
Yellin' Yoof on a Scooter




I totally agree about Boyz in this list and love the idea with grots! Perhaps I'll even try it out.
Oh, I might be wrong, but is it worth to take 4 Rokkits? As I know, 2 of them are turrets and the other 2 are just side mounted. Maybe it's worth cutting their numbers to 2 and add something for these 20 points(perhaps a plank for MAN wagon?).
   
Made in us
Flashy Flashgitz






Well, depends on whom you face. Against MEQ - totaly yes, take 4. Against other forces - 2 rokkits, 2 Big Sootas could be what you need. Kust don't expect much, its still BS 2.
   
 
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