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Made in gb
Battleship Captain




Trying a formation-based army at 2,000 points.
I've been trying to figure out what goes with Badrukk storyline-wise. I remembered the old "Mega-armoured Boarding Parties" option for ork killkroozas....


Kaptin Badrukk's Flash Gitz Formation Detachment - 565 Points - Primary Detachment

Kaptin Badrukk with 3 Ammo Runtz - Warlord

10 Flash Gitz with Ammo Runt (for Kaptin)

10 Flash Gitz with Ammo Runt (for Kaptin)

Da Bully Boyz Formation Detachment - 630 Points

5 Meganobz with Killsaw (Boss Nob)

5 Meganobz with Killsaw (Boss Nob)

5 Meganobz with Killsaw (Boss Nob)

Blitz Brigade Formation Detachment - 805 Points

Battlewagon with Kannon, 4 Rokkit Launchas, Reinforced Ram and Boarding Plank

Battlewagon with Kannon, 4 Rokkit Launchas, Reinforced Ram and Boarding Plank

Battlewagon with Kannon, 4 Rokkit Launchas, Reinforced Ram and Boarding Plank

Battlewagon with Killkannon, 4 Big Shootas

Battlewagon with Killkannon, 4 Big Shootas


Fairly obviously, the Mega-armour works with the battlewagons with boarding planks, the flash gitz with the killkannon battlewagons.
Tactics will vary depending on the enemy - either mount up and stay mounted, firing out of the top, or - if it's an assault threat coming to me - get out and mob up into a 21 strong combined mob, using the battlewagons to protect flanks. Yes, firing killkannons makes the big shootas snap fire, but (a) it's ork shooting, who cares if you have to snap fire, and (b) the big shootas means taking out the killkannon with a lucky penetrating hit is unlikely. I don't expect to move them much, so they don't need rams. I know a lot of people dislike the variable AP of snazzguns, but I'm largely indifferent - as far as I'm concerned, the point is that it's a squad with twenty master-crafted heavy bolters and gitfindas. If it happens to become AP3, great, but even if you get your saving throw you're going to be making an awful lot of them.

The meganobz are general-purpose face-breaking units but their primary role is heavy antitank - their battlewagons have decent light armour killing weapons to support them and provide a distraction after their cargo has been dropped off - if they can get side or rear armour shots, then even with guff ballistic skill, 5 krak missile equivalents each is enough to demand a bit of attention.


Termagants expended for the Hive Mind: ~2835
 
   
Made in ru
!!Goffik Rocker!!






So much gear for wagonz. Why not just spend points elsewhere?
   
Made in gb
Battleship Captain




The Killkannon wagons have their secondary guns to protect the main gun as much as anything.

Stripping them off would only fetch enough points for a single meganob - and on the off chance they need to play flakk battery, that's 30 big shoota shots between the two - enough to seriously threaten somthing like a razorwing, harpy or storm talon.

The reinforced ram and boarding plank strikes me as a good idea:
~ Unlike the killkannon wagons, the meganobz transports are going to get used as assault transports. Battlewagons are tough but far from invulnerable, and I have no access to Meks in this formation, so no forcefield and no repairs. Being able to (a) use cover effectively and (b) take the most direct route to the enemy seems very important.
~I don't have a warboss and can't use Waaaggh! as a result (Kaptin Badrukk doesn't have it) - so that extra charge distance from the plank may make the difference between making contact and not. Besides which, why wouldn't pirate transports have a plank for people to walk?



The Rokkits and Kannons might be worth dropping. Leaving the mega-armour mobz battlewagons unarmed would free up 90 points - the question is what would be a better use for them?


Termagants expended for the Hive Mind: ~2835
 
   
Made in ru
!!Goffik Rocker!!






I'm talking about the kannon + 4 rokkits. That's 30 pts per truck which has quite some chances to be forced to snap-shoot with most of the stuff or after a pen. Besides, Flash gitz also have serious chances of getting reduced to snapshots.

IIRC you must take all rams. Killkannon is forcing bigshootas to snapfire. Even if you loose a killkannon - no big deal.

Well, that's your list and all's great if you're happy with it. I'm just pointing out that it couldbe more effective to spend this 250+ points from excess wagon'z wargear like kannons, full rokkits, full bigshootas and killkannons to get yourself a bunch of big gunz, manz missile, plain grots, kff mek or something like this.

Oh, btw, i'd suggest to put killsaws on a regular meganob - not on a boss nob to avoid gatting a killsaw stuck in a challenge vs something it doesn't want to strike - like a 3++ eternal warrior chapter master when it can chop nearby bikers to bits instead.

This message was edited 3 times. Last update was at 2014/10/17 08:27:38


 
   
Made in gb
Battleship Captain




I'm not planning on adding units; the intention is for this to be a pure formation-based army, and no 'regular' orks are included.

The three formations are all prescriptive, so there's no extra units possible, only extra models or wargear.


The flash gitz may stay on board, or may debus into cover - or might start 'mobbed up' if I have decent cover. It depends on whether the enemy's coming to me or not, and whether (as you note) he has the ability to penetrate a battlewagon's glacis plate, or just glance it to death. I'd rather form a firing line than stay in the wagons, to be honest, but I'm aware that Flash Gitz have a short range for a gunline force and can't really afford to be in the open, so it depends on what midfield terrain I can occupy.

Hmm... good call on the Killsaw. That said, one possible use is kitting out a squad with multiple killsaws, terminator assault squad fashion.

Ah. Yes, forgot that the Blitz Brigade requires rams as a minimum.

The rokkit/kannon sets, as I said, are something I'm happy to remove - the question is, what to do with the points instead?

Options I can see:

1) Rokkits/Kannons to up-gun the mega-armour battlewagons (as they are at the moment)

2) 2 Additional Meganobz to go in a 'Kommand Skwad', giving one of the three bully boyz mobz a bit more punch.

3) More liberal issue of killsaws - if they're playing terminator assault squad, they might as well be armed to fit the part

4)....something else? Not sure.

This message was edited 1 time. Last update was at 2014/10/17 09:05:35


Termagants expended for the Hive Mind: ~2835
 
   
Made in ru
!!Goffik Rocker!!






Another formation? Something like a bunch of kommandoes with 1 large squad with pk and 3 min squads. Will exactly fit this 300 pts. Or even vulcha boyz if you're mad enough. That'd be actually fun.

With 5 wagonz pushing the front, a bunch of stormboyz will have easier time to survive.

This message was edited 4 times. Last update was at 2014/10/17 09:35:25


 
   
Made in gb
Battleship Captain




Too expensive, I think.

The Redskull Kommandos - even at minimum size - need twenty kommandos and Boss Snikrot. That will only just fit if I strip every option going off the tanks - even the killkannons for badrukk's battlewagons - and I'm not really convinced that four mobs of five kommandos each is actually going to achieve anything. Ditto Vulcha Skwad - the formation can be smaller but Zagstrukk is costlier, and frankly I don't think either unit will really help unless I can afford a decent sized force and/or some armed-up Nobz.

Waaagh! Ghazgkull formations are actually distinctly less likely to get good mob rule roles unless they have big units, because you can't roll the lower results.

I actually looked at a 'special forces ork army' which used nothing but the Vulchas and Red Skullz*, but I'm not sure that I can afford a big enough force here to make a difference.



* At 1500 points the two work together quite well. Zagstrukk ka-boings up the board first turn, Snikrot's boyz pile in from the back second turn, and everyone meets in your deployment zone for a massive bring-your-own-choppa party third turn. No access to Waaaggh! again, but with jump infantry and outflankers you hardly need it.


Termagants expended for the Hive Mind: ~2835
 
   
Made in ru
!!Goffik Rocker!!






They both must start in reserves.
   
Made in gb
Battleship Captain




Hmm.. Never registered that Vulcha Skwad was a compulsory reserve. Just goes to show.

Regardless, in this list (the Badrukk force) the point is that I don't see them adding anything, as they can't field a big enough block of either kommandos or stormboyz to matter, so I'm hesitant to use either - I don't see a few five-strong mobs of unupgraded ork boyz (which is what they are once they actually reach combat) making a difference.

At least, not compared to more firepower on the battlewagons and/or more mega armour in the bully boyz.

Not sure which of those is a better idea, though.



This message was edited 1 time. Last update was at 2014/10/17 11:04:31


Termagants expended for the Hive Mind: ~2835
 
   
 
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