Ok, played some testgames and here's the reviewed list.
Some things are a bit of a gamble (what do you mean : "no bosspole" ?), but it kinda worked.
Only debate I'm having is which warlord to use.
The bike one is faster (both speed and in
cc - given that they have to challenge, not a bad idea)
but can die a lot quicker without his jink (as I experienced against some Tau).
Megaarmour is a nice value package (but without invulnerable...)
HQ1: Warboss, Mega Armour, bosspole
OR
HQ1: Warboss, Warbike, Choppa of Da Ragnarork
HQ2: Big Mek, Warbike, Mega Forcefield, big choppa
> That 4+ invul is gold. that's also what you pay in points. the big choppa? well, he does get in
cc.
> the original Painboy wasn't digging it for me. maybe in combination with the bigmek, it may work better,
but that would mean no warboss.
E1 : 3 Meganobz, Skorcha, Trukk
E2 : 3 Meganobz, Skorcha, Trukk
E3 : 3 Meganobz, Skorcha, Trukk
> Even though it was hilarious to put down 9 skorcha templates on 2 unfortunate dug-in units,
if it leaves you in the open vs a shooty army - it's not a good idea. Needed the points elsewhere too (that golden force field

).
No bosspole - unit is so small, they're either dead or won't need it.
T1: 10 boyz, shootaz, big shoota, nob, big choppa, rokkettrukk
T2: 10 boyz, shootaz, big shoota, nob, big choppa, rokkettrukk
T3: 10 boyz, shootaz, trukk
T4: 10 gretchin + runt
> I like shootaz. period.
big choppa is sufficient to pop most basic transports.
FA1: 7 warbikes, nob, klaw
FA2: 7 warbikes, nob, klaw
FA3: 6 warbikes, nob, big choppa
> there's simply no room to place big units. hence why they're small(ish).
it also means they always work together with each other or another unit, but they're different targets.
been facing quite some low-model count armies and having more units is quite nice.
HS1: 3 lobbas
HS2: 3 kannons, 2 traktor kannons, 4 ammo runtz
HS3: 10 lootaz
> firebase worked just fine. Did drop most excess runtz and came up nearly bare bones.
but seemed sufficient.