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Made in gb
Battleship Captain




So.... I had a thought, a while back, about using two Gorkanaut Krushin' Krews as a 1500 point army - sort of an Orky version of a Knight Lance.
It's not as good, for a whole slew of reasons (mostly relating to Gorkanauts not being superheavy walkers), but I still wanted to try the idea and see how it worked.

I also had another idea, looking at other formations - throwing in air support in the form of Skyboss Wingnutz' Air Armada - because they've got that wonderful Deff Skwadron feel.
(Hands up anyone who remembers that comic . If you've never read it and you're an Ork player, go find a copy. Now.)

Anyway, unlike two Gorkanaut Krushin' Krews , which leaves me only enough points to put Armour Plates and Grot Riggers on the warlord trait-less 'Boss 'Naut', this pair of formations has a few options to spend its last few points on. Plus, it means I don't have to be concerned about any event not letting me take duplicate formations.

In their basic form:
Gorkanaut Krushin' Krew
- Gorkanaut
- Gorkanaut
- Gorkanaut

Skyboss Wingnutz' Air Armada
- Dakkajet with Flyboss
- Dakkajet
- Dakkajet
- Burna Bomma
- Blitza Bomma

That's 1330 points - leaving me with 170 points to buy extra upgrades:
- Extra Supa-Shootas for the Dakkajets seems like a given. A pittance change in cost for a 33% increase in firepower. I've never understood why the third gun is optional...
- A full load of Skorcha Rokkits for the Burna Bomma. Some people say two - given that you can fire two, plus the Supa-Shoota and Big Shoota, but the advantage of Wingnutz' formation is the ability to fly on, dump off all the one-use weapons, fly off and reload, then come back on and do it again - which suggests that maxing out the ordnance loads of my bommas is a good plan. Besides which, I have plenty of shootas but limited access to burny stuff; the ability to put four skorcha rokkits into someone playing silly buggers with a 2+ cover save could make my life a lot easier.

That leaves 100 points left. The upgrades open to me are:
- Armour Plates and/or Grot Riggers for the Gorkanauts. This is probably my preferred option.
- Flyboss upgrades for the other two Dakkajets - Maybe, but it'll mean giving up Armour Plates on the 'Nauts. It'd depend how many flyers and skimmers I see - I'm not convinced it'd make that much difference compared to not having a Gorkanaut stunned for a turn.
- A Fighter Ace upgrade for one of the flyers - the Ork table's not great, especially since I won't have any infantry if I roll the 6+ feel no pain bubble. +1BS is okay but most of my weapons are either twin-linked or bombs, and +1 armour isn't much to write home about when you start at armour 10. I guess the unit best placed to take advantage would be the blitza bomma - -1 scatter on a Boom Bomm is nice when you only get one shot against an important target, and +1 armour might help if you clip someone on the dive bomber table...

Thoughts on the best upgrades? Has anyone used the Leviathan aces table for orks?

Termagants expended for the Hive Mind: ~2835
 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

I'd say 4 Rokkits for the Burna Bomma. The 2 missiles restriction is gone now, you just have the 4 weapons at full BS.

So fly on, fire all 4 Rokkits (snap shoot super shootas) next turn fly off (dropping a bomb as you go).
   
Made in ru
!!Goffik Rocker!!






I'd like to see this list in action.
   
Made in gb
Battleship Captain




As I said, that's a given. The fact that I effectively get to ignore "One Use Only" makes them too tempting in my eyes to pass up.

The question is what else to take...


Automatically Appended Next Post:
 koooaei wrote:
I'd like to see this list in action.


Definitely. It has clear weaknesses - mainly that 50% of it starts in reserves and I get no rerolls or bonuses, but on a nice clear day where 3-4 fightas turn up on turn 2 it should do okay.
Thoughts on the upgrade options?
As I say; my default reflex is Armour Plates and Grot Riggers - the flyboss upgrade for the Dakkajets is nice, but I figure 1 is probably enough - most targets in any given game will be vulnerable to Strafing Run, and the Ork Fighter Ace table seems a bit fail (especially compared to the Tyranid one).

This message was edited 1 time. Last update was at 2015/02/19 12:52:15


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Lead-Footed Trukkboy Driver





if your worried about reserve rolls you could take a CAD with min gretchin squads to shove in the naughts, and then take a big mek with da finkin kap? would get 2 strategic rolls and you can re roll for being CAD, so you should get something helpful more often than not. and then you can also help heal a nught every turn AND you wont have to choose a warlord from a naught, you can choose the big mek instead?
   
Made in gb
Battleship Captain




Firstly, I was hoping to just use formations, not a combined arms detachment. More importantly, I'm pretty sure even minimum sized grot mobz won't fit in a gorkanaut (only a 5-ork capacity, remember).


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Krazed Killa Kan




Homestead, FL

Not sure how this fits with your stuff because it clearly wouldn't fit in any of the formations but what about a Big mek with the Fixer upperz and a mek boy to accompany him. shove him in one of your Nauts and its got a 4+ and a 5+ at the end of every turn. Plus it can leave the naut its in and run to any that are messed up....you might lose him that turn though :-p

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lead-Footed Trukkboy Driver





^^^

i agree with Gazzy

and sorry, i forgot naughts can only take 5 capacity :/ maybe just deck out your units and hope for good reserve rolls?

would personally stick riggers on the naughts and get the fighter ace

   
 
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