Switch Theme:

[1880] - Orks - Great Waaagh! Detachment  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

OK, so here is a list I have thrown together for a game on Thursday against Tyranids.

I thought I might experiment with the Great Waaagh! detachment, having recently acquired the book. We are playing at 1880 points because my opponent said he was struggling to get his list below that level, and it gave me some spare points for a traktor kannon so I didn't complain.

HQ:

Big mek, 'eavy armour, power klaw, slugga, attack squig, da killa klaw, big bosspole, mega force field (rides with the nobz)

Painboy (rides with the nobz)

Elites

Meganobz equipped as follows: boss with twin killsaws, one meganob with kombi-skorcha, two meganobz with twin-linked shootas

DT battlewagon with big shoota and reinforced ram

10 nobz, three power klaws

DT battlewagon with big shoota and reinforced ram

7 tankbustas

DT trukk with rokkit launcha

Troops

11 slugga boyz, 'eavy armour, plus nob with bosspole, power klaw and kombi-skorcha

DT trukk with big shoota and reinforced ram

11 slugga boyz, 'eavy armour, plus nob with bosspole, power klaw and shoota

DT trukk with big shoota and reinforced ram

Fast attack

Burna bommer with four skorcha missiles

Heavy support

Traktor kannon

Lords of War

Ghazghkull Thraka with attack squig (rides with the meganobz)

THOUGHTS:

I will preface this by saying that I usually play a standard Codex: Orks list and that I am sceptical about the Great Waaagh! list. It strikes me as a fun list (and this is only a friendly game, after all) but I think the normal CAD is probably more effective. So for this list, I thought I might as well make the most of the few advantages that the Great Waaagh! detachment offers.

Usually with my Codex: Orks list I rely on boyz in wagons as the workhorse of my army. However, the Great Waaagh! detachment seems to rely more on spamming your powerful units, and since I will not benefit from objective secured, I figured I might as well design my list for raw power by using nobz and meganobz in relatively large units.

I am sceptical about whether Ghazghkull himself is really worth the points for what he does. I think a normal warboss with da lukky stikk is far superior for the points he costs, but since I can't take da lukky stikk in this list and I have to issue and accept challenges, I figured I might as well tool my boss up for the job. And since the Orkimedes relics that I would need for the job are very expensive, I might as well take Ghazghkull to seal the deal and free up another HQ slot.

I have reluctantly left the deffkoptas at home to make room for the burna bommer as I really wanted to try it out - I know it's not generally rated very highly, but I can see it wiping out a lot of Tyranid infantry. The idea is that it can clear the rank and file tarpits out of the way so that my assault units can get nasty with juicier targets.

I have equipped my big mek as I have for a couple of reasons. With the 4+ invulnerable save from shooting (that also applies to the wagon while they're in it), this effectively renders 'eavy armour redundant, thus saving a few points to spend elsewhere. The only units he has that would really worry me in assault are monstrous creatures that strike at AP2 anyway, so I can live without the armour. I also included the killa klaw because I imagine it may come in handy against monstrous/gargantuan creatures.

Ghaz leads the meganobz because... well, it just seemed right but it also has the effect of spreading my strength around rather than concentrating it all in one unit.

Without shoota boyz I can no longer rely on weight of fire to snap shoot flyers down, so I spent the last 30 points on a traktor kannon.

Comments and criticism welcome!

This message was edited 1 time. Last update was at 2015/03/25 09:18:02


 
   
Made in us
Waaagh! Warbiker




Alaska

A few minor tweaks I can suggest:
I dont know if the Great Waaagh is different, but in Codex: Orks an HQ can only take one relic at a time, which means your big mek might need a little help.

Id drop the 'ard armor on your basic boys, and try to finagle some way to get more bodies it. The Great Waaagh emphazises elitism, but you still oughta balance that with bodies to absorb losses.

Don't put the killsaws on the boss MANZ. instead, put it on a regular guy. Avoids him being challenged out. I know you were gonna challenge anyway, but why not be a little extra safe.
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

BossMakk wrote:
A few minor tweaks I can suggest:
I dont know if the Great Waaagh is different, but in Codex: Orks an HQ can only take one relic at a time, which means your big mek might need a little help.


I know what you are saying, but it works for the supplement.

I'd drop the 'ard armor on your basic boys, and try to finagle some way to get more bodies it. The Great Waaagh emphazises elitism, but you still oughta balance that with bodies to absorb losses.


The problem is, they are in Trukks, so I can't fit more in the squads. They really need the extra survivability.

Don't put the killsaws on the boss MANZ. instead, put it on a regular guy. Avoids him being challenged out. I know you were gonna challenge anyway, but why not be a little extra safe.


Ghazghkull is in his unit for challenges think it should be ok.

EDIT: the main reason I started giving the boss meganob killsaws was because I realised that *most* close combat weapons that strike at initiative are not ap2. Therefore, a boss meganob with the extra killsaw attack actually has a decent chance of defeating independent characters that cost considerably more points, or at least taking them down with him.

This message was edited 1 time. Last update was at 2015/03/27 09:03:26


 
   
 
Forum Index » 40K Army Lists
Go to: