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![[Post New]](/s/i/i.gif) 2015/04/29 02:38:07
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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I am throwing around this idea for casual/fun play. I like the Deathskulls, so I am going in the looting and 'eavy armor direction. Any thoughts appreciated.
Warboss - 99 pts
- 'Eavy Armor
- Bosspole
- PK
- Kombi-rokkit launcha
Nobz x 5 - 145 pts
- 'Eavy Armor
- BP
- Trukk
Boyz x 11 - 195
- 'Eavy Armor
- Boss Nob with PK/BP
- Big shoota
- Trukk
Boyz x 11 - 195
- 'Eavy Armor
- Boss Nob with PK/BP
- Big shoota
- Trukk
Lootas x6 - 114 pts
- Trukk
So pretty much, run trucks until da boyz fall out, dakka with lootas, then WAAAGH! Nobz are there as meat shields for da boss and some extra help. Thoughts?
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This message was edited 1 time. Last update was at 2015/04/29 02:54:02
penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/29 02:47:44
Subject: [750] - Orks - Deathskulls starter
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Growlin' Guntrukk Driver with Killacannon
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Not bad for a low point game ...do the trukks have Rokkits or Big shootas? do you have the points for rams on the trukks?
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'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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![[Post New]](/s/i/i.gif) 2015/04/29 02:49:03
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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All big shootas. And this puts me at 748, so no points for rams. Pretty much pedal to the metal until popped, then get stuck in.
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This message was edited 1 time. Last update was at 2015/04/29 02:49:23
penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/29 02:50:38
Subject: Re:[750] - Orks - Deathskulls starter
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Tough-as-Nails Ork Boy
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Nobz and a Warboss without a PK? PK's a necessity shuffle points somewhere, get rid of the kombi rokkit on the warboss, and the big shootas on the boyz that should clear up enough points.
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'Nids growing soon
3500 pts. unpainted
Admech 1000 buying & building
If you don't enjoy playing against people with unpainted armies, break into their house when they sleep, paint their figures for them, help yourself to their cheerios and then your problems will be solved.
Well, my opponents usually don't have more than 1-2 Wave Serpents 'cos Serpent spam is very expensive in real life money.
GENERATION 11: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2015/04/29 02:53:44
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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Oh woops. Definitely a PK on da boss. Editing.
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penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/29 23:31:50
Subject: [750] - Orks - Deathskulls starter
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Yellin' Yoof on a Scooter
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Don't bother with the trukk for your lootas. their massive range means they really shouldn't have to move much
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![[Post New]](/s/i/i.gif) 2015/04/29 23:34:16
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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delta9heir wrote:Don't bother with the trukk for your lootas. their massive range means they really shouldn't have to move much
Fair point. Any suggestions on extra points? More lootas?
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penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/29 23:50:31
Subject: [750] - Orks - Deathskulls starter
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Well the trukk isn't needed for Loota's since their range is 4 feet, deploy them in the middle for most coverage. Usual game surface is 4 feet by 6 feet.
Good you buried the PKs in each of your Boyz. Slugga Boyz don't need the Big Shoota though. It's better to run during the shooting phase when you call a Waaaaagh! and then charge after.
I prefer Rockits on the trukks over the Big Shootas. The Big Shootas I put on Shoota Boyz as they all fire on the same target. Rockits on Trukks aren't necessary if you run low on points but if you have spare points then it's nice tossing in the extra chance to pop a vehicle. But since they are carrying Boyz and your are low on points then I'd not bother with either the Big Shoota or the Rockit and I'd put boarding planks on the trukks instead and then any more Lootas you can squeeze in.
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![[Post New]](/s/i/i.gif) 2015/04/30 01:03:29
Subject: Re:[750] - Orks - Deathskulls starter
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Dakka Veteran
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A couple changes I'd make:
1. Drop kombi-rokkit on Warboss for a kombi burna.
2. Drop all Eavy Armor.
3. Make Trukkers 10 boyz per squad so you get the special weapon.
4. Just make all units boyz.
5. Add either buggies/trakks or deff kopta to hunt vehicles and screen trukks.
6. Use Tankbustas not lootas in a trukk.
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![[Post New]](/s/i/i.gif) 2015/04/30 02:58:04
Subject: Re:[750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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Phydox wrote:A couple changes I'd make:
1. Drop kombi-rokkit on Warboss for a kombi burna.
2. Drop all Eavy Armor.
3. Make Trukkers 10 boyz per squad so you get the special weapon.
4. Just make all units boyz.
5. Add either buggies/trakks or deff kopta to hunt vehicles and screen trukks.
6. Use Tankbustas not lootas in a trukk.
So in other words, completely change the army, and swap the Deathskulls that I want for Goffs?
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penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/30 03:00:07
Subject: [750] - Orks - Deathskulls starter
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Goff's are 'Ard Boyz, they'd be wearing Eavy Armour and also have horned helmets. Badmoons and Deathskulls are the ones with toys and dakka and the two most likely to create Ork gunlines backed by vehicles and mekguns.
I'm making one major fluff army that is 2/3 Goffs because Goffs bring numbers to the party their vehicles be running in ramming/tankshocking and disgorging Ard Boyz while the mob catches up backed by a 1/3 force of Deathskulls that is all about the dakka deffguns, shooty vehicles filled with shooty Orks and mek made gadgets....oh and thieving grots, lots of thieving grots.
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This message was edited 2 times. Last update was at 2015/04/30 03:07:07
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![[Post New]](/s/i/i.gif) 2015/04/30 03:04:53
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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Fair point. I must be thinking something else. But dropping lootas completely dismisses the core of Deathskulls. And I've read a couple places that they like armor too - most likely looted off of dead bodies.
But Prowler, I am definitely going to drop the shootas and loota trukk for boarding planks and more lootas. MORE DAKKA
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penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/30 03:17:36
Subject: Re:[750] - Orks - Deathskulls starter
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Dakka Veteran
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penguineater91 wrote: Phydox wrote:A couple changes I'd make:
1. Drop kombi-rokkit on Warboss for a kombi burna.
2. Drop all Eavy Armor.
3. Make Trukkers 10 boyz per squad so you get the special weapon.
4. Just make all units boyz.
5. Add either buggies/trakks or deff kopta to hunt vehicles and screen trukks.
6. Use Tankbustas not lootas in a trukk.
So in other words, completely change the army, and swap the Deathskulls that I want for Goffs?
Call them whatever you want. Ork klans havnt affected game play since maybe the Armageddon source book came out with a Speed Freeks list 15+ yeas ago. Your moible list is more of an Evil Sunz list anyway not Deathskulls Deathskulls are looters and scavengers. If you wanna keep a Death skull theme: lootas and scavaged vehicles frrom other races as trukks.
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![[Post New]](/s/i/i.gif) 2015/04/30 03:24:31
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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Yup, scavenged Trukk models is the plan. Pretty excited for that! And looted battlewagons will follow. Mwahaha... Anyway.
So here is my revised list:
Warboss - 102 pts
- 'Eavy Armor
- Bosspole
- PK
- Kombi-rokkit launcha
- Ammo runt (had extra 3 pts)
Nobz x 5 - 145 pts
- 'Eavy Armor
- BP
- Trukk
Boyz x 10 - 195
- 'Eavy Armor
- Boss Nob with PK/BP
- Trukk w/plank
Boyz x 10 - 195
- 'Eavy Armor
- Boss Nob with PK/BP
- Trukk w/plank
Lootas x8 - 112 pts
Looks good. I like it and am pretty comfortable with it. I originally planned on taking the Great WAAAGH! Detachment, but maybe Combined Arms would be better for Obj Sec?
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This message was edited 1 time. Last update was at 2015/04/30 17:31:16
penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/30 03:31:25
Subject: [750] - Orks - Deathskulls starter
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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All the clanz have Trukks even Deathskulls. What sets Evil Sunz apart in this is that everything is going to be put on wheels. Deathskulls are a great choice to do conversions because they are the lootiest lootas but they also field big load of Ork tek from the book from all the metal scrap they bring to their meks. It might shock you but a Deathskull Mek knows how to make trukks, BWs, Dorkonauts and Stompas just like the other Meks in other clans. I know I'm going to be perfectly fine painting a couple of my trukks, killa kanz, mek gunz, a BW and one of the Dorkonauts (the one with the KFF) with Deathskull colours and glyphs.
I do know of a Looted thing I am going to do in the future. I plan on making "Da Looted City" (hard to not want to replace C with Sh) by converting the Imperial gameboard set and Imperial scenery/buildings into an Ork captured city.
edit add again: Oh, uhmm well I suppose it can depend. One of the factors for the choice of whether to do the Great Waaagh! or CAD would be the relics you have access to. If you do the CAD then you have access to the Gork and Mork relics but not the Orkimedes relics. If you take the Great Waaaaagh! then you have access to the Orkimedes relics but not the Gork and Mork relics. Also note that only one relic can exist per army from any of the selections from both lists but with the Gork and Mork relics only one relic per model can be chosen meanwhile you can take multiple Orkimedes relics on a model.
Another thing to note is that if you take the Great Waaaaagh! you can chose to roll Warlord Traits from the Rule Book, Orks Codex and W!G but it's reroll only works for the W!G list. If you take the CAD you don't have access to the W!G trait list, you got access to the other ones and the reroll works for the ones in the Rule Book.
The last difference is the detachment bonuses/nerfs
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This message was edited 2 times. Last update was at 2015/04/30 03:52:00
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![[Post New]](/s/i/i.gif) 2015/04/30 03:36:47
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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So looking at the codex again... Ork Horde detachment isn't bad at all, since I could get Hammer of Wrath on assault as long as my boyz make it with 10 models.
The detachment is my main concern now... Thoughts?
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penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/30 03:54:12
Subject: [750] - Orks - Deathskulls starter
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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The Ork Horde detachment won't do you much good. The Hammer of Wrath needs larger mobs. By the time the larger mobs reach the enemy to charge they will have taken some losses but will still have over 10 models.
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![[Post New]](/s/i/i.gif) 2015/04/30 17:25:38
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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one other option. I can swap the Nobz for 4 Deffkoptas with TL rokkit launchas and one buzzsaw. I could then run da boss with da boyz, and use koptas to harass. Better option perhaps?
Of course, then I could not run the W!G detachment, since no elites.
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This message was edited 2 times. Last update was at 2015/04/30 17:30:47
penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/04/30 21:51:53
Subject: [750] - Orks - Deathskulls starter
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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I'm at a complete impasse when it comes to DeffKoptas and Warbuggies/trakks. I'll be buying both and trying to see how they do. The Deffkopta is a 2 wound jetbike with some decent weapons and it will ignore terrain when it moves so long as it doesn't end on rough terrain giving it better mobility, it can also charge into melee since it's not considered a vehicle unit but also has to do leadership checks with their low scores. Unless you make an IC on a warbike to keep up with the unit they lack any character to fulfill one of the rolls you would get on the Mob Rule resulting in falling back and no char also means no BP. Warbuggies and Traks are cheaper per model, still can equip twin linked Rockits for free, has outflank and are considered vehicles so they automatically pass all them nasty rolls that require leadership stat. I'd make sure at least one of them has the Trakks so that it can crash into ruins to claim an objective with a reroll to dangerous terrain checks. In either case I'm sure your opponant would be just as pissed losing a big hvy to either of these two units as they would be if losing a Termie to a grot squad. They can suddenly pay for themselves in a single phase. They are glass cannons, more in the squad with each cheap model capable of taking 2 unsaved hits before dropping draw a bunch of fire and since both types can pack twin linked rockits for free they can mess with your opponent's target priorities...even cooler if your opponant ignores them, underestimating their small footprint.
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This message was edited 1 time. Last update was at 2015/04/30 21:53:09
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![[Post New]](/s/i/i.gif) 2015/04/30 21:57:32
Subject: [750] - Orks - Deathskulls starter
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Speedy Swiftclaw Biker
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Exactly. And with virtually everyone saying Nobz aren't worth it besides beat shields, I'm thinking running the koptas are better option.... I guess I should try both!
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penguineater91
Space Wolves (Weirwolves) - 1500
Orks - 1000 |
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![[Post New]](/s/i/i.gif) 2015/05/02 06:05:38
Subject: [750] - Orks - Deathskulls starter
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Longtime Dakkanaut
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Mega Armoured Nobz would probably be better than regular Nobs, simply because of 2+ armour. Could forge the narrative and say this is all looted from Terminators (claim that 5+ invulnerable lol).
Boo hiss to the person that suggested Tankbustas...why would yer ruin a perfektly good tank?!
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YMDC = nightmare |
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