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+++ Ork wierd summons (1849pts) +++
++ Orks: Codex (2014) (Combined Arms Detachment) (210pts) ++
+ HQ (140pts) +
Weirdboy (70pts) [Psyker Mastery Level 2]
Weirdboy (70pts) [Psyker Mastery Level 2]
+ Troops (70pts) +
Gretchin (35pts) [10x Gretchin]
Runtherd [Grabba stik]
Gretchin (35pts) [10x Gretchin]
Runtherd [Grabba stik]
++ Orks: Codex (2014) (Ork Horde Detachment) (619pts) ++
+ HQ (210pts) +
Weirdboy (70pts) [Psyker Mastery Level 2]
Weirdboy (70pts) [Psyker Mastery Level 2]
Weirdboy (70pts) [Psyker Mastery Level 2]
+ Troops (409pts) +
Boyz (149pts)
Boss Nob [Choppa, Slugga]
19x Boy [19x Shoota]
Boyz (140pts)
20x Boy [20x Shoota]
Boyz (120pts)
20x Boy [20x Slugga]
++ Orks: Codex (2014) (Ork Horde Detachment) (1020pts) ++
+ HQ (210pts) +
Weirdboy (70pts) [Psyker Mastery Level 2]
Weirdboy (70pts) [Psyker Mastery Level 2]
Weirdboy (70pts) [Psyker Mastery Level 2]
+ Troops (360pts) +
Boyz (120pts)
20x Boy [20x Slugga]
Boyz (120pts)
20x Boy [20x Slugga]
Boyz (120pts)
20x Boy [20x Slugga]
+ Lords of War (450pts) +
Buzzgob's Big Mek Stompa (FW) (450pts) [Deff Kannon, Mek Boss Buzzgob (FW)]
Basically role most of the wierd boyz on daemon summoning, with up to 16 roles you should get 2+ on 6 for the greater daemon. Turn one you average 27.5 warp dice, proceed to turn wirrdboyz into greater daemons. Who cares about peril, the wierdboy is about to die anyway. Now you have a absurd number of warp dice that does not peril on any double from greater daemons. A greater daemon can also take divination to help out the stompa. All is a technically ork list so you are allowed to take a cheap 450 point stompa. Boyz squad of 20 unoptimized but there is a lot of mandatory troop slots. All of this is supposed to be Itc legal or I would have definitely upped the weird boy count.
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