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AKA give everything scout. This is a list centered around the blitz brigade that I want to try out. It's what I'd send up against gunlines or other armies that don't want to get into CC in a hurry.
Quick question, though. Even though the blitz brigade is from the Waaagh! Ghazghkull supplement and therefore subject to the awful "Da Boss is Watchin" rule, does it only apply to the Battlewagons themselves since everything else is just going to be from a CAD? It says that the rules only apply to the units contained within the detachments in the supplement, so I think that's the case.
Spoiler:
-------Combined Arms Detatchment---------
HQ - 250
Warboss, DLS, Mega Armor - 125
Big Mek, Mega Armor, KFF, grot oiler - 130
The strategy is putting the Warboss and Big Mek with the Meganobz. This gives them a +1 to their WS, an invuln save against AP2 ranged weapons, and their transport gets the 5++ as well. It's basically the death star of this, one I will be positioning very, very carefully. Two other battlewagons have squads of boyz, eager and ready to assault if their battlewagon gets close enough. The tankbustas will predominantly go after anything I'm too scared to assault straight up like MCs or other, smaller tanks that aren't worth my time. The burnaz, honestly, are only in there because I couldn't think of anything else to put in the fifth battlewagon. I mean, it's open topped, so that's a pretty hilarious platform to put the burnaz in. If anything, they'll work as a secondary fire magnet since the thought of all those templates is almost as scary as the MANz wagon.
Basically everything, including the deffkotpas, will scout forward as far as I can while accounting for safe placement, and I'll just scream my way to the gunline. The bikers will be fast enough to catch up, but they're basically going to be a distraction more than anything. The grots, meanwhile, will stay back and do what grots generally do. Then, turn two, after scouting 12', moving 18', I'll be close enough to get into assault because of the next 6' movement, 6' disembark, and optional Waaagh!
Granted, there are a lot of flaws. I have no back line except for some grots, and I seriously doubt they'll be able to hold it if anything stronger than a squad of cultsts gets to them. There will also be very little, if any, shooting turn 1, and certainly no assaulting since you can't assault after scouting. It's a very all-or-nothing list, but that's how it feels against gunlines anyway so business as usual, I guess.
What're your thoughts on this? Would there be better options to put in the last battlewagon instead of burnas? I was considering stuffing one full of lootas, strapping some dakka onto the wagon, scouting it 12 to get them in range and them letting them shoot wherever. My only issue with that is I want all the battlewagons to be coming at once to try to overwhelm the gunline.
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted
I would think about running the bullyboyz formation, they are really strong, and pairing them with your battle wagons is nice. If you do go bully boyz I'd put kannons and rokkits on all your BWs. I think 3 BWs full of the bully boyz and than one with burns and the other tank bustas. What's more scary that 3 MANZ groups coming at you? Not much