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Made in us
Longtime Dakkanaut





Chaos Renegade Knight Forsworn Detachment: -440

Renegade Knight: Avenger Gatlin Cannon w/ Heavy flamer x2, Meltagun - 440

CAD: 960

HQ: 235
Painboy W/ bike, 2x grot orderly - 85
Zhadsnark 'Da Rippa - 150 (Warlord)

Troops: 470

Gretchin - 35
Zhadsnark's Warbikers: 9 bikers, 1 Nob W/PK - 215 (Zhadsnark and painboy join this unit)
Zhadsnark's Warbikers: 9 bikers, 1 Nob W/PK and boss pole - 220

Fast Attack: 60
Deffkopta W/ twin linked Rokket launcha - 30
Deffkopta W/ twin linked Rokket launcha - 30

Heavy Support: 195
Gun Wagon: Reinforced Ram. -65 (FW transport. 13/12/10 open topped, tank.)
Gun Wagon: Reinforced Ram. -65
Gun Wagon: Reinforced Ram. -65


Ghazy's Bully Boyz : 600

Meganobz: x5 Meganobz - 200
Meganobz: x5 Meganobz - 200
Meganobz: x5 Meganobz - 200

---------------

Bully boyz ride in the gun wagons for cheap and efficient transport. Bikers split up into seperate groups while gretchin hold down a objective or screen for charges for the knight. The Knight mows high value targets down from afar and maintains an intimidating presnece to soak fire so the nobz and bikers can get stuck in.

Notes: Yes I am aware of the rough draft FAQ on battle brother transport. I am in the camp that your own faction does not count as battle brothers with itself.

What do you guys think about this list? I have used it once so far and it was against two of my friends both running 1000 point lists. The first was a Skyhammer and the 2nd was a Blood angel strike force or something that gave them +1 initiative on the charge (Obviously meant nothing of course lol) and I had a pretty clear victory. The Skyhammer focused all their firepower on the knight which made good 4 up saves so that left the nobz to krump everything on the field with little problem. I found the knight and nobz give the enemy player a difficult choice as to who to focus down. Go fire the super dakka knight or the meganobz? The Bikers also performed very well as they managed to secure objectives as well as krump a few assault marines here and there.

What would you do to this list? How would you change it around?



This message was edited 1 time. Last update was at 2016/05/11 09:35:32


 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Maybe some kind of weapon on the gunwagons if you can stretch it. just for weapon destroyed results. maybe split the 2nd bikerboys unit into 2 smaller units each with pk?

mean green fightin machine 
   
Made in ca
Regular Dakkanaut





The runts and squigs section lists orderly as 0 to 1. Take one out fora bosspole on the first bike squad. The gun wagons need at least 1 gun or weapon destroyed will immobilize.

I agree with you about the transports but even if the ruling ends up being against this you can start the wagons sideways with meganobz behind them and get in turn 1.
   
Made in us
Longtime Dakkanaut





Gun wagons come stock with a twin linked big shoota.

You can take up to 3 grot orderlies, but I see your point on the second boss pole. That would help keep the main squad on the table as opposed to having 1 chance at a FNP be re rollable.

I thought of splitting up the biker squads, but I am not sure if I really want to do that as it does limit the amount of models overall.

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Biker Group 1 Needs to be 10 Bikerboyz +1 Nob +Zard+Pain
For 13 models..(meaning a minimum 4 dead before morale)
as opposed to 3 dead for a morale now
The other groups needs to be busted up into multiple small units (say 2 + nob /BC For saturation)
The walker is a decent rigg..

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in gb
Raging Ravener




UK

I am LOVING this list. I really wanna try something like this, and probably will! A concern - meganobz. These buggers are expensive stuff, but I'm sure if they get there okay (Cue AV13 gunwagons) they'll earn their points back.

Awesome list, am curious as to how well it does!

The armies that I collect:

- Tyranids, 2,000 pts.
- Orks, 1,250 pts.
- Tau, 750 pts.
- Guard (PDF), 750 pts.

(Yes I have a thing for horde armies to some extent) 
   
Made in ca
Regular Dakkanaut





 Tibs Ironblood wrote:
Gun wagons come stock with a twin linked big shoota.

You can take up to 3 grot orderlies, but I see your point on the second boss pole. That would help keep the main squad on the table as opposed to having 1 chance at a FNP be re rollable.

I thought of splitting up the biker squads, but I am not sure if I really want to do that as it does limit the amount of models overall.


I didn't know gun wagons got a gun at base, I was thinking battlewagon.

In the codex i cannot see an option to take more than one orderly. what page is it on?

I think that a 3 man biker unit could be more useful and more durable than grots in some cases. I used to use grots as extra objective secured sources but the ability to move 12 turbo 12 to another objective is very useful. Plus they can actually kill stuff in shooting. If you move 1 bike from the ssecond squad to the first it will take an extra casualty to cause an ld check (kill 4 bikers rather than 3 with 11+2 hq).

The list looks great overall, the division of the bikes is up to you. Do you feel like you have enough anti tank weapons?
   
Made in us
Longtime Dakkanaut





StrikerTommy wrote:
 Tibs Ironblood wrote:
Gun wagons come stock with a twin linked big shoota.

You can take up to 3 grot orderlies, but I see your point on the second boss pole. That would help keep the main squad on the table as opposed to having 1 chance at a FNP be re rollable.

I thought of splitting up the biker squads, but I am not sure if I really want to do that as it does limit the amount of models overall.


I didn't know gun wagons got a gun at base, I was thinking battlewagon.

In the codex i cannot see an option to take more than one orderly. what page is it on?

I think that a 3 man biker unit could be more useful and more durable than grots in some cases. I used to use grots as extra objective secured sources but the ability to move 12 turbo 12 to another objective is very useful. Plus they can actually kill stuff in shooting. If you move 1 bike from the ssecond squad to the first it will take an extra casualty to cause an ld check (kill 4 bikers rather than 3 with 11+2 hq).

The list looks great overall, the division of the bikes is up to you. Do you feel like you have enough anti tank weapons?


You know I checked the codex again and I also cannot find anything that says I am able to take more than 1. In fact on page 53 it clearly states I can only take 1 lol. I was like so certain for some reason that I could take 3 lol. Thank you for proving me wrong! I really should pay more attention. Well hey thats more points to play with I guess!

I would agree a base bike squad is better than a gretchin squad, but it also costs more points. I mainly plan to use the gretchin to camp around the knight to try and prevent it from being tied up in combat by enemies trying to stop its shooting and sit on an objective if possible.

I am pretty torn on the bikes. I dont want to run them too small or they will not be able to accomplish much in meele, but on the other hand I wonder if I really need them to with 15 meganobz. Right now I am thinking of changing the knight to a bare bones double titan weapon stompa (thus making a klawstompa) and save 40 points. In addition I would change the bikers to look like this

Troops:

Zhadsnark's Warbikers: 10x Warbiker, 1x Nob PK - 233

Zhadsnark's Warbikers: 6x Warbikers, Nob with Big Choppa -141
Zhadsnark's Warbikers: 6x Warbikers, Nob with Big Choppa - 141

----

The changes in choice of LoW slot frees up 40 points to work with and as such lets me put more bikers on the table overall. I also cut the gretchin. The two smaller squads would allow for more mobility and still bring some respectable dakka and choppy to the table. However they would not be all that hard to make route and even if I cut points elsewhere to give them a bosspole its still (at best) a 50/50 shot to not flee.


This message was edited 1 time. Last update was at 2016/05/13 03:54:27


 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

What's the forge world ork transport you can take in units of 1-3? Or did I imagine that

mean green fightin machine 
   
Made in us
Longtime Dakkanaut





BAN wrote:
What's the forge world ork transport you can take in units of 1-3? Or did I imagine that


Gun Wagons. They can be squadroned, but I dont want to do that as it would really limit their mobility.

 
   
Made in ca
Regular Dakkanaut





 Tibs Ironblood wrote:

You know I checked the codex again and I also cannot find anything that says I am able to take more than 1. In fact on page 53 it clearly states I can only take 1 lol. I was like so certain for some reason that I could take 3 lol. Thank you for proving me wrong! I really should pay more attention. Well hey thats more points to play with I guess!

I would agree a base bike squad is better than a gretchin squad, but it also costs more points. I mainly plan to use the gretchin to camp around the knight to try and prevent it from being tied up in combat by enemies trying to stop its shooting and sit on an objective if possible.

I am pretty torn on the bikes. I dont want to run them too small or they will not be able to accomplish much in meele, but on the other hand I wonder if I really need them to with 15 meganobz. Right now I am thinking of changing the knight to a bare bones double titan weapon stompa (thus making a klawstompa) and save 40 points. In addition I would change the bikers to look like this

Troops:

Zhadsnark's Warbikers: 10x Warbiker, 1x Nob PK - 233

Zhadsnark's Warbikers: 6x Warbikers, Nob with Big Choppa -141
Zhadsnark's Warbikers: 6x Warbikers, Nob with Big Choppa - 141

----

The changes in choice of LoW slot frees up 40 points to work with and as such lets me put more bikers on the table overall. I also cut the gretchin. The two smaller squads would allow for more mobility and still bring some respectable dakka and choppy to the table. However they would not be all that hard to make route and even if I cut points elsewhere to give them a bosspole its still (at best) a 50/50 shot to not flee.




Stompas have more hull points but are sometimes not as reliable at shooting. I also didn't think about bubble-wrapping the knight. For the bikes you can probly get away with multiple 5 man units (4+nob,big choppa) since you have MANZ.

How does this look to you?

Zadsnark 150
painboy,bike,bosspole 80

10 bikers,1 nob,klaw 233
4 bikers, 1 nob, big choppa 105
4 bikers, 1 nob, big choppa 105
4 bikers 72 (takes 1 more wound to take ld check than min squad, can cap objectives or screen trukks/stompa or engage wimpy infantry in cc)

Deffkopta W/ twin linked Rokkit launcha - 30
Deffkopta W/ twin linked Rokkit launcha - 30

Gun Wagon: Reinforced Ram 65
Gun Wagon: Reinforced Ram 65
Gun Wagon: Reinforced Ram 65

Buzzob's Big Mek Stompa (gaze of gork/mork, lifta droppa, D klaw) 400


Bully Boyz : 600

Meganobz: x5 Meganobz - 200
Meganobz: x5 Meganobz - 200
Meganobz: x5 Meganobz - 200

2000 points exactly- A bike squad can screen a knight/stompa easier than grots (moving 12 and can turn sideways to take up more space) and live longer with sv4+ and a 3/4+ jink.If you want to switch back to knight just drop the 4 man bikers and take a 3rd deffkopta or something. Don't underestimate the power of min bikers, I have them get stuck in with scouts, pathfinders, centurions, anything annoying and small that your threats don't want to waste a turn charging. The only thin threatening to you is Tau or if marines decide to take tons of flamers. T5 and 3/4+ jink is harder to kill than eldar jetbikes.

This message was edited 1 time. Last update was at 2016/05/14 00:07:13


 
   
 
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