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![[Post New]](/s/i/i.gif) 2016/12/01 13:52:42
Subject: [1500] - Orks - Dread Mob
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Yellin' Yoof
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Waaagh! GhazGhkull Formation: Dread Mob 1500pts
HQ
Big Mek: Kustom mega-blasta, mega armour, kustom force field, da' finkin cap, warlord - 135pts
Painboy - 50pts
Troops
Deff Dread: 2 power claw - 100pts
Deff Dread: 2 power claw - 100pts
Deff Dread: 2 power claw - 100pts
Heavy Support
3x KIlla Kans: big shootas - 150pts
3x KIlla Kans: rokkit launchas - 150pts
3x KIlla Kans: grotzookas - 165pts
Gorkanaut - 245pts
Morkanaut: kustom force field - 280pts
total: 1475pts
So im gathering all the models for the fomation and am wondering how this load out would go... alternatively i can just magnetize all the parts!
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Orks 8500 points |
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![[Post New]](/s/i/i.gif) 2016/12/01 14:55:30
Subject: [1500] - Orks - Dread Mob
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Stabbin' Skarboy
Pittsburgh
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I would personally ditch the upgrades on the big mek and give him the MFF to throw in the gorkanaut. Then I would give the gork and morkanaut extra armor to keep moving. After that I prefer rokkits over big shootas on kans for anti vehicle and space marine. Then add upgrades to taste. I tend to keep the painboy with the big mek as well. Sadly at 1500 points I don't think you'll be able to find a way to add a warboss in easily. If you can it will be worth it if you can keep at least a KFF. That way all your walkers can run and charge on the WAAAAGH. Turn one in this case you will probably want to move up and run. Then waaaagh turn two to run and charge that turn because for the most part you want to be in combat. Just my two cents for how I tend to run it.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/12/01 17:30:30
Subject: [1500] - Orks - Dread Mob
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Fully-charged Electropriest
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Looks pretty good to me. Only things I would change are the load out on the Big Mek - there's no need for Mega Armour (if his Gorkanaut is reduced to scrap he's as good as dead with or without armour) and the Mega Force Field/Kustom Force Field & Da Fixxer Uppers will serve you much better. The load out on the Kanz is dependant on your meta, if you expect hordes then go big shootas/grotzookas otherwise go rokkits. If possible I would give your Deff Dreads and particularly your 'orkanauts Extra Armour.
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![[Post New]](/s/i/i.gif) 2016/12/01 17:44:47
Subject: [1500] - Orks - Dread Mob
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Krazed Killa Kan
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As above, definitely ditch, like, all the upgrades on the big mek. If you want another KFF, take another morkanaut and put it on that, so you can protect other vehicles to boot.
And da finkin kap is a pretty good relic, but most strategic results don't help vehicles, or at least don't help much.
Another trick I like is to bring along 2x meks, since you have 2x IC. They can repair immobilize results and ride in the orkanauts.
I'd also consider grot riggers on the deff dreads instead of one klaw, and take a free ranged weapon.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2016/12/02 22:43:46
Subject: [1500] - Orks - Dread Mob
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Growlin' Guntrukk Driver with Killacannon
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Strongly suggest Magnetizing..Especially the Dreads..I would not put bg shootas on the kans ..Rokkits or Grotzookas..
and Load each dread with a big shoota instead ..
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This message was edited 1 time. Last update was at 2016/12/02 22:44:07
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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![[Post New]](/s/i/i.gif) 2016/12/03 22:51:41
Subject: [1500] - Orks - Dread Mob
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Yellin' Yoof
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Thanks guys for all the input! I will definitely be magnetizing the weapon options and modify my list with your suggestions
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Orks 8500 points |
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