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Made in pl
Storm Trooper with Maglight




Breslau

So! I'm getting back into 40k and Orks caught my eye recently. And thus I decided to try making a list that'd feel cool to play and deviate a teeny tiny, wee bit from the generic ork lists. And I failed. So here's what I came up with:

HQ:
- Warboss in mega armour, Da Lucky Stikk, TL Shoota, Power Klaw - 125 pts
- Big Mek in mega armour, kustom mega blasta, power klaw, Kustom Force Field - 125 pts

Troops:
- 10 gretchin + Runtherd - 35 points
- 10 gretchin + Runtherd - 35 points

Elites:
- 3 meganobz, 1x killsaws - 130 pts
Battlewagon, 2 big shootas, grot riggers - 130 pts
- 5 Burna Boyz - 80 pts
Trukk with big shoota - 30 pts

Fast attack:
- 6 Warbikerz, PK Nob, bosspole - 148 pts

Heavy Support:
- 8 Lootas - 112 pts
Trukk with big shoota - 30 pts

That leaves me at 980 points.

20 spare to spend on stuff.

As for the choices themselves - the burnas are there mostly because I'll be playing against squishy armies like other orks and guardsmen/Kriegdudes. The warboss... I know he's a bit redundant with a MegaMek, but I like the fluffy idea of having a warboss in mega armour leading the army.

It is my first attempt at a proppa ork list and I'm not really convinced about a lot of things. For example:
- Are Lootas a reasonable pick when the whole army (aside from objective-bound gretchin) should be going in for turn 2 charge? Wouldn't even shoota boyz in a trukk be better for more target saturation?
- Are Burnas the way to go? They do pose some terrifying anti-horde fire (heh, heh) and thus a bullet magnet for my opponents afraid of eating 5 teardrops, but I am not sure if I'd benefit from them as much as I wish.
- Is a Battlewagon such a good idea? I do feel safer behind IWND, 5++ AV 13 front when I'm going to be zipping down the table under stuff like double Medusa and Leman Russ fire, but it costs as much as another unit of meganobz. Is a trukk better despite it's low armour?
- Warbikerz are mainly there to eat unfortunate charges and give cover save to the vehicles behind them. There's very few of them and the points spent on PK might be wasted if they die to high volumes of anti-infantry fire. Should I aim to have more of them?
- Should I consider dropping the unfortunate warboss that I cherish so much and spend the points better elsewhere, for example by bumping up the meganobz to bigger number and adding some distraction pieces or other units like deffkoptas, more bikes or even another unit of meganobz in a trukk?
- Should I replace the gretchins with shoota boyz in trukks with points saved on trimming stuff?
- Should I get tankbustaz?

So many queshchunz, so many variables! I'm not used to making lists like that after playing mechanized Guard and podding Astartes. Teef for yer thoughtz?

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
Made in it
Waaagh! Ork Warboss




Italy

I've never been a fan of megarmored big meks or lootas in vehicles and i don't like putting a megarmored character with other megarmors either. Big mek with kff is more effective on a bike as the bubble would cover more vehicles. Lootas are great in MSU in your back field, go with 2x5 instead of a single mid sized unit. The warboss in megarmor is always a nice choice but he must join a unit of boyz, not the meganobz as you don't want all the 2+ armors and initiative 1 in the same unit, otherwise a dedicated melee unit can wipe out those megarmors very easily. It's very good also on a warbike. Burnas are not really competitive but in a 1000 points game they could work. Shootaboyz only in 30 mobs or in battlewagon, trukks are made for assaults basically, so don't bother with them. Min units of tankbustas are very good, i'm a huge fan of bomb squigs too. Gretchin are solid but i prefer min units of slugga & choppa boyz in trukks. Trukk spam and MSU are the way to go in low points games. So i suggest to take a warboss in megarmor or bike, 2x5 lootas, 4-5 trukks (boyz, burnas or tankbustas, meganobz), bikes and maybe a couple of single deffkoptas.

 
   
Made in us
Longtime Dakkanaut





List is okay.

Put the megamek with the lootas so you can move the vehicle some and fire at BS2 instead of snap shot, due to Slow n purposeful being in the unit. Also the KFF will give some protection.

I would be tempted to place the warboss with the Burma's, it makes them an assault threat too, that way opponent s have to contend with firing at the warboss and Burma's or the MANz

This message was edited 1 time. Last update was at 2017/01/20 17:12:58


 
   
Made in ca
Fighter Ace






Those guys covered pretty much everything I wanted to so I'll do some q&a

It is my first attempt at a proppa ork list and I'm not really convinced about a lot of things. For example:
- Are Lootas a reasonable pick when the whole army (aside from objective-bound gretchin) should be going in for turn 2 charge? Wouldn't even shoota boyz in a trukk be better for more target saturation?


Yes, lootas are great. They can soften the opponent up turn one while your trukks are getting into position. Their 48" range keeps them relevant all game and a min unit of them on foot is much much effective firepower than shoota trukk boyz. Shoota boyz should either be footsloggers or in battle wagons to maximize the use of their shoota upgrades. Slugga boyz synergize better with what is essentially a fast assault vehicle.

- Are Burnas the way to go? They do pose some terrifying anti-horde fire (heh, heh) and thus a bullet magnet for my opponents afraid of eating 5 teardrops, but I am not sure if I'd benefit from them as much as I wish.


Eh... Not really. The best way to use them has been to take a min squad with two mek upgrades to man a three port walker like a stompa. Although the ma boss and burna boyz idea ain't half bad, they are expensive, short ranged, and easy to kill. At best they'll have one volley to make their points back and then get crushed.

- Is a Battlewagon such a good idea? I do feel safer behind IWND, 5++ AV 13 front when I'm going to be zipping down the table under stuff like double Medusa and Leman Russ fire, but it costs as much as another unit of meganobz. Is a trukk better despite it's low armour?


Is a fork better than a spoon? The trukk is a fast assault vehicle, the battlewagon is a mobile Dakka platform. Both work better in numbers either solo in some combination. The wagon can also be used to carry mobs of 20 boyz but it's offensive potential is curbed by its need to move flat out so they run better bare bones in this set up. You're right on about the drawback of the wagon, it is pricey. At this low point level too eh... Should be okay with more volume. Maybe like five trukks and a wagon with some biker outriders for bubble wrap. You can also look into looted wagons. ~65 points, decent av, killkannon, can take a unit of boyz. It's a another good Dakka platform.


- Warbikerz are mainly there to eat unfortunate charges and give cover save to the vehicles behind them. There's very few of them and the points spent on PK might be wasted if they die to high volumes of anti-infantry fire. Should I aim to have more of them?


Yes, they actually pump out some decent firepower and are okay staying out of cc unless delivering a boss or zhad. They're also great for screening so keeping the cost minimal is good. 2x3 would be more useful ultimately. It's almost worth double CADing it for more bikers and deffkoptas.

- Should I consider dropping the unfortunate warboss that I cherish so much and spend the points better elsewhere, for example by bumping up the meganobz to bigger number and adding some distraction pieces or other units like deffkoptas, more bikes or even another unit of meganobz in a trukk?


Mmm... Maybe. The ma boss is perfectly okay in a unit of trukk boyz I find. He can tank some fire when they're out of the trukk and you can los the ap2 stuff. Make the nob bare bones to eat challenges. But... Some of those other options are appealing. Your list really needs some rokkits and bikes are always good but.... You really need to double cad so you need two hq options anyway. So your call.

- Should I replace the gretchins with shoota boyz in trukks with points saved on trimming stuff?


Slugga boyz in trukks, yes. You need more trukks.

- Should I get tankbustaz?


Heck yes. 100 points gives you a min squad in a trukk with a ram for 100 points. 6 rokkits, tank hunter, bomb squig options, all good.

So many queshchunz, so many variables! I'm not used to making lists like that after playing mechanized Guard and podding Astartes. Teef for yer thoughtz?


You hang out in yer trukks too much and there ain't enough of ya. This isn't Fury where you got a couple plucky dudes and Brad Pitt with a tank separating them from the enemy and if they just hide hard enough and blast long enough they'll be okay. This is Speed, you gotta catch the bad guy, you're on a ramshackle bus loaded with explosives and you can't go under 50 mph or the whole thing will go off. And you'll probably have to make a pretty sick jump in there somewhere so make sure your trukks have Rams. If you want shoota boyz, put them in the wagon, but definitely put the Manz in the trukk. It gets them into combat faster and they laugh off explodes results.

This message was edited 2 times. Last update was at 2017/01/21 04:17:31


 
   
Made in it
Waaagh! Ork Warboss




Italy

 slip wrote:

You can also look into looted wagons. ~65 points, decent av, killkannon, can take a unit of boyz. It's a another good Dakka platform.

Looted wagons with killkannons are solid in 1000 points games, they definitely worth a try.

 
   
Made in gb
Fully-charged Electropriest






 slip wrote:
Those guys covered pretty much everything I wanted to so I'll do some q&a

It is my first attempt at a proppa ork list and I'm not really convinced about a lot of things. For example:
- Are Lootas a reasonable pick when the whole army (aside from objective-bound gretchin) should be going in for turn 2 charge? Wouldn't even shoota boyz in a trukk be better for more target saturation?


Yes, lootas are great. They can soften the opponent up turn one while your trukks are getting into position. Their 48" range keeps them relevant all game and a min unit of them on foot is much much effective firepower than shoota trukk boyz. Shoota boyz should either be footsloggers or in battle wagons to maximize the use of their shoota upgrades. Slugga boyz synergize better with what is essentially a fast assault vehicle.

- Are Burnas the way to go? They do pose some terrifying anti-horde fire (heh, heh) and thus a bullet magnet for my opponents afraid of eating 5 teardrops, but I am not sure if I'd benefit from them as much as I wish.


Eh... Not really. The best way to use them has been to take a min squad with two mek upgrades to man a three port walker like a stompa. Although the ma boss and burna boyz idea ain't half bad, they are expensive, short ranged, and easy to kill. At best they'll have one volley to make their points back and then get crushed.

- Is a Battlewagon such a good idea? I do feel safer behind IWND, 5++ AV 13 front when I'm going to be zipping down the table under stuff like double Medusa and Leman Russ fire, but it costs as much as another unit of meganobz. Is a trukk better despite it's low armour?


Is a fork better than a spoon? The trukk is a fast assault vehicle, the battlewagon is a mobile Dakka platform. Both work better in numbers either solo in some combination. The wagon can also be used to carry mobs of 20 boyz but it's offensive potential is curbed by its need to move flat out so they run better bare bones in this set up. You're right on about the drawback of the wagon, it is pricey. At this low point level too eh... Should be okay with more volume. Maybe like five trukks and a wagon with some biker outriders for bubble wrap. You can also look into looted wagons. ~65 points, decent av, killkannon, can take a unit of boyz. It's a another good Dakka platform.


- Warbikerz are mainly there to eat unfortunate charges and give cover save to the vehicles behind them. There's very few of them and the points spent on PK might be wasted if they die to high volumes of anti-infantry fire. Should I aim to have more of them?


Yes, they actually pump out some decent firepower and are okay staying out of cc unless delivering a boss or zhad. They're also great for screening so keeping the cost minimal is good. 2x3 would be more useful ultimately. It's almost worth double CADing it for more bikers and deffkoptas.

- Should I consider dropping the unfortunate warboss that I cherish so much and spend the points better elsewhere, for example by bumping up the meganobz to bigger number and adding some distraction pieces or other units like deffkoptas, more bikes or even another unit of meganobz in a trukk?


Mmm... Maybe. The ma boss is perfectly okay in a unit of trukk boyz I find. He can tank some fire when they're out of the trukk and you can los the ap2 stuff. Make the nob bare bones to eat challenges. But... Some of those other options are appealing. Your list really needs some rokkits and bikes are always good but.... You really need to double cad so you need two hq options anyway. So your call.

- Should I replace the gretchins with shoota boyz in trukks with points saved on trimming stuff?


Slugga boyz in trukks, yes. You need more trukks.

- Should I get tankbustaz?


Heck yes. 100 points gives you a min squad in a trukk with a ram for 100 points. 6 rokkits, tank hunter, bomb squig options, all good.

So many queshchunz, so many variables! I'm not used to making lists like that after playing mechanized Guard and podding Astartes. Teef for yer thoughtz?


You hang out in yer trukks too much and there ain't enough of ya. This isn't Fury where you got a couple plucky dudes and Brad Pitt with a tank separating them from the enemy and if they just hide hard enough and blast long enough they'll be okay. This is Speed, you gotta catch the bad guy, you're on a ramshackle bus loaded with explosives and you can't go under 50 mph or the whole thing will go off. And you'll probably have to make a pretty sick jump in there somewhere so make sure your trukks have Rams. If you want shoota boyz, put them in the wagon, but definitely put the Manz in the trukk. It gets them into combat faster and they laugh off explodes results.


excellent post and sage advice!
   
Made in de
Dakka Veteran




quick side notes...

- purchase meks and put em in CC-units to soak up challenges
- tankbustas in trukks are great
- burnas are bad
- nobs are bad
- gretchins are great objective holders/screeners (u can even hold em in reserves)
- warbikers are one of the best units in game (especially if accompied by an warboss with likky stick and a painboy on bike)
- as are mek guns, especially megakannons (s8 ap2 blast 30points)
- i always take trukks over battlewagons if possible (alot cheaper pointwise, easier to screen/hide, faster, too much AV14 popping meta out there)
   
Made in pl
Storm Trooper with Maglight




Breslau

Damn, that's a lot of great advice! So I decided to redesign the list and came up with this:

HQ:
- Warboss in mega armour, Da Lucky Stikk, TL Shoota, Power Klaw and bosspole - 130 pts
- Big mek on bike with KFF, power klaw and bosspole - 140 pts

Troops:
- 10 Slugga Boyz with PK nob and rokkit Trukk -125 points
- 12 Slugga Boyz with PK nob and rokkit Trukk -142 points

Elites:
- 3 Meganobz in a rokkit launcha Trukk - 150 pts
- 5 Tankbustas in a rokkit launcha Trukk - 95 pts

Fast attack:
- 10 Warbikerz, PK Nob - 215 pts

997 pts total.

This gives me four trukks, each (aside from bare slugga boat) poses a different kind of danger, there's at least some target saturation between megaboss' boyz boat, MANz, Tankbustas and Mek bikers carrying a 5++ bubble. Even the 12 slugga boyz (who'll drive up front) do pose some danger should they be left alone with the amount of attacks and a PK there.

What do you guys think? Unfortunately at low points orks aren't all that easy to build. Alternatively I could skip the Mek and put in another unit of something like one more 12-man slugga boat or, after shaving a few points, another 3 MAN trukk. Or trim down warbikerz and shuffle some points around.

I know, it's not really creative, but I actually enjoy multiple trukk builds for Orks.

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
Made in it
Waaagh! Ork Warboss




Italy

I like it, cut those 2 boyz in the 12 man squad and with the remaining 15 points give a ram to the meganobz and the tankbustas trukks and a bosspole to the meganobz. You can cut the big mek too and add a warbiker painboy and some mek gunz, or no painboy and two min squads of lootas. You can also drop some bikes (at 1000 points a warboss and 6-7 bikes are good) and take a second min unit of tankbustas in a trukk. Consider bomb squigs for tankbustas. But i like your list, just give the rams to every trukk and a boss pole to the meganobz.

 
   
Made in pl
Storm Trooper with Maglight




Breslau

So I've been toying around with the list keeping your advice in mind and I came up with this:

HQ:
- Warboss in mega armour, Da Lucky Stikk, TL Shoota, Power Klaw and bosspole - 130 pts
- Painboy on bike with bosspole - 80 pts

Troops:
- 10 Slugga Boyz with big choppa nob and reinforced ram Trukk -110 points
- 12 Slugga Boyz with PK bosspole nob and reinforced ram Trukk -147 points

Elites:
- 3 Meganobz with bosspole in a reinforced ram Trukk - 160 pts
- 5 Tankbustas in a reinforced ram Trukk - 100 pts

Fast attack:
- 6 Warbikerz, PK Nob - 143 pts
- 10 Stormboyz with PK nob and bosspole - 130 pts

Exactly 1000 points.

Yes, I know, Stormboyz aren't all that hot and I'd probably be better off with lootas or tankbustas + a mek gun, I probably will try that option out too, but I kinda want to field the stormboyz out of pure love for the models and the fact that they can actually keep up with the rest of the list, acting as a backfield threat and second wave mincer thanks to the hammer of wrath when they charge after jumping, giving each one of them 5 attacks on charge.

That big choppa is there on that nob just because I had nothing better to do with those 5 points and in case I never got challenged he'll at least be decent at mincing squishies. Well, that and I absolutely adore the big choppa bitz.

Would this list be okay-ish for friendly games against squishies like DKoK assaults and orks?

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
Made in de
Dakka Veteran




i still would prefer putting meks into the unit to eat up challenges... not a big thing against guard, but if u'll face anything else (especially other orks) it will gurrantee a turn of PK attacks. ork mobs without an PK are a bit meh... since they loose that extra ommph provided by 3-4 st9 attacks

the list is pretty much ok. if you wanna try something else always consider an ork horde detachment. you will loose objective secured on your troops but u'll gain an additional HQ slot.


oh and as a side note.. always equip nobs with the free shoota upgrade. unless you field em barebones they will never get +1 attack for two melee weapons anyways

and of course there is the eternal debate over the lucky warboss on bike vs the one in manly armour : )
   
Made in pl
Storm Trooper with Maglight




Breslau

RedNoak wrote:
i still would prefer putting meks into the unit to eat up challenges... not a big thing against guard, but if u'll face anything else (especially other orks) it will gurrantee a turn of PK attacks. ork mobs without an PK are a bit meh... since they loose that extra ommph provided by 3-4 st9 attacks

the list is pretty much ok. if you wanna try something else always consider an ork horde detachment. you will loose objective secured on your troops but u'll gain an additional HQ slot.


oh and as a side note.. always equip nobs with the free shoota upgrade. unless you field em barebones they will never get +1 attack for two melee weapons anyways

and of course there is the eternal debate over the lucky warboss on bike vs the one in manly armour : )


I'll remember to get shootas for non-bare Nobz.

As for the Mek - the issue here is that with 10 man squad the mega- Warboss takes up remaining 2 transport capacity slots on that trukk and with the fact that he's bulky, I have no room to put a mek there, so I have to make do with a Nob as a challenge gobbler. I could, in fact, remove a stormboy and a slugga from the 12 man unit to make room for a mek in the other Trukk, though, if that's preferable.

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
Made in de
Dakka Veteran




yeah you should do that. if the nob is taking the challenges anyways, equiping him with just a bigchoppa and outscourcing the bp to the warboss, is actually a really good idea


just beware that your stormboys will be shredded into oblivion in a matter of seconds... one bad look from a shooty unit and their gone.
i would suggest a min-squad with nob+bp to grab some objectives and distract/shield some more important units. the extra points could be used to buff some existing units or fielding a mek gun, kopta or outflanking skorcha buggy

This message was edited 1 time. Last update was at 2017/01/27 15:46:19


 
   
Made in ca
Grovelin' Grot Rigger





canada

Biggest boss should always have the boss pole.

Gargazz Wuz 'Ere 
   
Made in de
Dakka Veteran




its not always the best idea to put an essential item like a bosspole on the biggest target on the board

also sometimes (mostly late game) i tend to split the warboss from his unit to attack a tactical position, ...that would leave the rest of the mob without a bosspole
   
Made in pl
Storm Trooper with Maglight




Breslau

That's the proppa orky way! What's a boss without a bosspole?

As for the stormboyz - I plan on jumping them from cover to cover, or, preferably, behind buildings. In worst case scenario they'll just follow the trukks to get lots of cover from the vehicles and bikers or even be impossible to target - as it is I have (seemingly) more dangerous targets rushing face-first into enemy army, so I guess the jumpy freaks will be considered less pressing targets until they realize I'm going to charge them with hammer of wrath bonus with an (almost) full 10-man squad. Possibly from behind their main line thanks to the jump, so I can threaten their warlord.

That being said I will also try the buggy idea sooner or later, because it also sounds fun and fitting for the whole rushy, mobile army design. (y)

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
Made in ca
Fighter Ace






 Klerych wrote:
Damn, that's a lot of great advice! So I decided to redesign the list and came up with this:

HQ:
- Warboss in mega armour, Da Lucky Stikk, TL Shoota, Power Klaw, and bosspole - 130 pts
- Big mek on bike with KFF, power klaw and bosspole - 140 pts

Troops:
- 10 Slugga Boyz with PK nob and rokkit Trukk -125 points
- 12 Slugga Boyz with PK nob and rokkit Trukk -142 points

Elites:
- 3 Meganobz in a rokkit launcha Trukk - 150 pts
- 5 Tankbustas in a rokkit launcha Trukk - 95 pts

Fast attack:
- 10 Warbikerz, PK Nob - 215 pts

997 pts total.


This list is good. I'd only make slight changes.

HQ:
- Warboss in mega armour, Da Lucky Stikk, TL Shoota, Power Klaw - 125 pts


Troops:
- 10 Slugga Boyz with PK/BP nob and rokkit/ram Trukk -135 points
- 10 Slugga Boyz with PK/BP nob and rokkit/ram Trukk -135 points
- 10 Slugga Boyz with PK/BP nob and rokkit/ram Trukk -135 points

Elites:
- 3 Meganobz with BP bossnob in a rokkit launcha/ram Trukk - 160 pts
- 5 Tankbustas in a rokkit launcha/ram Trukk - 100 pts
- 5 Tankbustas in a rokkit launcha/ram Trukk - 100 pts

Fast attack:
- 3 Warbikerz, - 54 pts
- 3 Warbikerz, - 54 pts

This message was edited 2 times. Last update was at 2017/01/31 20:01:49


 
   
Made in pl
Storm Trooper with Maglight




Breslau

So I've played with the list I posted earlier and... it went quite well against Death Korps of Krieg. We played two 1k ork armies vs a 2k Krieg force.

The only thing is that my warboss blew the charge and took two direct hits from Medusa siege guns, getting insta-deathed like a total git.

And my painboy didn't really earn back his points, so I decided to shuffle a bit with me points and came up with this:

HQ:
- Warboss in mega armour, Da Lucky Stikk, bosspole - 130 pts
- Big Mek with big choppa, KFF, bosspole and riding a bike - 120 pts

Troops:
- 10 boyz with big choppa nob and rokkit/ram Trukk - 110 pts
- 12 boyz with PK/BP nob and rokkit/ram Trukk - 147 pts

Elites:
- 3 meganobz with bosspole boss and one set of killsaws in a rokkit/ram Trukk - 170 pts
- 5 tankbustas in rokkit/ram Trukk - 100 pts

Fast attack:
- 6 warbikerz with PK nob - 143 pts
- 5 Stormboyz with PK nob - 80 pts

1000 points total.

So I've cut down the stormboy squad to 5 guys with a PK nob - last game they just wiped a unit of 10 DKoK guardsmen and were bogged in combat for 2 turns, but where they did shine was when I jumped them behind the ruins where opponent's Leman Russ Punisher was stationed and charged it with the PK. So instead of having a larger unit meant for melee I figured out I'd prefer them as a PK torpedo that'll deal with the backfield units.

The KFF Mek is there to ward my units from goddamn S 10 fire and provide a better save than my boyz have anyway. And with a big choppa he's much more likely to deal ANY damage to guardsmen than with the terrible poison.

I decided to give one meganob the killsaws, because he kinda earned it being the sole survivor of his unit and killing things left and right, so let's think of it as a field promotion. Especially that it'll help prevent the MANz from getting swamped in meaningless combat with chaff units.

Whaddya guys think?

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
Made in ca
Grovelin' Grot Rigger





canada

You're missing the big ticket item when putting a big mek on a bike: the killsaw. Let the biker nob have the big choppa, or even drop the biker nob entirely - a killsaw will give your bikers the ability to shred land raiders and monoliths to ribbons. A Pk can scrub against tank armour, but a Killsaw is wickedly reliable.

I would also, probably, maybe, rather have Grotsnik with Manz, instead of a Megaboss, particularly if you find them getting swamped a lot. Rampage good yo.

I would probably field a unit of boyz w/trukk + unit of grots and field an extra fast attack slot trukk, as a recovery trukk to pick up the Manz and keep them moving forward.

Gargazz Wuz 'Ere 
   
Made in ca
Fighter Ace






idk, some of that is extremely risky. I'd never give a 35 point character over 100 points in gear. The Big Mek isn't exactly rampage mode in CC and is only S8 without FC with that killsaw. It's all pretty meh.

You could literally take another full unit of MANz and then some and a trukk too instead of grotsnick. His points cost simply isn't viable and I'm even more loathed to sacrifice an HQ slot for him.

All trukks are recovery trukks. Elite units should have priority on transports. If your MANz trukk gets blown up then it don't matter whether the trukk beside them has boyz in it. Meanwhile the fast attack slot is extremely valuable. A unit of bikers or a deffkopta or heck even a warbuggy would be more useful than a single empty trukk.

This message was edited 1 time. Last update was at 2017/02/27 00:41:59


 
   
Made in gb
Fully-charged Electropriest






 slip wrote:
idk, some of that is extremely risky. I'd never give a 35 point character over 100 points in gear. The Big Mek isn't exactly rampage mode in CC and is only S8 without FC with that killsaw. It's all pretty meh.

You could literally take another full unit of MANz and then some and a trukk too instead of grotsnick. His points cost simply isn't viable and I'm even more loathed to sacrifice an HQ slot for him.

All trukks are recovery trukks. Elite units should have priority on transports. If your MANz trukk gets blown up then it don't matter whether the trukk beside them has boyz in it. Meanwhile the fast attack slot is extremely valuable. A unit of bikers or a deffkopta or heck even a warbuggy would be more useful than a single empty trukk.


It is a lot of points to add to a Big Mek but there's already 25 points worth of PK on the Warbikers Nob, that PK would be safer on the Big Mek (potentially replaced with that Killsaw for an extra 5 points) who will be trying to stay alive at all costs. The Warbikers Boss Nob can then be used to accept any challenges the Big Mek doesn't want to be in, which keeps that PK put of the way a bit longer.
   
 
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