Blackie wrote:Assuming that nobz and flash gitz go in the same trukk, meganobz have another one and then you only have one trukk for two units of boyz. A unit of 12 footslogging boyz is useless. Cut 1-2 meganobz in order to give them another transport or to increase the unit to the max of 30 bodies. Ditch the big shootas.
A nob with waaagh banner would be another great add since the p.klaws hit on 4s without it, I run a unit of nobz with big choppas and they're great even without the
pk.
You can also add 1-2 ammo runts to the unit of flash gitz, which become the casualties that you chose if their trukk is wrecked.
Thanks for the feedback! I just played a game with this list but actually forgot the mad dok model! Meaning I was a few points down, but....
I won! The squad of footslogging boyz stayed on an objective all game and helped me get the overall victory. The Meganobz took out a lot of the opponents army through both shooting and combat. The flash gitz were incredible. The gretchins provided useful as they took another objective. The kans did a lot of good shooting but never got in to combat. The trukks made great damage sponges as well as dropping off my units where they were needed. And the dakkajet took out nearly a whole squad before disappointingly getting shot down on turn 2. The other squad of boyz in the trukk jumped out, half got taken out by gunfire before successfully attacking and taking out half a squad themselves. It was Eldar who I was facing. After playing with the 5 Meganobz I definitely do not want to reduce the size of the squad, the 3 wound beasts had a lot of firepower and a lot of combat power!
Oh and the 4 nobz were on foot which was not very smart but next time I play I will put them with the flash gitz as you said. In the future I will also increase the squad size of the Boyz and remove their trukk. Thanks for the tips!