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Some things to consider:
grots don't get any of the Ork Rules, most notably, Mob Rule. They have ld 4. so if someone kills 10 grots for example(not hard with t 2 and 6+) you would lose 7-12 more from battleshcock. If you want to run them they need a runtherd with squg(one is fine to cover both units) so you can mitigate that with the hound eating d3 to pass the test. I made the mistake of running some squads of 30 without runtherds before and they took lost 16 in one round of shooting, and lost the rest to battleshock. :( For the same 90 points of boyz at 14 + nob t4 for 15 wounds, they are just as survivable/take about the same amount of effort to kill and might actually hurt something, but they stil larnt great, they need to be in units of 20+ to be really effective both at surviving and dealing damage).
10 tankbusts is good ant-tank, but they would benefit from being in two squads. theres three reasons for that. 1, you can get two more bomb squigs in seperate squads,which you should be taking, they hit on 2+(but can't target fly keyword models) ,they are cheap and extra wounds for the squad if needed(when there are no vehicles, etc left to unleash them, etc.) and 2, free extra nob is one more wound for the squad. Nobs come with the same weapon for the same cost, plus one wound and with the extra point of Ld, 3, having them in two squads mitigates some ld issues, if someone kills 5 of a ten man squad, you can lose almost all the others on a bad roll, wheras by the time they kill that many on a five man squad its already lights out for them so if it kills the one extra its not a big loss. Though if you do add bombsquigs the two units would no longer fit in the transport, they would need a battlewagon, or one bomb squig each and a trukk
Also, your tankbustas costs are way off. 5 is 85 pts with no bomb squigs, ten is 170.
boyz squad is fine, I don't bother with the big shootas, but it fits your theme and at least doesn't cost too much.
Stormboyz, 11 strong is so low, its so easy for an opponent to shoot them off without breaking a sweat, before they even do anything. And as one of the only things rushing forward they are easy to prioritize while the rest of yoru slower stuff isnt much of a threat. They work good in bigger units and when there are 3-5 things all rushing forward together, where yeah, your opponent is going to swat some of them, but the hopes are that there is too much for them to dea lwith at once before they hit in assault.
Dakkajet: I think your cost is wrong, its min 128 with the base guns, and 148 if you bump it up with the extra two gunz. dakkajets are fun. they don't do terribly much, mine have averaged about 2-3 marine kills a turn(averages of 18 shots, 9 hits, 6 wounds then whatever saves the targets have). They do better agaisnt lighter infantry like eldars and guard where you'll lose less of the wounds to saves. But they also distract anti tank weapons and have the hard to hit penalty so they can help other vehicles in the list survive longer since people seem to think those 18 shots are somehow scary.
Squiggoths are ok from what I've read, I have two and a big one I want to put in a game and see how they do. I've heard the gargantuan is working pretty well for people(but hes 460 points).
The flash gits are walking? WIth the runts they are too big to fit in the squiggoth(and I'm guessing thats where your tankbustas are going anyway). I've had a small game with walking flash gits and they were decimated by light small arms fire. it really hurts that cover doesnt help stop much of the incoming fire. A mek with a force field isnt terrible for such a big squad though, it guarantees the 5+ againt all shooting, you don't have to park them somewhere and can walk around to get in range as needed. You could also start your vehicles and or a couple units in the force field that first turn or two.
I'm not sure what would be the most effective build for your theme, particularly given the smaller points value. if you play friendly games with non optimized lists you are mostly ok bringing whatever and it sort of works. however, any ork list that isnt invested heavily in maximizing the few things that are almost on par with other armies is in for a very one sided rough time when facing more competitive builds. So thats up to you based on who and what kind of armies you face. Its super hard since it feels like a lot of our stuff is cost way more than it should be/the effect it has on other units compared to similarly cost things in other armies. Its kind of like they forgot the orky bs of 5+ when pointing things out, so we actually pay more for shooting that works less. Either way, good luck getting a list you like!
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