Thanks for looking. Opinions appreciated!
1999 points, 15
CP
List first, tactics to follow.
Keep in mind that I'm not what you'd call a "Competitive" player. Mostly, I try to put together lists that I think should be fun to play. Often, they have glaring weaknesses (no psykers, flyers, etc), and I know this. Usually, I just get what seems to be a fun idea and run with it.
The idea here was to run up and punch stuff, while laying down a bunch of strong supporting firepower.
Battalion Detachment +5CP (Orks)
Clan Kultur Selections: Blood Axes
HQ
Big Mek on Warbike (Index)
Selections: Killsaw, Kustom Force Field
Deffkilla Wartrike
Selections: Snagga Klaw
Troops:
Boyz
Boss Nob: Killsaw, Slugga
9x Ork Boy W/ Slugga & Choppa
Tankbusta Bomb
Boyz
Boss Nob: Killsaw, Slugga
9x Ork Boy W/ Slugga & Choppa
Tankbusta Bomb
Boyz
Boss Nob: Killsaw, Slugga
9x Ork Boy W/ Slugga & Choppa
Tankbusta Bomb
Battalion Detachment +5CP (Orks)
Clan Kultur: Blood Axes
HQ
Warboss on Warbike (index)
Selections: Attack Squig, Da Killa Klaw, Kustom Shoota,
Warlord: Brutal But Kunnin
Weirdboy
NOT SURE OF SPELL CHOICE HERE. MOSTLY USED AS CHEAP HQ
Troops:
Boyz
Boss Nob: Killsaw, Slugga
9x Ork Boy W/ Slugga & Choppa
Tankbusta Bomb
Boyz
Boss Nob: Killsaw, Slugga
9x Ork Boy W/ Slugga & Choppa
Tankbusta Bomb
Boyz
Boss Nob: Killsaw, Slugga
9x Ork Boy W/ Slugga & Choppa
Tankbusta Bomb
Spearhead Detachment +1CP (Orks)
Clan Kultur: Blood Axes
HQ
Big Mek (Index): Killsaw, Kustom Force Field
Heavy Support
Battlewagon
4x Big Shoota, Deff Rolla, Grot Riggers
Battlewagon
4x Big Shoota, Deff Rolla, Grot Riggers
Battlewagon
4x Big Shoota, Deff Rolla, Grot Riggers
Spearhead Detachment +1CP (Orks)
Clan Kultur: Bad Moons
HQ
Big Mek (Index)
Selections: Kustom Force Field, Kustom Mega-blasta
Heavy Support
Lootas: 14x Loota
Mek Gunz
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Mek Gunz
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
I chose Blood Axes so anything I wanted to could fall back and charge back in.
Six units of boys load up in the 3 Battlewagons and they're off to the races. I know 10 boys aren't that strong. I can Mob Up as necessary. One Battlewagon can use RAMMING SPEED, if I feel I need the extra charge range. Bonus potential for Mortal Wounds.
They're accompanied by the bike Characters. The Warboss and Wartrike should be able to handle a lot of high T opponents, and the Warlord's Trait + Klaw means he rerolls all Hits and Wounds. The Mek can put out a punch, too, but he's there for the 5+ Invulnerable save. Wartrike can take advantage of SNAGGA GRAPPLE for Mortal Wounds when falling back to charge again.
The Wartrike helps with the possibility of a T1 charge for bikes and Battlewagons.
I had considered making the Spearhead with the Standard Big Mek and the Battlewagons into Evil Suns for the extra movement & charge range, but I decided that I'd rather have Battlewagons that throw it into reverse, then run you over again in combat. Especially since they lose the benefit of the Wartrike if I change Kultur.
The
KFF Big Meks sit back with the Lootas and Smasha Guns to provide an Invulnerable save. T1, they deploy so everything gets the 5+, if I don't get to go first.
Lootas and Smashas are Bad Moon to reroll 1s.
The Wierdboy can be left in the backfield, just in range to try to foil a spell (or 2, if I upgrade him), and (maybe) provide a couple spells of his own. I could also use DEAD SNEAKY on him, but not sure why I would.
I put 4x Big Shootas on each Battlewagon, just so they had some shooting to run in with. Would those points be better spent on some Grot Shields for the Lootas and Mek Guns? Of course, they'd be Bad Moons Grots, if so.
Lootas can use MORE DAKKA and SHOWING OFF as needed.
Thanks for looking. I look forward to input!
Eric