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[1999] - Orks - Deathskulls, Armour Breaker  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Nasty Nob





UK

Mulling over a list to counter armour, and knights in particular, came up with something that I think may hit surprisingly hard, as well as give a headache to many opponents.
Obviously this includes index units, so look away if this is not to your taste.

Deathskulls 1999pts 16cp

Extra gubbins

Brigade detachment

HQ
Big mek MA, KFF, Warlord Kunnin but Brutal, grot oiler
Warboss on Warbike, Da Killa Klaw
Warphead, skorched gitbonez, da jump, fists of gork

Troops
6x Boss Nob PK, 10x shoota Boyz, rokkit, tankbusta bombs

Elites
3x mini mek kmb

Fast Attack
3x Deff kopta, big bomb, kmb

Heavy
3x smasha
3x smasha
2x kmk

Dedicated transport
6x truck, rokkit

Vanguard detachment

HQ
Big Mek, KMB, grot oiler

3x mini Mek, kmb

There's a lot of re-rollable plasma and rokkit dakka, and 16 cps for strategems (-2 for extra gubbins and warphead) you could struggle to spend them all.
I'd be tempted to put upto 4 units in the telyporta, combined with kunnin but brutal you could really mess with your opponents deployment by dropping them in your own zone turn 1, or save a couple to come in turn 2 for some cheeky out flanking.
Could even switch warlords and put it on the biker boss for brutal but kunnin for your obligatory re-rollable death missile. Dealers choice really.
All infantry obsec, all units 6++, trucks with ramshackle, I think it's a list with legs.
I welcome your thoughts.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I think you'll regret not having Tankbustas in this list. They're pur most reliable means of damaging heavy armor. You're also lacking in solid CC units, with the exception of the Boss and (debatably) the Shootas Mobz.

I don't think you need so many mini Mekz, but that's just me. If I were making a "Knight Slayer" list, I'd probably bulk up on TBs, KMKs, and Deffdreadz.
   
Made in gb
Nasty Nob





UK

I think of it as spreading the threats. The mini meks go in the trucks with Boyz, meaning that each truck is putting out 3 rerollable, heavy damage weapons. I think of this as having tankbustas embedded in every unit on the table, but they can reroll against everything, not just vehicles. It's basically rokkit and lascannon spam.

Whilst tankbustas are a great unit, they're a very squishy, and obvious target that needs protection.

Every truck rerolls to hit, and wound with it's rokkit. Every rokkit boy also rerolls to hit and wound it's target, and the mek rerolls to hit, wound and damage. That's a fair potential whack of damage, anything upto 6+d6 (rerollable) from each truck.
Plus everything is 6++, and the trucks still have ramshackle, increasing their resilience.

Backed up with the kmk from the deff koptas, also all rerollable to hit, wound and damage, the kmbs from the big meks if in range, and the damage potential from the mek guns, that's a lots of high damage dakka from every unit on the table, that doesn't rely on strategems or cps to put out consistent damage.

The biker warboss is there to either finish off crippled units, or if buffed to the max, to take out single high value targets cheaply.
This is not a combat orientated list at all, it's high damage, medium range shooting with a bulk of speed and plenty of objective grabbing, mobile, dangerous units.

It'd struggle against pure horde, but the shoota Boyz are no slouches if push comes to shove.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Tankbustas are pretty squishy, but so is most of this list. Trukkz aren't exactly durable either, so if your opponent goes first, you're probably gonna lose at least one or two of them. I'm not saying it can't work, and I appreciate the target saturation. I'm just saying that that 3 heavy weapons per vehicle might not be enough to handle much armor.

The thing with TBs is that you can take Bomb Squigs with them. These can 1) eat Explosion Wounds and 2) hit on a 2+ for Rokkit profile. You can also use Extra Stikk Bombs, if you can manage to get into 6", or the Bad Moonz Strat (assuming you include a BM detachment) to shoot again.

Basically, it looks like a high-risk/high-reward list and while I think it *could* work, I'm concerned that, since most of your army will be embarked, that it'll be highly susceptible to explosion losses and CC lists, hoard or no hoard. Dragoons come to mind as a unit it would really struggle against.
   
Made in gb
Nasty Nob





UK

Possibly, however I think as long as you have 3 trucks and some mek gunz you should be able to take out a knight or large gribbly a turn. Unlike tankbustas, these units reroll despite the target, making them as lethal to Primarchs, Tyranids and demons as they are to Leman Russ'

As there are plenty of cps to burn, you can also put several of them in the tellyporta, giving you quite a bit of flexibility. Trucks are fairly easy to tuck out of sight. Combined with Kunnin but brutal, you have a great deal of flexibility to redploy to your best advantage to either maximise damage output, or minimise losses. If you do lose a truck, you have cp available to loot it for a modest armour boost.

I've played a version of this a couple of times before, and its been pretty useful so far. It's main strength is its mobility, target saturation and ability to operate without the need for strategems or command points as well as its ability to turn on most opponents large and heavy models without having to specialise as much.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Nasty Nob





UK

Last night I played a 1000 point game against a mate who'd managed to squeeze 2 riptides plus shield drones into the 1000 points.
This gave me the opportunity to test out half my list against a tough, highly resilient opponent. As it was only 1000 points, we set up a 4x4 table, with plenty of buildings.
Rolling Maelstrom of War, Contact lost we deployed and got cracking.
My list was;

Battalion and spearhead.
Big Mek on bike with KFF and Pk, super cybork, kunnin but brutal
Big Mek SAG grot oiler
Weird boy, git bonez, warphead, FoG, DJ
3x trukks with rokkits, Mek kmb, Nob PK, 9x shoota Boyz TB bomb, rokkit boy
4x Smasha gunz

I finished deploying first and went first. Using kunnin but brutal I had positioned so as to make my opponent concentrate his firepower on my left flank, I then repositioned my smash gun to hit him more effectively and placed one truck to outflank on the right.

Turn one
Mildly frustrating, but by focus firing I was able to take out his shield drones for one riptides for first blood and chip some wounds of it. Also able to easily claim 2 objectives to start building up vps. In return his entire shooting chipped off some wounds on a truck and a smasha gun. I scored first blood and objective 5, he scored objective 2.
Orks 2 Tau 1

Turn two
Shield drones and overcharged riptides can absorb so much firepower and survive it's not funny. I was able to finally bring down one riptide but the other was unscathed and still had 4 drones protecting it. My truck on the right flank swung around to take out his drones, however they passed every single save or fnp much to my frustration. My 2 trucks on the left flank started to clear away firewarriors and pop shots into the riptides, but his 3++ was frustrating as all hell, especially as he'd push the heavy hits onto his shield drones who convert the damage into a single mortal wound and then save it with 5+++. In return he popped a smasha gun, chipped a few more wounds of a truck on the left flank and blew away my truck on the right. I was OK with this, as I had expected that it would happen. The troops inside looted the truck for 5+ armour and dived into cover, losing only 2 boys to firewarrior fire. I scored no prisoners, he scored nothing.
Orks 3 Tau 1

Turn three
Why won't this Riptide die!
Seriously, these things are horrendously durable. My disembarked boys on the right ran forward to get into easy charge range of the shield drones, fired all their shootas into them for no effect, and popped the rokkit, tankbusta bomb and kmb into the riptide to have him bounce them into the shield drones, who then survived unscathed. I was nearing table flipping levels of frustration by this point.
The trucks on my left were basically chewing up all his firewarrior squads, mulching them with ease whilst firing all their heavy hitters into the riptide. I've never seen so many saves of 5's and 6's being rolled. I finally charge my Boyz on the right into the shield drones only to have every single one killed in overwatch. Every. Single. One. The Riptide used the greater good, with his smart missiles and burst cannon, hitting on 5s with re-rolls. It was gross. That's it, I don't care what else happens but those shield drones are going to die. He then blew up a truck on the left and my Boyz looted it and disembarked into ruins. Nicely in range of everything. They survived being triple tapped by some firewarriors only having to make 3 4+ saves, which I have to say was gratifying.
I scored defend objective 2 and give me some dakka for 3 points and he scored objective 3.
Orks 6 Tau 2

Turn 4
This was a fast turn, I moved around to best position my last truck full of Boyz to maximise their firepower on the Riptide, and apart from that, spent this turn killing as many drones and firewarriors as I could whilst still pumping heavy shots in to his Riptide. Finally killed the last of the drones, I was able to start chipping wounds off the Riptide. In return my Boyz in the ruins got wiped by concentrated firepower from the Riptide as well as another smasha gun. This turn, neither of us scored so the points remained as they were.
Orks 6 Tau 2

Turn 5
At this point in the game he was down to the Riptide, a 5 man squad of firewarriors, some double hard lass character in a stealth suit and his warlord. I was in easy charge range, so swung my last truck around to prepare to charge and absorb over watch after disembarking my last squad of Boyz ready to shoot up the last screen and charge the characters. The firewarriors were wiped by shoota fire and a tankbusta bomb, and the rokkit took 2 wounds off the stealth suit. The kmbs went into the Riptide and we're finally able to start knocking off a chunk of wounds, taking 6. He was down to 7 wounds left at last! I charge in the truck, which dies to greater good over watch, then throw my Boyz and meks into the 2 characters. They were hacked apart in short order scoring me blood and guts as well as slay the warlord.
Orks 8 Tau 2

Surprisingly we rolled to continue to turn 6, which consisted of me still only chipping a wound or two off the Riptide, and him wiping my last Boyz mob out.
Thankfully the game ended there with me scoring linebreaker with my big mek.
Orks 9 Tau 2

So, all in all a very successful if mind bending frustrating game. Being able to bring 2 riptides to a 1000 point game is utter filth, and tbh if I had any other list apart from this one I would probably have refused to play him. Combined with shield drones, you are quickly approaching knight levels of effectiveness in such a small point game.
Having put this list up against something so tough, I am now pretty confident about its ability to scale up and take on tougher opponents at 2000 points. I may need to buy more trucks.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
 
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