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Made in fi
Locked in the Tower of Amareo





Battalion: Evil suns

HQ: warboss(kustom shoota, power klaw(da killa klaw), warlord: brutal but kunning)
HQ: weirdboy(da jump)
Troop: 29xboyz(10xshoota)+nob(power klaw)
Troop: 29xboyz+nob(big choppa)
Troop: 29xboyz(19xshoota)+nob(big choppa)

Battallion: Goff

HQ: warboss(big choppa, kustom shoota)
HQ: weirdboy(da jump)
Troop: 29xboyz+nob(big choppa)
Troop: 10xgretchin
Troop: 10xgretchin
Elite: 9xnob(3 with big choppa&choppa, rest with twin choppas)
Heavy: battlewagon w/closed top and deff rolla

Battallion: Bad moons:

HQ: badrukk
HQ: weirdboy(warpath)
Troop: 18xgretchin
Troop: 10xgretchin
Troop: 10xgretchin
Heavy: 15xlootas

There. 18 CP. Big issue is going to be CP's. 2 evil sun mobs, goff mob(skarboyz if S5 is help vs particular opponent) and battlewagon loaded with warboss and nobs will be tellyporting leaving me with 9-10 CP. I'm considering leaving maybe goff mob as 2nd turn da jump target which would free 2 CP. Also lootas do like CP as well...

The 19 shoota evil suns will da jump first turn to clear chaff hopefully. Rest follows turns 2-3.

Something to note I'm barely in 50% on board. 997 pts going in tellyport as it is. That's why regular battlewagon. The 20 pts upgrade to bonebreakka was too much.

2024 painted/bought: 109/109 
   
Made in us
Krazed Killa Kan






State of Jefferson

Loose 8 gretchin and a Big Choppa for the wagon.


Automatically Appended Next Post:
*lose

This message was edited 1 time. Last update was at 2018/12/15 02:28:34


 
   
Made in fi
Locked in the Tower of Amareo





For what wagon? You mean replace regular wagon with bonebreaker? Well apart from 8 gretching being more than enough there's the issue with 50% requirement. If I don't drop anything out of reserves I have over 50% starting off board and ergo auto lose by cheating. So for that what to change to ensure I have at least 50% starting on board?

This message was edited 1 time. Last update was at 2018/12/15 23:46:14


2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut





Your Goff warboss will make a little better use of Da Killa Klaw with the exploding 6s in melee compared to the evil sunz.

Were you going to da jump the sunz warboss over or footslog him?

Fist of Gork power goes really well with the Relic Klaw also. I have found da jump weirdboyz only really need to do their thing for a turn or two then end up smiting so a backup da jump might not be necessary. It makes Klawboss str 16 so wounding everything pretty much on 2s with rerolls and the extra 2 attacks are more chances to explode.

This message was edited 1 time. Last update was at 2018/12/16 01:16:49


 
   
Made in it
Waaagh! Ork Warboss




Italy

I'd also suggest to give Fists of gork to a weirdboy. In my experience one da jump is usually enough since you need to use that power for 1-2 turns and with proper deployment it's hard to kill that weirdboy. Fists of gork, combined to the killa klaw and the brutal but kunning trait, turns a good melee character into an absolute monster. I'd also replace a couple of gretchins or a big choppa in the nobz squad with the ammo runt for badrukk.

 
   
Made in us
Regular Dakkanaut





I dont like to run my relic klaw on my warlord, as helpful as the traits are his role can be very suicidal especially if you are using orks is never beaten for an extra combat on death.

Have had a 99pt klaw boss with fists buff one turn out a full health knight after soaking overwatch with boys and using character fight again on death strat after the knight killed him.

Was nice trade and didn't cost me warlord kill.

Best results if you shout witness me before leaping klaw first into a titanic reactor.

This message was edited 1 time. Last update was at 2018/12/16 15:42:58


 
   
 
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