Battlefortress Driver with Krusha Wheel
Douglasville, GA
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++ Battalion Detachment +5CP (Orks) [45 PL, 867pts] ++
+ No Force Org Slot +
Clan Kultur: Freebooterz
+ HQ +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun
Kaptin Badrukk [5 PL, 88pts]: Ammo Runt
+ Troops +
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Shoota (Index)
. 29x Ork Boy W/ Shoota
Gretchin [1 PL, 30pts]: 10x Gretchin
Gretchin [1 PL, 30pts]: 10x Gretchin
+ Elites +
Meganobz [6 PL, 105pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
+ Flyer +
Dakkajet [7 PL, 128pts]: 4x Supa Shoota
Dakkajet [7 PL, 128pts]: 4x Supa Shoota
+ Dedicated Transport +
Trukk [3 PL, 64pts]: Big Shoota
++ Battalion Detachment +5CP (Orks) [22 PL, 488pts] ++
+ No Force Org Slot +
Clan Kultur: Freebooterz
+ HQ +
Weirdboy [3 PL, 62pts]: 2. Warpath, 4. Fists of Gork, Warphead (1 CP)
Weirdboy [3 PL, 62pts]: 3. Da Jump, 5. Da Krunch, Warphead (1 CP)
+ Troops +
Gretchin [1 PL, 30pts]: 10x Gretchin
Gretchin [1 PL, 30pts]: 10x Gretchin
Gretchin [1 PL, 30pts]: 10x Gretchin
+ Heavy Support +
Flash Gitz [13 PL, 274pts]: Ammo Runt, 8x Flash Git
. Kaptin: Choppa, Gitfinda Squig
++ Spearhead Detachment +1CP (Orks) [36 PL, -1CP, 645pts] ++
+ No Force Org Slot +
Clan Kultur: Freebooterz
Specialist Detachment [-1CP]: Dread Waaaagh!
+ HQ +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord
+ Heavy Support +
Deff Dread [16 PL, 285pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
Mek Gunz [8 PL, 138pts]
. Gun: Smasha Gun
. Gun: Traktor Kannon
. Gun: Smasha Gun
. Gun: Smasha Gun
Mek Gunz [8 PL, 138pts]
. Gun: Smasha Gun
. Gun: Traktor Kannon
. Gun: Smasha Gun
. Gun: Smasha Gun
++ Total: [103 PL, -1CP, 2000pts] ++
Just an update on my last list. Swapped a Gorka for the Dreadz, and added another Jet. Dropped the MANz down to 3, and dropped two Traktorz for two Smashaz. Also swapped out the 20/10 Slugga/Shoota Mob for a full Mob of Shootaz.
The basic idea is that the Boyz, Dreadz, and Jets keep the opponent's attention while my Gunz, Flash Gitz, and SAGs take out the opponent's units with AP, then I bring in the MANz and mop up the infantry and chaff. If they decide to focus on my SAGs and Gunz, then the others are gonna wreck em from up close. Target saturation is the name of the game.
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Rogue Grot Kannon Gunna
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Some questions
how often you use da krunch and how good is that and who you gonna use fist on?
Do you think 3 MANz is enough punch and is worth 2 CP DS?
Do you really need 2 battalion ?
Can the dread be a substitute of the G-naut?
If the answer is yes, than ok, have fun, otherwise:
Save 2cp and get only da jump and warpath, or save a HQ spot and only bring one weirboy with 2 powers
3 MANz is only 9 attacks and you need to make the charge move, if you really gonna invest in DS, go big or go home
I think you could save some cp or some points in removing a battalion and maybe getting some more MANz
The G-naut is important in dread Waagh because it can benefit of kustom ammo, which means your G-naut can now shoot 32 S6 -1 shots + 24 S5 + 4 rockets + 2 flamers and, if you did it right, hits on 4+.
The whole point of freebooterz is that you don't need stratagems to work, you need to be able to proc +1 to hit in EVERY phase.
Just be sure your list can do that, even if you suffer some heavy damage.
Otherwise good job!
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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I forgot to drop Warphead, yeah. Last game, I barely even used the Weirdboyz. Da Krunch can be useful, but it requires your opponent to have at least 20-man Mobs to be worth the cost. I've used it to good effect when up against Nidz, but I can probably drop it.
3 MANz are probably a bit on the weaker side, but (short of dropping a Jet), I couldn't fit any more in. That's why I want to put em in a Tellyporter until I can handle all the enemy's AP units. Alternatively, I can hide em in the back and Da Jump them in when necessary.
I know Freebooterz aren't as CP dependent as other Kulturs, but they *still* run out fast. Between Supa SAG rerolls, Tellyport, Kustom Ammo, and Greentide, I burned through the 11 CP I had in like 2 turns. So I *do* think 2 Battalions are necessary, unfortunately. If only so you still have options.
The Dreadz ain't got the same damage potential, but they're a bit more survivable because (as a group) they have more Wounds and they force the opponent to divide their attention 3 ways instead of just at the Gork. Also, using Kustom Ammo on the Gork means he's competing with your Supa SAG for the Strat. Of the two the latter is probably gonna make the best use of it.
I think this list can proc that +1 pretty often, but I'll certainly give it a run and see where I can make some adjustments.
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