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Made in us
Regular Dakkanaut





At first I was going to give my Stormboyz Boss Nob a pair of Killsaws but then I decided to use the points to give my Deff Dreads Rokkit Launcha's instead of Big Shoota's.

So ive got 16 points to arm my Stormboyz Boss Nob with. My thoughts are a Kombi-Rokkit for added anti-tank support or maybe a Slugga/Killsaw for harder hitting close combat performance. Then again I could use the points to give my Boss Meganob a Kombi-Skorcha (not that he really needs it).

What do you think?

Here is my current army:


++ Spearhead Detachment +1CP (Orks) [57 PL, 1CP, 984pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

+ HQ +

Big Mek in Mega Armour [6 PL, 1CP, 112pts]: Da Killa Klaw, Follow Me, Ladz!, Kustom Force Field, Kustom Shoota, Power Klaw, Warlord

+ Elites +

Meganobz [10 PL, 175pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 225pts]
. Boss Nob: Choppa, Slugga
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [10 PL, 184pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Rokkit Launcha
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Rokkit Launcha

Killa Kans [7 PL, 112pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

Killa Kans [7 PL, 112pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

+ Dedicated Transport +

Trukk [3 PL, 64pts]: Big Shoota

++ Total: [57 PL, 1CP, 984pts] ++

Created with BattleScribe

This message was edited 2 times. Last update was at 2020/03/07 10:06:42


 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

I think you would do well to take a powerklaw on him. The list looks like it has a hard time dealing with t8 targets, so every help you can get is good in that regard.

Like imagine yourself facing even a single knight with t8 24 wounds, probably at least 5+iv. Could you take it out? How many turns of carnage before it is down?


Brutal, but kunning!  
   
Made in us
Regular Dakkanaut





Gitdakka wrote:
I think you would do well to take a powerklaw on him. The list looks like it has a hard time dealing with t8 targets, so every help you can get is good in that regard.

Like imagine yourself facing even a single knight with t8 24 wounds, probably at least 5+iv. Could you take it out? How many turns of carnage before it is down?



1st, Why choose the Power Klaw over the Killsaw? seems like the Killsaw is better with a flat 2 damage and better AP. Power Klaw (S10 AP-3 D1d3) Killsaw (S10 AP-4 D2) when carried by a Nob.

2nd, Im a little too new to be guessing how hard it is to kill a Knight but based on the T8 and 24 wounds... maybe 1-3 turns depending on the dice gods.


thank you
-Matt

This message was edited 1 time. Last update was at 2020/03/07 12:14:29


 
   
Made in gb
Longtime Dakkanaut




Halandri

Give him a big choppa and a choppa. A grot oiler for the mek to act as an ablative model.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Matt85 wrote:
1st, Why choose the Power Klaw over the Killsaw? seems like the Killsaw is better with a flat 2 damage and better AP. Power Klaw (S10 AP-3 D1d3) Killsaw (S10 AP-4 D2) when carried by a Nob.

The killsaw is the better weapon, especially when you can expect to be facing primaris marines. the extra two points are definitely worth it. You got it 100% right.

2nd, Im a little too new to be guessing how hard it is to kill a Knight but based on the T8 and 24 wounds... maybe 1-3 turns depending on the dice gods.

At 1000 points it's pretty impossible to kill a knight unless you get lucky with SAG. In combat, it will just delete one of your units per turn.

In general, your army has a couple of weaknesses - low model count, low CP count and no way to handle hard targets. In addition, killa kanz are pretty bad units, but I guess you knew that.

Some suggestions:
- Get a SAG. It's a cheap second HQ, fits your meks&walkers army theme and allows you to play the SAG lottery once per turn - anything from 0 to 72 damage is possible.
- Get three units of gretchin. Their job is to sit on objectives while the rest marches forward and to generate 5CP to use for stratagems. Orks have insanely strong stratagems, use them! Against armies that outfight you (like knights or tyranids) just use them as meat shields instead.
- Due to their higher AP and lower cost, KMB are better weapons than rokkits on deff dreads. The mortal wounds they cause rarely make a difference.
- Look into making your detachment a dread mob specialist detachment. For 2 CP you can shoot your kanz or a dread twice, and should you get the SAG big mek, you can upgrade his weapon with the relic to have twice as much shots.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Regular Dakkanaut





 Jidmah wrote:
Matt85 wrote:
1st, Why choose the Power Klaw over the Killsaw? seems like the Killsaw is better with a flat 2 damage and better AP. Power Klaw (S10 AP-3 D1d3) Killsaw (S10 AP-4 D2) when carried by a Nob.

The killsaw is the better weapon, especially when you can expect to be facing primaris marines. the extra two points are definitely worth it. You got it 100% right.

2nd, Im a little too new to be guessing how hard it is to kill a Knight but based on the T8 and 24 wounds... maybe 1-3 turns depending on the dice gods.

At 1000 points it's pretty impossible to kill a knight unless you get lucky with SAG. In combat, it will just delete one of your units per turn.

In general, your army has a couple of weaknesses - low model count, low CP count and no way to handle hard targets. In addition, killa kanz are pretty bad units, but I guess you knew that.

Some suggestions:
- Get a SAG. It's a cheap second HQ, fits your meks&walkers army theme and allows you to play the SAG lottery once per turn - anything from 0 to 72 damage is possible.
- Get three units of gretchin. Their job is to sit on objectives while the rest marches forward and to generate 5CP to use for stratagems. Orks have insanely strong stratagems, use them! Against armies that outfight you (like knights or tyranids) just use them as meat shields instead.
- Due to their higher AP and lower cost, KMB are better weapons than rokkits on deff dreads. The mortal wounds they cause rarely make a difference.
- Look into making your detachment a dread mob specialist detachment. For 2 CP you can shoot your kanz or a dread twice, and should you get the SAG big mek, you can upgrade his weapon with the relic to have twice as much shots.


Are Deff Dreads really that trash at killing hard targets? I will think about giving them KMB instead of Rokkit Launcha's but im not sure I like the D6 wounds. Ive got a SAG but im not sure how to work him into the army. I would have to give up something big to get him in there. Ive already got all these models shy one box of Stormboyz.

Here is a reworking with the changes highlighted in red. Ive got the Deff Dreads with two Dread Klaws now which should give them a bigger punch against vehicles. If these two Dreads deep strike on a heavy unit they can deal up to 34 wounds with +2/+3 AP weapons.


++ Spearhead Detachment +1CP (Orks) [57 PL, 1CP, 999pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

+ HQ +

Big Mek in Mega Armour [6 PL, 1CP, 112pts]: Da Killa Klaw, Follow Me, Ladz!, Kustom Force Field, Kustom Shoota, Power Klaw, Warlord

+ Elites +

Meganobz [10 PL, 175pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 230pts]
. Boss Nob: Big Choppa, Choppa
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [10 PL, 194pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Rokkit Launcha
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Rokkit Launcha

Killa Kans [7 PL, 112pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

Killa Kans [7 PL, 112pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

+ Dedicated Transport +

Trukk [3 PL, 64pts]: Big Shoota

++ Total: [57 PL, 1CP, 999pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2020/03/08 10:21:56


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Matt85 wrote:
Are Deff Dreads really that trash at killing hard targets?

The problem with deff dreads is that they need to get past a screen and only then can assault the hard target. You can mitigate that somewhat by putting them in the tellyporta, but you are already low on CP and that would mean holding a big chunk of your army in reserves.
Besides that, let's just do some napkin math. Assuming your opponent has tank commander that you really need gone: 12W T8 3+, no invulnerable save. You charge your dread with two klaws into it and 4 attacks, 2.66 hit, 1.77 wound, 1.44 get past the 6+ armor save. So let's round up and say two get past the save, and you've dealt 6 damage to it. Next turn your dread dies because he would be mad if he didn't do everything in his power to save his tank commander.
In general you need something to kill hard target ins turn one, latest turn 2. Right now your list has a total of four rokkit shots, which are very likely to result in no damage at all.
These days, orks have plenty of options for ranged anti-tanks: lootas, tank busta, morkanaut, mek guns, scrapjets, shokk-jump dragstas or the wazzbom blastajet. I can give you a detailed explanation on this, if you are interested.

I will think about giving them KMB instead of Rokkit Launcha's but im not sure I like the D6 wounds.

When it matters, you can use a CP to re-roll the damage. In any case, the extra AP means that twice as many KMB shots hit home against 3+ targets than rokkits do, and you save points.

Ive got a SAG but im not sure how to work him into the army. I would have to give up something big to get him in there. Ive already got all these models shy one box of Stormboyz.

Right now, you've got a trukk in there which really doesn't serve much of a purpose, you could replace that an put the SAG in instead.
The main problem of your list is that you don't have any troops and are forced to run the kanz to have a detachment. Killa kanz are one of our worst units right now, and equipping them with extremely inefficient big shootas doesn't exactly help their case.
I am aware that you are just starting out and don't have infinite funds, but your next purchases should definitely go towards being able to field three units of troops. Orks need CP and stratagems to function properly, the vast majority of our units are inferior to other armies without stratagems.

Here is a reworking with the changes highlighted in red. Ive got the Deff Dreads with two Dread Klaws now which should give them a bigger punch against vehicles. If these two Dreads deep strike on a heavy unit they can deal up to 34 wounds with +2/+3 AP weapons.

The general consensus is that the first melee weapon should be a klaw, and all further ones are saws. When you look at it as the klaw being a 5 point upgrade over the saw. the first klaw upgrades the two basic attacks as well as the extra attacks, while all further upgrade just a single attack. One AP and one damage on a single attack is not worth spending five points.

Big Mek in Mega Armour [6 PL, 1CP, 112pts]: Da Killa Klaw, Follow Me, Ladz!, Kustom Force Field, Kustom Shoota, Power Klaw, Warlord

Even with the relic, the big mek is not going to much of a fighter. I'd try the shiney shoota instead. Es evil suns, you can shoot it to full effect, even when advancing.

Trukk [3 PL, 64pts]: Big Shoota

I assume this one is meant to carry your MANz about - don't.
It pretty much has a huge "shoot me" sign painted all over it, your opponent just needs to kill it to take your MANz out of the equation. Instead, put your MANz in the tellyporta, and consider to have your dreads walking (and shooting) instead. If you do, you could split your dreads into two units and have more freedom on how many kanz you bring. With your big mek's warlord trait, there is no downside to bringing a unit of four or five.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

If you have the chance, I suggest that each dredd gets 1 klaw and 3 kmb. That way you have some ranged AT. Tellyport the nobs and skip truck as mentioned. Use rest of army to clear screen and hold objectives

Brutal, but kunning!  
   
Made in us
Regular Dakkanaut





Do keep in mind I'm limited to 1000 points at this moment.

My plan was to use the Tellyporta to get the Dreads into combat with the enemy vehicles quickly. Then use my Stormboyz to attack infantry and/or heavy weapons units. This is all supposed to provide cover for the Trukk to make it across the battlefield with the Big Mek and MANz. The Kans would move up into range of non-vehicle units and provide ranged support (hence the use of Big Shoota's and Rokkit Launcha's.

I'll take your advance under consideration though. It certainly doesn't hurt to look at things from another angle. My biggest concern is that the Deff Dreads aren't going to get into close combat until maybe turn 3 if they don't Tellyporta in. At least with the MANz and Big Mek in the Trukk they could use the warlord trait "Waaagh!" to get them into the enemy lines faster if the Trukk is destroyed.

Here is an army based off your suggestions:






++ Spearhead Detachment +1CP (Orks) [58 PL, 999pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

+ HQ +

Big Mek in Mega Armour [6 PL, 112pts]: Ard as Nails, Da Dead Shiny Shoota, Kustom Force Field, Kustom Shoota, Power Klaw, Warlord

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

+ Elites +

Meganobz [10 PL, 175pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 230pts]
. Boss Nob: Big Choppa, Choppa
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [5 PL, 89pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta

Deff Dread Mob [5 PL, 89pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta

Killa Kans [7 PL, 112pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

Killa Kans [7 PL, 112pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

++ Total: [58 PL, 999pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2020/03/08 13:03:21


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Looks good, though splitting the dreads only makes sense if you would want to run less than 6 kanz
I'd try playing it first before changing it any more.

MANz are slower than dreads, so it makes more sense to tellyport them. With your 4 CP you could just tellyport both though.

This message was edited 2 times. Last update was at 2020/03/08 13:09:42


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

How does that list handle something like:

Spoiler:

++Dark Angels Battleforged +3 CP++

+++Battalion +5 CP+++

+HQ+

Sammael on Sableclaw - 200 pts.

Talonmaster - 188 pts.

+Troops+

Scouts w/ Cloaks - 70

Scouts w/ Cloaks - 70

Scouts - 55

+Fast Attack+

RW Black Knights w/ Powerlsnce x6 - 208

RW Black Knights w/ Melta Bombs x6 - 209

+++8 CP, 1,000 pts.+++


You can't deepstrike due to Auspex Scan, your stormboyz leave the table turn one just because of my HQ, and that truck is even flimsier. I know you already own the models but this list is in tough against anything even half decent.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Auspex Scan does by no means prevent deep strikes, especially not in that list.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

 Jidmah wrote:
Auspex Scan does by no means prevent deep strikes, especially not in that list.

FML I thought, the bikes could use it. In that case the strike force gets to snack on scouts before leaving the table. I'll make that trade especially when the kans are one casualty away from just running away.



Automatically Appended Next Post:
Also, the specifics of my list aside, this is a skew list that isn't tough or deadly enough to abuse its advantages. I just don't see what this list is supposed to do that other lists can't do better.

This message was edited 2 times. Last update was at 2020/03/08 16:00:20


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You do understand that this is a new player with a limited collection asking for help, right? You are completely missing the point.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

If his collection has a bunch of junk models somebody should tell him sooner rather than laterm
   
Made in us
Regular Dakkanaut





 Canadian 5th wrote:
If his collection has a bunch of junk models somebody should tell him sooner rather than laterm


While this army list may not be great in terms of the game, I think calling the models junk is a bit much. I really like the Killa Kans models and have been having tons of fun building these guys.

-matt
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

Matt85 wrote:
 Canadian 5th wrote:
If his collection has a bunch of junk models somebody should tell him sooner rather than laterm


While this army list may not be great in terms of the game, I think calling the models junk is a bit much. I really like the Killa Kans models and have been having tons of fun building these guys.

-matt


If you like the models, by all means, use them but in terms of their use in the game, they're really not very good.

The honest truth is that with what you have you will struggle to win games against people who run models with better rules, let alone lists that are designed to play well. I just didn't want you to head out to play, lose badly, and think it was your fault for making some tactical mistake when your list has you playing at a disadvantage.

This message was edited 1 time. Last update was at 2020/03/08 22:15:34


 
   
Made in us
Regular Dakkanaut





here is a new updated list with less Kans and no Trukk. With this list you would be using Tellyporta to get three Dreads and a unit of 6 MANz armed with Kombi-Rokkits into the enemy lines. The 25 Stormboyz can deep strike on there own. The big Mek with SOG will hang back with Kans protecting him and providing ranged anti-infantry.


++ Spearhead Detachment +1CP (Orks) [60 PL, 3CP, 997pts] ++

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur: Evil Sunz

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Shokk Attack Gun, Super Cybork Body, Warlord

+ Elites +

Meganobz [12 PL, 270pts]
. Boss Meganob w/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 240pts]
. Boss Nob: Choppa, Killsaw
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [16 PL, 267pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta

Killa Kans [7 PL, 70pts]
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Kan Klaw

Killa Kans [7 PL, 70pts]
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Kan Klaw

++ Total: [60 PL, 3CP, 997pts] ++

Created with BattleScribe

This message was edited 2 times. Last update was at 2020/03/09 01:40:31


 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

That packs much more punch and does a far better job of presenting your foe with overwhelming threats that they can't easily destroy or ignore. It's also much more likely to krump whateva da boss doesn't fink should stay standin'.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Canadian 5th wrote:If his collection has a bunch of junk models somebody should tell him sooner rather than laterm


Canadian 5th wrote:That packs much more punch and does a far better job of presenting your foe with overwhelming threats that they can't easily destroy or ignore. It's also much more likely to krump whateva da boss doesn't fink should stay standin'.


Really? He switched out two kanz for a deff dread and suddenly his "junk" models turn great?
May suggest you show yourself out, considering how you haven't provided a single bit of constructive criticism at all?

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Regular Dakkanaut





I took it a step further by making it a 3 Kan unit (for the bonus) and replaced the 4th Kan with a Smasha Gun. Now the unit of Kans is protecting a SOG and a Smasha Gun.


++ Spearhead Detachment +1CP (Orks) [55 PL, 3CP, 999pts] ++

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur: Evil Sunz

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Grot Oiler, Shokk Attack Gun, Super Cybork Body, Warlord

+ Elites +

Meganobz [12 PL, 270pts]
. Boss Meganob w/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 240pts]
. Boss Nob: Choppa, Killsaw
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [16 PL, 267pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta

Killa Kans [7 PL, 105pts]
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

Mek Gunz [2 PL, 33pts]
. Gun: Smasha Gun

++ Total: [55 PL, 3CP, 999pts] ++

Created with BattleScribe
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

 Jidmah wrote:
Really? He switched out two kanz for a deff dread and suddenly his "junk" models turn great?
May suggest you show yourself out, considering how you haven't provided a single bit of constructive criticism at all?

Being able to drop 3 Dreads with 9" of something you need dead with a strategy at 1k points is significantly better than dropping 2 and Dreads are better than Kanz. Also, it's not exactly a small change as it changes ~10% of his list points-wise and cuts two weak models.

Is it a great list because of the change? No, not even close. Is it better? Yes.
   
Made in gb
Longtime Dakkanaut




Halandri

Ah I see why you can’t take the grot assistant; it would overload the truck.

Don’t forget to add the ‘battleforged’ option to one detachment in each list you make. Battleforged armies can give you a further +3CP.


Automatically Appended Next Post:
3 dreads, 3 kans, 1 kan might be a hood compromise position between Matt85’s last two list suggestions.

This message was edited 1 time. Last update was at 2020/03/09 08:12:55


 
   
Made in us
Regular Dakkanaut





nareik wrote:
Ah I see why you can’t take the grot assistant; it would overload the truck.

Don’t forget to add the ‘battleforged’ option to one detachment in each list you make. Battleforged armies can give you a further +3CP.


Automatically Appended Next Post:
3 dreads, 3 kans, 1 kan might be a hood compromise position between Matt85’s last two list suggestions.


in the last list I traded 1 Kan for a Smasha Gun.

the Kans get a bonus for being in units of 3+ so having them in two units of 2 was making them less effective. however im required to have 3 heavy units for the army to be battle forged. so rather then have a unit of 3 Kans and a unit with only 1 Kan I opted for a Smasha Gun which costs about the same as a Big Shoota Kan but can be by itself and gives some nice long range heavy weapon damage.

-matt
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Canadian 5th wrote:
 Jidmah wrote:
Really? He switched out two kanz for a deff dread and suddenly his "junk" models turn great?
May suggest you show yourself out, considering how you haven't provided a single bit of constructive criticism at all?

Being able to drop 3 Dreads with 9" of something you need dead with a strategy at 1k points is significantly better than dropping 2 and Dreads are better than Kanz. Also, it's not exactly a small change as it changes ~10% of his list points-wise and cuts two weak models.

Is it a great list because of the change? No, not even close. Is it better? Yes.


Look, you disqualified yourself again. In general, 2 dreads are better to tellyport because it's harder to find a spot drop 3 dreads, and even if you can fit three, one tends to be unable to charge. If you can drop 3 dreads within 9" of something you need dead, your opponent fethed up hard.
It doesn't really matter though, because without the CP to use ramming speed, deep striking dreads are just a gamble and not reliable anti-tank. Walking the dreads up the board under a KFF and shooting KMB would be a much better option right now.

When you don't have any other models, kanz shooting rokkits are still a better option for anti-tank than MANz with rokkits or hoping your opponent leaves and opening for a lethal deep-strike.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Shadowy Grot Kommittee Memba






Matt85 wrote:
I took it a step further by making it a 3 Kan unit (for the bonus) and replaced the 4th Kan with a Smasha Gun. Now the unit of Kans is protecting a SOG and a Smasha Gun.


++ Spearhead Detachment +1CP (Orks) [55 PL, 3CP, 999pts] ++

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur: Evil Sunz

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Grot Oiler, Shokk Attack Gun, Super Cybork Body, Warlord

+ Elites +

Meganobz [12 PL, 270pts]
. Boss Meganob w/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw
. Meganob W/ PK: Kombi-Rokkit, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 240pts]
. Boss Nob: Choppa, Killsaw
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [16 PL, 267pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Kustom Mega-blasta

Killa Kans [7 PL, 105pts]
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw
. Killa Kan: Big Shoota, Buzzsaw

Mek Gunz [2 PL, 33pts]
. Gun: Smasha Gun

++ Total: [55 PL, 3CP, 999pts] ++

Created with BattleScribe


Honestly I think this list at 1k could cause some serious problems to a lot of newer players. Tellyport the MANZ and put everything else on the table, then use the smasha and SAG to target any hard target that is equipped with antitank guns. I find most casual 1k list players go "OK, I've got my 3 troops, I've got my 2 HQs, and I've got juuuust enough points to put in one antitank unit" and that's often a vehicle like a Predator, Dreadnought or Leman Russ.

Rokkits would be better on the kanz but basically your game plan is a solid one here: Take down anything that can hurt hard targets and poresent your opponent's troops with a big wall of highly armored pain.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Regular Dakkanaut





the_scotsman wrote:


Honestly I think this list at 1k could cause some serious problems to a lot of newer players. Tellyport the MANZ and put everything else on the table, then use the smasha and SAG to target any hard target that is equipped with antitank guns. I find most casual 1k list players go "OK, I've got my 3 troops, I've got my 2 HQs, and I've got juuuust enough points to put in one antitank unit" and that's often a vehicle like a Predator, Dreadnought or Leman Russ.

Rokkits would be better on the kanz but basically your game plan is a solid one here: Take down anything that can hurt hard targets and poresent your opponent's troops with a big wall of highly armored pain.


I guess what worries me most about putting the Deff Dreads on the field is that the guy I will be playing against the most will be field LOTS of anti-tank weapons. He has the Cadian Spearhead box which is all big guns and he is backing it up with infantry. I don't think it would be out of the question for him to kill both my Deff Dreads before they get into close combat. I would need the MANz and the Stormboyz to disable most of the big guns before he could fire them in order to stand a chance.

-matt
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Despite their looks, LRBT aren't that great at killing vehicles unless he uses them as tank commanders. Even then, the KFF will help to mitigate the damage, so you should only be losing one dread per turn.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Regular Dakkanaut





here is a list ive come up with based on advice from people in this thread. The Stormboyz and MANz start held as a tactical reserve with the Dreads, Kans, and Big Mek in Mega Armour charging the enemy lines. The Big Mek with SOG provides ranged support and the three units of Gretchen run around trying to seize objectives. This army is a Battalion instead of a Spearhead giving me much more CP.


++ Battalion Detachment +5CP (Orks) [54 PL, 1CP, 1,000pts] ++

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur: Evil Sunz

+ Stratagems +

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek in Mega Armour [6 PL, 116pts]: Da Dead Shiny Shoota, Grot Oiler, Kustom Force Field, Kustom Shoota, Power Klaw

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Meganobz [10 PL, 175pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [14 PL, 240pts]
. Boss Nob: Choppa, Killsaw
. 24x Stormboy

+ Heavy Support +

Deff Dread Mob [5 PL, 88pts]
. Deff Dread: Dread Klaw, Dread Saw, Kustom Mega-blasta, Kustom Mega-blasta

Deff Dread Mob [5 PL, 88pts]
. Deff Dread: Dread Klaw, Dread Saw, Kustom Mega-blasta, Kustom Mega-blasta

Killa Kans [7 PL, 119pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Big Shoota, Buzzsaw

++ Total: [54 PL, 1CP, 1,000pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2020/03/10 11:25:54


 
   
Made in gb
Longtime Dakkanaut




Halandri

Matt85 wrote:
nareik wrote:
Ah I see why you can’t take the grot assistant; it would overload the truck.

Don’t forget to add the ‘battleforged’ option to one detachment in each list you make. Battleforged armies can give you a further +3CP.


Automatically Appended Next Post:
3 dreads, 3 kans, 1 kan might be a hood compromise position between Matt85’s last two list suggestions.


in the last list I traded 1 Kan for a Smasha Gun.

the Kans get a bonus for being in units of 3+ so having them in two units of 2 was making them less effective. however im required to have 3 heavy units for the army to be battle forged. so rather then have a unit of 3 Kans and a unit with only 1 Kan I opted for a Smasha Gun which costs about the same as a Big Shoota Kan but can be by itself and gives some nice long range heavy weapon damage.

-matt
thats why my suggestion was a compromise between your last two lists (2+2 kanz vs 3 kanz + smasher, ie 3+1 kanz).
   
 
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