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Made in it
Wild Wyrdboy with Minderz




Italy

With the end of lockdown I'd like to try a fun list before 9th gets released. The concept is to bring an armored assault oriented list with some supporting firepower, and at the same time the goal is to reward some units that haven't seen the table frequently in my previous games. So no Boyz, no Warbosses, no Lootas, no Tankbustas, no Flash Gitz, no Weirdboyz this time. No legends or index options either. It will clash mostly against marines in semi-competitive games (no Iron Hands, but still tough SM around).

Battallion - Tin 'Eeadz

Deffkilla Wartrike (Warlord: Follow Me, Ladz!)
Big mek with SAG (Relic:SSAG, grot oiler)

11 Gretchins
10 Gretchins
10 Gretchins

3 Deff Dreads (1 Klaw, 3 Saws) (Kustom job: Dirty Gubbinz)
Gorkanaut (Kustom job: Sparkly Bitz)
Bonebreaka (Kustom job: Red Rolla)

5 Meganobz (kustom shootas, power klaws)

Battallion - Tin 'Eadz

Big Mek with KFF
Big Mek with KFF

10 Gretchins
10 Gretchins
10 Gretchins

4 Killa Kanz (klaw, big shootas) (Kustom job: Orkymatic Pistons)
6 Smasha Gunz

Battallion - Deathskulls

Big Mek with SAG
Big Mek with SAG

10 Gretchins
10 Gretchins
10 Gretchins


List analysis: the triple battallion and the trait give me 19 CPs. Now the trait may actually be useful because the Wartrike gives his aura to Meganobz other than providing that +1CP. 9 CPs are burned pre-game by putting the Bonebreaka with Meganobz and the Naut into Tellyporta, then the Big mek with SSAG eats up another CP, while Dreads, Bonebreaka, Naut, Kanz all get a Kustom Job. That means I've got 10 CPs left to invest during the game: I'll probably shoot twice the the SSAG turn 1 and the Naut turn 2 and I'd like to try the Dreaded Death Machine and Hit 'em Harder stratagems. With 90 Gretchins, lots of T5 wounds, 3 Dreads with -1 to hit, 5++ on eveything but some Gretchins I should soak enough firepower in turns 1-2 to afford putting 650 points into Tellyporta.

The reason why I gave the SSAG to a Tin Head dude instead of a Deathskullz one is because I may want to shoot twice with the Naut so they must be in the same detachment: I valued the +1 to hit on the Naut and the possibility to let it shoot twice the turn he arrives more than having re-rolls on the SSAG and the Naut itself. 2 KFFs to spread out the invuln, they're the cheapest HQs available anyway and actually very useful in a list like this one.

I've also got an alternative, a similar list in which I don't rely on deep striking stuff and everything is on the table. This way I have 9 CPs instead of 10 to invest during the game after deployment. SSAG will be Deathskullz this time as I don't expect the Naut to survive turn 1 and it might be not in range with his main gun anyway. I've got one less SAG but 4 bs3+ Kanz with rokkits though. I'm thinking about switching the kustom job for the Bonebreaka: with everything on the table I don't think I can cover all the army with 2 KFFs and it'll probably get the Forktress upgrade instead. Overall it looks less optimized but more fun to play with less Grots and more Kanz and I may give it a try against some casual opponents.

Battallion - Tin 'Eeadz

Deffkilla Wartrike (Warlord: Follow Me, Ladz!)
Big mek with SAG (Relic:SSAG, grot oiler)

10 Gretchins
10 Gretchins
10 Gretchins

3 Deff Dreads (1 Klaw, 3 Saws) (Kustom job: Dirty Gubbinz)
Gorkanaut (Kuston Job: Slug Gubbin)
Bonebreaka (Kustom Job: Red Rolla/Forktress)

5 Meganobz (kustom shootas, power klaws)

Spearhead - Tin 'Eadz

Big Mek with KFF

4 Killa Kanz (klaw, rokkit launchas) (Kustom job: Sparkly Bitz)
4 Killa Kanz (klaw, big shootas) (Kustom job: Orkymatic Pistons)
6 Smasha Gunz

Battallion - Deathskulls

Big Mek with SAG (Relic:SSAG, grot oiler)
Big Mek with SAG (grot oiler)

10 Gretchins
10 Gretchins
10 Gretchins

Orks 7000
Space Wolves 5000
 
   
 
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