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![[Post New]](/s/i/i.gif) 2020/09/22 17:36:20
Subject: [1500] - Orks - Gun-Dreads
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Longtime Dakkanaut
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Thought I'd post this one as I'm considering doing some konversion on my swarm of deff-dreads to make them magnetic, and thought "why not?":
Bad Moons spearhead detachment:
HQ: Mega Armoured Big Mek, keverest Boss, Kustom force Field, Super Cybork Body, Da Best Armour Teef Can Buy, Grot Oiler: 130 points, -1CP
Elites: 5 Nobs, all twin-killsaws
Heavy Support:
3 Deff Dreads, 4 KMB on each, Sparkly Bits: 285pts, -1CP
3 Deff Dreads, 4 KMB on each, dirty gubbinz 285pts, -1CP
3 Deff dreads, 4 KMB on each: 285pts
Morkanaught, Kustom Force Field, Orkymatic pistons: 340pts
total of 1485pts
currently trying to work out how to make the last 15 points up. I've considered swapping out the weapons on the dreads, but I love the ides of 9 dreads all blazing away with 4 KMB shots apiece. The list should tear apart vehicles fairly effectively, and the Nobs & megamek in the morkanaught should wreak some havoc. The mek was an accidental side-effect of being bad moons, but with 6 wounds, 2+/4++/5+++ he's a bit of a tank!
The list has 3D3+38 Kustom-mega blasta shots available on turn 1, all rerolling 1's and exploding on 6's, so I expect to land what, 15 hits at a guess, so lots of damage output - potentially!
Large bases on the dreads should help them to keep hold of objectives - if I keep them in 3's then they can cluster objectives and make it impossible for opponents to get into range of them. Meanwhile they should ofcus on killing off anything anti-vehicle to try and keep the army alive as long as possible.
What do you guys think? I know it's not brilliant for objective holding but I'm hoping it will be a fun list to play!
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![[Post New]](/s/i/i.gif) 2020/09/22 17:58:55
Subject: Re:[1500] - Orks - Gun-Dreads
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Regular Dakkanaut
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I like this list a lot, looks fun.
You might want 1 melee weapon on each dread just to have decent melee. I also think deffskullz might be better for consistency and the 6++. The nobz and big mek would also get objective secured.
If you don't think the big mek is necessary you can bring a warboss and pay 1cp to give him 4++ and get killa klaw as a better relic. He can ride with the nobz in the naut.
For the nobz you likely don't need all twin killsaw. Having 1 killsaw /1 choppa should be good enough.
Hope you have fun playing this. To go up to 2000 you'd want objective grabbing units like kommandos, boyz in trukks, deffkoptas.
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![[Post New]](/s/i/i.gif) 2020/09/22 22:42:38
Subject: Re:[1500] - Orks - Gun-Dreads
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Longtime Dakkanaut
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StrikerTommy wrote:I like this list a lot, looks fun.
You might want 1 melee weapon on each dread just to have decent melee. I also think deffskullz might be better for consistency and the 6++. The nobz and big mek would also get objective secured.
If you don't think the big mek is necessary you can bring a warboss and pay 1cp to give him 4++ and get killa klaw as a better relic. He can ride with the nobz in the naut.
For the nobz you likely don't need all twin killsaw. Having 1 killsaw /1 choppa should be good enough.
Hope you have fun playing this. To go up to 2000 you'd want objective grabbing units like kommandos, boyz in trukks, deffkoptas.
In honesty, I think having the mek walk with the dreads, and have a 2+/4++/5+++, whilst giving a KFF to the dreads, is going to be better than the 4+/4++ of a warboss. I picked bad moons for rerolling all 1's, in a list which can be self-crippling if it rolls too many 1's. deffskulls has it's advantages, but getting objsec on 6 models and 6++ on a load of models who'll spend a lot of the time with a 5++ (and only need a 6++ against AP-4 or better, which is moderately rare) is less of a boon to me than rerolling every 1 on an army of unstable weapons!
Adding a klaw to the dreads might be an option, but 4 shots is better than 3. I'd lose 9 shots per turn for the klaw - bettr for me to specialise the dreads and play to their strengths - keep the unupgraded ones for grunt-work, keep the dirty ones at maximum range so they are always only being shot, and keep the sparkly bits ones alive as long as possible. I can shoot in CC now as well, so CC punch isn't such a concern. I'll not be likely to charge, so I'll fight after the opponent anyway - then I'll shoot them and fight again!
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![[Post New]](/s/i/i.gif) 2020/09/23 09:14:45
Subject: [1500] - Orks - Gun-Dreads
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I agree with the one close combat weapon on each dread. If you don't have one, your opponent can just charge your with troops or a durable elite unit and take the objective by outnumbering you.
The one issue I see is that your army is slow and can't take out back-field campers. You definitely should think about putting one of those units into the tellyporta or replacing your nobz with kommandoz.
What secondaries do you plan on scoring?
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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. |
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![[Post New]](/s/i/i.gif) 2020/09/23 17:28:02
Subject: [1500] - Orks - Gun-Dreads
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Longtime Dakkanaut
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Jidmah wrote:I agree with the one close combat weapon on each dread. If you don't have one, your opponent can just charge your with troops or a durable elite unit and take the objective by outnumbering you.
The one issue I see is that your army is slow and can't take out back-field campers. You definitely should think about putting one of those units into the tellyporta or replacing your nobz with kommandoz.
What secondaries do you plan on scoring?
I'd feel like it would reduce my damage output from the dreads if I gave them a CCW instead of a 4th blasta. It'd drop 9 blastas from the army, but they again it would gain a load of powerful CC attacks... Plus I can model them as having powered bayonets or something (I want to make dreads wielding big guns which represent multiple KMB's, so could do 3 barrels and a bayonet instead of 4 barrels. I might even make the bayonet magnetised to replace a 4th barrel... that would work...).
Secondaries-wise, I'm not really sure. I might go for the "keep 3 most expensive models alive", as that would be the Morkanaught, the Mek and one of the dreads (one with dirty gubbinz). Other than that, I'd have to have a browse and think it through some more.
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![[Post New]](/s/i/i.gif) 2020/09/24 20:30:19
Subject: [1500] - Orks - Gun-Dreads
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Fresh-Faced New User
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I have been playing deathskulls deff dreads With 2x kmb 2 klaws lately and since they reroll to hit its actualy like having 3 kmb. And The damage re roll is just sick!
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