Mekboy Hammerin' Somethin'
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Hello Dakknauts,
As many ork players who own some of these towering heavy metal monstrosities that we love, I am trying to make a list with multiple Kill Tanks, and so far, until I get my bitz for the 3rd Kill tank, I will have to make due with only two.
Sad, but hey... Orks don't quit so easy !
This means two auxiliary superhavy detachments (costing the hefty sum of 6 cp, just like a superheavy detachment with Titanic units in it, but the units don't get the evil sunz trait benefits, but that is ok).
I think the investment is worth it, because of the extreme tankyness of a 275 points gigashooter kill tank.
The list I dislike the least is this Evil sunz one:
Spoiler:
DETACHMENT : Evil sunz Batallion
HQ1 : Big Mek with KFF (1*75), Grot oiler(5) [80]
HQ2 : [WL] [FW] Warboss on Warbike(1*115), PK, Da Biggest Boss, Relic PK, Ard as nails (tougness 8 !!!) [115]
HQ3 : Weirdboy(1*75), warp head, da jump, [Evil sunz] Visions [75]
Troup1 : 22 Boyz(80 + 12*8), Boss Nob(0), BChoppa (5) [181]
Troup2 : 10 Grots (50) [50]
Troup3 : 20 Boyz(80 + 10*8), Boss Nob(0), BChoppa (5) [165]
Troup4 : 20 Boyz(80 + 10*8), Boss Nob(0), BChoppa (5) [165]
Elite1 : 5 Kommandos(45), Boss Nob(0), PK (10) [55]
Elite2 : 5 Kommandos(45), Boss Nob(0), PK (10) [55]
Elite3 : Nob with Waaagh banner !(1*85), kustom shoota (3) [88]
Elite4 : Painboy (1*55), PK (10) [65]
FA1 : Deffkoptas(25), TwL BShoota (10) [35]
HS1 : 2 Mek Gunz(20 + 1*20), 2 Smasha Guns (40) [80]
HS2 : Battlewagon(1*135), DRolla (20), Grot rigga (5), Steel cage (the toughness 8 thing) [160]
HS3 : 2 Mek Gunz(20 + 1*20), 2 Smasha Guns (40) [80]
Total detachment : 1449
DETACHMENT : Auxiliaire Super-H
Lord of War1 : [FW] Kill Tank(1*275), Giga Shoota [275]
Total detachment : 275
DETACHMENT : Auxiliaire Super-H number 2
Lord of War1 : [FW] Kill Tank(1*275), Giga Shoota [275]
Total detachment : 275
ARMY TOTAL [1999]
Why ? Well because visions of the smoke make a kill tank quite threatening (shooting phase + assault phase), and because a Warboss on Warbike + a Battlewagon can rush up the board and charge stuff from far away, along with the kill tanks (especially if you drop the shooting with
the gigashooters to run + charge using the bikerboss aura). You can (theoratically) play cagey then in one spread out and assault stuff.
You can support these charges with da jumping boyz, with the evil sunz trait, we all know how reliable a boyz charge is.
So basically the plan is to send relatively durable stuff down the opponent's throat turn 1 (or charge the midfield units he may send if that cheeky git gets first turn and tries to occupy the midfield), as well as boyz (which are not very durable, but at least they block enemy movement quite well).
And why we do that, we try to outscore our opponent by deplying scramblers, by engaging on all fronts, and by trying to spread out on these primary objectives to hold more than our opponent.
Of course harlequins and a few other slippery armies will crush this plan with ease (harlquins have the tools to dispose of our kill tanks in short order), but I want to try it out anyway.
The 2 Kill Tanks and the Forktres BWagon means 48 wounds (toughness 8, ramshackle, KFF 5++ for first and perhaps second turn), and the Froktress 16 more wounds (5++) carrying 20 boyz in it. A total of 64 tougness 8 wounds !
And lets not forget the T8 biker boss with 8 wounds and a 4++ !
The list also has 62 boyz (42 footslogging boyz, 20 boyz in the forktress), and the Waagh banner will ensure the kill tanks and the boyz will be able to hit decently.
We have the mandatory 2*5 kommandos and the kopta to reliably do the 2 sec missions orks are pretty good at: engage on all fronts and deploy scramblers, as well as help with primaries. 3rd mission will be chosen on the spot.
Grots will deploy first scrambler, but perhaps I should just take another 5 kommandos instead, i don't really know.
What do you guys think ?
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