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Made in gb
Rampagin' Boarboy





United Kingdom

Latest version as of Nov 9th (post buggy nerf):


++ Outrider Detachment -3CP (Orks) [61 PL, 9CP, 1,125pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]: 3. Junkboss (Speed Freeks), Warlord

+ Troops +

Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Boomdakka Snazzwagons [10 PL, 180pts]
. Boomdakka Snazzwagon
. Boomdakka Snazzwagon

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Rukkatrukk Squigbuggies [10 PL, 180pts]
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Outrider Detachment -3CP (Orks) [49 PL, -4CP, 875pts] ++

+ Configuration +

Clan Kultur: Deathskulls

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss

+ Troops +

Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [110 PL, 5CP, 2,000pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2021/11/09 22:36:25


 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey, I like your list, however, you might want to rethink the strategy of waagh ability. You have lots of melee units, and regular waagh might be a better option. Now your warlord is deffkilla, which locks you into speedwaagh (and that boosts only vehicles and Warbikers). If you want to benefit from speedwaagh, you might want to check in for Warbikers and Dakkajet. The Warbikers are probably the most efficient unit in the book, being fast and hard-hitting in both melee and shooting. And Dakkajet unloads amazing amount of firepower.

Wh40k, necromunda, Mordheim 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Spreelock wrote:
Hey, I like your list, however, you might want to rethink the strategy of waagh ability. You have lots of melee units, and regular waagh might be a better option. Now your warlord is deffkilla, which locks you into speedwaagh (and that boosts only vehicles and Warbikers). If you want to benefit from speedwaagh, you might want to check in for Warbikers and Dakkajet. The Warbikers are probably the most efficient unit in the book, being fast and hard-hitting in both melee and shooting. And Dakkajet unloads amazing amount of firepower.


Thanks for the input. If I drop the deffkoptas to three and drop the klaws from the stormboys I can get a decent sized mob of warbikers in, which as you rightly say take advantage of the speedwaaagh a fair amount.
   
Made in gb
Rampagin' Boarboy





United Kingdom

Big update with list changes in OP.
   
Made in it
Waaagh! Ork Warboss




Italy

I like it. I think Speedwaaagh is way more useful than Waaagh with the models you listed, definitely keep it.

 
   
Made in us
Fresh-Faced New User




How useful are the squads of 10 kommandos versus 5 and spending the points elsewhere. If they were Goffs I think 10x is the way to go, as their killing power compensates for making the 10x unit harder to hide. What has your experience been with Deathskulls 10x kommandos?
   
Made in us
Longtime Dakkanaut




5x deathskulls are really
just to prevent scout shenanigans and prevent your opponent from redeploying closer. You usually take those barebones.

10x deathskulls are stronger in melee but really when you play 3x units of 10+ they are extremely hard to shift for thier cost. And you are mostly wasting your opponents first turn trying to remove them. Or if they are ignored they have a decent counter punch in terrain for the cost. I’m not exactly sold on wasting points on the breacha mostly Because kommandos already have a decent chance to wound on terrain. Honestly I think the new blood axe codex may shift those goff kommandos into bloodaxe kommandos but we will see soon. But I’m expecting the campaign book to not necessarily change which units are best but change which detachments and klans are best.
   
Made in gb
Rampagin' Boarboy





United Kingdom

discopuma wrote:
How useful are the squads of 10 kommandos versus 5 and spending the points elsewhere. If they were Goffs I think 10x is the way to go, as their killing power compensates for making the 10x unit harder to hide. What has your experience been with Deathskulls 10x kommandos?


I've really enjoyed the Kommando build so far, it ties in really well with the first turn threat overload. Not necessarily hitting so hard turn one that the opponent can't recover, but either tying everything up, or putting so many threats on their doorstep that target priority gets messy.

I never really try to hide them from my opponent, and just stick them right in their face to either alpha strike or sit there as a big brick that soaks aggro. Ten is a good threatening number that does a surprising amount of damage and can soak a lot of damage in cover, and so it forces the opponents hand to deal with them early. Even moreso as there's actually twenty, and there's two units of Warbikers and Trukkboys steaming in alongside the Bikerboss as well.

The bomb squigs are great MW output. They actually work well as a lure if the opponent is just trying to avoid them; suddenly chucking some mortals at them and reminding them that they're there and they need to be dealt with before they do even more damage.

I'll admit the Breacha Ram is mostly because I think that it looks cool. It's a nice little pip of damage output and it's only five points that I probably wouldn't be spending anywhere else worthwhile. It's rarely super useful, but occasionally it gets through where the Choppa wouldn't and knocks off that crucial wound.

Deathskulls is so they're ObSec and as such better at bullying things off of objectives.
   
Made in it
Waaagh! Ork Warboss




Italy

ObSec is good for such unit, so is 5+++ against mortal wounds: in turn 1 offensive enemy psykers will likely target them. Cheap sources of MW are always good, Bomb Squigs are autotake with 10 man squads.

This message was edited 1 time. Last update was at 2021/11/05 07:54:38


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

Updated first post again. I think I prefer three units of three bikes rather than two units of five, mostly for the slightly smaller footprint, and the additional Nob attacks.
   
Made in gb
Rampagin' Boarboy





United Kingdom

Updated first post due to the buggy nerfs.

Dropped two Scrapjets in favour of Snazzwagons. Snazzwagons are just to add to the volume of anti-infantry/light vehicle firepower that the Rukkatrukks provide. I already have plenty of anti-tank in the two Scrapjets and the six Deffkoptas.

Might change the Snazzwagons to Kustom Boosta Blastas if the S5 of the Snazzwagon is making them lag behind.

Rukkatrukks were consolidated into one unit.
   
 
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