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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Patrol 1
890 Points

HQs
100-Warlord Warboss with Da Killa Klaw, Kombi Rokkit, and Brutal But Kunnin'
85-Big Mek with Kustom Force Field
185 Points

Troops
90-Ten strong Boy squad, Nob with dual Choppas, Trukk Boys
90 Points

Elites
115-Ten strong Kommando squad, Nob with Power Klaw, Distraction Grot
115 Points

Fast Attack
115-Squigbuggy with Nitro Squigs
125-Five strong Warbiker squad, Nob with dual Choppas
240 Points

Flyer
190-Wazbom Blastajet with two Tellyport Mega-Blasta
190

Dedicated Transport
70-Trukk
70 Points

Patrol 2
555 Points

HQs
100-Warlord Warboss with Power Klaw and Kombi Rokkit
100 Points

Troops
90-Ten strong Boy squad, Nob with dual Choppas, Trukk Boys
90 Points

Elites
115-Ten strong Kommando squad, Nob with Power Klaw, Distraction Grot
115 Points

Fast Attack
55-Five strong Stormboys squad, Nob with Slugga/Choppa
125-Five strong Warbiker squad, Nob with dual Choppas
180 Points

Dedicated Transport
70-Trukk
70 Points

Patrol 3
555 Points

HQs
100-Warlord Warboss with Power Klaw and Kombi Rokkit
100 Points

Troops
90-Ten strong Boy squad, Nob with dual Choppas, Trukk Boys
90 Points

Elites
115-Ten strong Kommando squad, Nob with Power Klaw, Distraction Grot
115 Points

Fast Attack
55-Five strong Stormboys squad, Nob with Slugga/Choppa
125-Five strong Warbiker squad, Nob with dual Choppas
180 Points

Dedicated Transport
70-Trukk
70 Points
__________________________________________________________________

2,000 points on the nose. Starts with 8 CP, but I should probably spend more pregame-just not sure on what!

This message was edited 1 time. Last update was at 2021/11/28 01:22:44


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Heroic Senior Officer





Western Kentucky

Warboss with killa klaw should take brutal but kunnin as the warlord trait. Its just so much better than the rest. Id also give the other two bosses some relics and warlord traits just to give em more oomph.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Excellent point on the Warlord.

What other Traits and Relics are worth taking?
Would it be worth ditching a Warboss for a Ded Shinty Shoota Big Mek?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in eu
Mekboy Hammerin' Somethin'





United Kingdom

 JNAProductions wrote:
Excellent point on the Warlord.

What other Traits and Relics are worth taking?
Would it be worth ditching a Warboss for a Ded Shinty Shoota Big Mek?


A Dead Shiny Big Mek is pretty good in Deathskulls, Opportunist lets you try to snipe stuff. It's not so good in Goffs, but definitely usable.

I personally would change one of the bosses to be armed with a big choppa for the Killchoppa for a little more punch. Ard As Nails, Big Gob and Might Is Right are good WL traits. Ard As Nails is particularly good on Megabosses.

I would also change the distraction grots on the kommandos to bomb squigs, but that's my personal preference.

This message was edited 2 times. Last update was at 2021/11/28 03:50:08


 
   
Made in us
Heroic Senior Officer





Western Kentucky

Yeah distraction grots are weird. When you need them, theyre worth their weight in gold, but often youd rather have bomb squigs and maybe breacha rams instead.

For the other bosses I like cybork body and killchoppa as relics. WLT Id say ard as nails for the cybork and might is right for killchoppa.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in fr
Mekboy Hammerin' Somethin'






Distraction grots are rather good on wtc tables, but on GW plexiglass tables where terrain covers a lot more of the table, they can be REALLY good. The issue is that when something deletes your kommandos in the shooting phase or makes your kommandos fight last, then your kommandos die and that is 10 points completely lost.

Goff kommandos (unlike deathskull kommandos) really need to inflict mass damage on the turn they charge, so if you can spare the points…

Can’t really comment on the rest of the list as the « all in » approach in my meta realy wouldn’t work, but it seems to work in Semper’s meta for example, so… I think it will work against ad mech, could work against GK, against imperial guard, necrons, thousand sons (a lot will rely on BBK warboss killing scarab terminators) but will be flattened by nids+gsc, Drukari (all variants), deathguard, black templars, dark angels Deathwing.

What armies are you most likely to fight currently ?

This message was edited 1 time. Last update was at 2021/11/28 12:15:14


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 addnid wrote:
Distraction grots are rather good on wtc tables, but on GW plexiglass tables where terrain covers a lot more of the table, they can be REALLY good. The issue is that when something deletes your kommandos in the shooting phase or makes your kommandos fight last, then your kommandos die and that is 10 points completely lost.

Goff kommandos (unlike deathskull kommandos) really need to inflict mass damage on the turn they charge, so if you can spare the points…

Can’t really comment on the rest of the list as the « all in » approach in my meta realy wouldn’t work, but it seems to work in Semper’s meta for example, so… I think it will work against ad mech, could work against GK, against imperial guard, necrons, thousand sons (a lot will rely on BBK warboss killing scarab terminators) but will be flattened by nids+gsc, Drukari (all variants), deathguard, black templars, dark angels Deathwing.

What armies are you most likely to fight currently ?
My friend and I play on virtual tables, but she usually goes for IG, Knights, or a mix.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut




JNAP, I finally got around to publishing my list on here as opposed to just on the tactics thread.

Totally up to your playstyle, but when I go into a tournament I always go hard in 1 area and 1 area alone. For Alphork strike, The list is designed to have just a plethora of turn 1 threats that are enhanced by the warboss turn 2 threats. Your list has a lot of different things going on, like the Wazbom and the buggies. The big mek is kind of a weird choice as well, i'm assuming you were going to use him ASAP to pop his 5++ bubble to give everyone an invuln in CC but I honestly don't know.

If this is a for fun list you will do fine, if its competitive, your going to run into games where your opponent is able to defeat a lot of these threats and you desperately need a few more to really push home the threat overload. If he can sacrifice a few areas and kill your other threats you are going to have a bad time

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

SemperMortis wrote:
JNAP, I finally got around to publishing my list on here as opposed to just on the tactics thread.

Totally up to your playstyle, but when I go into a tournament I always go hard in 1 area and 1 area alone. For Alphork strike, The list is designed to have just a plethora of turn 1 threats that are enhanced by the warboss turn 2 threats. Your list has a lot of different things going on, like the Wazbom and the buggies. The big mek is kind of a weird choice as well, i'm assuming you were going to use him ASAP to pop his 5++ bubble to give everyone an invuln in CC but I honestly don't know.

If this is a for fun list you will do fine, if its competitive, your going to run into games where your opponent is able to defeat a lot of these threats and you desperately need a few more to really push home the threat overload. If he can sacrifice a few areas and kill your other threats you are going to have a bad time
The thing is, I'm iffy on going above 5-man squads for the Warbikers, due to Blast and Morale. As such, I had points left over, which I filled with the Buggy and the Wazbom.
The Mek is there in case I go second-a 5++ for one turn is (hopefully) worth the points.

I'm also not planning on going to tournaments, so if it ain't cutting-edge, I'm okay with that. Still looking for advice to improve it!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Long-Range Land Speeder Pilot




UK

1. Find 5 points to get your BBK boss an attack squig, 2 extra attacks that can fail and be converted to killa klaw attacks (perhaps make one of the other bosses a big choppa/headwoppa).
2. Other bosses are fine as is, but if you find you are not getting all 3 of them into aura range, maybe consider making one a Beastboss? Although his gun and aura are garbage, as a solo fighter he's pretty cool, maybe using might is right/beasthide mantle to get extra attacks and durability - also as a Goff the bonus beastchoppa attack would also be Str8 (8 good attacks plus exploding hits) - he's also 5 points cheaper to get that warlord a squig. As a bonus he also sits on a big fat 50mm base so is hard to avoid getting into heroic intervention range.
   
Made in us
Longtime Dakkanaut




 Insularum wrote:
1. Find 5 points to get your BBK boss an attack squig, 2 extra attacks that can fail and be converted to killa klaw attacks (perhaps make one of the other bosses a big choppa/headwoppa).
2. Other bosses are fine as is, but if you find you are not getting all 3 of them into aura range, maybe consider making one a Beastboss? Although his gun and aura are garbage, as a solo fighter he's pretty cool, maybe using might is right/beasthide mantle to get extra attacks and durability - also as a Goff the bonus beastchoppa attack would also be Str8 (8 good attacks plus exploding hits) - he's also 5 points cheaper to get that warlord a squig. As a bonus he also sits on a big fat 50mm base so is hard to avoid getting into heroic intervention range.


Not only that, but if the squig rolls a 6 to hit it explodes and creates a PK attack as well definitely worth it.

 Tomsug wrote:
Semper krumps under the radar

 
   
 
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