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Made in gb
Rampagin' Boarboy





United Kingdom


++ Battalion Detachment 0CP (Orks) [125 PL, 4CP, 2,000pts] ++

+ Configuration +

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost

Game Type: 4. Chapter Approved: War Zone Nephilim

+ No Force Org Slot +

Nob on Smasha Squig [4 PL, 65pts]

Nob on Smasha Squig [4 PL, 65pts]

+ HQ +

Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 3. 'Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord

Boss Zagstruk [6 PL, 110pts]

+ Troops +

Boyz [5 PL, 80pts]: Trukk Boyz
. Boss Nob: Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Burna Boyz [8 PL, 120pts]: Zzapkrumpaz
. 8x Burna Boy: 8x Burna, 8x Stikkbombs
. Spanner: Big Shoota
. Spanner: Big Shoota

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Megatrakk Scrapjets [10 PL, 200pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

+ Heavy Support +

Battlewagon [9 PL, 140pts]: Deff Rolla, Fortress on Wheels

Deff Dreads [18 PL, 255pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [125 PL, 4CP, 2,000pts] ++

Created with BattleScribe

This message was edited 3 times. Last update was at 2022/09/14 08:21:21


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

First page updated with more recent changes, namely another Squigboss, a Battlewagon and a Deff Dread.
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

You didn't include your plan on how to use the list.

The dread isnt going to apply much pressure, maybe if you plan to use strategic reserves. But you got nothing to give it +1 to hit, so its going to be lack luster even if it does arrive.

I don't see the point of a 5 man kommando unit without a bomb squiq
or
a Boyz unit without a powerclaw

Two beastbosses and no regular warboss to give a +1 to hit bubble to lucky komandos and boyz?

   
Made in gb
Rampagin' Boarboy





United Kingdom

The Kommandos, Trukk Boys and Zagstruk are the first wave. They're providing turn one charges and contesting objectives. The Kommandos can also do some damage with the Bomb Squigs. The Kommandos are pretty good at dealing damage if they get their terrain bonuses. Boys suck, so the Trukk Boys exist to give Zagstruk an extra bit of distance from him piggybacking in their trukk, to jump on an objective turn one, or to tie something up in combat and die the next turn. They're only expected to do a wound or two in damage throughout the course of the game.

Wave two is all of the Squigs and the Wagon. Squighogs do loads of damage and have Bomb Squigs, and the Smasha Squigs do decent MW output and are small enough to kind of hide them until they're needed, and the Squigbosses hit very hard. The Battlewagon is for ferrying the Burna Boys and a unit of Gretchin forward, and then going off blocking and maybe charging something if it doesn't blow up. The Burna Boys have a pretty good damage output with Zzapkrumpas.

The Mek Guns sit on either flank (one on a home plate objective) and just pick wounds off harder targets. The Scrapjets add to the ranged damage but are good units in every phase. Gretchin are action goons.

The Dread is coming in turn two with the Squigs. With Stompamatic Pistons it's pretty fast, and during a Waaagh 8 attacks at S12, AP-3, D3, hitting on 3s is nothing to sniff at. It either hits its target and deals a nice chunk of damage, or it takes up some of the shooting that would be going into other more valuable units. Either way it's done its job for very few points. Having 20 Kommandos, Zagstruk and 10 Trukk Boys in your face turn one is normally a decent enough distraction that the Dread makes it.

The 5 man Kommando unit is another action goon unit, and is taking advantage of having all the speed and defensive bonuses Kommandos get, whilst being small enough to hide. Deploy them up the board into an objective in cover and just sit there doing Good Bitz or screening other units.
   
Made in gb
Rampagin' Boarboy





United Kingdom

Updated the first post again with the latest build.

Notable changes;
1. Dropped a Squigosaur and a Squighog unit to cram everything into a battalion rather than double patrol.
2. Dropped a Mek Gun for points reasons, upped the Squighog units to 4 models to make up for the loss of the third unit, and upped the third Kommando unit to 10 to make up the loss of the bomb squig from the third Squighog unit.
3. Stompamatic Pistons dread is now three all klaw dreads, ideally tellyporting in to make up the lack of speed. Depending on the opponent, these can sometimes walk rather than burning the CP

Even with the tellyporting, I still have more CP overall than I did previously. I have lost a little bit of utility in the five man Kommando unit and the third Squighog unit, but overall the list feels better.
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

whats your thoughts on deffcoptas? I'm only asking becase I have 6 and they seem decent so far
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Sazzlefrats wrote:
whats your thoughts on deffcoptas? I'm only asking becase I have 6 and they seem decent so far


Deffkoptas are very good. Strong shooting and decent melee, and lightning fast. Previously I was running five as Boom Boys and they were a reliable unit. As Goffs alongside Ghaz they are phenomenal.

Ultimately I dropped them due to slots, and not running Ghaz. With my current list style, I value the Squighogs and the Scrapjets over the Koptas, but I would take Koptas if I had the slots to do so without haemorrhageing CP.
   
 
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