Counta-Taktics wrote:Thank you Tawnis I appreciate your reply. It's always great to see another Blood Axes enjoyer. I have painted mine as Red Skull Kommandos so my list is a little fluffy with sneaky gits and air support.
About the Dakkajet, I have checked both battlescribe and wahapedia and I am seeing the total cost of six Supa-shootas as 120pts. No cost on the first ×4 and +10 for each additional. Unless I have missed something perhaps?
Also I can't drop the Dakkajet right now because it has become one of my favourite models in my humble collection and I need that Dakka.
The Deffdread was certainly tempting but I am concerned that besides being a great distraction I might not get him krumpin very much at all before he leaves the table.
I agree, the Warboss in Mega Armour almost needs Da Krushin' Armour to make him a real tank and a real threat on the charge. Blood Axes need
CP for sneaky taktics but Orks love relics and buffed up Bosses. Boss Snik is proper killy with Brutal but Kunnin'. Morgog's Finkin Cap farming
CP almost seems necessary as well.
May I ask you what you think of these particular traits and relics?
I am thinking about giving the Warboss in
MA, Extra Kunnin' and DKA. Boss Snik takes BbK.
I may be cutting down one Kommando Mob from ×10 to ×5.
Keeping the Power Klaw, losing the Bomb Squig and adding ×10 Grots with 'Orrible Gitz for obsec, losing Boom Boyz on the Deffkoptas. This should leave me with 30pts. I could drop 15pts into the Dakkajet with More Dakka for additional attacks but I'm not sure what to do with the 15pts remaining. 1985pts, 3CP.
Thoughts?
Thank you again. Have a nice day.
Oh, that's my bad, I saw +10 and thought it was per, not additional. Nevermind then. XD
It's too bad Boss Snickrot doesn't count as a Warboss for WAAAGH! purposes, otherwise, I'd say drop the Mega Armour Boss. Also, I'm not sure if you really need obsec on the gretchin since they're just going to be sitting in the backfield.
Personally I like Kunnin but Brutal, but they are both good, really down to personal preference I think. If you're worried about survivability, 'Ard as Nails is also a solid option. As for the Cap, if you want more
CP long game it nets you 1.5 extra
CP on average over the game, assuming he lives the entire game; but since it's at the cost of 1
CP up front, if you need more
CP on turn 1/2, it's not worth it. Also not worth it if he dies.
DKA seems good to keep him alive on his own, another good combo with 'Ard as Nails if you go that route. Extra Kunnin' is great, but only if he lives.
The extra points could be used to give the Kommando's some Breacha Rams, they are a solid melee upgrade.