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Made in ca
Mutilatin' Mad Dok





My first list using the new codex. I'm looking for some feedback on how to improve it. So far, I've played one game with this list against Dark Angels and won quite handily.

HQ:
Warboss - PK, BP, Da Lukky Stikk, 'Eavy Armour

Painboy

Mek - KMB

TROOPS

3x 10 Boys w/ 'Eavy Armour, Choppa, Slugga and a Nob w/ PK, BP, 'Eavy Armour in a Trukk w/ Reinforced Ram, Big Shoota

20 Boys w/ 'Eavy Armour, Shootas, 2x Big Shootas and a Nob w/ Shoota, Choppa, BP

FAST ATTACK
4x Deffkoptas w/ TL Rokkit Launchas

I'm taking advantage of the new change to 'eavy armour that allows Orks to take more than one unit. It does mean spending a lot of points on armour that could go towards more boys, but I'd like to see if the increase in durability for regular Orks is enough to justify the cost, especially for the boys in trukks who might be taking wounds when their ride explodes. The other thing I like about this list is the versatility in the HQs, in that I can attach them to whatever squads I like depending on the situation.

The general strategy is using the shoota boys to move up the field and take back and midfield objectives and laying down serious dakka, while the trukks w/ the characters inside can redeploy quickly to krump weak spots in the enemy's deployment or go for more distant objectives. The deffkoptas provide some anti-armour and outflanking shenanigans.

The mek was kind of a last minute addition to use up some points and try out a new model. I think he'll be the first thing I drop, as he doesn't add much value to the list aside from maybe being able to repair the trukk he rides in.

Any thoughts and comments are appreciated, especially alternate lists at any points level really. I'm trying out new strategies so variety is good. FYI: The lack of anti-air is intentional: this list won't be facing any flyers.

   
Made in nl
Grovelin' Grot




Hoofddorp

Looks pretty good to me, what does the Lucky Stikk do? I havent bought the new codex yet The only thing is what you will do when your enemy has longe range weaponry and he pops all your trukks

WAAAGH! GET 'EM BOYZ! DAKKA DAKKA DAKKA! 
   
Made in ca
Mutilatin' Mad Dok





MekBitzgut wrote:
Looks pretty good to me, what does the Lucky Stikk do? I havent bought the new codex yet The only thing is what you will do when your enemy has longe range weaponry and he pops all your trukks


It allows you to re-roll any failed to hit, to wound and saving throws, but if you fail three of the re-rolls in a phase the character dies instantly. It also adds +1 WS to the warboss and his unit.

It's a concern. I guess I'm banking on being able to hide out of LOS and in-cover enough to weather the first turn or two of shooting, until I can at least get up the board with some of the trukks. I don't count on all of them surviving but at the very least the boys inside should still be able to take objectives if the trukk gets popped.
   
 
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