Switch Theme:

1850 Assault Orks  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Ultramarine Chaplain with Hate to Spare





Killsaws are amazing on Meganobz. I'd drop 1 stormboy and get 1 set of Killsaws in the Meganobz. It makes them a real threat to anything. Even Knights won't want to fight that unit.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Grovelin' Grot



Oklahoma

 FlingitNow wrote:
Killsaws are amazing on Meganobz. I'd drop 1 stormboy and get 1 set of Killsaws in the Meganobz. It makes them a real threat to anything. Even Knights won't want to fight that unit.

That is an interesting idea, but do you think the extra attack and armorbane is worth losing a model? It is just one storm boy but its an extra wound and 4 attacks in a squad that is likely to see a lot of casualties (through enemy fighting/shooting or DT tests). The meganob squad will already have 16 str 9 attacks and 5 str 10 attacks on the charge, I can't imagine much surviving that with or without the killsaw.

This message was edited 1 time. Last update was at 2014/07/16 20:45:51


ere we go 
   
Made in us
Longtime Dakkanaut






You have points to add some rams to your vehicles. It will help them ignore terrain that could other wise immobilize them. You can save points by dropping some rokkits from the BW. It can't fire them if it fire ordanace ( I do believe ). Or drop the killkannon and fire 4 rokkits a turn. If you do get some points back then the Stikk is nice on a Megaboss, attached to Manz.

   
Made in us
Grovelin' Grot



Oklahoma

 balsak_da_mighty wrote:
You have points to add some rams to your vehicles. It will help them ignore terrain that could other wise immobilize them. You can save points by dropping some rokkits from the BW. It can't fire them if it fire ordanace ( I do believe ). Or drop the killkannon and fire 4 rokkits a turn. If you do get some points back then the Stikk is nice on a Megaboss, attached to Manz.



I can fire the rokkits on the same turn I fire the killcannon but they snap fire. I wanted 3-4 extra weapons on the BW to lessen the chance the Killcannon get destroyed by a pen. The BW already has a ram since it will most likely just be shooting up the table with the boys and I wanted to make sure it got there. I did not give the trukks rams since being shootier (tankbustas) they can pick and choose their way across the table and generally avoid taking the DT test in the first place. You mentioned I had points to spare but I calculated my list currently at 1847, did I add something up wrong? Make sure you are looking at the OP as I've updated that post with the latest list.

ere we go 
   
Made in us
Longtime Dakkanaut






RedOnesGoFasta wrote:
 balsak_da_mighty wrote:
You have points to add some rams to your vehicles. It will help them ignore terrain that could other wise immobilize them. You can save points by dropping some rokkits from the BW. It can't fire them if it fire ordanace ( I do believe ). Or drop the killkannon and fire 4 rokkits a turn. If you do get some points back then the Stikk is nice on a Megaboss, attached to Manz.



I can fire the rokkits on the same turn I fire the killcannon but they snap fire. I wanted 3-4 extra weapons on the BW to lessen the chance the Killcannon get destroyed by a pen. The BW already has a ram since it will most likely just be shooting up the table with the boys and I wanted to make sure it got there. I did not give the trukks rams since being shootier (tankbustas) they can pick and choose their way across the table and generally avoid taking the DT test in the first place. You mentioned I had points to spare but I calculated my list currently at 1847, did I add something up wrong? Make sure you are looking at the OP as I've updated that post with the latest list.


When I saw your list it said 1837 for the total. I guess that was wrong. There is only one chance to kill a weapon and I think a 3rd chance, ie killkannon and 2 rokkits is plenty of chance. That stikk is going to be very nice on the boss. A rerollable 2+ save is pretty nice.
   
 
Forum Index » 40K Army Lists
Go to: