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Need for speed. And Krumpin'! This beauty consists of a CAD and a Great WAAAGH! detachment:
Spoiler:
CAD -HQ-
Zhadsnark 'Da Rippa' 150pts - Warlord
Warboss w. Bike, Klaw, Da Lucky Stikk 135pts
-Troops-
14 Warbikers, Nob w. Klaw 287pts
10 Grots 35pts
GWD
-HQ-
Big Mek w. Bike, Mega Force Field, Big Boss Pole, Killsaw 185pts
Painboy w. Bike, Grot Orderly 80pts
-Elite-
5 Kommandos 50pts
-Troops-
10 Grots 35pts
10 Grots 35pts
Total 992 points
18 Bikers that gets Fearless, Scout and Skilled Rider - That's a 2+ cover save if they jink All the other units are pretty much taxes, but I feel the star should perform enough anyhow. Worst of it has a 4++ vs Riptides, which the LS tank rerolls. This should hit like a train with some extra Krumpin', no?
I like it. Why not drop the GWD so you can drop the commandos and turn the grot squad in the main CAD into a small biker squad?
edit: Meant drop GWD for just a ghaz sup CAD. Dropping the grot squad and orderly allows you to get 5 bikes. So could buff the big one to max and have a 4 man or just keep them as a 5 man squad.
This message was edited 2 times. Last update was at 2014/07/16 09:16:46
Da Squig wrote: I like it. Why not drop the GWD so you can drop the commandos and turn the grot squad in the main CAD into a small biker squad?
edit: Meant drop GWD for just a ghaz sup CAD. Dropping the grot squad and orderly allows you to get 5 bikes. So could buff the big one to max and have a 4 man or just keep them as a 5 man squad.
Sadly, there is no such thing as a Ghaz CAD. If you want Orkimedes gear outside the formation, you have to take a GWD Otherwise I'd totally do it.
Btw, at 1750 I was thinking of running this list + 1 biker and 2 Knight Errants. No AA, but damn scary coming at you. How does that sound?
Da Squig wrote: I like it. Why not drop the GWD so you can drop the commandos and turn the grot squad in the main CAD into a small biker squad?
edit: Meant drop GWD for just a ghaz sup CAD. Dropping the grot squad and orderly allows you to get 5 bikes. So could buff the big one to max and have a 4 man or just keep them as a 5 man squad.
Sadly, there is no such thing as a Ghaz CAD. If you want Orkimedes gear outside the formation, you have to take a GWD Otherwise I'd totally do it.
Btw, at 1750 I was thinking of running this list + 1 biker and 2 Knight Errants. No AA, but damn scary coming at you. How does that sound?
Is there something in there that says you can not take a CAD from the ghaz sup? I have not seen it.
Knights are damn tough to crack and will draw all the anti take fire. Could go with a custom stompa and a knight. Then you get the LoW detriments though.
Da Squig wrote: Is there something in there that says you can not take a CAD from the ghaz sup? I have not seen it.
The "Combined Arms Detachment" (CAD) is the basic detachment found in the Rulebook.
There's no such thing as a "CAD from the ghaz sup".
The only Detachment found in that suppliment is the Great Waaagh! Detachment (GWD).
Knights are damn tough to crack and will draw all the anti take fire. Could go with a custom stompa and a knight. Then you get the LoW detriments though.
The LoW detriments only apply to Escalation missions. See the Escalation FAQ.
Tank Bustas make a mess of knights. Especially in melee. The knight can't kill many in combat before they get a chance to use those melta bombs (with re-rolls to pen).
This message was edited 1 time. Last update was at 2014/07/16 11:40:44
Yikes, this post got huge. Spoilered some longer answers to shrink it a little.
BAN wrote:Concerning your idea for a 1750 list I think there are better ways to support your bikestar than 2 knights.
Automatically Appended Next Post: stompa loaded with as many meks as you can get in it for example... utter filth.
Spoiler:
The only way to fit a Stompa in would be to use a Kustom one, and I'd feel very bad using such an outdated unit despite it being legal tender. Very much because it might be changed completely with a book update, considering how one can easily undercut the normal Stompa when using it. I'd rather not spend that much money on something with such an unsure future. Besides, I already have two imperial armies, so the Knights are mainly meant for them.
Point remains, even with a Kustom Stompa, it's too expensive to get a decent loadout and then fill it up with enough meks to make it worth the effort. It becomes the main death star by its own, and requires other support elements than my bikerstar. When IA8 2nd ed drops, I'm ready to reconsider.
grendel083 wrote:Tank Bustas make a mess of knights. Especially in melee. The knight can't kill many in combat before they get a chance to use those melta bombs (with re-rolls to pen).
Super-Heavies are indeed a prime target for tankbustas. Thankfully, I intended for the knights to be on my side, and won't run them near any bustas when my bikes could mow them down.
fcademartori wrote:I feel like you dont have enough AP2 in your army, and nothing to really deal with any H2H walkers you come across
Spoiler:
I don't know. On the charge I got 10 WS6 S10ap2 attacks, half on I4 (got to love Zhadsnark!) and half with re-rolls to hit. On top of that I got 8 WS5 S9ap2, half of which got armourbane. If a walker charges me it'll probably kill a few warbikers unless my warbosses try to tank with FnP, but then it'd get krump'd beyond recognition. All in all, I got about as much ap2 as any ork list could have at this points value. No shooty, no, but orks have very few sources of shooty ap2 anyhow, and even fewer reliable. Heavy infantry will also get hit by 52 WS5 S4 attacks from the normal bikers. We're talking roughly 4 terminators dead (with Zhad) before they get to strike, not accounting for the painboy or HoW. I doubt I'll see 10 man terminator units at this points level, and I still have a buttload of dakka to pour into them first.
Waaaghpower wrote:
Warbosses may not have an Invuln in CC, but he will have T6.
Very much this. The warbosses will be able to FnP almost all attacks - it's not too much of a save, but it will count for something.
boredbeard wrote:[...]Should it be more like:
2HQ+5Troops+1Elite?
You're thinking of the Ork Horde detachement, but my lists consists of a normal Combined Arms Detachment (orks may take this still) and a Great Waaagh! one. The GW! is there because it's the only one granting access to Orkimedes's artifacts, otherwise it would have been another CAD.
flaming tadpole wrote:This looks crazy fun to play!
A bit rock, paper, scissors as is most/all deathstars, necrons and dark eldar counter it pretty hard, but who cares!
Spoiler:
First off, thanks! I agree on the fun bit I think the hardest counter would be a nid or daemon flying circus list. Not too sure about chrons and deldar though - they have volume of fire, but I'll be able to give a pretty mean chase. On top of that, unless they have ignore cover, my warboss can tank an average of 324 hits wounding on 4+ before dying. Footcrons will cry - MSS can be mitigated by a challenge from my boss nob, and beyond that they're down on luck. Then again, croissant spam is another deal. And I suppose deldar are hard to catch. Oh well, it is as you say - all stars have their R/P/S match ups. My meta features Tau, IG, Chrons, Marines and AS, so I think I'll be decently off with this.
I agree - with crons I was mostly just thinking about flyer spam being a problem, though you would on average cause 5-6 glances with you bikers, which should be enough to wreck one of their pesky croissants per turn.
DE are a slightly different animal, but since you never play them, who cares!
If you were somehow able to fit in a couple traktor kannons it might balance out the flying circus counters a wee bit, but you'd have to drop some bikers in exchange.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
flaming tadpole wrote: I agree - with crons I was mostly just thinking about flyer spam being a problem, though you would on average cause 5-6 glances with you bikers, which should be enough to wreck one of their pesky croissants per turn.
DE are a slightly different animal, but since you never play them, who cares!
If you were somehow able to fit in a couple traktor kannons it might balance out the flying circus counters a wee bit, but you'd have to drop some bikers in exchange.
Aye, a couple of traktors would be sweet. But then again, I have no flying circus in my rather small meta, so it should be okay.
flaming tadpole wrote: I agree - with crons I was mostly just thinking about flyer spam being a problem, though you would on average cause 5-6 glances with you bikers, which should be enough to wreck one of their pesky croissants per turn.
DE are a slightly different animal, but since you never play them, who cares!
If you were somehow able to fit in a couple traktor kannons it might balance out the flying circus counters a wee bit, but you'd have to drop some bikers in exchange.
Aye, a couple of traktors would be sweet. But then again, I have no flying circus in my rather small meta, so it should be okay.
Then it looks like your all set mate! best of luck!
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
You're thinking of the Ork Horde detachement, but my lists consists of a normal Combined Arms Detachment (orks may take this still) and a Great Waaagh! one. The GW! is there because it's the only one granting access to Orkimedes's artifacts, otherwise it would have been another CAD.
The okemedes artifacts say a formation or detachment chosen from this supplement. Why can you not take a combined arms detachment from the Ghaz sup?
Da Squig wrote: The okemedes artifacts say a formation or detachment chosen from this supplement. Why can you not take a combined arms detachment from the Ghaz sup?
Combined Arms isn't a Detachment chosen from the Suppliment. It's chosen from the rulebook.
BAN wrote:Concerning your idea for a 1750 list I think there are better ways to support your bikestar than 2 knights.
Automatically Appended Next Post: stompa loaded with as many meks as you can get in it for example... utter filth.
Spoiler:
The only way to fit a Stompa in would be to use a Kustom one, and I'd feel very bad using such an outdated unit despite it being legal tender. Very much because it might be changed completely with a book update, considering how one can easily undercut the normal Stompa when using it. I'd rather not spend that much money on something with such an unsure future. Besides, I already have two imperial armies, so the Knights are mainly meant for them.
Point remains, even with a Kustom Stompa, it's too expensive to get a decent loadout and then fill it up with enough meks to make it worth the effort. It becomes the main death star by its own, and requires other support elements than my bikerstar. When IA8 2nd ed drops, I'm ready to reconsider.
Fair enough, I turned down the kustom stompa too, its too naughty lol I ran a codex stompa instead its bad enough. At 1850 pts it would be cool, you could take burners/lootas instead of kommandos and put them in the stompa. It would also make all your bikes fearless if it could keep up with them enough lol.
Fair enough, I turned down the kustom stompa too, its too naughty lol I ran a codex stompa instead its bad enough. At 1850 pts it would be cool, you could take burners/lootas instead of kommandos and put them in the stompa. It would also make all your bikes fearless if it could keep up with them enough lol.
It would be cool indeed, but for a repair stompa to be effective you realy need the Mek overload. Anyway I twist it, the cost ends up at over a thousand points which is too much when I already have the bikestar for 800. In the end, the knights can be a threat to two different parts of the board. Then again, a more proper support would be some anti-air and artillery - lobbas and traktors, or lootas. I don't have many ork models outside of the bikes and gretchin as of now, and since I was going to buy the knights next anyhow to fit in with my GK dreadknight list I might as well try it. Then it's off to lobba town.
Fair enough, I turned down the kustom stompa too, its too naughty lol I ran a codex stompa instead its bad enough. At 1850 pts it would be cool, you could take burners/lootas instead of kommandos and put them in the stompa. It would also make all your bikes fearless if it could keep up with them enough lol.
It would be cool indeed, but for a repair stompa to be effective you realy need the Mek overload. Anyway I twist it, the cost ends up at over a thousand points which is too much when I already have the bikestar for 800. In the end, the knights can be a threat to two different parts of the board. Then again, a more proper support would be some anti-air and artillery - lobbas and traktors, or lootas. I don't have many ork models outside of the bikes and gretchin as of now, and since I was going to buy the knights next anyhow to fit in with my GK dreadknight list I might as well try it. Then it's off to lobba town.
I have found min squads of lootas to be decent backup along with some tankbustas. At 2k points though.
Ork Warbikers have a special rule adding +1 to Jink. Zhardsnark has Skilled Rider, which in addition to ignoring dangerous terrain gives the squad an additional +1 to Jink.
This is why I cannot take forgeworld fans seriously. "oh but its full of weak fluff units that add fun, do you hate fun" Proceed to never use weak fluff units, and only use ballbusting rulebending models for max waac. Fortunatley my area dosent allow forgeworld, there is already enough broken in the game without pileing on more.
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
Orock wrote: This is why I cannot take forgeworld fans seriously. "oh but its full of weak fluff units that add fun, do you hate fun" Proceed to never use weak fluff units, and only use ballbusting rulebending models for max waac. Fortunatley my area dosent allow forgeworld, there is already enough broken in the game without pileing on more.
Yes, spending 150 points on a mediocre character who provides a good buff to one unit is ballbusting rulebending. Sure, whatever you say. (At least, I think that's what you meant to say, it was hard to be sure through all the typos.) It's not as though it's something that can be granted to every unit, or even more than one. Not to mention, it doesn't do a damned thing in Close Combat (Which is where the Warbikers will be most of the time) and it doesn't work against a multitude of excellent weapons. (Helldrakes, flamers, the entire Tau arsenal...)
One effective rule for 150 points does not 'Ballbusting WAAC' make. In fact, for 150 points, adding 1 to a cover save is pretty mediocre. I'd say that Zhardsnark is no more powerful than a generic Warboss on a bike with a Lukky Stikk. His buff is a bit better, but his rules are a bit worse.
But sure, go ahead and bitch about how Forge World is overpowered, I'm sure that's much simpler than actually analyzing rules, balance, fluff, what people actually enjoy, comparison to other (Actually overpowered) armies and units...
Forge world stuff is not OP. My area has been using their rules in our tourneys for years. Most folks who have a problem with them can either, not afford them or have not played/read them.