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I recently delved into the greatness that is 40K, and am new to wargaming in general. I decided to start a Bad Moons Ork army, and have slowly been adding to my collection over the past couple months. Ideally, I would like my army to be more quality over quantity based. Bad Moons are the wealthiest Orks, and I would like them to rely on technology more-so than overwhelming numbers. I realize this is a bit counter intuitive for an Ork army; it seems so many Ork players lean toward a 'Green Tide' style army. This is what I have so far:
Boyz Squad: x1 Slugga & Power Claw Nob
x1 Rokkit Boy
x10 Shoota Boyz
x10 Slugga Boyz
Did I choose the right weapons for my Nobs? Am I an idiot for combining my shoota boyz with my slugga boyz? Are slugga boyz even worth it? Where should I go from here?
Any advice would be greatly appreciated. Thanks in advance, and happy war gaming.
Don't want to disapoint you but nobz in a separate squad are mostly underwhelming. You can look here for tips considering this squad http://www.dakkadakka.com/dakkaforum/posts/list/622940.page Now if you get meganobz, it's another thing. They are performing good in a truck or a wagon.
Firstly, you got to decide what you want exactly. As a quality-over quantity, mech rush is gona fit you perfectly. Boyz, tankbustas, meganobz in battlewagonz and trucks. Backed up by. Also, the canonic unit of Bad Moons - the Flash Gitz, who are a bit confusing in many other cases, will fit the mech rush list nicely. Get them a battlewagon and they'll be decent from time to time. Best you can get out of random d6ap and no powerklaw, i guess.
if you want quality over quantity, try a dredd mob. its very orky, and all bout the bigmek haveing a day with his colection of walkers, and its super effective. its slow but it also wrecks when it reaches you opponent. it would be expensive to purchase that many killa kans, deff dredds, and gmorkanauts, but its worth it (in the meantime you could buy toys and convert them to walkers as "counts as", at least until you have bought all the dreddmob).
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket"
The only problem with "quality over quantity" for orkses you might run into is the fact that our "quality" is still "quantity" compared to other armies
The only elitist army i can come up with are bully boyz in battlewagonz. While dread mob has few models for orkses - 14 walkers and a bunch of other stuff. It's still 14 freaking walkers! That's quantity compared to other armies.
This message was edited 1 time. Last update was at 2014/12/03 08:18:33
koooaei wrote: The only problem with "quality over quantity" for orkses you might run into is the fact that our "quality" is still "quantity" compared to other armies
no matter what quality you bring, youll still hvae squig tons more of it than the enemy, thats why i love orks so much, you will almost always overwehelm and amaze you oponents despite you best efforts to make your army smaller (unless you bring a stompa, thats a one model army right there).
also, going for quality over quantity has a really great benefit....your games will be quicker. the times ive played, most of my opponents would complain on how long my turns always ended up. its exhausting moving, shooting and assaulting with so many models. thats another reason why i like dreddmob so much, 14+ models is a huge improvement for shorter turn length.
This message was edited 1 time. Last update was at 2014/12/03 09:47:37
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket"
Luckily, my opponents haven't complained yet. But the first 3 turns are taking my footsloggas A LOT. I mean, it's ordinary to play a 1k point game for 4 hours. Sure, we aint rushing, chat and laugh, but it's still crazy long for such small point games.
This message was edited 2 times. Last update was at 2014/12/03 10:41:59
geargutz wrote:if you want quality over quantity, try a dredd mob.
If you only want to play for fluff and don't really care about winning, then yes, try out this. However the key to winning these days is mobility. Walkers do not have this. Other units will either destroy you before you get close or move away and destroy you before you get close.
geargutz wrote:
koooaei wrote: The only problem with "quality over quantity" for orkses you might run into is the fact that our "quality" is still "quantity" compared to other armies
... also, going for quality over quantity has a really great benefit....your games will be quicker. the times ive played, most of my opponents would complain on how long my turns always ended up... 14+ models is a huge improvement for shorter turn length.
Yes moving models is less time with less models, but there are other ways to speed up a game, like having units who can effectively destroy things, or knowing rules inside and out. TBH if someone complains that your turns are taking to long, then they should go and play against a Tau or Eldar player and see if they really like a fast game. Different styles of armies are the key to 40k, and anyone who isn't willing to face against horde armies isn't willing to play the game.
If they really want a fast game, they should play esclation. Or unbound. Sorry about the mini-rant.
Automatically Appended Next Post:
Ethan-Hawkeman wrote: I decided to start a Bad Moons Ork army... my army to be more quality over quantity... rely on technology... so many Ork players lean toward a 'Green Tide' style army...
Welcome to Orks! TBH, I think you have things mis-understood. The only reason people are play the Green Tide formation (100 boys and a Warboss) is because it's quite effective competitively. There are other ways to make your army effective. Just stay away from Dredds. Please.
Orks in 7th Ed win via mobility. The green tide's mobilty comes from being able to cover the table in 100 boys and a few extras to help support things.
To start off, I'm sorry to say but Koooaei is right: Nobs suck these days. There are other ways yo ucan use them, so it's not a complete loss.
If you want shiny toys of glory, then I would suggest spray painting everything white and yellowing it up from there. Then look into something similar to this:
Troops = 10 Gretchen + Runtherd = 35 Fortification = ADL + Quad Gun = 100 Heavy = 5x KMK each with 2 Gunners + 1 Ammo Runt = 195 Total = 1362ish
Reasons:
Spoiler:
Bad Moons love Battlewagons. Battlewagons are big and shiny. They help everyone go places, if you take one, you normally need to take another so you have multiple threats.
Tankbusters are awesome, and they do really well in a Battlewagon. They also work well 7 in a Trukk with Bomb Squigs. The above loadout means you can shoot something with your AP3 rokkits and then assult a vechile and cover it with Meltabombs. The painboy is there to help against any explosions. I didn't put them in a Trukk because you said you wanted shiny stuff.
Bad Moonz also love Mega Armor. The meganobz are in a Trukk because transporting then in a Battlewagon is typically too expensive. The boarding plank is useful for giving them an extra long charge range, which they need since they can't run.
The Warboss in Mega Armor with Da Lucky Stikk is awesome. Any self respecting Bad Moons player should have one. You get a 2+ re-rollable armor save. If you get caught out in the open, the boys can use "look out sir" to soak up any AP1 or AP2 wounds. In CC, if you get a challenge, you can accept it with your Mek as "challenge fodder".
Grots are there because Rich people have servants. What better servants are there than Grots? They provide good anti air with the Quad Gun and the ADL will give your Battlewagons something to hide behind on the first turn. The KMKs are there as the "relying on technology" aspect of your list. These things are awesome. AP2, Strength 8 blast weapon, 36 inch range. A downside of "Gets Hot" but certainly worth it. You can move the Mini mek from the Tankbusters to here if you're worried about leadership checks. But they do have toughness 7, 3+ armor save and a 4+ cover save (from the ADL).
Lootas are also very good. As are Lobbas. However that's more of a gun line and you would have to sacrifice a battlewagon. Orks don't have enough Heavy Support slots for what they'd want to use.
I hope this helps.
This message was edited 3 times. Last update was at 2014/12/03 11:53:39
30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on...
Quality over quantity is harder with orks, primarily due to most units costing significantly less in terms of points.
However, there are still quality units in the dex compared to others.
As mentioned, a mech rush list: So all da boyz in their vehicles racing straight into the face of the enemy is a good idea. It also has the bonus of not being a greentide, so you'll only have 3-4 vehicles on the table in a 1000 pts and the boyz are only on the table once your ready to get out and smash face. This saves time and allows you to get some good practice in without taking forever.
I can second Koooaei, as i have only recently started playing myself and 1000 pts still took a heck of alot of time
BadMoons - Flashgitz as mentioned, in a battlewagon, rolling around gunning down the enemy. Their D6AP means that if your targetting say space marines, 50% of the time your going to tear them to shreds and the other your just going to force quite a lot of wounds. Some games with luck you will totally ruin people and other days they will be firing sponges with more sponges.
Bikers are also good, you can still get a lot for your points, but they are pretty nasty, can pump out loads of shots and still good for CC.
As for your boys, sadly you cant run half shootas half sluggas. Grab another box and make 20 shootas, 20 choppas, then you can put them into battlewagons, so 18 of which ever type, a Nob with PK, and a mek as the bonus from the HQs. The mek is there incase you get challenged in CC, you throw him in, let him die, while your nob with his PK kills off a good 2-3 himself and then the boys mop up the rest simply with weight of attacks.
Both shoota and choppa boys fair well in CC, so dont think just because you gave them shootas they shouldnt be charging. I mean shoot em with 40 shots, then charge and smash him with 40 attacks or is it 60? well its alot
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
I really appreciate all of your responses. Thank you for taking the time to help me out!
I'm a little bummed out that I built so many Slugga Boyz, but it's good to hear they aren't entirely useless in combat. What I'm leaning towards doing is splitting the Sluggas and Shootas into two different squads and investing in another set of Boyz, so I end up with something like this:
Shoota Squad
x15 Shoota Boyz
x1 Rokkit Boy
x1 Nob
Slugga Squad
x15 Slugga Boyz
x1 Nob
I'm definitely going to get my hands on a Warboss or two. Should I add one to each separate Boyz squad? I really like the idea of the Mek mini-HQ for challenge fodder. After I get this Boyz situation figured out, I'll begin getting some Bad Moons shiny stuff!
Feel free to keep posting about Orky goodness! Can't get enough of this. Any advice at all is appreciated!
I wouldn't get too bummed out! I run almost strict slugga boyz over shootas, mostly because I love CC so much, the extra 1pt per boy goes a long way to field other things, and Ork shooting is, in general, terrible anyway :p
I have a couple shoota squads but I tend to only bring them when I bring Wierdboys, in hopes of getting Da Jump, so they can Dakka out of Deep Strike. The 18inch range of the guns just isn't enough to make me thrilled to take them in a normal list, because they will usually die before getting into shooting range...and by that time, I'm usually in charge range too, and I'd rather get that extra 1 attack per boy for having the two CCweapons, which makes up for losing some Boyz along the way.
BUT that's just my preference!
I myself love a very mechanized army. I am fortunate enough to own enough models for a very infantry heavy list, a bike heavy, or walker heavy list, letting me change styles up frequently.
Walker armies are so much fun to play, but they WILL die quickly, as our 11 or 12 AV Walkers pop easily to the abundance of S8 AP2 weapons in the game today. They can survive a bit longer with KFF support, or by bringing Mek Gunz to provide cover fire to hammer down the units that carry the gunz that scare our Walkers. And once they get into combat, it's fun to watch them saw your opponents in half
Bikers or Deffkopters make a great addition to ANY style list. They provide great fire power and speed, while being some of the most mobile units in our book. If you can manage to pick up some of either, you'd be doing yourself a HUGE favor.
You could put the nobz with a big mek that has the mega force field from WAAAGH Gazghul. They would be a tiny footprint in limited space and also a semi tough two wound model with a good invul save. Then you could put quality things near the force field.
Flash gitz could do it to.
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
Rismonite wrote: You could put the nobz with a big mek that has the mega force field from WAAAGH Gazghul. They would be a tiny footprint in limited space and also a semi tough two wound model with a good invul save. Then you could put quality things near the force field.
Flash gitz could do it to.
Flash Gitz may be good, I've never used em personally. (Not since our new dex anyway), though they still fall into the same issues as Nobz. They are pricey two wound models that will insta die to the abundance of S8 should they fail their save :(
I am starting to wonder if I am the only one who still thinks nobz are decent. Maybe not as efficient as boyz on paper, and maybe they lost some advantages from the old codex, but very hard to kill, very powerful and capable of dealing with a wide range of threats. I find they are awesome shock troops that plough through vehicles, cannon fodder, monstrous creatures and TEQs alike.
In any event, you've got the nobz models now, so if you are going to take them then you might as well beef them up. I recommend the following:
* Painboy.
* Bosspole
* Waaagh! banner for +1 WS. Pretty much a mandatory upgrade, and it enables you to take DLS in another unit, thus spreading your strength around.
* 'Eavy armour. Combine with painboy for maximum "zomg why won't they die?".
* One more power klaw.
* To be kunnin' but brutal, give your boss nob a plain old slugga and choppa combo. Don't even give him the bosspole or the waaagh! banner. That way, you can still attack with the power klaws if he gets taken out in a challenge.
* Shootas rather than sluggas for the power klaw nobz. It makes no difference points-wise, and since those guys don't get the +1 attack for having a pistol they might as well shoot slightly better.
* Kombi-rockets are a bit meh. With Orks you really have to think about whether your upgrades are really worth it over being able to squeeze in, say, an extra battlewagon. Nobz are really a melee unit, and in this role they will crush most enemies even without firing rokkits on the way in. I think one kombi-flamer is about as much as you can really justify spending the points on.
* Speaking of battlewagons, get one for your nobz. You will thank us later. Your opponent won't get very much time to exploit their vulnerability to s8 weapons.
This message was edited 1 time. Last update was at 2014/12/03 23:43:39
Krusha wrote: I am starting to wonder if I am the only one who still thinks nobz are decent. Maybe not as efficient as boyz on paper, and maybe they lost some advantages from the old codex, but very hard to kill, very powerful and capable of dealing with a wide range of threats. I find they are awesome shock troops that plough through vehicles, cannon fodder, monstrous creatures and TEQs alike.
In any event, you've got the nobz models now, so if you are going to take them then you might as well beef them up. I recommend the following:
* Painboy.
* Waaagh! banner for +1 WS. Pretty much a mandatory upgrade, and it enables you to take DLS in another unit, thus spreading your strength around.
* 'Eavy armour. Combine with painboy for maximum "zomg why won't they die?".
* One more power klaw.
* Shootas rather than sluggas for the power klaw nobz. It makes no difference points-wise, and since those guys don't get the +1 attack for having a pistol they might as well shoot slightly better.
* Kombi-rockets are a bit meh. With Orks you really have to think about whether your upgrades are really worth it over being able to squeeze in, say, an extra battlewagon. Nobz are really a melee unit, and in this role they will crush most enemies even without firing rokkits on the way in. I think one kombi-flamer is about as much as you can really justify spending the points on.
* Speaking of battlewagons, get one for your nobz. You will thank us later. Your opponent won't get very much time to exploit their vulnerability to s8 weapons.
Oh don't get me wrong, I still love my Nobz. I still take them from time to time, but it's just foolish to not admit they are outclassed in quite a few ways is all. I take them in small squads to target vehicles or walkers that my Boyz might not be suited to handle, or to attack a unit that is picking on my Boyz, to take swings for them, or destroy the enemy if they decide to swing all out at the Boyz.
Nobz' biggest issue is they get too expensive too quickly and have very little survive-ability without further investment. You either have to put em in a Trukk at the very least, which is 35 pts (With ram) you could have put elsewhere. Granted, I'll typically run a 6 Nob squad, with boss nob and bosspole, a PK or two depending on the army I'm facing, and usually Big Choppas for the rest. I don't invest in combi weapons because there's no point. Too expensive for only one shot on bad BS models. Kombi Skorchas are OK, but you will undoubtably burn opponents out of charge range, and you often want to charge, not save it for overwatch and lose out on Furious Charge.
I keep them in reserve to find a suitable target, or to hope they don't come on until my Boyz can occupy shootier units and have them come clean up after...
But again, everything normal Nobz do, Mega Nobz tend to to so much better. :(
Melevolence wrote: Nobz' biggest issue is they get too expensive too quickly and have very little survive-ability without further investment. You either have to put em in a Trukk at the very least, which is 35 pts (With ram) you could have put elsewhere.
This is not such an issue for me as I run a mekanised list.
Granted, I'll typically run a 6 Nob squad, with boss nob and bosspole, a PK or two depending on the army I'm facing, and usually Big Choppas for the rest. I don't invest in combi weapons because there's no point. Too expensive for only one shot on bad BS models. Kombi Skorchas are OK, but you will undoubtably burn opponents out of charge range, and you often want to charge, not save it for overwatch and lose out on Furious Charge.
I am with you on the kombi-weapons. However, I would argue that big choppas are not worth the points. They are no more powerful than the basic choppa and slugga combo. The only slight advantages are (1) that you can then justify taking a shoota rather than a slugga for *marginally* improved shooting, which IMO really isn't worth it, and (2) that you can glance dreadnoughts to death, which shouldn't be a problem anyway if you have power klaws.
I keep them in reserve to find a suitable target, or to hope they don't come on until my Boyz can occupy shootier units and have them come clean up after...
But again, everything normal Nobz do, Mega Nobz tend to to so much better. :(
I must say haven't found that, to be honest. I find that the mixture of weapons means that nobz are less vulnerable to certain hard counters (walkers, monstrous creatures, terminators) than meganobs are. I use them more like a supercharged boyz mob than a MANz missile.
Just saw that Battlewagons can hold 20 units. This changes everything! Cannot wait to get my hands on one of these rolly death machines! Krusha, you're right - I already have the Nobz and have to make do with them. I'm most likely going to add another 5 Nobz the group. I will give three of them power claws and sluggas (I'd add more PK but I'll only have three at that point), but I don't know what to do with the other two. Krusha, you also mentioned that Nobs are a better melee unit than ranged. Do you guys think I should simply equip the other two nobz with a slugga and choppa? If I do, this is what the Nob squad will look like:
Ethan-Hawkeman wrote: Just saw that Battlewagons can hold 20 units. This changes everything! Cannot wait to get my hands on one of these rolly death machines! Krusha, you're right - I already have the Nobz and have to make do with them. I'm most likely going to add another 5 Nobz the group. I will give three of them power claws and sluggas (I'd add more PK but I'll only have three at that point), but I don't know what to do with the other two. Krusha, you also mentioned that Nobs are a better melee unit than ranged. Do you guys think I should simply equip the other two nobz with a slugga and choppa? If I do, this is what the Nob squad will look like:
I will also add a Painboy with all of the necessary equipment.
I wouldn't make too many Power Klaws. Really. It gets too expensive, and three should be more than enough to cleave through whatever your hunting down. You'll only make the mobs point sinks and high priority kill targets, and if you do that, you will never get your points back. 3 PKs per squad is really all you should bring to keep them cheap. I'd personally use Battle Wagons for Boyz, since nobz can only be in groups of 10, and you can only put one unit per transport. And bringing a max squad of 10 nobs is putting too big a target on their head.
Also, don't bother with Kombis, really. The point investment is not worth it. You're shooting one time use rokkits at BS 2. You're going to miss statistically far more than you'll hit. Kombi flamas are the only kombi you should take if you're deadset on taking them.
This message was edited 1 time. Last update was at 2014/12/04 00:30:43
Ethan-Hawkeman wrote: Just saw that Battlewagons can hold 20 units. This changes everything! Cannot wait to get my hands on one of these rolly death machines! Krusha, you're right - I already have the Nobz and have to make do with them. I'm most likely going to add another 5 Nobz the group. I will give three of them power claws and sluggas (I'd add more PK but I'll only have three at that point), but I don't know what to do with the other two. Krusha, you also mentioned that Nobs are a better melee unit than ranged. Do you guys think I should simply equip the other two nobz with a slugga and choppa? If I do, this is what the Nob squad will look like:
I will also add a Painboy with all of the necessary equipment.
I wouldn't make too many Power Klaws. Really. It gets too expensive, and three should be more than enough to cleave through whatever your hunting down. You'll only make the mobs point sinks and high priority kill targets, and if you do that, you will never get your points back. 3 PKs per squad is really all you should bring to keep them cheap. I'd personally use Battle Wagons for Boyz, since nobz can only be in groups of 10, and you can only put one unit per transport. And bringing a max squad of 10 nobs is putting too big a target on their head.
Also, don't bother with Kombis, really. The point investment is not worth it. You're shooting one time use rokkits at BS 2. You're going to miss statistically far more than you'll hit. Kombi flamas are the only kombi you should take if you're deadset on taking them.
Thanks for the feedback! I'm considering tearing the two kombi rocket arms off my Nobs... What would you replace them with?
Ethan-Hawkeman wrote: Just saw that Battlewagons can hold 20 units. This changes everything! Cannot wait to get my hands on one of these rolly death machines! Krusha, you're right - I already have the Nobz and have to make do with them. I'm most likely going to add another 5 Nobz the group. I will give three of them power claws and sluggas (I'd add more PK but I'll only have three at that point), but I don't know what to do with the other two. Krusha, you also mentioned that Nobs are a better melee unit than ranged. Do you guys think I should simply equip the other two nobz with a slugga and choppa? If I do, this is what the Nob squad will look like:
I will also add a Painboy with all of the necessary equipment.
I wouldn't make too many Power Klaws. Really. It gets too expensive, and three should be more than enough to cleave through whatever your hunting down. You'll only make the mobs point sinks and high priority kill targets, and if you do that, you will never get your points back. 3 PKs per squad is really all you should bring to keep them cheap. I'd personally use Battle Wagons for Boyz, since nobz can only be in groups of 10, and you can only put one unit per transport. And bringing a max squad of 10 nobs is putting too big a target on their head.
Also, don't bother with Kombis, really. The point investment is not worth it. You're shooting one time use rokkits at BS 2. You're going to miss statistically far more than you'll hit. Kombi flamas are the only kombi you should take if you're deadset on taking them.
Thanks for the feedback! I'm considering tearing the two kombi rocket arms off my Nobs... What would you replace them with?
I tend to run my Nobz almost barebones. I do love Big Choppas because they give you S7 on the charge, and allow you to swing before anyone with power weapons, but it can get a little costly. They are usually run best with just the basic Slugga and Choppas, unless you give em Power Klaws, in which case just run them with Slugga and PK. They then get their extra 1 attack in close combat for having two melee weapons, and they also cost even less. You could give em shootas, but i recommend not, because they are bad at shooting and don't have the numbers like Boyz to make up for it. Plus, they need to get stuck in combat quick, and shooting gets rid of their run attempt, or doesn't allow you to flat out if in a vehicle.
Pk is a specialist weapon. You don't get the +1 attack. And since shoot as are free on nobs and its by a per model basis for buying, there's no reason to not give them shoot as if you're giving them powerklaws.
ancraig wrote: Pk is a specialist weapon. You don't get the +1 attack. And since shoot as are free on nobs and its by a per model basis for buying, there's no reason to not give them shoot as if you're giving them powerklaws.
Regardless, you can give em shootas I guess. Mine are all modeled otherwise, so I won't be doing it. They won't ever fire them except in overwatch anyway. *shrug* But the other Nobz who aren't using PK's still get the +1, so there still isn't much point in giving Shootas anyway.
This message was edited 1 time. Last update was at 2014/12/04 01:31:48
Well if you really want quality over quantity you could run Mad dok, MA boss with lukky stick, and ghazzy all in one squad. Basically 500 points of awesomeness.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
Take a formation of Gazghul Bullyboys in truks with planks...I run them with my crons and they rock. There's almost nothing they can't kill - except flyers. I've killed everything from the adamantium lance formation (by turn 2 no less) to Mawlocs. They are so awesome!
This message was edited 1 time. Last update was at 2014/12/04 18:52:00
Ethan-Hawkeman wrote: Krusha, you also mentioned that Nobs are a better melee unit than ranged. Do you guys think I should simply equip the other two nobz with a slugga and choppa? If I do, this is what the Nob squad will look like:
I will also add a Painboy with all of the necessary equipment.
Nobz are, indeed, a melee unit. As someone mentioned above, their ballistic skill is too poor for it to be worth giving them any real firepower - and unlike boyz, they cannot compensate for this with numbers. Nobz are also able to waaagh!, which is one of the few advantages they have over meganobz, so you might as well take advantage of it and tool them up for krumping.
The only time you want to give nobz anything other than sluggas is when they have power klaws and can't take advantage of the +1 attack anyway, in which case you might as well give them slightly better shooting just in case it comes in handy. *Maybe* take a kombi-flamer or two for dealing with cannon fodder troops that get in the way of juicier targets, or if you take a smaller squad in a trukk, but even then I would steer clear of them for the sake of keeping the points cost down.
If you want to get some use out of the kombi-rokkits in the box, cut them off, buy a small boyz box (the snap-fit ones) and convert some tankbustas (I did this and justified it on the grounds that they were no less wysiwyg than the official models).
Off the top of my head I don't think you can give a painboy any equipment other than a grot orderly, and again I would advise not taking it for the sake of keeping costs down.
This message was edited 1 time. Last update was at 2014/12/04 19:43:16
Just clocked the comment about sluggas vs shootas...
On foot, shootas are better because of their superior versatility and threat range.
However, if you run a mobile list, sluggas come into their own, as they will have enough mobility and protection to get into combat in decent numbers. If they are led by a character with da lukky stikk, they will wreck face. Shootas will still be useful, however.
I've been having some luck using a Killa Kan squad to draw fire from my foot troops as the two opponents I've gone up against have seen them as a big threat. By the time they realised that they are not that quick to get anywhere it was to late because my boyz where in charge range.
Krusha wrote: Just clocked the comment about sluggas vs shootas...
On foot, shootas are better because of their superior versatility and threat range.
I use both footslogging shootas and sluggas.
One squad is 30 strong and is supported by warboss + painboss + sometimes mek or wierdboy. The guyz take sluggas + choppas. Cause this one blob is supposed to be on the frontline and got to be the most aggressive and mellee-oriented.
Other squads are 20-strong squads of shootas. I prefer squads of 20 cause the larger your footprint is - the less effective your back rows become with just 18' shooting range. So, if you run a mob of 30, it's not much more effective than 20 in shooting phase. While 20 is allready enough to take some damage and still pose a threat. The guyz also have 2 rokkits that are handy from time to time. Unlike choppas, nobz in such squads of shootas can live without PK. Cause their main aim is not rush and crush but controle the mid board. While pk is often useful, it's possible to live without it for footslogging shootas when there's allready enough PK elsewhere.