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.
Going to my first Torni in February and just wondering if anyone has any comments on my list. I have play tested it with good outcomes. Limited on models I have but curious to see what people might recommend in place of things.
Mega Armour Warboss
Da Finkin' Kap ,Kombi Skorcha + PK, Attack Squig, Bosspole, Cybork Body = 145pts
Weirdboy
Level 2 Mastery = 70pts
3 Meganobz
Boss w/ Bosspole and Kombi Skorcha + PK 2 Manz with Kombi Skorcha + PK Trukk w/ Rokkit Launcha = 170pts
I don't like units of nobz, weirdboy, stormboyz and squads of more than a single deffkopta, also i suggest to run min units of boyz (with no big shootas) and to drop every upgrade to the looted wagon with the exception of the killkannon and the ram. That warboss needs da lucky stikk. And a pair of killsaws in the manz squad is invaluable. I'd take a 2 min units of tankbustas in trukks and a unit of warbikes dropping a deffkopta and the stormboyz, also give an ammo runt to the KMK and run them together so you can add some lootas or a full unit of lobbas, maybe a second looted wagon with killkannon. Take a rokkit in each trukk, it's a free upgrade. About the weirdboy, i don't like him, in a list like yours a second warboss can be good but you can save points to add other units like tankbustas, mek gunz, lootas or bikes, but the weirdboy is situational and if you like him you can keep it.
Blackie wrote: I don't like units of nobz, weirdboy, stormboyz and squads of more than a single deffkopta, also i suggest to run min units of boyz (with no big shootas) and to drop every upgrade to the looted wagon with the exception of the killkannon and the ram. That warboss needs da lucky stikk. And a pair of killsaws in the manz squad is invaluable. I'd take a 2 min units of tankbustas in trukks and a unit of warbikes dropping a deffkopta and the stormboyz, also give an ammo runt to the KMK and run them together so you can add some lootas or a full unit of lobbas, maybe a second looted wagon with killkannon. Take a rokkit in each trukk, it's a free upgrade. About the weirdboy, i don't like him, in a list like yours a second warboss can be good but you can save points to add other units like tankbustas, mek gunz, lootas or bikes, but the weirdboy is situational and if you like him you can keep it.
I like Nobz as when in heavy armour they can pack a punch and the two wounds a model means they take a lot of killing in good numbers. I like my weirdboy as it adds an interesting element to the army with variation. Stormboyz I understand really, I always questions taking them but for the points I never know what to replace them with. Deffkoptas, why tak only 1? It seems pointless, in a small squad they can nip around and potentially oing tanks down with rear shots or even out some numbers in units like Marines. Now the Lucky Stikk..... It's something I've never trusted. for 25pts, sure you can re roll all you like but with the off chance of your Warlord just pinging off the table is not ok for me. Backup Character, sure why not, but seems silly to have something that can give the enemy Slay Warlord point. I don't have any Tank Busters or Warbikes so sadly not an option. Thanks for the advice though, have considered another Looted wagon.
I can't tell you how many times the lucky stikk has not only saved me but has also provided clutch hits with my powerklaw in melee. You get up to three fails before he gets taken off as a casualty and it resets each turn so if you're tanking a whole bunch of higher AP saves on your warboss and you manage to roll for example two 1's, you can re-roll them and almost guarantee yourself a save with power armour. To me it's one of the biggest things that makes a Warboss an incredibly beefy target that can be very hard to take down. On top of that, it also grants your warboss AND his unit +1 WS. It doesn't stack with a waaagh banner or anything but imagine a bunch of weapon skill 5 boyz running around.
Blackie wrote: I don't like units of nobz, weirdboy, stormboyz and squads of more than a single deffkopta, also i suggest to run min units of boyz (with no big shootas) and to drop every upgrade to the looted wagon with the exception of the killkannon and the ram. That warboss needs da lucky stikk. And a pair of killsaws in the manz squad is invaluable. I'd take a 2 min units of tankbustas in trukks and a unit of warbikes dropping a deffkopta and the stormboyz, also give an ammo runt to the KMK and run them together so you can add some lootas or a full unit of lobbas, maybe a second looted wagon with killkannon. Take a rokkit in each trukk, it's a free upgrade. About the weirdboy, i don't like him, in a list like yours a second warboss can be good but you can save points to add other units like tankbustas, mek gunz, lootas or bikes, but the weirdboy is situational and if you like him you can keep it.
I like Nobz as when in heavy armour they can pack a punch and the two wounds a model means they take a lot of killing in good numbers. I like my weirdboy as it adds an interesting element to the army with variation. Stormboyz I understand really, I always questions taking them but for the points I never know what to replace them with. Deffkoptas, why tak only 1? It seems pointless, in a small squad they can nip around and potentially oing tanks down with rear shots or even out some numbers in units like Marines. Now the Lucky Stikk..... It's something I've never trusted. for 25pts, sure you can re roll all you like but with the off chance of your Warlord just pinging off the table is not ok for me. Backup Character, sure why not, but seems silly to have something that can give the enemy Slay Warlord point. I don't have any Tank Busters or Warbikes so sadly not an option. Thanks for the advice though, have considered another Looted wagon.
With da lucky stikk you have every s10 hit from the warboss twin linked, so it's really helpful as you want all those hits to wound but with 3+ to hit and 2+ to wound you can fail sometimes. But also increases the WS to the entire unit, so your boyz would hit on 3s. Da finkin kap is almost useless imho, i don't care about warlord traits, none on them is really good. About koptas, if you want s8 shots take warbuggies or tankbustas, deffkoptas are affected by leadership tests, they're only ld7 and a single casualty (two with the max unit of five) is a ld check. You can lose the entire squad with a single casualty. Deffkoptas are useful for other purposes, being very fast they can tarpit shooty units in the opponent's backfield, they sacrifice themselves charging enemy units with strong overwatch (saving most valuable units that you also want to throw into assalut), they can get linebreaker and grab objectives (you don't want to waste units that are good in killing enemies only to get a point, sending a 30 point unit like a single deffkopta is better). Deffkoptas aren't a shooty unit, they're a tactical unit. Basically they're like gretchins but way faster.
AngusMcFarland wrote: Going to my first Torni in February and just wondering if anyone has any comments on my list. I have play tested it with good outcomes. Limited on models I have but curious to see what people might recommend in place of things.
Mega Armour Warboss
Da Finkin' Kap ,Kombi Skorcha + PK, Attack Squig, Bosspole, Cybork Body = 145pts
Weirdboy
Level 2 Mastery = 70pts
3 Meganobz
Boss w/ Bosspole and Kombi Skorcha + PK 2 Manz with Kombi Skorcha + PK Trukk w/ Rokkit Launcha = 170pts
10 Stormboyz
Boss w/ Bosspole and Big Choppa + Sluppa
9 Stormboyz = 110pts
Looted Wagon
Big Shoota, 2x Rokkit Launcha, KillKannon and 'Ard Case = 97pts
Mek Gun
1x Kustom Mega Kannon = 30pts
Mek Gun
1x Kustom Mega Kannon = 30pts
==1849pts
I have been cleared for the Looted Wagon as it is a White Dwarf release but checked with players and Organisers.
You should double CAD. You have two HQs and four troops, you can take up to six elite, FA, or HS slots. With that in mind.
-If you're going to take nobz, it may be best to field them MSU in a competitive environment. You may face many minimum sized squads and 10 nobz would just be total overkill. try two or even three squads in trukks. It will beef up your unit sizes, reduce the risk of one trukk destruction immobilizing 300 points of CC madness, allow you greater tactical felxibility, and if you do need all ten at once, you'll achieve better, more consistent results coordinating multiple charges of small units. (Reducing overwatch, not relying on a single charge roll, etc.)
-The koptas would also be better served in multiple units of one. Like blackie said, think fast grots. You can contest objectives, eat overwatch, snipe characters and rear armour, tarpit, linebreak, can be joined by biker HQs, etc. There is no downside to fielding three solos over 1 unit of three. There's less chance all three can be destroyed by one unit's shooting, the 3 solo would take at least three. You could still target all three at the same place, so it's as effective shooting, but now they can split fire so even more so.
-You gave the bossnobz in both nob units powerklaws, I'd give them to regular nobz in those units, or at least get some regular hq meks to eat challenges. You don't want a character to challenge the nob out and murder him before he gets to hit with the klaw, that can't happen if it's a regular nob with a klaw in that unit.
-Personally, and not everyone will agree, but I think you should dump the storm boyz, the big shootas in the boyz squads, and the looted wagon upgrades. I think the rest is fine. Also swap the trukk big shootas for rokkits. Look into a unit of tankbustas, which you could put inside the looted wagon, or some warbikers. If you do double CAD, two painboyz for your units of nobz would be absolutely invaluable.
lubu42 wrote: I can't tell you how many times the lucky stikk has not only saved me but has also provided clutch hits with my powerklaw in melee. You get up to three fails before he gets taken off as a casualty and it resets each turn so if you're tanking a whole bunch of higher AP saves on your warboss and you manage to roll for example two 1's, you can re-roll them and almost guarantee yourself a save with power armour. To me it's one of the biggest things that makes a Warboss an incredibly beefy target that can be very hard to take down. On top of that, it also grants your warboss AND his unit +1 WS. It doesn't stack with a waaagh banner or anything but imagine a bunch of weapon skill 5 boyz running around.
Fun side note: I once had a Lucky Stikk Mega-armoured Warboss solo charge a Space Marine Drop Pod and failed to kill it. 5 attacks on the charge, rerolling to hit, needing 2's to glance; aka needing 1 glance and a single immobilize result or better to kill (3 hull points total).
Rolled my dice to hit, 4 misses, 1 hit, rerolling hits, 2 hits convert. 3 hits total. A single 1's and two 3+ to pen. 2 pens go through. Only need one of them to roll a '4+' on the open-topped vehicle. Rolls a 2 and a 3. Total damage: 2 hull points. The drop pod lives with ObSec on top of an objective... It went from a 26 points maxed game (Nova-style) to a 14 to 12 barely winning. Long and short of it, I didn't need it to win the game but the Lucky Stikk has let me down in the past. SadTimesBoys.
lubu42 wrote: I can't tell you how many times the lucky stikk has not only saved me but has also provided clutch hits with my powerklaw in melee. You get up to three fails before he gets taken off as a casualty and it resets each turn so if you're tanking a whole bunch of higher AP saves on your warboss and you manage to roll for example two 1's, you can re-roll them and almost guarantee yourself a save with power armour. To me it's one of the biggest things that makes a Warboss an incredibly beefy target that can be very hard to take down. On top of that, it also grants your warboss AND his unit +1 WS. It doesn't stack with a waaagh banner or anything but imagine a bunch of weapon skill 5 boyz running around.
Fun side note: I once had a Lucky Stikk Mega-armoured Warboss solo charge a Space Marine Drop Pod and failed to kill it. 5 attacks on the charge, rerolling to hit, needing 2's to glance; aka needing 1 glance and a single immobilize result or better to kill (3 hull points total).
Rolled my dice to hit, 4 misses, 1 hit, rerolling hits, 2 hits convert. 3 hits total. A single 1's and two 3+ to pen. 2 pens go through. Only need one of them to roll a '4+' on the open-topped vehicle. Rolls a 2 and a 3. Total damage: 2 hull points. The drop pod lives with ObSec on top of an objective... It went from a 26 points maxed game (Nova-style) to a 14 to 12 barely winning. Long and short of it, I didn't need it to win the game but the Lucky Stikk has let me down in the past. SadTimesBoys.
TLDR, I wish DLS had reroll to pen.
Most importantly, you instahit immobilized vehicles... Section "Zero-level Characteristics" in the BRB.
I forgot about the auto-hits. A rule I knew and overlooked at the time unfortunately! But what is this immobilized vehicles can't score business. I don't see that anywhere is what I mean!
All you need to do is take a single kopta. Give it a buzzsaw
Then use your FA slots to take at least one extra trukk.
You're going to want that one extra empty trukk because trukks explode.
And try as you might making a blitzkrieg, tip of the spear army with just trukks will not work out. You need to use either battlewagon(s) or bikes to do that - but that is a radically different list...
But you *could* play it your way. You'll want to drop your boyz units to have an extra 11 in case you want to pick up the weirdboy, and you should also take a min unit of lootas in a trukk. They can pick up the boss and gain SP. They also do not have to be deployed in their trukk and can give it up as a spare, or move on the first turn and snap fire, then deploy to a better position and let the trukk pick up some other boys...
Take some Mek boyz. Stick them with your boys to back up the PK nobz.
A killsaw mek with or without an oiler is worthwhile.
4 trukks with PK nobz is not as good as taking a bit of a mix. 2:2 or 3:1 sluggas and shootas (or 2:1 or 1:1). The slugga trukkz will go flat out and don't need BS.
Slugga boys will not perform well after their initial assault and you're depending on nobz and meganobz footslogging up from their wrecked trukks to save your embattled slugga boyz. Their nobz that will die either from being singled out in CC and cut down by the enemies prime time characters which your boyz have driven up to meet. Or if you actually make contact with that tank you were aching to kill and you bust it open: your nob is just at the front of the ensuing explosion which kills half your slugga boys. So make some ard.
You almost need to feint that you're making an attack, deal a few choice hits with some PK's, but really hunker down in the exploded ruins of your pathetic strength 10 open topped grot scraps and hope that the enemy doesn't run in with a bloodthirster and swat your mangey finkin cap boss and make all your boys run away.
But the other posters are right: you could be splitting your Nobz into MSU by taking multiple detachments. In a codex ork army 3 nobz with a bosspole, eavy armour, a skorcha and a PK in a trukk is cheap and multipurpose hit team. Give the trukks wrecking balls and double skorcha to greatly increase the intimidation factor and force your opponent to target them.
That leaves all your boys alive and not exploded in the later part of the game.
You can then bump a couple of units of trukk boys to a 20 boy footslogging unit, pick up a unit of grots and keep your 4 troops.
You can take shots out of a trukk full of shoota boys. It will surely turn the tide. The nob can take a shoota rokkit or shoota skorcha and a mek boy can ride a second special choice.
and as they're laying down fire your lone forgotten deffkopta and couple of mek artillery and whatever sneaky gitz come out of hiding or flank around should be able to save the day.