Switch Theme:

[1500] - Former Dred Mob List - Now Evil Sunz Red Fist of Gork!  [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 ca
Gargantuan Gargant






Hello everyone! This is going to be my first game with my Orks with the new codex so I wanted to try something a bit different from the usual green tide we used to bring. Here's my list:

1500 Dred Mob List - Orks (13 CP's)

Battalion Detachment (Deffskullz) - 977 (5 CP's)

HQ - 219

Ork Biker Boss with Killa Klaw - 99

Deff Killa Wartrike with Fixer Upperz, Warlord Trait: Follow Me Ladz! - 120

Troops - 255

25 Ork Boyz with Nob + P.K. - 188

10 Gretchin - 30

10 Gretchin - 30

Heavy Support - 510

3 Deff Dreadz with 3 Dread Klawz and 1 KMB - 327

2 Traktor Kannonz - 90

3 Smasha Gunz - 93

Battalion Detachment (Deffskullz) - 518 (5 CP's)

HQ - 137

Weirdboy (Da Jump) - 62

Big Mek on Foot with KFF - 75

Troops - 90

10 Gretchin - 30

10 Gretchin - 30

10 Gretchin - 30

Heavy Support - 291

3 Killa Kanz with Rokkit Launchas - 156

3 Killa Kanz with Big Shootas - 135

The plan is to bring in the 3 Deff Dreadz via tellyporta, and Da Jump the boyz turn one as a big distraction vanguard unit so my Kanz and the rest of my units can be set up to charge with the Deff Dreadz T2. My main concern for this list is the lack of anti-infantry (something I'm not used to as an ork player). Would it be better to drop some of the Mek Gunz for a Dakkajet, or to get some more boyz? Are Killa Kanz worth taking in a Dred Mob anymore, now that we know they can't use Kulturs or most stratagems? Would Meganobz be a better choice? Any feedback would be greatly appreciated.


This message was edited 1 time. Last update was at 2018/11/18 00:48:58


 
   
Made in gb
Norn Queen






Meganobz are vastly superior to Killa Kanz. Tellyport them in with the Deff Dreads and then loot it for a sweet 2++ save!

But seriously, MANZ > KANZ all day every day now. Evil Sunz MANZ have a 72.5% chance of making their charge after Tellyporting in, and will wreck face when they connect.
   
Made in ca
Gargantuan Gargant






I don't think my playing group's going to buy the logic regarding the 2++ save with loot it upgraded Meganobz, but they do seem like a better bargain price-wise than Kanz do. Seems to go against a bit of the theme, though I guess I can rename it to be a spearhead type list, like a Fist of Gork/Deffwing lite.

Hm, in that case, there's no real point in keeping the Wartrike then, is there? His speedwaaagh doesn't do much to help if pretty much all the vehicles that need to be in combat are tellyporting in. Unless I somehow fit bonebreakas in the list?
   
Made in gb
Norn Queen






Still good for turn three and... I think there is a number after three but I've never used it in 8th edition. The Fixer Upper lets you help out your dreads if they fail the charge.

This message was edited 1 time. Last update was at 2018/11/16 22:17:54


 
   
Made in ca
Gargantuan Gargant






 BaconCatBug wrote:
Still good for turn three and... I think there is a number after three but I've never used it in 8th edition. The Fixer Upper lets you help out your dreads if they fail the charge.


That's fair, though would it be better at this point to just replace the Big Mek with KFF to become a Big Mek with SAG instead then? Nothing to really protect anymore (unless I upgrade him to be on a bike) and with a SAG he'd be able to repair the Mek Guns in the backfield.
   
Made in gb
Norn Queen






Sounds like a good plan. I personally pretend the Indexes no longer exist for codex armies, so the only KFF I can take is the Mega Armoured Mek, which is not as useful. SAG is pretty scary now thanks to Dakka Dakka Dakka.
   
Made in ca
Gargantuan Gargant






Alright, here's the revised list:


1500 Iron Fist of Gork List - Orks (13 CP's)

Battalion Detachment (Deffskullz) - 977 (5 CP's)

HQ - 219

Ork Biker Boss with Killa Klaw - 99

Deff Killa Wartrike with Fixer Upperz, Warlord Trait: Brutal but Kunnin' - 120

Troops - 276

29 Ork Boyz with Nob + P.K. - 216

10 Gretchin - 30

10 Gretchin - 30

Heavy Support - 480

3 Deff Dreadz with 1 Dread Klaw, 2 Dread Saws, and 1 KMB - 297

2 Traktor Kannonz - 90

3 Smasha Gunz - 93

Battalion Detachment (Deffskullz) - 522 (5 CP's)

HQ - 142

Weirdboy (Da Jump) - 62

Big Mek with SAG - 80

Troops - 90

10 Gretchin - 30

10 Gretchin - 30

10 Gretchin - 30

Elites - 290

8 MegaNobz with P.K. and Kustom Shootas, one with kombi rokkit launcha - 290




This message was edited 2 times. Last update was at 2018/11/16 23:59:43


 
   
Made in gb
Norn Queen






I would recommend investing in the Gitbonez for your Weirdboy for 1CP. Right now unless you're cramming 5 characters and the Boyz next to him you'll only get +2 to the test instead of +3, as Grots no longer boost the Waaagh! Energy.
   
Made in ca
Gargantuan Gargant






 BaconCatBug wrote:
I would recommend investing in the Gitbonez for your Weirdboy for 1CP. Right now unless you're cramming 5 characters and the Boyz next to him you'll only get +2 to the test instead of +3, as Grots no longer boost the Waaagh! Energy.


Good point, I forgot about that change. I'll probably take off the Fixer Upperz and give him the Gitbonez since I want to keep the Killa Klaw on the Biker Boss.
   
Made in us
Regular Dakkanaut





If you run 1 klaw on a deff dread, it gets 3 klaw attacks. You can save points by running 1 klaw, then the rest saws. Use the spare points to fill out the boyz group.

One thing about this list, it isn't really taking advantage of death skulls. With deathskulls, you want lots of MSU, every unit should have a rokkit or kmb, , etc. You want to gain as many rerolls as possible.

   
Made in ca
Gargantuan Gargant






Good point on the klaw and saws, I forgot you can just choose one weapon for all your attacks.

Part of why I chose deffskullz is because they're painted blue, so thematically speaking I wanted it to match a bit more. Is there a dread mob list where I can maximize the deffskullz trait without just resorting to deff dreadz?

So in the instance where I throw that out of the window, would I just change everything to Evil Sunz? In which case, I wouldn't really bother with the KMB for the Deff Dreadz anymore I presume.
   
Made in gb
Norn Queen






Yes, Evil Sunz is by far the best Kultur.

To clarify on the Deff Dreads, a 1 Klaw / 3 Saw Dread will have 2 attacks with either weapon, 1 bonus Klaw attack and 3 bonus Saw attacks. Realistically you want to do 3 klaw and 3 saw. Unless you go Index Flowchart and do 4 Klaws.

This message was edited 1 time. Last update was at 2018/11/16 23:59:08


 
   
Made in ca
Gargantuan Gargant






 BaconCatBug wrote:
Yes, Evil Sunz is by far the best Kultur.

To clarify on the Deff Dreads, a 1 Klaw / 3 Saw Dread will have 2 attacks with either weapon, 1 bonus Klaw attack and 3 bonus Saw attacks. Realistically you want to do 3 klaw and 3 saw. Unless you go Index Flowchart and do 4 Klaws.


Ahhhh, I see. I got mixed up a bit with the wording, since I don't have my codex on me at the moment. Thanks for the heads up.
   
Made in ca
Gargantuan Gargant






Final revision before my game tomorrow, based on the input I've been given, thanks a bunch for the advice so far guys!

1500 Red Fist of Gork List - Orks (13 CP's)

Battalion Detachment (Evil Sunz) - 1182 (5 CP's)

HQ - 219

Ork Biker Boss with Killa Klaw, Attack Squig and Warlord Trait: Brutal but Kunnin' - 99

Deff Killa Wartrike with Super Cybork Body - 120

Troops - 283

30 Ork Boyz with Nob + P.K. - 223

10 Gretchin - 30

10 Gretchin - 30

Heavy Support - 300

3 Deff Dreadz with 1 Dread Klaw, 3 Dread Saws- 300

Elites - 290

8 MegaNobz with P.K. and Kustom Shootas - 280

Battalion Detachment (Deffskullz) - 315 (5 CP's)

HQ - 142

Weirdboy (Da Jump) - 62

Big Mek with SAG - 80

Troops - 90

10 Gretchin - 30

10 Gretchin - 30

10 Gretchin - 30

Heavy Support - 183

2 Traktor Kannonz - 90

3 Smasha Gunz - 93




This message was edited 2 times. Last update was at 2018/11/18 01:03:46


 
   
 
Forum Index » 40K Army Lists
Go to: