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Made in us
Longtime Dakkanaut




3 Battalions and battle forged so 18CP. I spend 1 CP on Extra Shiny Gubbinz and 4 more on Tellyporta Strike which allows me to place both of my Bonebreakers AND my 2 Big Mekz and warboss in Redder armor in reserve. The 50 Grotz I am bringing will be used to shield my Lootas the entire game and are just there to die gloriously. Now, here is where I am stuck, because I am wondering if I should bring another 30 Boyz in reserve via Tellyporta strike or not, I am thinking it would be better to keep them on the table and just use "Da Jump".

Turn 1 I will Mob up my Lootas and Da Jump 1 unit of boyz somewhere on the board to kill a screen unit with their shootas and than hopefully charge something. I will than hose down some poor unit with 25 lootas. Turn 2 my Bonebreakers arrive from reserve and have an 8' charge, one of them on 3D6. I will jump a Mobbed up unit of 40 boyz into range to assault as well and my last 30 boyz should be slowly advancing up the table (what is left of them) with my Biker Warboss. The other Weirdboy will be using Gork's fist on the warboss so that any extremely tough unit the enemy has will die spectacularly when my Warboss gets in charge range with his 6 S16 AP-3 D4 attacks hitting on 2s and wounding everything on 2s rerolling. Turn 3 my Warboss in redder armor is now inflicting mortal wounds on a 4+ to any enemy units within 6' of my Bonebreaker. Also, if either breaker is damaged the Big Mekz hop out and do their magic.

If the TO's don't want 2001pts I can easily remove hte Big Choppa from the 10 boy squads nob and give one of my mekz an oiler.



Spoiler:

++ Battalion Detachment +5CP (Orks) [41 PL, 791pts] ++

Clan Kultur: Evil Sunz

+ HQ +

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Power Klaw, Shoota (Index), Warlord

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Troops +

Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

++ Battalion Detachment +5CP (Orks) [33 PL, 578pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Big Mek (Index) [5 PL, 55pts]: Choppa, Slugga

Warboss [4 PL, 70pts]: Attack Squig, Big Choppa, Shoota (Index), The Redder Armour

+ Troops +

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Heavy Support +

BoneBreaker [9 PL, 159pts]: Deff Rolla

BoneBreaker [9 PL, 159pts]: Deff Rolla

++ Battalion Detachment +5CP (Orks) [32 PL, 632pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Extra Gubbins (1/3 CP): 1 Extra Shiny Gubbins (1 CP)

+ HQ +

Big Mek (Index) [5 PL, 55pts]: Choppa, Slugga

Weirdboy [3 PL, 62pts]: 4. Fists of Gork

+ Troops +

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Heavy Support +

Lootas [8 PL, 170pts]: 10x Loota

Lootas [13 PL, 255pts]: 15x Loota

++ Total: [106 PL, 2001pts] ++

Created with BattleScribe

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Ork Boy Hangin' off a Trukk





Bear in mind only bad moon grots can grot shield your lootas!
   
Made in fi
Locked in the Tower of Amareo





And 3x10 is very vulnerable from fast moving shooters from multiple directions and from close combat threats especially if they also have fast moving shooter. If you have 1 layer all around you cover from shooting from all angles(though he can easily wipe squad to direction shooting is going to come from by shooting at grots...) but you don't have protection against say T1 charge vs lootas(he'll shoot the one grot unit from front and charges. Or charges grots and consolidiate into lootas...).

2024 painted/bought: 109/109 
   
Made in it
Waaagh! Ork Warboss




Italy

Well you can bring 2x bad moons battallion and one evil sunz battallion.

Evil sunz battallion with 2 warbosses, 3x30 boyz and two bonebreakas.
Bad Moons battallions with 2 weirdboyz, big meks, 6x10 gretchins and lootas.

This way you'd also gain 45 points by replacing the 10 boyz with 10 gretchins which can be invested in two KFFs (or alternatively the SAG) for the big meks giving them some purpose other than making the list legal. You may also bring just one warboss, the biker one, and replace the footsloggin boss with a third weirdboy sparing 8 points.

Try to bring at least 60 gretchins to shield lootas, they're absolutely the minimum required.

 
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
Well you can bring 2x bad moons battallion and one evil sunz battallion.

Evil sunz battallion with 2 warbosses, 3x30 boyz and two bonebreakas.
Bad Moons battallions with 2 weirdboyz, big meks, 6x10 gretchins and lootas.

This way you'd also gain 45 points by replacing the 10 boyz with 10 gretchins which can be invested in two KFFs (or alternatively the SAG) for the big meks giving them some purpose other than making the list legal. You may also bring just one warboss, the biker one, and replace the footsloggin boss with a third weirdboy sparing 8 points.

Try to bring at least 60 gretchins to shield lootas, they're absolutely the minimum required.


Thanks for all the suggestions guys. My only reason for even bringing 10 boyz instead of 10 more grotz was I was concerned I didn't have enough grotz, after doing a quick search and finding a lot I didn't know I had, turns out Ive got 65 grotz More than enough to bring that extra squad and save 40pts...which makes me think even more that boyz aren't as good as they used to be since I am perfectly willing to spend more points on grots whose only purpose is to stand and die.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in se
Ork Boy Hangin' off a Trukk





As for good suggestions, Blackie mentioned in another post a great deterrent against assault units looking to tie up your lootabomb is to have a 30boy mob encircling the lootas (between the grots and the lootas). This is easily dajumped elsewhere when required.

This message was edited 1 time. Last update was at 2018/12/20 13:54:24


 
   
Made in us
Longtime Dakkanaut




 Sluggaloo wrote:
As for good suggestions, Blackie mentioned in another post a great deterrent against assault units looking to tie up your lootabomb is to have a 30boy mob encircling the lootas (between the grots and the lootas). This is easily dajumped elsewhere when required.


That is a good idea, I just can't justify in my head leaving a 210 unit to guard a loota bomb when its already being guarded by 30-60 Grotz. Maybe for turn 1 and the top of turn 2 but after that they need to be doing something productive.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in be
Been Around the Block




SemperMortis wrote:

...which makes me think even more that boyz aren't as good as they used to be since I am perfectly willing to spend more points on grots whose only purpose is to stand and die.


... Keep in mind your grots have E2 wich means they'll get hurt on 2+ vs S4 weapons, can't use stratagems (except meatshield one) wich means, for example, no Loot It! 5+ save, doesn't benefit from clan's kultur, are worthless in melee and will flee on the first morale test they do since they don't have Mob Rule.

Yes grots are great to stand on objective hidden out of enemy sight or with the new Grots Shield stratagem, but remember they are only good at it and they won't stand on the battlefield for long.
Be sure that boyz are still as good as they used to be.



 
   
Made in us
Longtime Dakkanaut




Blasphem wrote:
SemperMortis wrote:

...which makes me think even more that boyz aren't as good as they used to be since I am perfectly willing to spend more points on grots whose only purpose is to stand and die.


... Keep in mind your grots have E2 wich means they'll get hurt on 2+ vs S4 weapons, can't use stratagems (except meatshield one) wich means, for example, no Loot It! 5+ save, doesn't benefit from clan's kultur, are worthless in melee and will flee on the first morale test they do since they don't have Mob Rule.

Yes grots are great to stand on objective hidden out of enemy sight or with the new Grots Shield stratagem, but remember they are only good at it and they won't stand on the battlefield for long.
Be sure that boyz are still as good as they used to be.


I am well aware, but I would rather invest 90pts into grotz and get 3 mobz instead of 90pts into Boyz and get 12-13 boyz and only 1 mob. And getting wounded on a 2+ is fine because again, if they waste time shooting at a minimum squad of grotz than they are already earning their points back in my opinion.

As for Boyz being as good as they used to, statistically and points wise that is not the case. Now, if you include stratagems and the cost of CP maybe they are as good as before, but there are very few strats I would spend on boyz instead of a better squad. Shoot twice? Nope, rather spend it on lootas or bustas, Tellyporta? Rather use that on Wagonz or nauts/. basically the only strats I would use on boyz is the green tide strat and maybe if I absolutely needed to, fight twice.

 Tomsug wrote:
Semper krumps under the radar

 
   
 
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