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![[Post New]](/s/i/i.gif) 2019/01/22 04:07:27
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Regular Dakkanaut
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Rek, Hek, and Tek's Battle Bus Waaagh! - 2000pts
CP - 9
Total CP after Stratagem - 8
Batallion - Evil Suns Kultur
HQ:
Rek (Warboss) - Warlord - 80
WT: Might is Right
Relic: Da Killa Klaw
Kustom Shoota
Attack Squig
Power Klaw
Slugga X2
Hek (Warboss) - 80
Relic: Rezmekka's Redder Armour
Kustom Shoota
Attack Squig
Big Choppa
Slugga X2
Troops:
Boyz X10 - 70
Choppa
Slugga
Boyz X10 - 70
Choppa
Slugga
Boyz X10 - 70
Choppa
Slugga
Dedicated Transport:
Trukk - 64
Big Shoota
Trukk - 64
Big Shoota
Elites:
Tankbustas X10 - 170
Rokkit Launcha
Pair of Rokkit Pistols X2
Tankbustas X10 - 170
Rokkit Launcha
Pair of Rokkit Pistols X2
Heavy Support:
Rek and Hek's Shreddin' Bus (Bonebreaka) - 175
Deff Rolla
Kannon
Big Shoota X4
Deff Dread X2 - 218
Dread Saw X4
Skorcha X4
Spearhead Detachment - Bad Moons Kultur
HQ:
Tek (Big Mek in Mega Armour) - 112
Kustom Shoota
Power Klaw
Kustom Force Field
Heavy Support:
Tek's Blastin' Bus (Gunwagon) - 175
Killakannon
Big Shoota X4
Periscope
Killa Kan X6 - 312
Rokkit Launcha X6
Kan Klaw X6
Lootas X10 - 170
Deffgun
Fairly simple build, the Spearhead detachment kind of works in tandem, Lootas and Tek go into the Blastin' Bus and sit back and shoot. Killa Kans have better BS than WS, so I figured giving them rerolls for 1's in the shooting phase, and just use their melee if they get charged, or if an enemy gets close enough, just tie them up with the extra attack for each of them. Rek and Hek get their Shreddin' Bus with 10 Boyz in it, and charge it up the field using the Bus and Redder armor to bust in some mortal wounds on the charges. Keep Hek in the bus as long as possible to keep pushing out mortal wounds until the bus gets low, then jump out to chop enemies.
Tankbustas roll around in the Trukks and shoot out of the sturdier vehicle so they aren't taking shots directly to their body. Hopefully the Deff Dreads, Shreddin' Bus, and Killa Kans are a deadly enough threat that those are focused over the Tankbustas trukks. Finally the last 2 units of Boyz run around taking objs in the back field, or die trying.
C&C welcome, but this is exactly 2000pts, so it will be difficult to change things.
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This message was edited 1 time. Last update was at 2019/01/22 04:17:00
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![[Post New]](/s/i/i.gif) 2019/01/22 07:29:05
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Waaagh! Ork Warboss
Italy
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The gunwagon doesn't have the open topped rule so lootas can't shoot if they are embarked on it. I'd drop the rokkit pistols on tankbustas and the skorcha from the walkers, make the dread full close combat instead. With the spared points add some gretchins to shield the lootas. Or drop the lootas and add some mek gunz instead.
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![[Post New]](/s/i/i.gif) 2019/01/22 07:45:07
Subject: Re:[2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Regular Dakkanaut
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I saw that and I figured I would switch it to a normal Battlewagon with just a Kannon and Big Shootas so the Lootas can shoot out of it. It doesn't get the extra shooting on the vehicle, but with the Kannon, Big Shootas, and Lootas all firing out of it, I don't see an issue not having a double the shots on it.
Also, why drop the pistols? Yeah they are shorter range, but double the shots, same AP with only one str less, and Dd3 instead of flat 3, I mean I think it makes up for it. Plus you are still running 8 normal shots, and once you close the gap with the Trukk, you have 12 instead of 10, all the shots you can get on target with Orks seems to be the better option?
Would you recommend 4 saws for point saving, or adding in Klaws as well? Can you do 3 saws and 1 klaw and make all attacks using the klaws profile? If so I can see just doing that and having 6 attacks at 10str, which is funny how weak a Deff Dread is compared to a Might is Right Warboss with Da Killa Klaw.
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![[Post New]](/s/i/i.gif) 2019/01/23 07:51:45
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Nasty Nob
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to my knowledge, killa kanz cannot have a kulture bonus
or mek gunz.
They are best suited as Freebootas, at least their kills could give others +1
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This message was edited 1 time. Last update was at 2019/01/23 07:57:33
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. |
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![[Post New]](/s/i/i.gif) 2019/01/23 14:17:53
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Been Around the Block
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Turn you Gunwagon into battlewagon if you want open topped vehicle.
Gretchins units (grots, killa kans, mek gunz) doesnt benefit from kultur.
Rokkit Pistols sucks. 1d3 dmg is far worst than D3, -1S drop your chance to hurt on 5+ on T8 (IK, monsters and heavy vehicles) and you NEVER want your tankbustas to be 12" of any enemy unit on your shoot phase, wich means in range of charge.
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![[Post New]](/s/i/i.gif) 2019/01/23 14:35:32
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Waaagh! Ork Warboss
Italy
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Blasphem wrote:
Rokkit Pistols sucks. 1d3 dmg is far worst than D3, -1S drop your chance to hurt on 5+ on T8 (IK, monsters and heavy vehicles) and you NEVER want your tankbustas to be 12" of any enemy unit on your shoot phase, wich means in range of charge.
Unless you want to use the stratagem about Tankbustas Bombs. But I do agree, those pistols suck.
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![[Post New]](/s/i/i.gif) 2019/01/23 23:08:23
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Been Around the Block
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Tankbusta Bombs are 6" range, it will be hard to use them before being locked in melee or nuked down by enemy fire.
In my opinion it's more a trick to unleash on an enemy wich come too close to you (deepstriking you and failing to charge you or so) than a viable strategy.
We have more chance to use it with boyz, like on a tank we locked in melee trying to fallback, for 3 bustas and a few extra stickbombs.
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![[Post New]](/s/i/i.gif) 2019/01/24 07:32:47
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Waaagh! Ork Warboss
Italy
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Blasphem wrote:Tankbusta Bombs are 6" range, it will be hard to use them before being locked in melee or nuked down by enemy fire.
In my opinion it's more a trick to unleash on an enemy wich come too close to you (deepstriking you and failing to charge you or so) than a viable strategy.
We have more chance to use it with boyz, like on a tank we locked in melee trying to fallback, for 3 bustas and a few extra stickbombs.
Indeed. But tankbustas are usually priority targets and sometimes that stratagem is handy. Of course not something to base their tactics on.
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![[Post New]](/s/i/i.gif) 2019/01/25 04:01:34
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Fresh-Faced New User
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Something to remember about the pistols is that you can use them if you're locked into Melee, a last ditch versus running. 2xd3 averages out to the 3, and doubles the chances of DakkaDakka. I put just the one into squads. Everybody got a flavor they savor.
Also, put nobs in those boys squads. Get Big Choppas on 'em.
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This message was edited 1 time. Last update was at 2019/01/25 04:05:39
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![[Post New]](/s/i/i.gif) 2019/01/26 15:19:56
Subject: [2000] - Orks - Rek, Hek, and Tek's Battle Bus Waaagh!
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Been Around the Block
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AKWarboss wrote:Something to remember about the pistols is that you can use them if you're locked into Melee, a last ditch versus running. 2xd3 averages out to the 3, and doubles the chances of DakkaDakka. I put just the one into squads. Everybody got a flavor they savor.
2d3 isn't better than D3 when you are out of range for 2+ turns...
And if you get charged by a dedicated melee units, you wont last on board to use pistols in melee.
Only usefull way to use Rokkit Pistol is for Telly-Porta Blood Axes Tankbustas in a Battlewagon for close combat harassment.
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