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General idea. Create a tool kit for this army. Push up the side with both Trukks and the Megatrakks. Dragster will be annoying and fire and fading every turn. One weird boy goes into one of the Trukks.
Likely reserve my wagon and deep strike charge it on a weak point turn 2 or if it looks opportune push the other side on turn 1.
Boys hold the back zone with weird boy for an opportune da jump after seizure goes off.
Still unsure if I should take an extra CP over redeployment.
I only have 1 bomber and I'm wondering if it'll just be a distraction to keep my Mork alive. I could also outflank it for 1 cp.
I don't see any trukks in the list but I assume both unit of boyz have one. Looks good, maybe the jumping weirdboy is redundant (I prefer tellyporting the Meganobz if they aren't embarked in a BW) but maybe you have different experience with it.
Love the big squads of Kommandos, I've only played min squads so far and I'd really like to see those.
Is the kustom job on SJD worhty? I have zero experience on that as I never bothered with it.
Is the kustom job on SJD worhty? I have zero experience on that as I never bothered with it.
Overall the list looks solid and fun to play.
I think it gives utility. You can keep it alive easily for 1 CP a turn and it can go hunt characters and stuff hiding behind terrain. Potentially go for engage or line breaker too.
This message was edited 2 times. Last update was at 2020/08/02 17:55:37
RedNoak wrote: definatly go with the redeploy warlord trade. 1 CP wont save your game... redeploying will have a bigger impact.
did a game where i took the bonus CP instead... immedietly regretted it after putting first unit on the table
I had to swap out the mega trakks for 2 trukks and a KBB, so I think I start with 7 CP. That's enough even if I decide to buy some tellyporta.
What ended up happening?
The way I think I'd use it... I'd probably deploy 1 trukk aggressively, one defensively. If I get first turn, redeploy 2nd trukk into an aggressive position on a flank, and I can shift my warboss too if it seems wise to do so. I really wish we could guarantee more than 1 drop moved. if I get bonus units moved, I could shift my Mork into a more annoying position, or maybe even the burna bomber, to make it hard for them to maximize damage on either.
Mork would be deployed aggressively no matter what. I can't hide it, I might as well make sure it's in position to do something.
I really don't see the synergy between kommandoz and vehicles. I'd rather drop them and have more buggies, I have found trukk boyz to be sufficient for teleport homers.
Something to consider would also dropping the third mob to 10 boyz and fit them into the BW along with the MANz and replacing the weird boyz.
Not saying that this list is bad or anything, personally I'd just optimize it towards having more hard targets so you benefit more from target saturation and have more mobile units.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Jidmah wrote: I really don't see the synergy between kommandoz and vehicles. I'd rather drop them and have more buggies, I have found trukk boyz to be sufficient for teleport homers.
Something to consider would also dropping the third mob to 10 boyz and fit them into the BW along with the MANz and replacing the weird boyz.
Not saying that this list is bad or anything, personally I'd just optimize it towards having more hard targets so you benefit more from target saturation and have more mobile units.
Yeah I hear you. This a different approach. So this list I also like is probably in line with what you’re thinking:
I feel like I'm most interested so far in 3 styles of lists:
1) Like the original post. I have more mixed stuff in, including more infiltrators. The idea is that I have more of a utility kit because I have more abilities to redeploy and push certain areas of the board -- I can infiltrate the Kommandos to try to get objectives, or I can use them to help push one of the tough spots in the middle. By trying to actually get seizure off too, my boys all of a sudden pack a lot more punch -- I think it's interesting.
2) The list in the spoilers. Basically, pure mechanized Orks. I think this style of list is going to be *strong* for Orks. I dunno if it's top table good, but enough where maybe I win more than I lose. It has a lot of high toughness units, and I can punch through most stuff with the pieces I have on the board.
3) A list focused on the Garg Squiggoth. I think this unit has a lot of untapped potential, and 9th edition seems to have fixed the damn thing. I think it would be an absolute riot to field, and I'm really not sure the best to use it. You can easily flood the board with boys if you want and take one.. you could also field a ton of extra buggies, A mork, gun wagon, etc, especially since you might even be able to cut down to a patrol, given it's eating up enough points where you might not even need the slots. And a more mechanized Ork force probably can get away with 2 HQs.
This message was edited 1 time. Last update was at 2020/08/02 23:42:19