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Made in us
Grovelin' Grot



Racine, WI

I finally got an army that isnt all over the place! Speed Freaks is the focus of this one!

HQ:
Warboss w/ PK, Cybork Body, Bosspole, Attack Squig, 'Eavy Armor - 115
BIg Mek w/ KFF, Burna - 105

Troops:
12 Slugga Boyz - 152
Nob w/ PK, Bosspole
Trukk w/ Reinforced Ram

12 Slugga Boyz - 152
Nob w/ PK, Bosspole
Trukk w/ Reinforced Ram

12 Slugga Boyz - 152
Nob w/ PK, Bosspole
Trukk w/ Reinforced Ram

19 Shoota Boyz - 294
Nob w/ PK, Bosspole
Battlewagon w/ Deff Rolla, Armor Plates, 3x Big Shoota

8 Nobz w/ 2 PK, 1 Bosspole, 1 Waaagh! Banner, 3 'Eavy Armor, 2 Big Choppa, 8 Cybork Bodies - 395
Painboy w/ Grot Orderly, Cybork Bodies
Trukk w/ Reinforced Ram

Fast Attack:
3 Deffkoptas w/ 3 Rokkit Launchas - 135

And there you have it! I feel like finally I have a list that can do well, sticks to certain playstyle, and will be really fun to play.


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

This list is well structured but could be a little more streamlined. My main observation is that putting your Nobz and Warboss in the same Trukk is telling your opponent which vehicle he should target first. You ought to spread your threats between vehicles to lessen the impact when your opponent gets a good shot through your KFF. I suggest the Nobz in their Trukk and the Warboss in a Trukk with 10 Boyz and a PK/BP Nob. Since you are planning on using it as a gun platform, I strongly recommend Red Paint on your BW so that when it moves 7", your Boyz inside can still fire but your opponent is hitting it on 6s when he assaults. With all of the S4 shots in the game causing glancing Stuns and Immobilized, I am also a huge believer in Grot Riggers and Armour Plates on Trukks to keep them going. Otherwise this is a solid list with a good game plan.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Waaagh! Warbiker



USA

Ghenghis Jon wrote:This list is well structured but could be a little more streamlined. My main observation is that putting your Nobz and Warboss in the same Trukk is telling your opponent which vehicle he should target first. You ought to spread your threats between vehicles to lessen the impact when your opponent gets a good shot through your KFF. I suggest the Nobz in their Trukk and the Warboss in a Trukk with 10 Boyz and a PK/BP Nob. Since you are planning on using it as a gun platform, I strongly recommend Red Paint on your BW so that when it moves 7", your Boyz inside can still fire but your opponent is hitting it on 6s when he assaults. With all of the S4 shots in the game causing glancing Stuns and Immobilized, I am also a huge believer in Grot Riggers and Armour Plates on Trukks to keep them going. Otherwise this is a solid list with a good game plan.


I second you on the warboss and trukk.

The rpj on the bw won't work that way. You add one inch without suffering penalties. I.E. moving 7 inches and counting as moving 6 for everything including your opponents assault.

Armor plates can help on a trukk as the guaranteed movement is essential however, grot riggers are poor on a trukk imo. If you get immobilized, you don't need to waste a turn of footslogging to have a 1/3 chance of moving next turn. And trukks are very rarely immobilised in my personal experience. Always blown up or can't shoot.

op, I run a list VERY VERY similar to this list for my prefered list and I sweep the board with my opponent 80 % of the time
This is a nice list in alot of ways. I would still get a red paint job on the battlewagon so trukks can stay in kff range. Also drop 2 or 3 nobs and put more points in your koptas. If you drop 3 nobs with the big chappas and the eavy armor. Then drop the warbosses eavy armor and 2 big shootas on the battlewagon. You can get 2 squads of 3 koptas each squad with one buzzsaw. If you find 10 points beyond that you could give both squads one kustom mega blasta for wound allocation and for the best way (imho) to run koptas and twice the original of koptas number. That will also Help you take out enemy vehicles before the boys get there. And that many nobs is overkill anyway. If you lower it to 5 you will still demolish anything the squad of 8 would but it will finish in your oponents turn so they can't shoot at you.


   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

Grimgar314 wrote:The rpj on the bw won't work that way. You add one inch without suffering penalties. I.E. moving 7 inches and counting as moving 6 for everything including your opponents assault.
ORK CODEX, pg 93: Red Paint Job: "Ork vehicles with red paint jobs add +1 to their move in the Movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13 inches and still count as moving 12 inches."

It just says none of the penalties. It does not say none of the benefits.

http://www.dakkadakka.com/dakkaforum/posts/list/408384.page#3534892


I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Grovelin' Grot



Racine, WI

Wow thank you both for the advice. I had been going back and forth about where to put my warboss for a while, and putting him with a different group sounds like a good idea. And adding armor plates to the trukks is sounding like a good idea. So with the Nob reduction, I'll end up having: 5 Nobz w/ 2 PK, 1 Waaagh! Banner, and 1 bosspole. So that works for wound allocation as well! Sweet. Thank you both very much for the input


 
   
Made in us
Water-Caste Negotiator




Imo, drop the nobs group and get some bikers. (or not bikers maybe?)

"For the greater good....Of blowing your head off from the comfort of the other side of the map."

















 
   
Made in us
Waaagh! Warbiker



USA

Ghenghis Jon wrote:
Grimgar314 wrote:The rpj on the bw won't work that way. You add one inch without suffering penalties. I.E. moving 7 inches and counting as moving 6 for everything including your opponents assault.
ORK CODEX, pg 93: Red Paint Job: "Ork vehicles with red paint jobs add +1 to their move in the Movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13 inches and still count as moving 12 inches."

It just says none of the penalties. It does not say none of the benefits.

http://www.dakkadakka.com/dakkaforum/posts/list/408384.page#3534892



If it says it could move 13 and count as moving 12 then it counts as moving 12. I will always play it as a 4+.
   
Made in us
Grovelin' Grot



Racine, WI

Ya I would love to use bikers in this army, because I've seen the krumpin they do, but I don't feel like spending 40 bucks for 3 bikers. As much as I love them, that's nowhere near worth it. Especially when a useful biker squad should have at least 5 bikers.


 
   
Made in us
Yellin' Yoof on a Scooter




Stillwater, MN

Grimgar314 wrote:
Ghenghis Jon wrote:
Grimgar314 wrote:The rpj on the bw won't work that way. You add one inch without suffering penalties. I.E. moving 7 inches and counting as moving 6 for everything including your opponents assault.
ORK CODEX, pg 93: Red Paint Job: "Ork vehicles with red paint jobs add +1 to their move in the Movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13 inches and still count as moving 12 inches."

It just says none of the penalties. It does not say none of the benefits.

http://www.dakkadakka.com/dakkaforum/posts/list/408384.page#3534892



If it says it could move 13 and count as moving 12 then it counts as moving 12. I will always play it as a 4+.


Wrong. What Ghenghis wrote is the quote from the codex. All it says is that they do not incur any penalties for moving one extra inch. I agree with Ghenghis, the wording says that the extra inch does not incur penalties. It does not say that it nullifies benefits.

This message was edited 2 times. Last update was at 2012/05/07 07:13:31


 
   
 
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