Trying to make an Ork only version of my Orks/
IG gunline.
The main reason I took
IG was for their anti-air, but after seeing that the updated Flakkagunz
do have Skyfire and Interceptor I reckon da boyz can hold their own here without dem puny 'umies.
I hope to turn it into a 1650 list for an upcoming tournament. If I eliminate the Gretchin mob I'm down to 1659, but then I have noone to fire the Quad Kannon or be invisible behind the Aegis Wall...
Army Composition: 1650 points, Codex: Orks w/ Codex: Dread Mob allies, Forgeworld Permitted, Competitive.
Army Points: 1726/1850
HQ
3x SAG Mek - 339
-Big Mek, Shokk Attak Gun, Cybork, Bosspole, Ammo Runt
One SAG Mek is from the allied detachment
Each SAG Mek will be attached to a Loota Mob. They can provide leadership with the bosspole, or detach and fire at a seperate target with the SAG
Elites
3x Loota Mob - 405
-9 Lootas
Lootas camp behind the Aegis and nuke as needed
Troops
2x Shoota Mobs - 300
-20 Shoota Boys, Big Shoota, Nob Upgrade w/ Big Shoota, Big Choppa, Bosspole
General purposes units which hold the line, hold objectives, intercept charges, and so on
1x Spanna Mob - 135
-20 Shoota Boys, Big Mek, Grot Oiler
Spanna Boyz are an allied unit from Codex: Dread Mob. They are Shoota/Slugga boys with no heavy weapons, max mob size 20, and led by a Mekboy
Same as the Shoota Boyz but kept near the Supa-Trakks and Flakk Trakks in order to repair them and protect them from outflankers and deep strikers
1x Gretchin Mob - 67
-19 Grots and a Runtherd
Fires the Quad Gun and hides behind the Aegis. Due to their short height they are invulnerable to non-barrage fire against enermies on the other side of the Aegis as they cannot be seen!
Heavy Support
2x Supa-Trakk - 260
-Big Trakk, 2 Big Shoota, Supa-Kannon, 'ard case
The Big Trakk is a medium vehicle with AV 12/11/10. A Supa-Kannon is a 60", S 9 AP 3 large blast ordinance weapon
The Supa-Trakks are taken individually rather than as a vehicle squadron. They nuke MEQ/infantry blobs, light vehicles, and other targets of opportunity. They are also very effective at wearing down heavy armour though relatively poor at outright killing it
2x Flakk Trakk - 220
-Flakkaguns, 2 Big Shoota, 2 Pintle Big Shoota, 2 Grot Sponsoon Big Shoota, 'ard case
The Flakk Trakk is a medium anti-air vehicle with AV 12/11/10. Is is notable for being able to fire it's Flakkaguns even if it moves full speed
Flakkaguns are a BS 2, Assault 4 Quad Gun. No Twin Linkage though. Six snap shooting Big Shootas per Trakk should help even that out.
Obviously this is my anti-air. They're relatively small so I can conceal them behind terrain until needed. Taken as solo units, they can split their intercept and AA fire as needed to bring down enermy air.
Fortification
1x Aegis Defense Line - 100
-Quad Gun Upgrade
This is the core of my army. Depending on space and enermy force composition (ie, the presence or absence of massive barrage weapons like the Manticore or Basilisk), it may be deployed in a long line, or with short pieces dividing the emplacement into a number of 'foxholes' to minimise barrage weapon effect. If possible will terminate at one end or another near an objective to assist the Grots in holding it.
Considering the following, would appreciate opinions on these ideas;
-Upgrade 1-4 Big Shootas on each Flakk Trakk to Rokkits to help deal with AV12 fliers. Costs 5-20 points.
-Adding 1-4 Big Shootas or Rokkits to Supa Trakks. Will help them take down certain targets a little, but mainly adds more
AA snapshooting. Unlikely that I will run out of Supa-Kannon targets though. Costs 5-20 points for Big Shootas, 10-40 for Rokkits.
-Dropping a Loota Squad. You can have too much of a good thing. Saves 135 points.
-Changing out a
SAG Mek for a
KFF Mek. He would be placed with the Spanna Boys, Supa Kannons and Flakk Trakks to help keep them alive. Saves 5 points.
-Dropping a
SAG Mek outright. Saves 113 points.
-Trading Quad Gun on Aegis for a Lascannon. Puts some much needed anti-AV14 in the list.
List Overview
-VS hordes: Plenty of dakka, pretty much everything in the list can put the hurt on hordes
-VS MEQ:
SAG Meks and Supa-Trakks, or volume of fire
-VS TEQ:
SAG Meks are
AP 2, otherwise volume of fire from Shoota boys or Flakka Trakks
-VS Mech: Plenty of
STR 7+ but no really effective and reliable anti-tank
-VS AV14:
SAG Meks can potentially destroy these, otherwise, the list is lacking here.
-VS Monsters: A fair amount of dakka that can hurt these, but lacking a little.
-VS Fliers: Tons of
AA
-VS Outflankers: Boys to bubble wrap as needed, lots of dakka to eliminate them quickly, decent amount of intercept, no single vulnerable target that can be sniped out to cripple my army.
-VS Fast: Plenty of high strength dakka to kill Skimmers. Enough anti-
MEQ to kill bikers. Enough boys to bubble wrap my gunline should they get close.
-VS Heavy Artillery [Manticore/Basilisk/etc]: Supa-Trakks and
SAG Meks can focus fire small numbers of heavy artillery quite well, and slug it out with larger batteries with a passable chance of coming out on top