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Made in us
Regular Dakkanaut






Boss Snikrot 69

11 Kommandos: 2× burna; Boss Nob (power klaw) 112
11 Kommandos: 2× burna; Boss Nob (power klaw) 112
10 Kommandos: Boss Nob (big choppa) 97

Warboss: kustom shoota; power klaw; attack squig 72
Big Mek: kustom force field; power klaw 88

30 Boyz: Boss Nob (power klaw) 193
30 Boyz: Boss Nob (power klaw) 193
21 Boyz: Boss Nob (big choppa) 133

Painboy: killsaw 55

15 Stormboyz: Boss Nob (big choppa) 127

Weirdboy 62
Weirdboy 62

10 Boyz: Boss Nob (big choppa) 67
10 Boyz: Boss Nob (big choppa) 67
10 Boyz: 9x Shootas; Boss Nob (kombi-weapon with skorcha) 79


Big Mek: kustom force field 75

1 Big Gun (kannon) 27
1 Big Gun (kannon) 27
1 Big Gun (kannon) 27
15 Lootas 255

1,999 points, 11CP

This is pretty self-explanatory: Kommandos, a 21-mob and Stormboyz attempt the first turn charges while the two 30-mobs advance - Weirdboyz provide Jumping, Warpath and Smite. I can Jump other mobs as necessary in subsequent turns, but hopefully having almost 70 orks behind their lines will be enough of a distraction for the first two turns, which leaves a couple big mobz to advance and take/hold objectives, whichever is needed more. 10-mobs of boyz can provide a screen for the Big Gunz and the Lootas, hold backfield objectives (while discouraging deepstrikes) or Mob Up with the 30-mobs. One Big Mek is with a 30-mob, which will also be bubblewrapping the Warboss, Painboy can cover multiple mobs while the 2nd Big Mek can go with another mob, or hang backfield protecting the Lootas or boyz.

A lot of people are saying Lootas aren’t fantastic even with the Dakka strategem. I could swap them out, with minor points adjustments through the rest of the army, for one of these choices:
*10 Nobz or 5 MANz to Jump
*2 units of 4 Warbikers with PK nobz for taking objectives.
*8 Tankbustas, 2 bomb squigs and a Trukk
*5 Killa Kans with big shootas
(these swaps are all based on things I currently own without buying new toys).

This message was edited 2 times. Last update was at 2018/01/17 03:43:40


 
   
Made in us
Yellin' Yoof




Texas

I've had good luck with jumped manz in a couple games. Though it may just be luck. As long as they weathered the incoming fire, they squished some marines.
How Snikrot? I've been considering picking him up.
   
Made in us
Regular Dakkanaut






Meanmurph wrote:
I've had good luck with jumped manz in a couple games. Though it may just be luck. As long as they weathered the incoming fire, they squished some marines.
How Snikrot? I've been considering picking him up.


I naven’t actually used him in a game yet - I kitbashed the model with spare bitz so it was basically free But I really like the look of rerolling 1s, since that makes the first assault swing only missing on 2’s and getting extra attacks. The enemy leadership modifier and enhanced cover look ok but it’s those rerolls I’m after, especially if I end up mobbing up two of the kommando units to take out something really beefy.

Yeah, weathering the incoming fire is what worries me about MANz. It seems like it’d be worth just using regular nobz as they have more wounds and klaws.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Kustom Mega kannons are amazing, I reckon you should drop the lootas and update the kannons to the Kustom Mega variety take as many as possible. I had 4 that killed a keeper of secrets greater daemon turn 1 the other day.

mean green fightin machine 
   
Made in us
Yellin' Yoof




Texas


I naven’t actually used him in a game yet - I kitbashed the model with spare bitz so it was basically free  But I really like the look of rerolling 1s, since that makes the first assault swing only missing on 2’s and getting extra attacks. The enemy leadership modifier and enhanced cover look ok but it’s those rerolls I’m after, especially if I end up mobbing up two of the kommando units to take out something really beefy. 


He seems tough. Let us know how he does. How does he look kitbashed?
   
Made in us
Regular Dakkanaut






BAN wrote:
Kustom Mega kannons are amazing, I reckon you should drop the lootas and update the kannons to the Kustom Mega variety take as many as possible. I had 4 that killed a keeper of secrets greater daemon turn 1 the other day.


You’re probably right - I have 3 mek gun chassis I converted from a Trukk and should finish making them i to KMKs. If I take those three I can still take 8 lootas. I like kannons because they’re so much cheaper (both in points and in money, as I already have them )
   
Made in ca
Regular Dakkanaut





Mega kannons are probably our best shooting option (besides things that auto hit) and actually have good ap. Snikrot is almost as good as a banner nob for the kommandos, and you can drop him where he needs to be. It might be worth considering bringing more kommandos if you can find something to drop. the 10 man boyz are likely dying turn 1 unless they are hiding.

I am currently running 3 max boyz units with some 10 and 15 man kommandos to mob up into a 25 man unit when they come in so snikrot only needs to be near a couple models. 7
   
Made in us
Regular Dakkanaut






The units of 10 boyz are for versatility and CP - that detachment gives 3 more CP and those boyz can be used to mob up or to hold objectives while hidden (honestly at least two of them will probably be used to mob up and make two 40-mobs)

The kommandos can mob up too but honestly their role is to be suicide units, spread across the enemy deployment zone with stormboyz and the 21 boy mob to cause maximum chaos first turn while the two F-huge boyz mobs spread out, control the table and bear down on them.

This is a revised version of the list adding the 3 KMKs I can field once I finish building them:

Boss Snikrot 69

11 Kommandos: 2× burna; Boss Nob (power klaw) 112
11 Kommandos: 2× burna; Boss Nob (power klaw) 112
10 Kommandos: Boss Nob (big choppa) 97

Warboss: power klaw; attack squig 72
Big Mek: kustom force field; power klaw 88

30 Boyz: Boss Nob (shoota; power klaw) 193
30 Boyz: Boss Nob (power klaw) 193
21 Boyz: Boss Nob (big choppa) 133

Painboy: killsaw 55

15 Stormboyz: Boss Nob (big choppa) 127

8 Lootas 136

Weirdboy 62
Weirdboy 62

11 Boyz: 10× shootas; Boss Nob (shoota; big choppa) 73
10 Boyz: Boss Nob (big choppa) 67
10 Boyz: Boss Nob (big choppa) 67

Big Mek: kustom force field 75

1 Big Gun 27
1 Big Gun 27
1 Big Gun 27
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42

2,000 points, 11CP

I shaved down the Lootas but still get some in there (I just love them is all). Also managed to get it right to 2000

This message was edited 1 time. Last update was at 2018/01/19 03:47:40


 
   
Made in ca
Regular Dakkanaut





Fair point on mob up. Once my movement trays are done i might go back to 4 max units, 2 min of boyz. just takes so long to move em all lol.

List looks good. Is the klaw worth it on the mek or is that just how it's modeled? if you can find 4 points to give the dok an orderly it's worth it to save 1 cp when he rolls a 1 for healing.
   
Made in us
Yellin' Yoof




Texas

Nothing beats seeing the look of fear on an opponent's face when you jump a 50 boy squad in front of him.
   
Made in us
Regular Dakkanaut






StrikerTommy wrote:
Fair point on mob up. Once my movement trays are done i might go back to 4 max units, 2 min of boyz. just takes so long to move em all lol.

List looks good. Is the klaw worth it on the mek or is that just how it's modeled? if you can find 4 points to give the dok an orderly it's worth it to save 1 cp when he rolls a 1 for healing.


Yeah, that’s how it’s modeled. It’s slightly less points efficient but I just really like the model (like 90% of my HQ is kitbashed and I just love playing them for the compliments ). Plus, in this edition, a big mek is a little bit better than a Nobz mob Nob with all the same stats except with 2 extra wounds. He’s more survivable, and having an extra klaw with that unit means more anti armor. He’ll be bubblewrapped with 40 boyz anyway.

Also, it’s more like 68 boyz being dropped on him 1st turn, lol
   
 
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