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Made in ca
Fresh-Faced New User




Vanguard Detachment

Warboss in Mega Armour 115pts
Counta-Taktics, Da Krushin' Armour

Weirdboy 70pts
Extra Kunnin', Warpath, Da Jump, Morgog's Finkin' Cap

×4 Kommandos 65pts
Boss Nob: Power Klaw
×4 Choppa, Slugga

Nobz 90pts
Boss Nob: Choppa, Choppa
×4 Choppa, Choppa, Trukk Boyz

Tankbustas 85pts
Boss Nob: Rokkit Launcha
×4 Rokkit Launcha

DeffKoptas 150pts
×3 Kopta Rokkits

Dakkajet 135pts
×6 Supa Shoota, More Dakka

Trukk 85pts
Squig-hide Tyres

1000pts

All c&c is welcome and greatly appreciated.

This message was edited 2 times. Last update was at 2022/06/07 02:09:21


 
   
Made in us
Fresh-Faced New User




I don't think this is very effective. 0 objective secured, very fragile and the the relative strengths of speed and decent guns don't make up for them. You'll struggle against any army with power armor -- more than usual anyway.

First I'd suggest reconsidering the inclusion of Trukk boyz in this list. You have a mega-armor warboss with Counta-Taktics in this army, but very few ways to make this useful - the only ones benefitting from it are Tankbustas, Kommandos and Nobz. Tankbustas don't really want to heroically intervene ever. Your mega-armor boss is likely not going to be near your Kommandos - they forward deploy, and he moves 5". Presumably, that means he's riding in the Trukk along with the Nobz. But since the Nobz are trukk boyz, they're able to get out of the trukk a turn before the Warboss can, so for a full turn the Warboss might as well be a nullity when it comes to them. You do also have Da Jump - but remember, it only works on CORE units -- so its only usable on kommandos (just deploy them where you want them), tankbustas (they'll be at -1 to hit), or nobz (they're already in a trukk), and it's hardly reliable if your opponent is able to deny the witch or you fail your roll. It's slightly better than 50/50 odds, so you really can't count on it. I'd reconsider that choice of spell as well -- Fist of Gork might be the better option here.

Second, I'd suggest taking the Nobz out of your list and putting 9 choppa boyz + boss nob with 2 choppas in their place. They'll do the same thing your nobz would, but would be able to hold objectives better, protect your warlord better, and moveblock/screen better. By using boyz who have to disembark normally, you can also maximize synergy between them and your characters, since if they all get out of the trukk in the same turn, they can all buff each other. The other thing to consider is using the trukk as a platform for your tankbustas instead - tankbustas will die if hit by stiff breeze, they have relatively short range, and they are slow. the trukk is a great way to mitigate their weaknesses and position them for maximal effectiveness.

Instead of Trukkboyz I would actually consider making your koptas or your tankbustas into Boom Boyz - probably koptas. Rokkits are only AP -2, and against any armor of contempt army with a 3+ save in cover, they're effectively AP 0. Boosting the AP of your kopta rokkits will make a bigger difference than trukk boyz does in a 1000 point game.. Alternatively to Boom Boyz, Flyboyz for either the koptaz or the dakkajet might be worthwhile too. Your durability is a weakness, and improving it in any way you can is often worth it.
   
Made in ca
Fresh-Faced New User




Orcbrand thank you very much. I really appreciate your time and consideration with my attempt at a list. I have so much to think about thanks to your insight and the new CP rules have pretty much killed this list. Back to the drawing board a little better than before.
These are my first lists and I was aiming to have a thematic Blood Axes army that utilized the most of the Orks Combat Patrol box, a few extra boxes and a little kitbashing. I still have a lot of research and rules learning to do. Thank you again.
   
 
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