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Made in nl
Been Around the Block




Hi, I feel like a noob again. Last I’ve played was at the start of 7th edition. A lot has changed so I need help finishing my list, or somebody who tells me that my idea it’s stupid.

Detachement: bully boys

Characters:
Warboss in Mecha armor + tellyporta
2 Weirdboys

Units
2x 19 boys slugs/choppa + nob with a power claw

3 nobs in mecha armor (not sure about the wargear yet)

The idea is that the boys jump around the table and either annoy the advancing units or kill softer shooting units. The mechanobs are for harder stuff like walkers and maybe even knights or vehicles.

Now to finish the list, I still have some 340 points left
My first thought was either a gorkanaut or a morkanaut with some boys /mechanobs inside.

Second thought: some mek guns with deffkoptas and warbikes or kommandos

Third thought: deffdreads and killa kans (not sure if they’re worth it)

What are your thoughts? Could this work or do I need te rethink everything.
I’ll mostly be playing against spacemarines, spacewolves, orks or necrons but I’d like a nice allround list from which I can relearn the game and tweak here and there. Any remarks/tips are welcome.

This message was edited 1 time. Last update was at 2024/10/28 12:32:55


we woz build to fight, not to lissen to da warlord 
   
Made in ca
Stealthy Kroot Stalker





You can only use Da Jump once per turn, no matter how many Weirdboyz you have, so having 2 in a list this small isn't really worth it.

With the amount of Boyz your running, you might want to consider Green Tide over Bully Boyz. Having 5+ Invul on most of your infantry is a lot better than getting a second WAAAGH! for only 4 models.

I'd recommend at least one unit of Gretchin to sit on your backfield objective and farm CP.

If you did want to go Bully Boyz, then you might as well got for another unit of Nobz over something like Kans or a Dread and give them all power klaws. That's 275 for a regular boss and a full unit of Nobz, plus 40 more for some Gretchin, which would leave you 25 CP for enhancements. Personally, I think 'Eadstompa is the best, even though it's only 10 points, you could then toss Da Biggest Boss on our other Warboss for 15 to toughen him up too.

If you did cut one of the Wierdboyz, you could run a unit of Stormboyz for the same points to threaten Deep Strike and do secondary's.

This message was edited 2 times. Last update was at 2024/10/28 15:27:51


Armies:  
   
Made in nl
Been Around the Block




Ah, I glossed over the “one weirdboy” rule. Too bad, the idea was to the enemy too many targets to focus on while being flexible enough to go anywhere on the board that I want. Maybe 2small units of deepstrike stormboys can achieve the same. For 65 points each being able to annoy the enemy twice sounds like fun but I’m afraid they get shot away without too much trouble. Too bad that their character got killed off.


10 nobz with pk sounds horrifying I’ll entertain that idea but to make them effective they’ll need a bw or a trukk. I’m not sure if they’ll take up too many points in such a small list.

Edit:
Ok, so what do you think about this?

Detachment: war horde

Warboss slugga/ choppy+ kunning but brutal
Weirdboy
20boys

Warboss, pk + follow me lads
10 nobz pk
Trukk

11 gretchin

5 stormboyz

5 stormboyz

3 kustom mega kannon

Gretchen are either going into no man’s land to get an objective or serve as a meat shield for my mek gunz

I’ve got 20 points to spare. Is it worth it to drop follow me lads and get extra gretchin?

This message was edited 1 time. Last update was at 2024/10/29 12:27:08


we woz build to fight, not to lissen to da warlord 
   
Made in ca
Stealthy Kroot Stalker





I'm worried it's a bit fragile, you really only have 2 key units if you're Deep Striking your Stormboyz. Even with Da Jump getting them close, I feel like if you don't make you're charge off of it, your in a real bad spot. Also not being able to charge out of the truck means they're going to get a chance to come at you before you can hit them with your Nobz too. Similar issue with the Storm Boyz. I suppose if you play turn one really passive and hidden, and then throw everything at them in turn 2, it could work, like you said by just straight up overwhelming them with bodies all at once.

I'm not sure about the Kustom Mega Kannons, I'm not familiar with the unit and I don't see it int he Codex or in the Legends datasheets. Is it an older unit, or am I just blind?

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