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				<title>1750 Kult of speed orks, could use input</title>
				<description><![CDATA[ So I'm going to break this post into a few parts.<br /> 1st the army list<br /> then some comments on why I choose certain things<br /> then an alternate list<br /> and some possible replacements<br /> <br /> I'm really stuck right now as to what I should field once I get my deffkoptas, for reasons I'll explain<br /> <br /> <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> 1750<br /> <br /> Warboss on bike, combi scorcha, klaw, attack squig, cybork body<br /> <br /> Big Mek w/ <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, cybork, burna, bosspole, squig<br /> <br /> troops:<br /> <br /> 6 <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span><br /> 3 w/ combi scorcha<br /> in battlewagon, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, deffrolla, big shoota, grot rigger, extra armor<br /> <br /> 12 shoota boyz<br /> 1 w/ rokkit<br /> nob w/ slugga, klaw, bosspole<br /> in trukk w/ <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, rokkit, ram<br /> <br /> 12 slugga boyz<br /> 1 w/ rokkit<br /> nob w/ slugga, klaw, bosspole<br /> in trukk w/ <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, rokkit, ram<br /> <br /> 12 slugga boyz<br /> 1 w/ rokkit<br /> nob w/ slugga, klaw, bosspole<br /> in trukk w/ <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, rokkit, ram<br /> <br /> 12 slugga boyz<br /> 1 w/ rokkit<br /> nob w/ slugga, klaw, bosspole<br /> in trukk w/ <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, rokkit, ram<br /> <br /> 6 warbikes<br /> nob w/ klaw, bosspole<br /> <br /> 6 warbikes<br /> nob w/ klaw, bosspole.<br /> <br /> comments on this list<br /> <br /> the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> has served me well!  lots of obscured rolls and a cover save for the <span class="glossaryitem" onmouseover='gp(710);'>manz</span> after they wipe out whatever they assault. <span class="glossaryitem" onmouseover='gp(74);'>init</span> 4 power wpn is not bad either.  they make a beeline for an enemy objective and fight like crazy to contest or take it.<br /> <br /> 1 unit of warbikes is a retinue for the warboss to serve as ablative wounds and extra dakka.<br /> <br /> I used to take a mob of lootas and a shock attack gun, it is not out of the question to put them back in<br /> <br /> with the deff koptas finally coming out in plastic, I am picking them up in mass.  I want to field atleast 1 mob of 5 or 2 groups of 3.  my updated 1750 is the following:<br /> <br /> Warboss<br /> slugga, powerklaw, stikkbombz, attack squig, cybork body, bosspole<br /> <b>dropped the combi scorcha, added bosspole</b><br /> <br /> <br /> Big Mek<br /> Kustom Forcefield<br /> Burna, Cybork Armor, bosspole<br /> <b>dropped the attack squig</b><br /> <br /> Troops<br /> <br /> <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span> (6)<br /> 3 w/ scorchas<br /> Battlewagon<br /> Deffrolla, Big Shoota, Grot Rigger, red paint job, extra armor<br /> <br /> <br /> shoota boyz (12)<br /> rokkit<br /> nob w/ slugga, klaw, bosspole<br /> Trukk Rokkit launcher, red paintjob, ram<br /> <br /> slugga boyz (12)<br /> rokkit<br /> nob w/ slugga, klaw, bosspole<br /> Trukk Rokkit launcher, red paintjob, ram<br /> <br /> slugga boyz (12)<br /> rokkit<br /> nob w/ slugga, klaw, bosspole<br /> Trukk Rokkit launcher, red paintjob, ram<br /> <br /> <br /> slugga boyz (12)<br /> rokkit<br /> nob w/ slugga, klaw, bosspole<br /> Trukk Rokkit launcher, red paintjob, ram<br /> <br /> Fast:<br /> <br /> Warbiker Mob (5) -note no nob<br /> <br /> Deffkoptas (3)<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits<br /> <br /> Deffkoptas (3)<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits<br /> <br /> <br /> the deffkoptas would be used for outflank, with a 75% chance of atleast one unit coming in on the 2nd turn.  their effective range is 36" from the board edge with 3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits.<br /> I plan on keeping them at maximum range, and attacking tanks or softening up targets before trukk boyz hit them.  I do not want them in assault.<br /> <br /> now for the replacements and the big debate<br /> <br /> I take the mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> for a couple of reasons<br /> 1. the forcefield.. very powerful in its own right<br /> I am particularly good at keeping multiple trukks or other things concealed as they charge in.<br /> 2. the bosspole to shore up the morale of the <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span><br /> <br /> now there are a couple of things I am considering dropping from the list and possible replacements.<br /> <br /> 1.  the mek w/ <span class="glossaryitem" onmouseover='gp(163);'>kff</span><br /> why? is the forcefield really nessessary?  and there are other ways to shore up the morale<br /> <br /> option a:  <br /> <br /> put in mad doc grotznik by dropping the rokkits from each of the trukk boyz (they hardly hit anyway)<br /> this would give the <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span> fearless, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, and a T5 w/ 3 wounds character to potentially soak up a lascannon shot.  the mob having a 2+ save means they can soak up any wounds suffered from "no retreat"<br /> but would have the drawback of the RAGE rule.  I do not have the points in this list to pay for cybork bodies on anything else<br /> <br /> option b:<br /> put in a warboss w/ mega armor for the <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9 and the T5.  cheaper, still helps with morale, may not be nessessary though<br /> <br /> option c:<br /> put in 2+ more <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span> and take advantage of the mob rule.<br /> this is potentially the cheapest option, but they would still be dealing with <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 8 and no bosspole.  I don't want to see them break in close combat.<br /> <br /> option d:<br /> put the shock attack gun back in, use the leftover points to bulk back up the bikes or <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span> mob<br /> I love my <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>, but if he doesnt have atleast some grots to cover him he can be shot at very easily now and die to a single lascannon shot.  I don't mind dropping 1 shoota boy and having him sit in their trukk as mobile cover.  I've done it before.<br /> <br /> I've also considered dropping the warbikes retinue for the warboss, and just have him run solo.  <br /> I know that is risky, but only against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 shots.  in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> a dreadnought or <span class="glossaryitem" onmouseover='gp(19);'>CC</span> carnifex could instakill, but they get to do that anyway.<br /> <br /> spending those points on bringing lootas or something else into the army. <br /> <br /> I know this is a lot of information to go through, comments would be really helpful.  I've got a couple weeks until black reach comes out, but the deffkoptas are getting built asap.<br /> <br /> Thanks,<br /> <br /> NaZ<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 22 Aug 2008 17:58:05]]> GMT</pubDate>
				<author><![CDATA[ NaZ]]></author>
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				<title>1750 Kult of speed orks, could use input</title>
				<description><![CDATA[ I always thought that grotsnik is the best friend of the Meganobz.]]></description>
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				<pubDate><![CDATA[Fri, 22 Aug 2008 18:05:46]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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