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		<title><![CDATA[Latest posts for the thread "1500 MECH Orks - Bloodaxe"]]></title>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Warboss w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> shoota, Eavy Armour, Attack Squig, Bosspole<br /> 10 Ard Boyz w/ shootas, 1 Big Shoota, Eavy armour<br /> Ard Boyz Nob w/ Shoota, Eavy Armour, <br /> Trukk w/ RL, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, Ram<br /> <br /> Big Mek w/ <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Burna, Eavy Armour, Bosspole,<br /> 18 Boyz w/ Sluggas and choppas, 1 Big Shoota<br /> Nob w/ Slugga and <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> Battle Wagon w/ kannon, 2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, 2 RL, Armoured Plates, Deff Rolla, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span><br /> <br /> 11 Boyz w/ Choppa/sluggas, 1 big shoota<br /> Nob w/ Big Choppa, slugga, bosspole<br /> Trukk w/ RL, Armour Plates, Grot Rigger, Ram<br /> <br /> 11 Boyz w/ Choppa/sluggas, 1 big shoota<br /> Nob w/ Big Choppa, slugga, bosspole<br /> Trukk w/ RL, Armour Plates, Grot Rigger, Ram<br /> <br /> 11 Boyz w/ Choppa/sluggas, 1 big shoota<br /> Nob w/ Big Choppa, slugga, bosspole<br /> Trukk w/ RL, Armour Plates, Grot Rigger, Ram<br /> <br /> 5 Kommandos w/ choppa, slugga, 2 RL, stikkbombs<br /> Nob w/ slugga, big choppa, bosspole<br /> <br /> 5 Kommandos w/ choppa, slugga, 2 RL, stikkbombs<br /> Nob w/ slugga, big choppa, bosspole<br /> <br /> Looted Wagon w/ skorcha, 2 RL, Ard Case, Grot Rigger, Ram<br /> <br /> <br /> What ya think?  <br /> <br /> Some choices made for fluff and personality reasons, but still want ideas, suggestions and comments for the strength of the list.. <br /> <br /> One thought I had was replacing the looted wagon with 2 koptas w/ <span class="glossaryitem" onmouseover='gp(126);'>tl</span> RL.  Here was my idea though - I've got an old style whirlwind that would look great looted up with a flamer on the end.. I like the idea and style.<br /> <br /> Same with the Ard Boyz... I think I'd have to search for a while to find someone who likes them around here, but I would imagine that the warboss would have a body guard around him with at least a big better equipment, but Nobz are just too expensive, so I met in the middle.<br /> <br /> please let me know what you think<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2009 19:18:44]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ I would give the kommandos <span class="glossaryitem" onmouseover='gp(107);'>pks</span> so they can at least try to pop a vehicle if they can come in close to one.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2009 21:52:21]]> GMT</pubDate>
				<author><![CDATA[ iamthecougar]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ yeah.. I went back and forth on that one.. I think I might end up doing that... the reason I didn't was because I have trouble imagining an ork moving silently through the jungle with a big, bulky steel claw on one hand, catching every bit of brush, tripping booby-traps, and generally being in the way.  But I figure they need at least a bit of a chance to get the tanks.. I wish you could equip them with tank busta bombs.. <br /> <br /> might actually model them up with some anyways.. use that as my 'power klaw']]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2009 22:08:15]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ For one thing, I would only take one type of secondary weapon on that battlewagon; either rokkit launchas OR big shootas, not both. If you're shooting at armor you waste the big shoota's fire, and if you're shooting at infantry your rokkits won't do a great deal. <br /> <br /> I might combine those Kommandos into a single squad; 5-man squads with a 6+ armor save will die extremely quickly. <br /> <br /> As to the Looted Wagon/Deffkoptas, entirely your call. The koptas give you more reliable <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, the wagon lets you have that skorcha plus transport capacity. Actually, come to think of it, you could mount a mob in that Looted Wagon.<br /> <br /> Otherwise, looks good. I am wondering why the Warboss squad has shootas when none of the others do. After all, the Warboss has a <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, don't you want him to assault ASAP?]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2009 02:26:10]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Good point on the BW.. should I go with 4 of one type, or leave it with just 2?  Seems a little overkill, but at the same time, is overkill with orks even possible?<br /> <br /> I had them as 2 squads for a couple of reasons:<br />   1- figured as only 6 models, they might not get a whole lot of fire their way.<br />   2- if they did, they are fairly cheap (100 points each) so it would mean that much less fire going after the other 1300 points of my army.<br />   3- I'd have two fire bases from different angles to better pop tanks and such with the RLs.  <br />   4- Fluff and image wise, I figured 2 small groups working independently of each other were more realistic, versus 10 large brutish orks trampling through the forest.<br /> <br /> All that being said, if I find they aren't as useful as I hoped, I might combine them and save 50 points which I can dump on something else... maybe use that to get a kannon for the looted wagon instead of the skorcha.<br /> <br /> I wasn't going to use the wagon as a transport... purely fluff reasons.. that and don't really need it, but it's nice to remember it's there.  Great point, thank you <br /> <br /> Finally.. I'm an idiot.  I let the visual of the Ard boyz with shootas make me forget the primary purpose of the list, which is to charge in and pound em.  Thank you for that reminder.  ard boyz will have sluggas and choppas.. and if I can manage the points, the nob will have a <span class="glossaryitem" onmouseover='gp(107);'>PK</span>... <br /> <br /> thanks for the advise.. <br /> <br /> Anyone else give me a hand?<br /> <br /> Soon as I get the last bit built, I'll have to get a game in with em...]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2009 06:20:35]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Ard Boyz to me is a waste. With this list you will have a tough time taking out any tanks at all.  I would at the very least combine the Big Mek <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and the War Boss with the boyz and nob into the battlewagon.  With the extra points you save from the ard boyz you can almost upgrade 2 nobz in  the other squads to Power Klaws. I also agree that the Kommandos at the very least should be combined.]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2009 07:02:30]]> GMT</pubDate>
				<author><![CDATA[ spacehog]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Okay.. taking all this advice.  <br /> <br /> Taking RL off Trukks and putting them in the squads.  Trukks are too fragile, but I can bury the RL in with the mobs.<br /> <br /> Combining the Kommandos.. I'm still not sold on this, and might put them back into two... I like being able to flank with 4 RL in two units.. <br /> <br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span>'s for everyone.  Tanks are my one weakness that I have no answer for.  But, getting rid of my ard boys and combining the Kommandos, give me enough points to pull it off.<br /> <br /> Question.. Red Paint Jobs.  I like the extra inch... But is it worth the 5 points?  More importantly, would I end up looking like speed freaks instead of bloodaxe?  I'm thinking about leaving it on the boss' trukk... because if anyone has it, it would be 'im... What do yall think?]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 03:54:36]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ I would give the warboss a combi skorcha, gurantees a hit and softens up a unit before going into assault.<br /> <br /> Ard Boyz nob doesn't seem to be doing anything besides costing 10 points. Drop it, or put a boss pole on and at least a big choppa. If these boyz are going with the boss, then they'd do better with sluggas & choppas. Bosspole is needed <span class="glossaryitem" onmouseover='gp(17);'>btw</span> as a small unit and will fail morale test as they will get smacked about.<br /> <br /> Hmmmm big mek with <span class="glossaryitem" onmouseover='gp(163);'>kff</span> in a bw with loads of boyz seems a waste. Just giving that wagon a cover save, the goods inside aren't all that important really..<br /> <br /> Trukks are gak. They are poorly armoured, weak and have stupid rules. Don't waste points on them as they go pop like nobodies business. Just have vanilla trukks, keep the points down on them. <br /> <br /> Oh, and all nobz should have power klaws. You can't pop armour at range, but now you can't even do it up close :(<br /> <br /> Kommandos are just pants. They might pop one unit or one tank and once done bye-bye, they are a not so useful throw away unit.<br /> <br /> Against a mech list you wouldn't do well. Only the boss can do damage, and thats  one model. Your hoping the kommandos come on the right time and right side of the board, but still they are nothing significant. Easiest thing to do is pop the trukks and lay waste to the battlewagon. Then focus on one unit at a time and blow it away. <br /> <br /> If your going mek orks then battlewagons are really the way forward, trukks are too weak.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh, I should mention that red paint job isn't worth it really.<br /> <br /> See your trukks can move up to 18", so you can't bail out there and is 1" that much on top of 18"? As I mentioned you want to spend less points on trukks as possible.<br /> <br /> The battlewagon has a red paint job, but you move more than 12" and you cannot bail out. So really I don't think red paint job is having any benefit. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 14:13:18]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Well i am bored reading through this discussion so if i mention something already said i apologise.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Fine except you are missing cybork bodies for invuls and squig for mek and drop <span class="glossaryitem" onmouseover='gp(126);'>TL</span> shoota to have slugga acting as "<span class="glossaryitem" onmouseover='gp(20);'>CCW</span>" and can make advantage of warboss I5 on charge wich is a godness for ork. Oh and i figured <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> is doing almost nothing unless you are sticking all trukks in 6" of that wagon <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Troops: <span class="glossaryitem" onmouseover='gp(107);'>PK</span> to every squad, Ard boyz with shootas?! that seems like 5 year old child driving space shuttle - it just doesnt fit because they charge in the trukk and chop enemies to bitz - not shoot them AFTER they approach in a trukk, buy armour plates for all vehicles. Battlewagon will be transporting so buy it a cannon, deff rolla, armour plates, grot riggers and red paintjob not wierd combination of <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and AI. I like red paintjobs and armour plates everywhere because 1" makes real difference between succesful charge and being shot to pieces, plates are must trukks are there to move around not sit stunned.<br /> Swap looted thing for deffkoptaz, 2 single deffkoptaz with just RLs. It gives 2 annoying 45 pt. targets who can still destroy transport, basilisk or dreadnought. Buy <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> for kommandos and drop RLs for burnas for some nasty power weapon devastator hunting <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ... and stick in cover because two dead guys will likely send you fleeing with bullets in your ass <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> .... By the way i never leave home without 20 Ard boyz in a battlewagon <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <span class="glossaryitem" onmouseover='gp(421);'>TO</span> Mercer: In fact moving 13" with red paintjob is counted as moving 12" so it IS benefit.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> make tank destroying really well ... <span class="glossaryitem" onmouseover='gp(87);'>LR</span> can be killed with massed 2-3 <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> and AV10 can be glanced wich is all you need cuz one immobilised result and <span class="glossaryitem" onmouseover='gp(107);'>PK</span> hit home automatically]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 16:08:12]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ The warboss has a power klaw and must use it, having a slugga is no benefit <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> Seems he has spent poins on a twin-linked shoota may as well change it to a combi skorcha, at least them will hit and does more damage <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> 13" is moving more than 12", so moving fast <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> It just allows you to move 1" more than usual. The rule is you cannot bail out after 12", as it would count as a fast moving vehicle. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 16:13:33]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ You can bail out after 13 move with <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, also is there a rule that you MUST use your <span class="glossaryitem" onmouseover='gp(107);'>PK</span> if you have <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> as well?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 16:21:19]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ p70 says that a vehicle which has, or is going to move fast then passengers cannot fail out. A fast vehicle is classied as moving 12" - 18". A battlewagon with <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> which moves 13" would be classed as moving fast (<span class="glossaryitem" onmouseover='gp(72);'>IMO</span>) and you cannot bail out, as your moving fast speeds.<br /> <br /> p42, all of their attacks inc bonus attack benefit from the special weapons bonuses. So that <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> benefits from the special weapon, the <span class="glossaryitem" onmouseover='gp(107);'>PK</span>.]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 16:37:00]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Have you red ork codex? I says it is counted as moving 12 so passengers can bail out, you are right about <span class="glossaryitem" onmouseover='gp(107);'>PK</span>]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 18:13:21]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Like the list a lot, but you should try and get each nob a <span class="glossaryitem" onmouseover='gp(107);'>PK</span>.  I like Trukks with reinforced ram and sometimes with <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, but all the other upgrades aren't worth it.  If you need the points to get each nob a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> consider dropping the looted wagon in favor of some Lootas.  Not sure how the points all work out but if you've got a little extra left over I've seen some people take Lootas and a unit of 10 grots with runtherd as a sheild for them and as an extra objective holder.  Honestly though I think you'll have some pretty good games with no changes. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 18:24:51]]> GMT</pubDate>
				<author><![CDATA[ XellZero]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ armour plates are must when taking transport vehicle. Better swap for looted thing are some deffkoptaz to annoy. <span class="glossaryitem" onmouseover='gp(107);'>PK</span> to every squad is one of basic 2 things of playing orks. The secong is <span class="glossaryitem" onmouseover='gp(107);'>PK</span> to every squad. Have i mentioned there has to be <span class="glossaryitem" onmouseover='gp(107);'>PK</span> in every squad that can have it?]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 18:35:46]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Wow.. thats a lot of posts... Usually I only have one to read..<br /> <br /> Okay, so I'm taking it that <span class="glossaryitem" onmouseover='gp(107);'>PK</span>'s are a good thing.  And my biggest concern had been lack of tank popping ability.<br /> <br /> I'm keeping the trucks cheap, but still taking the armour plates, ram, and <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>.  I want to get into combat as fast as possible.  Didn't upgrade to the RL, because I honestly don't expect the trukks to last all that long as it is.   Besides, with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 2, I figure it's not going to be all that likely to kill much.<br /> <br /> One thing I am changing is I'm giving my Warboss a Big Choppa instead of the <span class="glossaryitem" onmouseover='gp(107);'>PK</span>.  Couple reasons... As an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, he can be targeted, even when with another unit, but my Nob in that same unit cannot, so he's more likely to survive until Initiative 1.  Also, since the Warboss already has a 4 <span class="glossaryitem" onmouseover='gp(74);'>init</span>, why make the only model who is likely to go first in the unit go last?  He's already got a strength 5, so a 7 is still pretty strong as well.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span>'s all around.  <br /> <br /> Looted is staying.  I know that the coptas are probably a better idea, but I just like my looted tanks too much.  In a tourney list, I might break out the coptas.. or for a list over 1500.  <br /> <br /> Updated list shortly.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> in a vehicle.  Effects all vehicles within 6 inches of the vehicle the Mek is in, correct?  so I could have a trukk on either side of the Battle Wagon, with about 5 inches between them and still cover both?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Okay.. here we go.<br /> <br /> Warboss - Shoota/skorcha big choppa, eavy armour, attack squig, bosspole<br /> <br /> 10 Boyz - Choppa/Slugga<br /> Nob - Slugga <span class="glossaryitem" onmouseover='gp(107);'>PK</span> bosspole<br /> Trukk - Big Shoota, Armour plates, Grot Rigger, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, Ram<br /> <br /> Big Mek - Burna, <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Eavy Armour, bosspole<br /> 18 boyz Choppa/Slugga<br /> Nob - Slugga <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Bosspole<br /> Battlewagon - 4 RL's Kannon, Armour Plates, Deff Rolla, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span><br /> <br /> (RL's get used once unit is dropped off.  If I need the anti infantry I use the Deff Rolla - that way I have the <span class="glossaryitem" onmouseover='gp(482);'>AT</span> or AI)<br /> <br /> 11 Boyz - Choppa/Slugga<br /> Nob - <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Slugga Bosspole<br /> Trukk - Big shoota, Armour Plates, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, Ram<br /> <br /> 11 Boyz - Choppa/Slugga<br /> Nob - <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Slugga Bosspole<br /> Trukk - Big shoota, Armour Plates, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, Ram<br /> <br /> 11 Boyz - Choppa/Slugga<br /> Nob - <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Slugga Bosspole<br /> Trukk - Big shoota, Armour Plates, <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>, Ram<br /> <br /> 10 Kommandos - 2 Burnas<br /> Nob <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, slugga, Bosspole<br /> <br /> Looted Wagon - Skorcha, 2RL's, Ard case, armour plates, ram<br /> <br /> Total points just under 1500<br /> <br /> I think I've worked out most of my issues with it. <br /> <br /> Opinions?]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 19:14:08]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ You are missing cybork bodies for your characters. This way they will die when prodded with power weapon. Make kommandos 2 small units again it is better because it is more targets and you get the cover save most of the time. More targets the better. Give both <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and 2 burnas to maximise killiness.  This small units are godness against termies or meganobs. Cheap and killing two nearly pays them. Well it is your call with the looted think <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ... and stick attack squig on the mek]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 21:15:04]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Well, my hope is that they are buried inside their mobs, and won't have to take as many saves.  But I do see your point on the cyborks.  I'll have to look at points.. and soon, since it will make a difference as I model them.<br /> <br /> the Kommando's thing is really bugging me.  I see both sides of the argument and am really having trouble deciding.  I think it'll take some playing before I know for sure.<br /> <br /> I like the looted wagon.  I know I could probably use other units to better effect.. but... I like em.. may change that up occasionally just to keep new elements going.<br /> <br /> Attack squigs are expensive.. but that extra <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attack would be a nice little bonus.  I'll see if I can get the points from somewhere.. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 22:30:59]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ You are correct on the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, 6" radius measured from the hull of the vehicle.<br /> <br /> I applaud you for giving all your Nobz <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, it really makes a difference and is a godsend against mech lists.<br /> <br /> One point about the looted wagon; I never use them myself, but if you really want to take it, give it a boomgun. Without a boomgun, it's just a trukk with nobody inside; that is to say, so useless it's not even a target. It has <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 on the front; if it tries to get close enough to use the skorcha and ram, it's dead. Throw a boomgun on it, take off the skorcha and ram, and you'll have a decent unit that can shoot at either armor or infantry. Put it behind area terrain and drop shells on anything within 36". Use the points you save to give the Big Mek a squig or cybork body.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 22:49:12]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ looted wagon with only a boomgun (no other weapons.. no options) is 10 points more than the one with 2 rl, skorcha, ard case, armour and ram.<br /> <br /> but good call on the ram and such.. I get so used to putting them on vehicles.. but if it's not transporting, not needed.<br /> <br /> if I drop the scorcha and just have the ard case, it's 30 points less than currently.. can add cybork to characters as w0chtulka suggested.. I'll have to look at it.. I've got 99 points to spend... ]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2009 23:16:23]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ When your characters are digged up in units it can save you from shooting, not <span class="glossaryitem" onmouseover='gp(19);'>CC</span> where they can be picked off. Inddependent chars either fight when they are in base contact but can be picked off as well.]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 06:00:20]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Okay.. I haven't really played a 5th edition game yet, other than bringing out my Tau and playing 3 rounds of a 1500 point game.. but I didn't ever let them get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> I think you've sold me on those.]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 06:06:53]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ <blockquote class="uncited"><div>One thing I am changing is I'm giving my Warboss a Big Choppa instead of the <span class="glossaryitem" onmouseover='gp(107);'>PK</span></div></blockquote><br /> <br /> I strongly disagree with this. For the most part you can put your warboss in a position to be the most successful. It's a very few times that he would be in a spot that he would be killed before you had a chance to use him. The benefits with the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> are much better than any possible disadvantages with the initiative. It's well worth it to be going right to Invulnerable saves than armor saves with the Big Choppa. Just my 2 cents.]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 06:07:02]]> GMT</pubDate>
				<author><![CDATA[ spacehog]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Spacehog is right. With big choppa you will kill about 1-2 marines per turn. With <span class="glossaryitem" onmouseover='gp(107);'>PK</span> you will kill about 4]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 06:22:52]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ *grumbles*  thought they counted as power weapons.. stupid Orks should have power weapons dammit...]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 19:09:27]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ No, its burnas that count as power weapons. Big choppas are +2 strength.]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 19:50:25]]> GMT</pubDate>
				<author><![CDATA[ BeRzErKeR]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Orks are very clever in fact. None can think of a flamer what can be used as a power weapon too .... <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 21:12:09]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Burnaz are probably my favorite unit. Big Mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> is real close.]]></description>
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				<pubDate><![CDATA[Tue, 20 Oct 2009 22:00:27]]> GMT</pubDate>
				<author><![CDATA[ spacehog]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ hmmm... I wonder.. <br /> <br /> If I gave my Battlewagon 4 big shootas, killkannon, kanon and filled it with 11 burna boyz, mek, and Big Mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span><br /> <br /> Points are only 50 or so more than my BigMek, 18 boys and nob in a battle wagon with kannon and RL.. <br /> <br /> Is that going to be as good a unit?  I'm thinking with all the power weapons, I can get up into assault with them, then park the battle wagon and start dropping templates and shoota rounds into any infantry that isn't already engaged. <br /> <br /> Or should I mount RL's on it with the kannons and have serious anti tank?<br /> <br /> Or should I just leave the boyz and mek in there as I had it before.  <br /> <br /> Damn.. too many choices.. but modeling up a bunch of burna boyz could be fun (I've got two old ones, but a whole bunch of marine and tau flamers... )]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2009 00:06:36]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Well my opinion is this. Never let the burnaz leave the wagon. Which means the wagon has to move. Therefore the kannon and big shootas cant shoot. The burnaz are protected in the wagon.]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2009 03:10:20]]> GMT</pubDate>
				<author><![CDATA[ spacehog]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ That makes sense, except I wouldn't mind them getting into close combat.. 12 power weapons (including the big mek's) seems like a serious <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit...<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2009 03:31:41]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ It would be a serious <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit except you have no way to protect them. They are basically boyz with the flamer. If you get charged you are done with Initiative 2. You have a 3 if you charge, still more than likely done. You just don't have the numbers like you do with boyz.<br /> <br /> They are good in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as a complimentary model. Like with Kommandos. ]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2009 05:13:28]]> GMT</pubDate>
				<author><![CDATA[ spacehog]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ Of course, considering that my boyz will all be charging into combat in groups of 11+a nob, wouldn't it be about the same thing, but with Power Weapons?  IF they are mounted in a wagon, they can keep up with the trukks better and possibly either join combat the round after the boyz or hit a separate unit.  <br /> <br /> Though for the points cost, I guess it would be nice having them protected.<br /> <br /> Consider this list?<br /> <br /> Warboss - <span class="glossaryitem" onmouseover='gp(107);'>PK</span> shoota/scorcha, eavy armour, attack squig, bosspole and cybork.<br /> 10 boyz with slugga/choppa<br /> nob w <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, slugga, and bosspole<br /> trukk armour plates grot rigger <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> and ram<br /> <br /> Big Mek with burna, <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> eavy armour, attack squig, bosspole, cybork and 2 oilers<br /> 15 Burna boys<br /> battle wagon with only armour plates and deff rolla<br /> <br /> 11 boyz with slugga/choppa<br /> nob w <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, slugga, and bosspole<br /> trukk armour plates and ram<br /> <br /> 11 boyz with slugga/choppa<br /> nob w <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, slugga, and bosspole<br /> trukk armour plates and ram<br /> <br /> 11 boyz with slugga/choppa<br /> nob w <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, slugga, and bosspole<br /> trukk armour plates and ram<br /> <br /> 14 kommandos with 2 burnas<br /> kommando nob with slugg <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and bosspole<br /> <br /> somewhere around 1500 points.. haven't done math... <br /> <br /> I've got 6 <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, but no other real Anti Tank, which makes me nervous if facing another mech list.  Can I pop enough tanks to get to the squishy insides?<br /> <br /> Do I have enough troops to hit mob armies?  I'm thinking the flamers would devastate them, but is it enough?<br /> <br /> How would this stand up to <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>?<br /> <br /> I guess I'm just going to have to play 'em... I've been looking at the list too long.. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2009 05:39:45]]> GMT</pubDate>
				<author><![CDATA[ jester1525]]></author>
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				<title>1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ I like the idea but killkannon is ordance so you can shoot only killkannon if you want to shoot more guns per turn you have to be standing and not firing killkannon. Altough this setup is real marine killer. Drop the template and pretty much any average marine squad under it will be wiped out or bringed down to say 2 marines. Then come the burnas charging in. Key in using burnas <span class="glossaryitem" onmouseover='gp(19);'>CC</span> capabilities is charging marines who are not kitted for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> or have pure fist squad so avoid assault terminators like hell, avoid assault squad and everything with more than 1 attack that goes before you. So ideal targets are: Tactical squads, scout squads, regular termies, devastator squads, biker squads ....<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I usually run 6 <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and 1 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> RL deffkopta in my 1000 pt list.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> You will have little to no problem with the <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> if you dont meet some assult termies. These guys can stand <span class="glossaryitem" onmouseover='gp(107);'>PK</span> pounding due to 3+ invuls.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Maybe grot riggers on wagon too to make sure it is fixed to move again. Give it that killkannon to maximise <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> killyness. If you can find spare points try to stick in a deffkopta or two armed with RLs. It really helps you killing enemy transports or light vehicles or walkers and most important: <span class="glossaryitem" onmouseover='gp(69);'>IG</span> artillery or hellhounds. And theyre only 45 pts. each so dont worry about them. And if enemy shoots them ... well .... they just wasted shooting of one unit on one model.]]></description>
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				<pubDate><![CDATA[Wed, 21 Oct 2009 06:10:52]]> GMT</pubDate>
				<author><![CDATA[ w0chtulka]]></author>
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				<title>Re:1500 MECH Orks - Bloodaxe</title>
				<description><![CDATA[ loose the kommandos <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> and from experience theyre useless with a mek list, they will arrive after you make h2h combat if at all.<br /> <br /> more boyz in trukks is always an option as are stormboyz.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/261340/1058260.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/261340/1058260.page</link>
				<pubDate><![CDATA[Wed, 21 Oct 2009 08:06:12]]> GMT</pubDate>
				<author><![CDATA[ mrshl9898]]></author>
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