Post by Malarks on Mar 20, 2020 9:30:45 GMT -5
Hokay, so, this is the list I have been running, lately, and feel mighty comfy using it. I know and like what everything does, it has a wide board presence, is lacking in survival but makes up for it in other ways and is a good balance of "fun to use" and "effective at what it does".
But Ghaz is getting his new model and stats and I need to sort out what to drop to make room for him, Makari and maybe some more nobz or Meganobz. Any constructive input would be appreciated, please.
++ Battalion Detachment +5CP (Orks) [10 PL, 7CP, 244pts] ++
+ Configuration +
Battle-forged CP [3CP]
Clan Kultur: Snakebites
There are only 2 Orks, in this Battalion, and I figured Snakebites would be both thematic (Weirdboys and Grots) and the 6+++ would be handy on the psykers, who can now wander away from the Painboy.
Detachment CP [5CP]
+ HQ +
Weirdboy [3 PL, -1CP, 62pts]: 2. Warpath, 4. Fists of Gork, Warphead
Gotta buff the punches of a punching army.
Why not 2 Da Jumps? If one dies, it is likely too late to worry about jumping another squad.
Weirdboy [3 PL, 62pts]: 3. Da Jump
+ Troops +
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
+ Elites +
Da Red Gobbo [Legends] [1 PL, 30pts]
Can sometimes manage to frag an Intercessor with that pop-gun.
Debatably worth not taking, because of low number of Gretchin in the list.
++ Battalion Detachment +5CP (Orks) [76 PL, 3CP, 1,344pts] ++
+ Configuration +
Clan Kultur: Goffs
GOTTA KRUMP SUM 'EADS!
Natural 6's to hit in melee behave like DakkaDakkaDakka.
Detachment CP [5CP]
+ HQ +
Big Mek in Mega Armour [6 PL, 116pts]: Grot Oiler, Kustom Force Field, Kustom Shoota, Power Klaw
Because 5++ is nice.
Could maybe drop the Mega Armour and Grot and save 39 points.
Warboss [4 PL, 80pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Kustom Shoota, Power Klaw, Warlord
Punches like a Mak Trukk and has great buffs for Ork Infantry
+ Troops +
Boyz [11 PL, 227pts]
. Boss Nob: Choppa, Kustom Shoota (Index)
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. 26x Ork Boy W/ ShootaInfantry
Math-hammer tells me this should be another Choppa squad, but sometimes the intimidation of their shooting is nice.
Give them 'Ard Boyz and drop them on an objective in cover.
Could save 15 points by dropping the Big Shootas.
Skarboyz is 1CP and makes the unit S5, add on a Warpath and that is potentially 150 attacks (before Goff trait kicks in)
Boyz [11 PL, -1CP, 210pts]: Skarboyz, 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa
Boyz [11 PL, -1CP, 210pts]: Skarboyz, 2x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa
+ Elites +
Meganobz [8 PL, 140pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
Sometimes you need a can-opener. A bit slow, but plenty of attention is given to them, which means Boyz are not getting shot.
But they are slow and lack an innate invul.
Nobz [14 PL, 160pts]
. Boss Nob: Big Choppa, Slugga
. Nob: Big Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Big Choppa, Slugga
. Nob: Big Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
When you need something tough's head krumped in, you send these lads in.
Usually keep them as the last of the screens for my HQ and piling on to something in the late-game.
Painboy [3 PL, 65pts]: Power Klaw
6+++ is nice and the Painboy can punch pretty hard and does a damned fine job of keeping characters alive (mostly stuffing Squig-hair in the ears and noses of Weirdboyz, as their brains start boiling)
Tankbustas [8 PL, 136pts]
. 8x Tankbusta: 8x Rokkit Launcha
This is a recent change and the idea is to, basically, Jump them in to the enemy's face and dump CP in to making A vehicle very dead. There is no expectation of their survival beyond the next round. If they can kill a dreadnought, I am happy. Could likely stand to have several more of them, really.
Would it be worth dropping these for another 3 MegaNobz?
++ Battalion Detachment +5CP (Orks) [21 PL, 5CP, 412pts] ++
+ Configuration +
Clan Kultur: Evil Sunz
Gotta go fast! (And still be able to hit on 5's, when we do)
Detachment CP [5CP]
+ HQ +
Kaptin Badrukk [5 PL, 88pts]: Ammo Runt
Surprisingly effective bit of fire-support.
I really should have Flash Gitz to take advantage of his ability.
Warboss on Warbike [5 PL, 100pts]: Attack Squig, Big Choppa
Very mobile Warboss. Pretty tough with plenty of wounds. Sometimes does work with the Big Choppa. Mostly a flanking assassin or supoorting a unit of Boyz whom are away from the main horde.
+ Troops +
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
+ Fast Attack +
Best candidates for being dropped, but pretty handy harassment and "Linebreakers" with their Outriders abilities, but their shooting and melee are no better than Boyz and I do not need 3 of them for Linebreaker.
DeffKopta [2 PL, 44pts]
. DeffKopta: Kopta Rokkits
Warbuggies [Legends] [3 PL 43pts]
. Warbuggy: Twin Big Shoota
Wartrakk [Legends] [3 PL, 47pts]
. Wartrakk: Twin Big Shoota
++ Total: [107 PL, 15CP, 2,000pts] ++
Created with BattleScribe
But Ghaz is getting his new model and stats and I need to sort out what to drop to make room for him, Makari and maybe some more nobz or Meganobz. Any constructive input would be appreciated, please.
++ Battalion Detachment +5CP (Orks) [10 PL, 7CP, 244pts] ++
+ Configuration +
Battle-forged CP [3CP]
Clan Kultur: Snakebites
There are only 2 Orks, in this Battalion, and I figured Snakebites would be both thematic (Weirdboys and Grots) and the 6+++ would be handy on the psykers, who can now wander away from the Painboy.
Detachment CP [5CP]
+ HQ +
Weirdboy [3 PL, -1CP, 62pts]: 2. Warpath, 4. Fists of Gork, Warphead
Gotta buff the punches of a punching army.
Why not 2 Da Jumps? If one dies, it is likely too late to worry about jumping another squad.
Weirdboy [3 PL, 62pts]: 3. Da Jump
+ Troops +
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
+ Elites +
Da Red Gobbo [Legends] [1 PL, 30pts]
Can sometimes manage to frag an Intercessor with that pop-gun.
Debatably worth not taking, because of low number of Gretchin in the list.
++ Battalion Detachment +5CP (Orks) [76 PL, 3CP, 1,344pts] ++
+ Configuration +
Clan Kultur: Goffs
GOTTA KRUMP SUM 'EADS!
Natural 6's to hit in melee behave like DakkaDakkaDakka.
Detachment CP [5CP]
+ HQ +
Big Mek in Mega Armour [6 PL, 116pts]: Grot Oiler, Kustom Force Field, Kustom Shoota, Power Klaw
Because 5++ is nice.
Could maybe drop the Mega Armour and Grot and save 39 points.
Warboss [4 PL, 80pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Kustom Shoota, Power Klaw, Warlord
Punches like a Mak Trukk and has great buffs for Ork Infantry
+ Troops +
Boyz [11 PL, 227pts]
. Boss Nob: Choppa, Kustom Shoota (Index)
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. Ork Boy W/ 'Eavy Weapon: Big Shoota
. 26x Ork Boy W/ ShootaInfantry
Math-hammer tells me this should be another Choppa squad, but sometimes the intimidation of their shooting is nice.
Give them 'Ard Boyz and drop them on an objective in cover.
Could save 15 points by dropping the Big Shootas.
Skarboyz is 1CP and makes the unit S5, add on a Warpath and that is potentially 150 attacks (before Goff trait kicks in)
Boyz [11 PL, -1CP, 210pts]: Skarboyz, 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa
Boyz [11 PL, -1CP, 210pts]: Skarboyz, 2x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa
+ Elites +
Meganobz [8 PL, 140pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
Sometimes you need a can-opener. A bit slow, but plenty of attention is given to them, which means Boyz are not getting shot.
But they are slow and lack an innate invul.
Nobz [14 PL, 160pts]
. Boss Nob: Big Choppa, Slugga
. Nob: Big Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Big Choppa, Slugga
. Nob: Big Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
When you need something tough's head krumped in, you send these lads in.
Usually keep them as the last of the screens for my HQ and piling on to something in the late-game.
Painboy [3 PL, 65pts]: Power Klaw
6+++ is nice and the Painboy can punch pretty hard and does a damned fine job of keeping characters alive (mostly stuffing Squig-hair in the ears and noses of Weirdboyz, as their brains start boiling)
Tankbustas [8 PL, 136pts]
. 8x Tankbusta: 8x Rokkit Launcha
This is a recent change and the idea is to, basically, Jump them in to the enemy's face and dump CP in to making A vehicle very dead. There is no expectation of their survival beyond the next round. If they can kill a dreadnought, I am happy. Could likely stand to have several more of them, really.
Would it be worth dropping these for another 3 MegaNobz?
++ Battalion Detachment +5CP (Orks) [21 PL, 5CP, 412pts] ++
+ Configuration +
Clan Kultur: Evil Sunz
Gotta go fast! (And still be able to hit on 5's, when we do)
Detachment CP [5CP]
+ HQ +
Kaptin Badrukk [5 PL, 88pts]: Ammo Runt
Surprisingly effective bit of fire-support.
I really should have Flash Gitz to take advantage of his ability.
Warboss on Warbike [5 PL, 100pts]: Attack Squig, Big Choppa
Very mobile Warboss. Pretty tough with plenty of wounds. Sometimes does work with the Big Choppa. Mostly a flanking assassin or supoorting a unit of Boyz whom are away from the main horde.
+ Troops +
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
+ Fast Attack +
Best candidates for being dropped, but pretty handy harassment and "Linebreakers" with their Outriders abilities, but their shooting and melee are no better than Boyz and I do not need 3 of them for Linebreaker.
DeffKopta [2 PL, 44pts]
. DeffKopta: Kopta Rokkits
Warbuggies [Legends] [3 PL 43pts]
. Warbuggy: Twin Big Shoota
Wartrakk [Legends] [3 PL, 47pts]
. Wartrakk: Twin Big Shoota
++ Total: [107 PL, 15CP, 2,000pts] ++
Created with BattleScribe