|
Post by Malarks on May 15, 2021 13:32:32 GMT -5
Alrighty, so here is a list I put together in the theme of the Great Crusade event. It is roughly %90 painted, with the fast attack and BattleWagon being the only things not fully painted. The main heft of the list is all focused on the BattleWagon and the list is very "all the eggs in one basket", in that sense. Hopefully the troops are able to score points while the wagon and HQ/Elites eat up attention or deal the pain. Lacking Flash Gitz, a lot of potential as "Freebootas" is lost. Lacking multiple sources of heavy Dakka, I am not going to benefit from the Kultur near as much as I potentially could. This is a reality I have accepted for the sake of "fun". I seem to have forgotten to select any Shiny Gubbinz... So I would likely default to giving Da Killa Klaw to the Big Mek. Kunnin' Planz! So the BattleWagon will be carrying both HQ and all of the Elites (sans Da Red Gobbo) for a capacity of 18/20 Being open-topped, I hope to either park it someplace to defend a point with all of that Dakka!! or to drive it forward in to the enemy, firing all of the Dakka!! and then Badrukk get's to use his gun when the wagon pops. If the Wagon survives the first round of shootin', the Mek can get out and do some repairin' (and the Big Mek, if need be... But 'e likely cannot be arsed to do it when dere's underlings aboot ta do it fer 'im) (also to keep that 5++ inside the Wagon) I am hoping that the various Grot underlings, Bombsquigg and even the Tankbustas if need be will be enough of an airbag for Badrukk and his entourage, should the wagon pop. Using Tankbustas for this is not "ideal", but it they are the models I have to work with and they are still a fair chunk of Dakka!! Plop Da Red Gobbo down with the 2 mobs of Gretchin and go tarpit an objective (or two) Remember to hand out prezzies to da good little Grots before the end of the game. Hope that extra 2Ld makes a difference. Hope to boop a Space Marine with that fancy pop-gun that Da Red Gobbo has. The mob of Boyz will go and "contest" an objective. Hopefully one in cover for the additional armour. This would bring 'Ard Boyz up to a 4+, at least. Maybe swap the painted Boyz for another 30-40 Gretchin? Warbikers screen for the BattleWagon and push on to an objective, being covered by the Wagon. Warbuggies and Wartrakks... To Outrider or to deploy on the board? I have found them to be a mediocre (though hella fun to play with) distraction and late-game objective pressure. A fresh compliment of Outriders would be dropping 12 Big Shootas in to whatever.. 36 shots @bs5+ with S5/AP-/D1 . . . . . . But they have 4+ armour, T5, 5/6W (buggies/trakks) and then WS3+/S4/4A/AP-/D1, which ain't too bad. Yeah... They're weak-tea for their price, but I really enjoy the aesthetic and feel of them - a very basic and ramshackle sort of Orky kinda vibe. They're just "Heavy bikers", really "Badrukk's Great Crusade"++ Battalion Detachment (Orks) [75 PL, 10CP, 1,497pts] ++Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Clan Kultur / Specialist Mobs: Freebooterz + HQ +Big Mek in Mega Armour [6 PL, -1CP, 130pts]: Da Kleverest Boss, Grot Oiler, Kombi-Rokkit, Kustom Force Field, Power Klaw Kaptin Badrukk [5 PL, 95pts]: Ammo Runt, Warlord + Troops +Boyz [8 PL, 170pts]: 2x Tankbusta Bombs (maybe spend the 2CP for 'Ard Boyz? Swap painted softies for unpainted 'Ardies, if need be?) . Boss Nob: Big Choppa, Slugga . Ork Boy W/ 'Eavy Weapon: Big Shoota . 4x Ork Boy W/ Shoota: 4x Shoota, 4x Stikkbombs . 14x Ork Boy W/ Slugga & Choppa: 14x Choppa, 14x Slugga, 14x Stikkbombs Gretchin [4 PL, 100pts]. 20x Gretchin: 20x Grot Blaster Gretchin [4 PL, 100pts]. 20x Gretchin: 20x Grot Blaster + Elites +Da Red Gobbo [Legends] [1 PL, 30pts]Mek [2 PL, 35pts]: Choppa, Grot Oiler, Kustom Mega-Slugga Painboy [3 PL, 69pts]: Grot Orderly (Index), Power Klaw Tankbustas [8 PL, 146pts]: Bomb Squig . 7x Tankbusta: 7x Rokkit Launcha, 7x Stikkbombs, 7x Tankbusta Bombs . Tankbusta w/ Pistols: Pair of Rokkit Pistols (it is modeled with pistols and I think they are cool) + Fast Attack + (they're crap, but I like 'em) Warbikers [8 PL, 167pts]. Boss Nob: Big Choppa, Slugga . 5x Warbiker: 5x Choppa, 10x Dakkagun, 5x Slugga, 5x Stikkbombs Warbuggies: 3x [Legends] [8 PL, 129pts]Wartrakk: 3x [Legends] [9 PL, 141pts]+ Heavy Support + (I really need to figure out a name for this BattleWagon) Battlewagon [9 PL, -1CP, 185pts]: 2x Big Shoota, Grot Rigger, 2x Rokkit Launcha (Index), Zzap gun . Kustom Job: ZagZap
|
|
|
Post by Malarks on May 15, 2021 13:49:40 GMT -5
And, for reference, here is the full collection for what I have to work with. I do not see myself adding much to this in the coming future, just because of having other priorities at the moment. I hope to pick up some Flash Gitz eventually - 10 of them should likely round the list out nicely.
Runtherd: Grot Lash, Grot-Prod Runtherd: Grabba Stikk, Squig Hound + HQ + Big Mek in Mega Armour: Grot Oiler, Kombi-Rokkit, Kustom Force Field, Power Klaw Kaptin Badrukk: Ammo Runt Warboss: Attack Squig, Kustom Shoota, Power Klaw Weirdboy Zquiggy Warpdust, the Flashiest of Gitz Weirdboy
+ Troops + Boyz 5x Tankbusta Bombs . 4x Ork Boy W/ 'Eavy Weapon: Big Shoota . ~26x Ork Boy W/ Shoota: 26x Shoota, 26x Stikkbombs . ~58x Ork Boy W/ Slugga & Choppa: 29x Choppa, 29x Slugga, 29x Stikkbombs Gretchin ~60-80x (I forget the exact count)
+ Elites + Da Red Gobbo [Legends] Meganobz w/PK's Boss w/ Kombi-Rokkit 4x Kustum Shoota Mek: Choppa, Grot Oiler, Kustom Mega-Slugga Nob with Waaagh! Banner Nobz 6x Choppa/slugga 4x Big Choppa Painboy Tankbustas . 7x Tankbusta: 7x Rokkit Launcha, 7x Stikkbombs, 7x Tankbusta Bombs . Tankbusta w/ Pistols: Pair of Rokkit Pistols
+ Fast Attack + DeffKopta w/Kopta Rokkits Rukkatrukk Squigbuggy [6 PL, 110pts] Warbikers [12 PL, 221pts] . Boss Nob: Big Choppa, Slugga . 7x Warbiker: 7x Choppa, 14x Dakkagun, 7x Slugga, 7x Stikkbombs Warbuggies [Legends] x3 Wartrakk [Legends] x4
+ Heavy Support + Battlewagon: 2x Big Shoota, Grot Rigger, 2x Rokkit Launcha (Index), Zzap gun Big Gunz [Legends] . Gun: Kannon x12 . Gun: Lobba x2 Deff Dread Mob . Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw Killa Kans . Killa Kan: Big Shoota, Buzzsaw . Killa Kan: Kan Klaw, Rokkit Launcha . Killa Kan: Drilla, Grotzooka
+ Fortification + Mekboy Workshop (Da Pits)
|
|
|
Post by Frosty the Pirate on May 16, 2021 10:52:03 GMT -5
I'm not qualified enough to comment on Orks as I haven't owned/played them since 3rd edition, but you seem like you have really good collection to make up a solid Deathskulls Kunnin' Kommandos list, which could be fun to play if you manage to get any games in before the new codex drops and there's a lot more viable build options and new kits to bring orky joy.
One piece of advice that you might find helpful is not to try and harden your best shooting unit by putting it in an open-topped vehicle. Battle Wagons want to be used like a Brutal cruise-missile, and should be force-fed directly to an opponent's face with Ard-Case and a Deff-Rolla, while Tank Bustas kind of need to be more Kunnin', so those units are kind of diametrically opposed in what they want to do. You have a ton of screening/disruptive elements that could score things like Engage On All Fronts and Deploy Scramblers and really rack up those secondaries too, and your buggies/wartrakks would be really great screens for said cruise-missile battle wagon because they are so cheap points wise.
If you want, I played with battlescribe a bit using your collection list to see what's possible at 2k, and I could share what I put together, but I have zero idea if it's any good.
Great Crusade is a great time to play fun lists anyways, and given how close the new codex is, I agree that holding off until the new book is out to add to your collection is a good idea, then you can add more of what you want rather than what the internet thinks is good right now.
|
|
|
Post by Malarks on May 16, 2021 15:24:35 GMT -5
Feel free to post some perspective. I cannot promise to take 100% of your suggestions, but I do consider the perspective. I know I have a tendency to lash out (more often than I would like) but the advice isn't wasted upon me - it gets through... Y'all haven't had your words fall on deaf ears... I'm just stubborn and otherwise difficult I will work on building a "Battering Ram Battle Wagon" in the future - I would love to put together something properly piratey for Badrukk and this might be a good project for that "flagship". Sort out some properly Orky kind of maidenhead for it...... I see images of Squiggs being used as bellows to push the sails... (that would be quite the project, though - maybe further down the line?) For now, though, that Battlewagon is listed as WYSIWYG and the idea (albeit limited by number of tankbustas) is to be the death-blossom of Dakka!! Drive it forward behind the bikes/buggies and then stop when a good shot for the Zzap gun comes up and Badrukk can join in with that fancy snazz-gun they've got. I could swap the tankbustas for Nobz, or even MegaNobz, as well. Make it more of an armoured fist? Have the melee stuff spill out and be supported by the Painboy and KFF while Badrukk unloads with their gun? Badrukk is kind of "meh" in melee with no AP and only 1D. If I could also fit a Weirdboy, I could give them Warpath and/Fists of Gork to boost the Nobz's krumpin'? Ideally, there would be Flash Gitz in the transport with Badrukk, as opposed to the Tankbustas. What I am really lacking with this list is some synergy with Badrukk and the Freebootas Kultur. Drive up badrukk in a barebones transport with entourage and park them in cover on an objective and just make with the Dakka!! (Badrukk and Flash Gitz have BS4+ and rerolls, which is *huge* for Orks) I really like the image of the Battle Wagon bopping along, rokkits flying out of it in every direction as it goes, though. Hehehe. Maybe I'll eventually get 2 wagons going? Load the 2nd one up with nothing but Tankbustas? Secondaries from 9th are something I have not looked in to yet, but I am told that Orks are supposed to be pretty good at securing them. (I am still not at peace with this... But whatever... I'll get there eventually)
|
|
|
Post by Frosty the Pirate on May 16, 2021 18:37:32 GMT -5
Well, some good news for you. There's no need to "stop" the battle wagon for a good shot anymore. Only Infantry get the penalty for moving and shooting with heavy weapons now, so you can happily blast away like it's the 4th of July without needing to tell the driver-grot to take a smoke break.
There's nothing wrong with a Dakka-Wagon, I'm just trying to explain how some units "want" to be used in a certain way, and their statline/upgrades/etc are geared towards trying to guide you to that method of use. The Ard-Case upgrade is one of these guide-posts imo. You need to choose between open-topped so you can fire with an embarked unit, or bumping your toughness to Toughness 8.
Putting some Nobz with Big Choppas and maybe even that Waaagh Banner into the Battlewagon could be a great idea for example, since then there's no conflict with the Ard-Case decision, and it's an easy decision to take the bump up to T8, which will greatly increase the chances that battle wagon gets where you want it to go, which in turn makes it's easier for the Nobz to jump out and use that extra 3" of movement from the transport to get stuck in or make their charge shorter. Unit Synergy!!!
Now for a shift of gears, Here's what I was playing around with in Battlescribe earlier for giggles. No idea if this is even good, but it uses only models you listed in your collection, and follows wargear loadouts you have listed.
Note this is only 1971 points, so you have a few filler points you could play with.
So this is a Kunnin' Kommandos style list using Deffskulls, the idea that all the infantry have objective Secured, and combined with Mob Rule this makes it incredibly hard to shift you off objectives, gives every single model a 6++ invul so you can't be denied your t-shirt save by Bolters, and gives every single unit a single to-hit, to-wound and damage-die reroll every time it shoots or fights, probably best used/saved for a special weapon.
The Kunnin' Taktiks started as you fill up the deployment zone with your Kannons which all become individual units after deployment, massively benefiting from reroll one hit and one wound every time you shoot each Kannon essentially giving you a 75% hit rate with the Shell shots thanks to grot crew with BS4+. These guys basically become 12 extra TankBustas with better ballistic skill, a reroll to hit and wound and REROLLABLE! D6 damage die each. Absolutely crazy! These units are LEGENDARY alright.
Next up, your TankBustas and Weridboy team up for a Kunnin' Da Jump to deal with anything trying to be a coward and hide from your glorious Kannon barrages, and the Weridboyz proceeds to help whatever Boyz units pushing up into mid-board he can with Warpath for +1 attack. All 60 Boyz should be pushing up and getting on objectives, and charging if they aren't stuck in, it doesn't matter how tough it is when you are throwing literal buckets of dice at it. Again, try to fight on primary objectives as much as possible to take advantage of your huge number of models and obsec.
Next the centerpiece of the force, the Battle Wagon get's filled up with the Big Mek, the Nobz and the Waaagh Banner, gets screened/flanked/etc by all the Warbuggies and Wartrakks and they just cruise-missile across the table and try to again, find an objective to fight on. You use your Kunnin' here to realize the opponent has to come fight YOU, don't just charge headlong into their best stuff. Kill all their troops/obsec and then laugh as they try futility to fight off your legion of boyz while you score 15 primary every turn and they score nothing.
Finally, the Kommandos are your sneakiest sneaks. If you Kunninly realize that Slugga Boyz and Kommandos are equipped with the EXACT same wargear, you don't have to spend the $55 for FIVE Kommandos, and these units start in reserves and pop in from their hiding spots to help out the Boyz pushing up the midfield, or to ambush and finish off weakened targets trying to hide out of LOS, or grab objectives that are just free for the taking!
Yeah... some of the Boyz are going to die. You'll pickup models by the fistful sometimes. But that's ok with this style of list, as long as you are fighting on objectives, and targeting your opponent's troops as much as possible, the goal is put your opponent on the backfoot and fight on primary objectives, Engage On All Fronts by starting skirmishes all over the battlefield, and perform actions like Deploy Scramblers to light up the score board like the Las Vegas Strip.
If an actual Ork player wants to add to this or tear this apart, go for it. My feelings will absolutely not be hurt. This is all done in the spirit of fun and helping Malarky get his Kunnin' brain a churning.
|
|
|
Post by Malarks on May 17, 2021 12:36:00 GMT -5
Thank you for the list - I will keep it in mind for future use. There are a few points that are interesting to me, for sure. Over-all it is not quite my style, but it is not far off the mark, either. I appreciate your not just suggesting I rebuild my collection and use models that I do not like***, as well. This is what I have to work with, currently. I made some poor choices and have had to figure out how to live with them and make it work. In time the collection will expand, but that is a long ways off. My issue with Deathskulls is tracking those rerolls and such - perhaps when I am more comfortable with how the game works, and not splitting my thoughts so many ways, I will be more able to track such things without getting stressed out. So.. At least I know what's "wrong" and can work on that in the future, right? I have tended to play basic lists because of this sort of thing, as well. There is an awful lot going on in a game and I get anxious about wasting people's time when I am constantly looking stuff up (though I have all the patience for others when they look stuff up... But that is all part of me holding myself to impossible standards.... etc) Might just have to paint some of my Boyz purple. Thank you for the idear. I have a few ladz that could be good candidates for it, too. It will be a nice change from painting yellow/orange, as well. Kommandos can be set up with heavy weapons and Tankbusta bombs, right? (I'll check this shortly, myself) The inclusion of the Waaagh!!! Banner was something I had not considered, with the Battle Wagon Face-Punch combo.... Hrm.... I'll have to find a model tank to convert in to an 'Ard-Case Deff-Roller... Good to know that things have changed a bit for vehicle firing, though the Battle Wagon already had the rule to bypass move and shoot penalties (I was more concerned about those riding inside getting the penalty, yeah) With regards to the BattleWagon (etc).. I mean, I get that some things "want to be built a certain way" (to get the most out of the points, etc. It makes sense, I cannot deny that fact) I'm just stubborn and like to see more than "optimized lists" - use some funky stuff! Play by rule of cool (albeit, this can backfire when one finds things like Warbuggies cool ) In this particular instance, I am really banking on the KFF off-setting the T7 of the open-topped variant. KFF + Grot Rigger (heal 1W/turn) and then having both Meks with Oilers... So long as it doesn't get outright nuked, I should be able to keep it rolling for at least one more turn. Big Gunz [Legends] become individual units after deployment? Wat? So all my fretting over their wonky Ld stuff.... Replace them Kannons with Lobbas and we're in business! Or maybe 50/50? 48" and ignoring LoS is something worth considering - especially when folks bring stuff like Thunder-Fire Fuckery. You want to play that game? I can play too! [insert maniacal Grot laughter here] Do you think Wortsnagga is going to be Snakebite-only? The write-up on the community page mentions him acting as a Freeboota for a time, which might be an amusing addition to my Freeboota list.. Have only Gretchin for troops, opening more points for the rest of the army? I understand that I will be picking up models ad-nauseum... My issue is more that, during 8th, I was often picking up the majority of my army by the end of turn 2, if not turn 1. Either my screens get wiped, or the beef gets nuked - my combat loss groupings hit critical levels before I am able to respond or do much of anything. I would, personally, prefer a slower paced game with an expectation of something like 12 turns, as opposed to a max of 6. *** (seriously... I do not like the look of Lootas one bit. Yeah, they've got a great stat-line and I could convert some so that I don't hate their look... But I would also really just rather use Flash Gitz or Tankbustas to fill that role, personally) *** www.dropbox.com/s/b4tqh5mvjn4ccuo/159499667_296022655276289_275515552483531520_n.jpg?dl=0
|
|
|
Post by Frosty the Pirate on May 17, 2021 14:02:06 GMT -5
Yup, can totally understand lists not being how you want to play. The new codex is going to open up a ton of new list building ideas and I just wanted to express what I saw when I saw your collection list, I literally was like "wow, that collection is like PERFECT for this style/type of list".
The transition to 9th saw a HUGE meta shift. Marines don't even bring Thunderfire Cannons anymore for example, they are considered not very good now. the meta has shifted SO MUCH with huge sweeping changes to every faction, and points changes that massively nerfed almost everything that was previous too-cheap or OP. It'll take some time to catch up and get used to what the new edition looks like, so don't get overwhelmed and just take it one step at a time. Obviously many of us have had far fewer games played than we would have in a non-pandemic world, and many of us (including myself) are still exploring what works in 9th.
As for Ork Codex stuff, I'm not following too closely as I don't own Orks, but I suspect a gander across youtube or google search will yield plenty of Beast Snagga previews and goodness to warm your heart.
|
|
|
Post by Malarks on May 18, 2021 10:33:10 GMT -5
The list you have provided would be something I would use as a foundation for my own deigns. A lot of what you've got going on is, yeah, how I would build things. Really, the big changes/differences would be I'd not likely field that many Big Gunz and I haven't ever really considered Kommandos before. I might also swap out some Boyz for Gretchin. *shrugs* It has been interesting considering Kommandos - though more as inspiration for how to go about painting them... But if I have them available and ready to go, I am also more likely to use them. "Surprise Orks" also sounds like something that would fit with the whole pirate-theme. I could also dump those Big Shootas and Tankbusta Bombs in to them, as well - less to track/lose with Boyz. I am warming up to these Kommandos, as a concept. Not entirely surprised that my collection would sort of be representative of the game from 15 years ago (holy crap...) as a lot of my collecting has been accumulating the models I was never able to afford as a teenager working in the Regi cafeteria. I really regret having sold that "army"... I had a pretty sweet G.I. Joe tank that got converted to a BattleWagon... I remember having to build it to contend with my cousin's Ultra Marines... Whoa.... How much of my resentment regarding Space Marines is as a result of that? [mind blown]
Anyway, yeah, looking forward to getting back in to things... Slowly... When we are able to.
I'll poke around in BattleScribe later and see what I can come up with for a 2000 point Freeboota list.
This has been a nice little distraction during this otherwise stressful experience with moving during the pandemic... Again... Wheeeeeee! (Have it pretty well locked down, though, so it hasn't been that bad really) Anyway, yeah, thanks for engaging.
|
|
|
Post by Malarks on May 19, 2021 5:53:54 GMT -5
got distracted with packing and cleaning. I have Battlescribe on my tablet so I'll keep poking at this - really liking the idea of the Komnmandos popping out with Big Shootas and Tankbusta bombs to support a Da Jumped squad of Tankbustas.
|
|
|
Post by Frosty the Pirate on May 19, 2021 6:16:01 GMT -5
A couple things I forgot to mention above:
I forgot to mention I grabbed Da Fixer Upperz on the Mek, so he heals 3W/turn on a wounded vehicle. Again, inline with keeping that BW online.
As the Warlord Trait, I grabbed Kunnin but Brutal, which before the first battle round begins, but after you know who is going first/second, you get to redeploy D3 units. The main use for this is to redeploy the Battle Wagon so it can either charge or hide depending if you are going first or second, however if you have "extra" redeploys (IE you roll a 2 or 3 on the D3) you can redeploy other things (except the Kannons, as they have split into 6 units from 1) to adjust your start positions. It's kind of a nice advantage to grab as only a few factions out there have access to this ability. it's VERY strong.
Last, I noticed you mentioned "keeping track of the rerolls" for Deffskulls. Not sure what you mean there. The ability triggered every time any unit shoots or fights on either players turn for the whole game. It's not a "once per game" thing. It happens EVERY TIME. So all you literally need to remember is "hey, I'm shooting with this Kannon/Unit-of-Boyz/Nobs/etc, I get to reroll 1 hit die and 1 wound die cus they are Deffskulls." It's not something you really need to track.
I can understand 40k has very complicated rules, and some things are super annoying to remember (especially reactive or conditional stratagems you might only use once every 10 games), but I assure you Deffskulls rerolls is something you do so often it becomes second nature. I personally play Craftworlds who have Expert Crafters, which is effectively the same rule (reroll a hit and a wound every time you shoot or fight), and while I forgot about it a few times at first when I came back, It's become so habitual I'm going to need an Expert Crafters Detox when the new codex shows up and it's changed.
That said, the Ork codex is probably 6 weeks away, and the Deffskulls attribute will 100% be changed (Salamanders also had this ability, and it was nerfed to just be a wound-reroll but still triggers every time you roll to wound), so perhaps this is nothing to worry about.
|
|
|
Post by Malarks on May 19, 2021 7:18:27 GMT -5
I had forgotten what Da Fixer Upperz does and that's fairly beefy, especially with the Oiler for the +1
The redeployment is an interesting ability - as I have been building with Badrukk as my Warlord all year, I have forgotten that Warlord Traits were even a thing. I can see the value in the redeployment, though. I used to like to run Evil Sunz or Goff with Kunnin but Brutal, for the beefier Waaagh!!! and bonus CP.
I mean I just simply keep forgetting that I am able to make the rerolls, even. Just... Pbbltplhtbltplh... Gone... heh. Also, I ran Deathskullz at the Great Crusade in 2019 and had a poor experience with it (that was, for me, not a pleasant day at all... Still raw from my home situation, I was over-whelmed on several fronts and ended up having to fight against an anxiety attack - too many people, too much noise, I didn't know what I was doing and felt guilty about giving my opponents a poor experience for the event, etc...) So I am working on overcoming this bit of bias towards the Kultur. Bear with me...
I wonder if starting a new faction might help me shift gears in to 9th, as opposed to being stuck on "Orks in 8th"? Your mention of the "detox" kind of got me thinking about this.
Gonna be neat to see how the Codex changes. Let's hear it for BattleScribe! hehehe.
Breakfast break over - back to packing. Cory will be here in a few hours with the U-Haul.
|
|
|
Post by Malarks on May 24, 2021 17:09:02 GMT -5
Okay, so, still focusing on Freebooters... I think I found my "hammer" (and it isn't my penis) (I know Badrukk can be taken in any Kultur without breaking the list, but... "space Ork pirates" still tickles my pickle)
Badrukk (Killa Reputation allows friendly Freebootas with 6" to reroll 1's in the Fight phase) + Waaagh!!! Banner (units with in 6" get +1 to attack rolls in the fight phaseBadrukk + Big Mek with KFF (dat sweet, sweet 5++) + Weirdboy (Warpath for +1A for the Nobz and Da Jump for Tankbustas) + (Mega)Nobz (Power Klaws would have their -1 to attack rolls negated and (Big) Choppas become that much more accurate, hitting on 2's and rerolling 1's)
Run this all as a blob and waddle up the board while Boyz, Gretchin, Kommandos, Tankbustas and Outriders run as much distraction or scoring as possible. Maybe (likely) sacrifice a unit of Boyz or Gretchin to screen the hammer-blob. Though, I am more likely to keep the Gretchin with Da Red Gobbo to absolutely tarpit something or lock down a s many objectives as possible - we will see what the new Codex will do. A unit of Boyz would also benefit from morale auras and Warpath - while Gretchin would just be a meatshield/speedbump, the Boyz coukd potentially do some actual damage. Keep Badrukk out of melee and make the most out of that snazz-gun, popping shots at nearby units while the Nobz get stuck in. Da Jump the Tankbustas with the Kommandos popping out of cover (loaded with Tankbusta Bombs) Bring in the Outriders to harass and/or pressure objectives. Hope for the best, laugh at the silliness, roll all of the dice (I need to sort out a means of quickly counting dice in large numbers. That would actually alleviate a lot of the stress and anxiety I have with playing as Orks - just how much 'book-keeping' there is with playing them.)
Anyway, yeah... This was a combo I had come across and was curious about thoughts on its feasibility.
|
|
|
Post by Typhus on May 24, 2021 18:19:14 GMT -5
Hope for the best, laugh at the silliness, roll all of the dice (I need to sort out a means of quickly counting dice in large numbers. That would actually alleviate a lot of the stress and anxiety I have with playing as Orks - just how much 'book-keeping' there is with playing them.) My advice (and personal solution) is to count dice out in manageable chunks, until you have what you need. So if you're rolling let's say 45 dice from a big salvo of Lootas - grab five dice, set them aside. Grab 5 more dice, set them beside the first set a short distance away. Repeat until you have nine sets of five dice. Kind of like counting with tally marks, in that way. It makes for an easy visual inspection for you opponent - they can see you have small pools of five dice, and nine pools in total. Then just scoop them up and roll.
|
|
|
Post by Malarks on May 24, 2021 18:58:42 GMT -5
I had been doing similar to that, yeah. Nice, transparent and quick for modest numbers of dice. I am thinking more like a sorting tray that fits tidy rows of them in increments of 10, or something... Dump dice in tray, give a gentle shake, lift rows of counted dice. Y'know?
A unit of Boyz can drop absurd numbers of dice (up to 150 in 8th) and that is more what I am worried about - counting out orbital bombardment dice cubes' worth of dice in a timely manner.
|
|
|
Post by Malarks on Jul 7, 2021 13:43:35 GMT -5
And here we go with another attempt at this... I realize I forgot to give the Weirdboy Psyker Powers... Da Jump and Warpath are likely candidates (also implying they are a Warphead) Yeah... Keeping pressure on the front lines and objectives with the Troops and Reinforcements, I hope to be able to march Badrukk and the Elites up the board and contest the main blob of the opposing force's strategy with a pile of angry greenskins in "heavy" armour. Badrukk, Warpath and the Waaagh!!/Badskull Banner, I hope, will be a decent bit of buffing... The trick will be surviving to put that to use. Da Jump the Tankbustas, in tandem with the Kommandos popping out of cover with their Tankbusta Bombs, to contest and heavy armour that may be on the board. ++ Battalion Detachment [66 PL, 10CP, 1,163pts] ++Battle Size [12CP]: Clan Kultur / Specialist Mobs: Freebooterz + HQ +Kaptin Badrukk: Ammo Runt, Killa Reputation, Warlord Weirdboy + Troops +Boyz: 'Ard Boyz . Boss Nob: Big Choppa, Slugga . 10x Ork Boy W/ Shoota: . 19x Ork Boy W/ Slugga & Choppa: Gretchin. 20x Gretchin Gretchin . 20x Gretchin Gretchin. 20x Gretchin + Elites +Da Red GobboKommandos: 2x Tankbusta Bombs . Boss Nob: Big Choppa [Legends] . 7x Kommando: . Kommando W/ 'Eavy Weapon [Legends]: Big Shoota . Kommando W/ 'Eavy Weapon [Legends]: Big Shoota Kommandos: 2x Tankbusta Bombs . Boss Nob: Big Choppa [Legends] . 7x Kommando: . Kommando W/ 'Eavy Weapon [Legends]: Big Shoota . Kommando W/ 'Eavy Weapon [Legends]: Big Shoota Painboy [3 PL, 65pts]+ Fast Attack +Warbuggies. Warbuggy: Twin Big Shoota . Warbuggy: Twin Big Shoota . Warbuggy: Twin Big Shoota Wartrakk. Wartrakk: Twin Big Shoota . Wartrakk: Twin Big Shoota ++ Vanguard Detachment [46 PL, -3CP, 837pts] ++Clan Kultur / Specialist Mobs: Freebooterz Detachment Command Cost [-3CP]+ HQ +Big Mek in Mega Armour: Grot Oiler, Kombi-weapon with rokkit launcha, Kustom Force Field, Power Klaw + Elites +Meganobz . Boss Meganob w/ power klaw: Kombi-weapon with rokkit launcha, Power Klaw . Meganob w/ power klaw x4 Nob with Waaagh! Banner: The Badskull Banner Nobz . Boss Nob: Big Choppa, Choppa . Nob x9: Slugga, Choppa Tankbustas . 7x Tankbusta: 7x Rokkit Launchas . Tankbusta w/ Pistols + Fast Attack +DeffKoptas . DeffKopta: Bigbomm [Legends], Kopta Rokkits + Heavy Support +Killa Kans. Killa Kan: Drilla, Grotzooka ++ Total: [112 PL, 7CP, 2,000pts] ++Created with BattleScribe
|
|