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Ork Triple Battalion


Frowbakk

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Ork Triple Battalion

Evil Sunz Battalion (+5 CP)(-3 CP for Extra Gubbinz)  947 points [+1” to Charges, +1” to Move (2” iff Speed Freeks)]

120 HQ Deffkilla Wartrike (Warlord: Brutal but Kunnin’ – Reroll hits; +1 Damage)

  91 HQ Warboss on Warbike (Index) w/ Big Choppa = Headwoppa’s Killchoppa

120 HQ Zhadsnark Da Ripper (Forge World) w/ Da Beast: 2x Big Shoota

215 TROOP 30 Shoota Boyz, Big Choppa Nob, 3x Tankbusta Bombz (Turn 1: Da Jump’d/3CP to UGT ‘recycle’ in Turn 2)

223 TROOP 30 Choppa Boyz, Power Klaw Nob, 3x Tankbusta Bombz (Turn 2: Da Jump’d after Mob Up)

  75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb (Turn 2: 1 CP to Mob up w/above)

103 ELITE Painboy on Warbike (Index) w/’Urty Syringe, Power Klaw = Da Killa Klaw

Bad Moon Battalion (+5 CP) 822 points [Re-roll 1’s in Shooting Phase]

  62 HQ Weirdboy w/ Da Jump

  75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts]

  90 TROOP 3x 10 Grots (Grot Shields for Lootas)

170 HEAVY 10 Lootas

170 HEAVY 10 Lootas

255 HEAVY 15 Lootas (Turn 1: 1 CP to Mob Up with other Lootas)

Blood Axe Battalion (+5 CP) 227 points [Counts as being in Cover at > 18”, may Shoot OR Charge after Falling Back]

  62 HQ Weirdboy w/ Warpath

  75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts], Finkin Kap: I’ve Got a Plan, Ladz! (CP Farming on a 6+)

  90 TROOP 3x 10 Grots (Can’t be used for Grot Shields due to <CLAN> mismatch, therefore are solely Objective Grabbers)

1996 points, 15 CP left after list construction.

 

For the Evil Sunz Battalion: 3 Bikes & a Trike should get off a first turn charge on something, Biker Painboy should keep 'em in combat a little longer. 30 Shoota Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to be recycled with 3 CP the next turn where the reappear 'Outflanking' and able to shoot away again.  Turn 2 the 10 Choppa Boyz Mob Up with 30 Choppa Boyz, and get Warpath'd and Da Jump'd into probable charge range of whatever the Bikes & Trike didn't kill and heroically Intervene into during my opponent's turn.

As for the Bad Moonz, the Big Mek with the KFF is there to hide behind the Choppa Boyz mobs and be untargetable while KFF escorting the Evil Sunz boyz and both Weirdboyz. Good thing KFF's and Psyker shenanigans don't care about <CLAN> mismatches. The Lootas are to find anywhere with good lines of fire, Mob Up into a unit of 25 first thing and Dakka ad infinitius, uber alles, ad nauseam.

The Blood Axe Big Mek with the Finkin Kap will cover the Lootas under his KFF umbrella and keep the CP farm going as long as possible.

Everything should be under a KFF's 5++  protection so no need to waste CP on Prepared Positions even if going second.1 CP to Mob Up Lootas (AFTER Finkin Kap deployed to begin 6+ CP Farm’n)

Extra shenanigan-ness: The Deffkilla Wartike can move again at the end of the Shooting Phase with the Stratagem: Drive By Krumpin', but is not allowed to charge. However, as a Character the Defkilla Wartrike may still Heroically Intervene its' way into combat. A loophole in the rules big enough to drive a Defkilla Wartike through, conveniently enough.

It may be better to have the Warlord Trait: Kunnin', but Brutal and redeploy some units (Lootas, I'm looking in your direction) after my opponent has set up all of their units.

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I love how this dex can make totally different lists.

I really like the idea of this army putting early pressure with da Jump and a recycle while it shoots tons of stuff to bits with all those lootas.

My only concern is if you fail to cast da Jump (1/6 chance) you can really get stuck (potentially).  

The bump to 9" is so much better on the KFF.  Not sure you can cover your entire army in it with only 2 though.  

The triple Battalion is interesting in theory, I just feel that unless you're going nuts with Gretchin, you run out of points to get the goods.

I wonder if a triple battalion with just troops and HQs is viable...

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I also think buffing the Weirdboyz into Warpheads may only leave 13 CP to use at the start of the game, but giving them both Da Jump, and then one also with Warpath and the other also with Fist of Gork they can bounce around the board in Turn 3 onwards and toss around the occasional Smite once they are in position buffing the units they need to.

The Evil Suns are there to charge, as supported by their Kulture.

The Bad Moons are there to shoot, as supported by their Kulture (I'll need to get a dice-rolling app to be kind to my opponents).

The Blood Axes are there to be sneaky gits.

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  • 2 weeks later...

Ork Triple Battalion 1999 points, Battle Forged: + 3 CP (-3 CP for Extra Gubbinz) 13 CP left after list construction.

Bad Moon Battalion (+5 CP)(-1 CP for Warphead) 745 points [Re-roll 1’s in Shooting Phase]

  62 HQ Weirdboy Warhpead w/ Da Jump, Fist of Gork (Buff Da Fighty Characters)

  75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts] Warlord: Kunnin’ but Brutal (Redeploy Self +d3 Units)

  90 TROOP 3x 10 Grots (Grot Shields for Lootas, expect every single one of them to die in your opponents first turn)

170 HEAVY 10 Lootas (Turn 1: 1 CP to Mob Up with other Lootas AFTER Finkin Kap deployed to get 6+ CP Farm’n)

255 HEAVY 15 Lootas

  93 HEAVY Mek Gunz: 3x Smasha Kannons (Clearing screens & to be Loot It! bait for Lootas)

Evil Sunz Battalion (+5 CP) 907 points [+1” to Charges, +1” to Move (2” iff Speed Freeks)]

  91 HQ Warboss on Warbike (Index) w/ Big Choppa = Headwoppa’s Killchoppa

120 HQ Zhadsnark Da Ripper (Forge World) w/ Da Beast: 2x Big Shoota

215 TROOP 30 Shoota Boyz, Big Choppa Nob, 3x Tankbusta Bombz (Turn 1: Da Jump’d/3CP to UGT ‘recycle’ in Turn 2)

223 TROOP 30 Choppa Boyz, Power Klaw Nob, 3x Tankbusta Bombz (Turn 2: Da Jump’d after Mob Up)

  75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb (Turn 2: 1 CP to Mob Up w/above)

103 ELITE Painboy on Warbike (Index) w/’Urty Syringe, Power Klaw = Da Killa Klaw (1 CP to throw a Medi-Squig at Warlord)

  40 FAST Deff Kopta w Twin Big Shootas (One to fly ahead with 3 Bikes & a Trike to keep them untargetable)

  40 FAST Deff Kopta w Twin Big Shootas (Also a good source to buff Mob Up’d Choppa Boyz with Loot It! later in the game)

Blood Axe Battalion (+5 CP)(-1 CP for Warphead) 347 points [Counts as in Cover > 18”, may Shoot OR Charge after Falling Back]

120 HQ Deffkilla Wartrike

  62 HQ Weirdboy Warphead w/ Da Jump & Warpath

  75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts], Finkin Kap: I’ve Got a Plan, Ladz! (CP Farming on a 6+)

  90 TROOP 3x 10 Grots (Can’t be used for Grot Shields due to <CLAN> mismatch, therefore Objective Grabbers)

The Evil Suns are there to charge, as supported by their Kulture.

The Bad Moons are there to shoot, as supported by their Kulture (I'll need to get a dice-rolling app to be kind to my opponents).

The Blood Axes are there to be sneaky gits. (and get a free Warlord Trait… No I’m not talking about Finkin’ Kap.)

Everything (except for a Blood Axe Gretchin camping objectives) should be deployed under a KFF's 5++ protection so no need to waste 2 CP on Prepared Positions even if going second. So much better than trying to improve 6+ saves which can still be whittled away by AP. I’ll need to practice deploying so that most models end up under one KFF othe the other.

The Bad Moonz have the Big Mek with the KFF as Warboss in order to get Kunnin’ but Brutal which allows him and d3 units (Lootas, I’m looking in your direction…) to set up with the best sight lines, redeploy out of line of sight, and then Mob Up and get Da Jumped back into place so they can use More Dakka & Showin’ Off to best effect and Dakka ad infinitius, uber alles, ad nauseam. The Big Mek can also repair the Smasha Guns should the whim strike him.

For the Evil Sunz Battalion: 3 Bikes & a Trike (OK, so he’s a Blood Axe, but he can still Advance  & Charge to keep up with the Bikes) should get off a first turn charge on something, Biker Painboy should keep 'em in combat a little longer. 30 Shoota Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to either be recycled with 3 CP the next turn where the reappear 'Outflanking' and able to shoot and be effective right when they come in., or stay stuck in if there’s another target for the Lootas which will need the CP instead. Turn 2 the 10 Choppa Boyz can Mob Up with 30 Choppa Boyz, and get Warpath'd and Da Jump'd into probable charge range of whatever the Bikes & Trike didn't kill or Heroically Intervene into during my opponent's turn.

The Blood Axe Big Mek with the Finkin Kap is there to walk behind the Choppa Boyz mobs and be untargetable while KFF escorting the Evil Sunz boyz and both Weirdboyz. Good thing KFF's and Psyker shenanigans don't care about <CLAN> mismatches.

Now to answer the big question: Why is the Deffkilla Wartrike in the Blood Axe detachment instead of the Evil Suns detachment? Because if he’s a Blood Axe, The Deffkilla Wartike can Fall Back (and Snagga Grapple for 1 CP) and still Shoot or Charge. What Evil Sunz get as their Clan-specific Warlord Trait, ALL Blood Axes get due to their Kulture. So the Deffkilla Wartrike can fall back AND still charge in the same round, it’s like getting a third Warlord Trait for free.

Graduate studies project in sneaky-gitted-ness; have the Mob Up’d Lootas use Loot It! on a destroyed Smasha Gun, have the Lootas refund the CP for it on a 4+ AND farm the CP on a 6+.

Extra sneaky git shenanigan-ness: Your opponent have an annoying Character buffing nearby units? Consider sniping with Deff Koptas by either moving close enough so that character is the closest target, or by using Ramming Speed and putting some Mortal Wounds on ‘em.

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