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Frowbakk

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Posts posted by Frowbakk

  1. With the +3 BS -2 WS Doctrine used for a first turn alpha strike, every gun will have BS7.  Hitting on a 2+ and then re-rolling on a 5+ making that Assault 3 Plasma Caliver much less scary and the need to crack open vehicles more apparent.

     

    I've picked up two boxes of foot troops and three Ironstriders, now to see if I have any time to put 'em together.

     

    The Arquebus comes with a new oval base, a little shorter and wider than a bike base, and the Ironstrider is a new large oval and not the Flyer base as was rumored.  Makes me think the Onager will be on a rounder Flyer base or something rather than the Knight bases as people have theorized.

    • Like 1
  2. If they commit the sin of only giving one gun to these walkers when the rules say they can shoot two, then I'll convert them out of Defiler legs and my old kitbashed enclosed Sisters of Battle Immolator turrets.

     

    For the rumored "three week release" I'm still not seeing any transport vehicles, new or otherwise in any of the pictures so far.

     

    Time to head down to Uncle Alric's Space Wolf Drop Pod Emporium and get the Skitarii Vanguard within 18" for shooting on turn 1.


     

     

    • Like 3
  3. It's looking like Doctrina Imperatives may buff Skitarii units like the old Sisters Faith rules used to do.

     

    With High Elf Archer legs and spare IG tank gunner torsos I'll be able to get a full unit of 10 Vanguard and 10 Rangers from each box...

     

    ...which will free up more funds for Sicarians, of course.

    • Like 3
  4. Compare what you get to a Land Speeder Typhoon (that's the Missile launcher one, right?) or an equal points value of Dreadnoughts and they're not too shabby.

     

    Now to dig out those bitz for Rough Riders rider conversions and see if I can stretch one box into two models.  If I have enough ex-Sentinels that is.

    • Like 2
  5. For the Scouts conversions you could do what I kitbashed up to use as Inquisitoral Storm Troopers for the old Immolator Rush list (back when Heavy Flamer Immys were the coolness)

     

    Brettonian Man-at-Arms legs and hats, Daemonette torsos (plus a bit of greenstuff to bring them back into balance in the chest area), female heads from Hasslefree Miniatures, and Cadian IG arms with the shoulder pads trimmed down to look like just fabric and blend into the torsos better with a greenstuff shawl

     

    009.jpg

    The one on the left is a Necromunda Ganger

     

    061-DidntburnenoughGenestealers.jpg

    Here,s a rear view, and a group shot below...

     

    017.jpg

    • Like 1
  6. Mogrok's Bossboyz: (courtesy of BoK) -

     

    Requirements: 3 Big Meks, 1 Warboss, 1 Weirdboy (ML2)

    Restrictions: None.

    Special Rules: Big Mek Mogrok: The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait (see Codex: Orks). Very Kunnin’: Before deployment, the controlling player can nominate up to D3 friendly Ork units; these units gain the Acute Senses and Outflank special rules. The controlling player also adds +1 to any attempts to Seize the Initiative, as described in Warhammer 40,000: The Rules.

    Source: Campaign: Sanctus Reach: Red Waaagh

    • Like 1
  7. Mogrok's Bossboyz - 3 Big Meks (one of which must be your Warlord), Warboss and Weirdboy Warphead, plus a regular CAD with 2 Big Meks, and the Mekboy Junka with Shokk Attack Gun as Elite choice or Dedicated Transport for a Big Mek.

     

    11 Shokk Attack Guns camping under a Void Shield Generator...

     

    Silly, totally unbalanced, and zero skyfire.

     

    I'm primarily in it for the conversion potential.

    • Like 3
  8. Would an Orky Ordinance require everyone to pay a two toof fine every time they misused the word Ordinance?  

    It depends on the night rate for nitrate, of course...  We'll remove dem teef wif high explosives!

     

    Seems more like a fun list than an open list, but that's just me.

    Since I'm having difficulty scraping together a team, it's more like bringing the spirit (but in no ways the intent) of the OFCC Team event to the Open.

    • Like 2
  9. That's kind of my idea. 

     

    Eleven Shokk Attack Guns (from one Mogrok's Bossboyz Formation and one Ork CAD) bunkered up for about 1850 points to take to the OFCC Open and rain down random Orky ordinance on everyone.

     

    Silly, fragile (once you crack the Void Shields) but hopefully fun.

     

    I wondered if the Defense Line could also add on since the Shokk Attack Guns are Ordinance and the Big Meks will need something to hide behind.

  10. There's always Mogrok's Bossboys Formation:  3 Big Meks (one of which must be your Warlord), one Warboss and one Warphead (ML2), and as I recall the Junka can be a Dedicated Transport for a Big Mek.

     

    So....

     

    There's that.

     

    >Runs off to build a list for OFCC with 12 Shokk Attack Guns<

     

    Edit: Realises a 10 Shokk Attack Gun list fits in 1850, and considers bringing the spirit (but not intention) of the OFCC Team event to the Open....

    • Like 1
  11. At OFCC I found that the Boarding Planks weren't worth it.  The re-roll from 'Ere We Go on charge range basically does the same thing for free.

     

    Since you're really leveraging the Finkin' Kap, go for broke on infiltrating.

     

    Plus remember that if your Big Mek is your Warlord, you won't be calling a Waaagh with the Warboss, so plan accordingly

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