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2 Battalion Blood Axe Ork Force


fluger

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++ Battalion Detachment +5CP (Orks) [46 PL, 869pts] ++

+ No Force Org Slot +

Clan Kultur: Blood Axes

+ HQ +

Warboss [4 PL, 80pts]: Attack Squig, Da Killa Klaw, Kunnin but Brutal, Kustom Shoota, Power Klaw, Warlord

Weirdboy [3 PL, 62pts]: 2. Warpath, 3. Da Jump, Warphead (1 CP)

+ Troops +

Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Elites +

Meganobz [10 PL, 175pts]
. 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
. Meganob W/ PK: Kustom Shoota, Power Klaw

Painboy [3 PL, 65pts]: Power Klaw

+ Heavy Support +

Lootas [13 PL, 204pts]: 12x Loota

++ Battalion Detachment +5CP (Orks) [58 PL, 1130pts] ++

+ No Force Org Slot +

Clan Kultur: Blood Axes

+ HQ +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field

Boss Snikrot [4 PL, 70pts]

+ Troops +

Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 258pts]: 3x Tankbusta Bombs
. Boss Nob: Kombi-Rokkit
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 26x Ork Boy W/ Shoota

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Elites +

Kommandos [4 PL, 93pts]
. Boss Nob: Power Klaw
. 7x Kommando
. Kommando W/ 'Eavy Weapon (Index): Burna
. Kommando W/ 'Eavy Weapon (Index): Burna

+ Heavy Support +

Killa Kans [14 PL, 201pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha

Mek Gunz [4 PL, 90pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon

Mek Gunz [4 PL, 90pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon

++ Total: [104 PL, 1999pts] ++

Created with BattleScribe

 

Basic plan is lootas and mek gunz form fire base, form anvil with HQs sans Snikrot behind Kans and flanked by a unit of boyz with grots in front.  Use Blood Axe ability to outflank shoota unit of boyz, the meganobz, and kommandos.

I'm using 4 of my 13 CPs and will save 3 to regen a unit of boyz.  So I have 6 pts to play with.  Grot screen strat could be nice and mob up can be good too.  

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Here's another version that swaps lootas for stormboyz essentially. 

I'd use mob up to make my boyz units 40 strong as well.


++ Battalion Detachment +5CP (Orks) [49 PL, 944pts] ++

+ No Force Org Slot +

Clan Kultur: Blood Axes

+ HQ +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Kunnin but Brutal, Power Klaw, Shoota (Index), Warlord

Weirdboy [3 PL, 62pts]: 2. Warpath, 3. Da Jump, Warphead (1 CP)

+ Troops +

Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 83pts]: Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 9x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 83pts]: Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 9x Ork Boy W/ Slugga & Choppa

+ Elites +

Meganobz [10 PL, 175pts]
. 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
. Meganob W/ PK: Kustom Shoota, Power Klaw

Painboy [3 PL, 65pts]: Power Klaw

+ Fast Attack +

Stormboyz [10 PL, 175pts]
. Boss Nob: Power Klaw, Slugga
. 17x Stormboy

++ Battalion Detachment +5CP (Orks) [51 PL, 1056pts] ++

+ No Force Org Slot +

Clan Kultur: Blood Axes

+ HQ +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field

Boss Snikrot [4 PL, 70pts]

+ Troops +

Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 258pts]: 3x Tankbusta Bombs
. Boss Nob: Kombi-Rokkit
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 26x Ork Boy W/ Shoota

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Elites +

Kommandos [4 PL, 85pts]
. Boss Nob: Power Klaw
. 7x Kommando
. Kommando W/ 'Eavy Weapon (Index): Burna

+ Heavy Support +

Killa Kans [7 PL, 135pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw

Mek Gunz [4 PL, 90pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon

Mek Gunz [4 PL, 90pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon

++ Total: [100 PL, 2000pts] ++

Created with BattleScribe

 

 

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1 hour ago, VonVilkee said:

Something I learned recently is how fast orks on foot can be with a war boss... advance and charge is wicked!

Been running CSM with the renegade trait (advance+charge), and it's fierce. Turn 1 charges are doable with some of the faster units (or with warptime).

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I'd repeat my advice:  Make the Mekgunz one unit since this is a Battallion and not a Brigade.  It reduces the number of drops for the army.

EDIT:  Painboy is about 62 points I think and frankly you have to save about 9 Orks to make it worth it...  which only happens on average if you take 54 wounds (break even point)...  So...  I am not totally sold on the utility of that particular expenditure.  I'd consider dropping him for more rokkits or something else cool.  Maybe another Killa Kan.  Or Traktor Kannon.

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53 minutes ago, Lord Hanaur said:

I'd repeat my advice:  Make the Mekgunz one unit since this is a Battallion and not a Brigade.  It reduces the number of drops for the army.

EDIT:  Painboy is about 62 points I think and frankly you have to save about 9 Orks to make it worth it...  which only happens on average if you take 54 wounds (break even point)...  So...  I am not totally sold on the utility of that particular expenditure.  I'd consider dropping him for more rokkits or something else cool.  Maybe another Killa Kan.  Or Traktor Kannon.

Makes sense

My main idea with 2 units is they can split up and be further apart than if they are one unit.

Interesting take on the painboy but as he's protecting 60-77+ orks he should hit that, plus he does also fight.

Good points though.

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2 hours ago, fluger said:

Makes sense

My main idea with 2 units is they can split up and be further apart than if they are one unit.

Interesting take on the painboy but as he's protecting 60-77+ orks he should hit that, plus he does also fight.

Good points though.

Consider that you are LIKELY to want to focus tgem on the same target so splitting them way apart may not be that valuable, given line of slight.  I think your orks will outpace the painboy quite often so...  if he had a trukk maaaaaaaybe.  It's just a way to increase firepower.

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The painboy can be useful if treated as a guard for the war boss. He has the ability to heal wounds in addition to the ignore wounds aura. To make him worth it you need to use both and he is an extra power claw. Throw him in the thick of the fighting any attacks targeting him aren't targeting your war boss and you will get some saves. Check out the medi squigs stratagem, that painboy can pay for himself but as Hanaur points out he is more that what he will purely save. 

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2 hours ago, VonVilkee said:

The painboy can be useful if treated as a guard for the war boss. He has the ability to heal wounds in addition to the ignore wounds aura. 

This was my thought.  All HQs in a clump between the two big boyz units.  

Looking at it again, the Waagh Banner looks slick too!  

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8 hours ago, Lord Hanaur said:

Consider that you are LIKELY to want to focus tgem on the same target so splitting them way apart may not be that valuable, given line of slight.  I think your orks will outpace the painboy quite often so...  if he had a trukk maaaaaaaybe.  It's just a way to increase firepower.

Definitely a thought, there's also the fact that I just bought one at a deal and I want to try it!  😄

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2 hours ago, fluger said:

This was my thought.  All HQs in a clump between the two big boyz units.  

Looking at it again, the Waagh Banner looks slick too!  

Waaagh banner is amazing! A 6+ save against fleeing is pretty amazing actually it made a huge difference in my elite army keeping units on the board with single members. 

 

You will absolutely appreciate the +1 to hit all those attacks hitting more is amazing. Do not forget the banner itself is st7 and damage 2!

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4 hours ago, VonVilkee said:

Waaagh banner is amazing! A 6+ save against fleeing is pretty amazing actually it made a huge difference in my elite army keeping units on the board with single members. 

 

You will absolutely appreciate the +1 to hit all those attacks hitting more is amazing. Do not forget the banner itself is st7 and damage 2!

A waaaaagh banner bearer would certainly do a lot more in my opinion.  

 

Added consideration:  the banner EFFECTIVELY replaces MANY attacks you would OTHERWISE have lost by not having the Painboy.  so he is the better piece in my opinion between those two choices.

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