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Orks and Pirates? List idea 2k pts


Lyraeus

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A list I am working through... Thoughts? 

++ Battalion Detachment +5CP (Orks) [30 PL, 618pts] ++

Clan Kultur: Deathskulls

+ HQ +

Big Mek W/ Shokk Attack Gun: Shokk Attack Gun, Warlord

Weirdboy: 3. Da Jump

+ Troops +

Boyz: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 10x Ork Boy W/ Shoota
. 19x Ork Boy W/ Slugga & Choppa

Boyz: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Slugga
. 10x Ork Boy W/ Shoota
. 19x Ork Boy W/ Slugga & Choppa

Gretchin: 10x Gretchin

++ Spearhead Detachment +1CP (Orks) [25 PL, 564pts] ++


Clan Kultur: Freebooterz

+ HQ +

Kaptin Badrukk

+ Heavy Support +

Flash Gitz: 4x Flash Git, Kaptin

Flash Gitz: 4x Flash Git, Kaptin

Mek Gunz
. Gun: Kustom Mega Kannon
. Gun: Kustom Mega Kannon
. Gun: Kustom Mega Kannon

++ Battalion Detachment +5CP (Orks) [42 PL, 818pts] ++

Clan Kultur: Bad Moons

+ HQ +

Big Mek (Index): Choppa, Kustom Force Field

Weirdboy: 2. Warpath

+ Troops +

Gretchin: 10x Gretchin

Gretchin: 10x Gretchin

Boyz: 2x Tankbusta Bombs
. Boss Nob: Big Choppa, Kustom Shoota (Index)
. 26x Ork Boy W/ Shoota

+ Heavy Support +

Lootas: 15x Loota

Lootas: 10x Loota

++ Total: [97 PL, 2000pts] ++

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3 minutes ago, fluger said:

Its just one reroll a phase though, yes?

One reroll per unit per type of thing. So each unit gets one hit reroll, one wound reroll and one damage reroll each time it shoots or fights.

 

Models with this kultur have a 6+ invulnerable save. In
addition, you can re-roll a single hit roll, a single wound roll
and a single damage roll for each unit with this kultur each time
it shoots or fights. In addition, INFANTRY units with this kultur
gain the ‘Dis is Ours! Zogg Off!’ ability (pg 124), even if they do
not have the Troops battlefield role.

 

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15 minutes ago, pretre said:

One reroll per unit per type of thing. So each unit gets one hit reroll, one wound reroll and one damage reroll each time it shoots or fights.

 

Models with this kultur have a 6+ invulnerable save. In
addition, you can re-roll a single hit roll, a single wound roll
and a single damage roll for each unit with this kultur each time
it shoots or fights. In addition, INFANTRY units with this kultur
gain the ‘Dis is Ours! Zogg Off!’ ability (pg 124), even if they do
not have the Troops battlefield role.

 

 

9 minutes ago, fluger said:

Yeah that's solid.  Definitely for klaws and rokkits.

It is my favorite kultur. You would be surprised how often those rerolls come into play. Even when just shooting a free reroll saves so many command points. Just got to keep track of them

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The Deffskulls’ Kulture re-roll ability is essentially the same thing as the Salamanders’ Chapter Tactic.

Not so useful on the basic shootas and sluggas of the rank-and-file Boyz, but really handy for making sure the one Rokkit Launcher in the squad lands a solid hit. Just like the Salamanders’ Tactic is “meh” for the boltguns, but really useful for the Tactical Squad’s plasma-gunner. Since heroes are units of one, it really benefits them if they’ve been upgraded to carry a fancy gun.

Deffskulls Kulture really encourages an “MSU” style of play that’s a fun bit of difference from the typical green tide.

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6 minutes ago, Ish said:

The Deffskulls’ Kulture re-roll ability is essentially the same thing as the Salamanders’ Chapter Tactic.

Not so useful on the basic shootas and sluggas of the rank-and-file Boyz, but really handy for making sure the one Rokkit Launcher in the squad lands a solid hit. Just like the Salamanders’ Tactic is “meh” for the boltguns, but really useful for the Tactical Squad’s plasma-gunner. Since heroes are units of one, it really benefits them if they’ve been upgraded to carry a fancy gun.

Deffskulls Kulture really encourages an “MSU” style of play that’s a fun bit of difference from the typical green tide.

Better actually because we can reroll a random damage so for Kustom Mega Blastas and Shokk Attack Gunz or power klaws on top of the hits and wounds

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