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Big Mek Zagblitz's Wahkka Forz!

Big Mek: 115
  Da Fixer Upperz, KFF, Da Finkin' Kap, Grot Oiler

Mek: 15

30 Boyz: 265
Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 
  Boss Pole

30 Boyz: 265
Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 
  Boss Pole

10 Gretchin and 1 Runtherd: 35

20 Stormboyz: 220
  nob, power klaw, bosspole

Deffdredd: 80

3 Lobbas: 54

3 Killa Kans: 150
  Rokkits
 
Stompa: 800
  Grot Riggers

1999 pts

I actually have all the models for this (just have to put together the stormboyz). The Stompa with the Mek is pretty freaking rugged. It has a 5++ save vs shooting and is AV13 more often than not. I can surround it with a cloud of boyz and deffdredds and kans. Every turn I can get back a HP on two rolls of a 5+ (small Mek and IWND) and a 3+ from the Big Mek (with a one-use reroll). With the gretchin inside it, it is also objective secured! e5003765.gif 

Stormboyz give me speed to react to things, lobbas reach out towards stuff I can't see (can't believe they went DOWN in points!), and the boyz and kans help keep the Stompa alive and dish out shooting and fight in melee as needed. 

I'm going to now work on figuring out my typical Blood Axe army with the new book.

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Warboss Grimdreg's 'Ord!  

 


Warboss:  109

  Finkin' Kap, Power Klaw, 'Eavy Armor, Boss Pole, Relic Shoota

 

30 Boyz:  265

  Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 

  Boss Pole

 

30 Boyz:  265

  Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 

  Boss Pole

 

29 Boyz:  214

  Nob, Power Klaw, Boss Pole

 

10 Gretchin and 1 Runtherd:  35

 

3 MegaArmor Nobz:  125 + 35

  Boss Pole

  Trukk:  Reinforced Ram

 

3 MegaArmor Nobz:  125 + 35

  Boss Pole

  Trukk:  Reinforced Ram

 

10 Kommandos:  140

  Nob, Power Klaw, Boss Pole

 

20 Stormboyz:  220

  nob, power klaw, bosspole

 

2 Rokkit Buggies:  50

 

2 Rokkit Buggies:  50

 

Deffdredd:  80

 

3 Lobbas:  54

 

14 Lootas:  196

 

1998 pts


 

More my style of army compared to the one above.  Pretty straight forward army (note, if I had an appropriate model, I'd change the power klaw on the Warboss to the KillChoppa.  Fighting at I4 with a rending S8 weapon (on the charge) is pretty sexy).  

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I like the stompa list:)

 

I noticed you took the riggers with it though..I was looking at the cost and at 30 points one could get two Meks( assuming the HQ slots were used) and get two repairs instead of one along with an optional gun upgrade for the Mek so he can shoot out of it if theres no HPs to fix.

 

I actually have enough models to do that list as well..but Im such a sucker for the goofball walkers I would probably try to get my Naut in there too,lol

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Warboss:  102

  Finkin' Kap, Killchoppa, 'Eavy Armor, Boss Pole, Twin-Linked Shoota

 

30 Boyz:  265

  Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 

  Boss Pole

 

30 Boyz:  265

  Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 

  Boss Pole

 

30 Boyz:  220

  Nob, Power Klaw, Boss Pole

 

10 Gretchin and 1 Runtherd:  35

 

3 MegaArmor Nobz:  125 + 35

  Boss Pole

  Trukk:  Reinforced Ram

 

3 MegaArmor Nobz:  125 + 35

  Boss Pole

  Trukk:  Reinforced Ram

 

10 Kommandos:  140

  Nob, Power Klaw, Boss Pole

 

20 Stormboyz:  220

  nob, power klaw, bosspole

 

2 Rokkit Buggies:  50

 

2 Rokkit Buggies:  50

 

Deffdredd:  80

 

3 Lobbas:  57

  Ammo Runts

 

14 Lootas:  196

 

2000 pts

 

Killchoppa is just too cool!  :D  

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I need to still. Trying to decide on either the kap or the killchoppa. Lh, my irks aren't fully painted...

3 color minimum.  Based.  There is no painting score, just a painting threshold.  Just FYI.  I understand if you dont think you can though.  No biggee.  You just come immediately to mind when it comes to orks.

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Updated to be legal, 'cause...I guess that's a thing now.

 

Warboss:  109
  Finkin' Kap, Power Klaw, 'Eavy Armor, Boss Pole, Shoota
 
30 Boyz:  265
  Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 
  Boss Pole
 
30 Boyz:  265
  Shootas, 3 Rokkit Launchas, Nob, Power Klaw, 
  Boss Pole
 
29 Boyz:  214
  Nob, Power Klaw, Boss Pole
 
10 Gretchin and 1 Runtherd:  35
 
3 MegaArmor Nobz:  125 + 35
  Boss Pole
  Trukk:  Reinforced Ram
 
3 MegaArmor Nobz:  125 + 35
  Boss Pole
  Trukk:  Reinforced Ram
 
10 Kommandos:  140
  Nob, Power Klaw, Boss Pole
 
20 Stormboyz:  220
  nob, power klaw, bosspole
 
2 Rokkit Buggies:  50
 
2 Rokkit Buggies:  50
 
Deffdredd:  80
 
3 Lobbas:  54
  
14 Lootas:  196
 
1998 pts
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Mega armor is slightly more expensive, but (I should check if this is still the case in 7th) being slow and purposeful and giving that to the unit means that they can't run, which sucks for the boyz.  So, while Mega Armor is a great buy in general, for this particular application it wouldn't be too hot.  

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Question: Why the rokkits on the boys squads? When I build I tend to specialise each unit to a specific battlefield role. So, for shoota boys I would take big shootas so I could utilise them for a purly anti infantry roll. Are you doing it to make them multi-role? I ask because I find that when I do this, I am torn between how to use that squad effectively. And I may need to equally utilize both capabilities, but am now only limited to one. It does depend on situational circumstance, but, it can leave you high and dry. Costing you the game.

 

Your thoughts Herr Fluger?

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LH, yeah, no model has basing on it (other than 6), with the new book I'm trotting out a few models with no paint.  I'm not sure I'll have time to finish it before OFCC.  

OFCC?  OFCC happens before the Ambassadorial Tournament.  Ambasadorial Tournament is October 25th.  Bout a month afterwards.  But again, no biggee.  Maybe Peter or Gavin or someone like that will take the mantle.

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Question: Why the rokkits on the boys squads? When I build I tend to specialise each unit to a specific battlefield role. So, for shoota boys I would take big shootas so I could utilise them for a purly anti infantry roll. Are you doing it to make them multi-role? I ask because I find that when I do this, I am torn between how to use that squad effectively. And I may need to equally utilize both capabilities, but am now only limited to one. It does depend on situational circumstance, but, it can leave you high and dry. Costing you the game.

 

Your thoughts Herr Fluger?

LH already kinda hit the highlight, adaptability.  This army is a rising phoenix of my Ork army that did great in 5th edition.  At that time, having anti-tank was crucial, and the more rokkits I could pack in, the better.  I like being able to shoot at tanks and MCs and know I could do some damage to them.  I dislike units that are focused on only one thing as if that thing is taken away, they are pointless.  

 

As far as being torn how to use the squad, I find that after playing a list enough, my target priority knowledge is high enough that I know where to put my efforts.  So, even if my unit's poor anti-tank option is worse than it's anti-infantry, but my highest priority target is a vehicle/MC, I'll use it there.  

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