fluger Posted June 29, 2014 Report Share Posted June 29, 2014 Big Mek Zagblitz's Wahkka Forz!Big Mek: 115 Da Fixer Upperz, KFF, Da Finkin' Kap, Grot OilerMek: 1530 Boyz: 265Shootas, 3 Rokkit Launchas, Nob, Power Klaw, Boss Pole30 Boyz: 265Shootas, 3 Rokkit Launchas, Nob, Power Klaw, Boss Pole10 Gretchin and 1 Runtherd: 3520 Stormboyz: 220 nob, power klaw, bosspoleDeffdredd: 803 Lobbas: 543 Killa Kans: 150 Rokkits Stompa: 800 Grot Riggers1999 ptsI 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! 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. 3 Quote Link to comment Share on other sites More sharing options...
fluger Posted June 29, 2014 Author Report Share Posted June 29, 2014 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). Quote Link to comment Share on other sites More sharing options...
Threejacks Posted June 29, 2014 Report Share Posted June 29, 2014 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 Quote Link to comment Share on other sites More sharing options...
fluger Posted June 29, 2014 Author Report Share Posted June 29, 2014 Originally I had 2 meks in there, but it's more expensive to get an hq and another mek than it is to just get grot riggers. Quote Link to comment Share on other sites More sharing options...
fluger Posted June 29, 2014 Author Report Share Posted June 29, 2014 updated the second list. Quote Link to comment Share on other sites More sharing options...
fluger Posted June 30, 2014 Author Report Share Posted June 30, 2014 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 1 Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted June 30, 2014 Report Share Posted June 30, 2014 Orks look like fun to play against for sure. Quote Link to comment Share on other sites More sharing options...
TW_Haines Posted June 30, 2014 Report Share Posted June 30, 2014 mJust cant wait to get the codex and and start my army speed freaks and a mr taterhead stompa that will be a fun build mr potatohead with the derby hat and silly stompa sneekers. TW Haines 1 Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted July 1, 2014 Report Share Posted July 1, 2014 It would be cool if Fluger was Ambassador for the orks this year. A finer commander of their seething masses cannot be found. 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted July 2, 2014 Report Share Posted July 2, 2014 I agree! Did you fix the multi-relics and make a ew list fluger? Quote Link to comment Share on other sites More sharing options...
fluger Posted July 2, 2014 Author Report Share Posted July 2, 2014 I need to still. Trying to decide on either the kap or the killchoppa. Lh, my irks aren't fully painted... Quote Link to comment Share on other sites More sharing options...
pretre Posted July 2, 2014 Report Share Posted July 2, 2014 Take another warboss or mekboss? Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted July 2, 2014 Report Share Posted July 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
fluger Posted July 2, 2014 Author Report Share Posted July 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
fluger Posted July 2, 2014 Author Report Share Posted July 2, 2014 Take another warboss or mekboss? With KFF being different, it doesn't really fit my needs and I don't like dual warboss. Probably go with the finkin' kap instead. Quote Link to comment Share on other sites More sharing options...
fluger Posted July 2, 2014 Author Report Share Posted July 2, 2014 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 Quote Link to comment Share on other sites More sharing options...
pretre Posted July 2, 2014 Report Share Posted July 2, 2014 Neato. What's the price differential for your loadout and a Mega-Armour boss? Quote Link to comment Share on other sites More sharing options...
fluger Posted July 2, 2014 Author Report Share Posted July 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
pretre Posted July 2, 2014 Report Share Posted July 2, 2014 Aha! Good call. Quote Link to comment Share on other sites More sharing options...
Chappy Posted July 2, 2014 Report Share Posted July 2, 2014 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? Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted July 2, 2014 Report Share Posted July 2, 2014 I like adaptability. I prefer units to have at least SOMe chance against the targets an enemy may be able to FORCE me to deal with. I don't have to be great at it, buti dont want to have NO answer either. So i think Rokkit Launchas make sense using that paradigm. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted July 2, 2014 Report Share Posted July 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
pretre Posted July 2, 2014 Report Share Posted July 2, 2014 Right, but he'd have to sign up for the AT now. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted July 2, 2014 Report Share Posted July 2, 2014 Right, but he'd have to sign up for the AT now. We all need motivation! Hehehe. I bet there will be a few people who have a lot of orks to paint, suddenly. I can't even imagine. It's like the voices of a thousand green paint pots crying out in pain and then suddenly... Silenced. Quote Link to comment Share on other sites More sharing options...
fluger Posted July 2, 2014 Author Report Share Posted July 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
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