The Supreme Command detachment is 3-5 HQ's with an additional command point. Weirdboyz are super cheap at only 62pts a pop. So you can fill out the detachment for a mere 310pts. It also gives you an elite slot which can be easily used on a painboy to heal up those inevitable mortal wounds from the casting bonus.
Surrounding the weirdboyz with a lot of boyz under a KFF moving across the board (which you'll probably be doing anyway) means getting into range soon enough. Or if your opponent has any tactical reserves coming after you, you've got a darn good chance of devastating anything with those 5d3 mortal wounds.
Can't get enough weirdboy action! |
So let's see how that pans out:
Supreme Command Detachment
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Mad Doc
Battalion Detachment
HQ: Ghazzy
HQ: Big Mek, KFF
Troop: 30 Slugga boys, nob w/PK
Troop: 30 Slugga boys, nob w/PK
Troop: 30 Shoota boys, 3 rokkets, nob w/PK
Elite: Nob w/waaagh banner
Spearhead Detachment
HQ: Mek, KFF, oiler, big choppa
Heavy: battlewagon, deffrolla
Heavy: 5 lootas
Heavy: 5 lootas
Heavy: 9 lootas
1995pts, 8 command points
Basically you've got all the same elements as other lists but with the SmiteSpam to keep other armies at bay while you move into position.
Lots of ways to play this differently. You could drop the battlewagon and add another unit of boyz, just leaving the lootas in the back under the KFF. Using a warboss instead of Ghazzy will open up a lot of points as well for lobbas and/or more boyz.
Of course, if 5 is not enough, you can go with 10!!!
Supreme Command Detachment
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Supreme Command Detachment
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Mad Doc
Battalion Detachment
HQ: Ghazzy
HQ: Big Mek, KFF
HQ: Big Mek, KFF
Troop: 30 Slugga boys, nob w/PK
Troop: 30 Slugga boys, nob w/PK
Troop: 30 Slugga boys, nob w/PK
Troop: 30 Shoota boys, 3 rokkets, nob w/PK
Elite: Nob w/waaagh banner
1994pts, 8 command points.
With the 2nd KFF Mek you've got plenty of room to surround the wierdboyz with boyz and keep everyone under the shield...and may Gork and Mork help anyone that gets within 18"!!!
EDIT: It was pointed out to me that with the casting bonus you're much more likely to be pushing d6 mortal wounds PER Wierdboy instead of d3. Sure you'll suck some wounds but that's just an insane amount of damage.
No comments:
Post a Comment