Showing posts with label 8th edition. Show all posts
Showing posts with label 8th edition. Show all posts

Friday, May 1, 2020

Blue Ork Goff list

Planning on making an army to sell out of my new models.

I don't want to invest much more so I'm limited to what I have.

The main thing that is missing is Mek Gunz.  If I can get some printed I'll add them in later.

Right now I plan on added a Deffkilla Wartrike and then I have to convert up the HQ's out of Black Reach Nobz.

Anyway, the list:

Battalion Detachment
Kulture: Goff
Specialist Detachment: Kult of Speed
HQ: Deffkilla Wartrike, Skargrim's SnazztrikeHQ: Wierdboy
HQ: Big Mek w/KFF

Troops: 10 Grots
Troops: 10 Grots
Troops: 30 Sluggas, 3x tankbustas Bombz, Nob w/PK

Fast: 12 Warbikes

Heavy: 9 Lootas, 1 is Spanner

Battalion Detachment:
Kulture: Goff
Specialst Detachment: Dread Waggh!
HQ: Big Mek w/ SAG, Grot oiler, Da Souped-Up ShokkaHQ: Big Mek w/KFF
HQ: Warboss, PK, Attack Squig, Kustom Shoota

Troops: 10 Grots
Troops: 10 Sluggas, 3x tankbustas Bombz, Nob w/PK
Troops: 30 Sluggas, 3x tankbustas Bombz, Nob w/PK

 Elite: 10 Tankbustas, Nob, 2 bomb squigs

Heavy: Gunwagon, Killkannon, Grot Riggers.

Dedicated: Trukk
Dedicated: Trukk

2000pts 108PL 13CP (-3)


Saturday, February 22, 2020

Final switch to Bad Moonz

After many games of Freebooterz under my belt I decided to try out essentially the same list as bad moonz.

The results are pretty telling. While the Freebooterz are actually better in Most - but not all - circumstances the Bad Moonz are just more consistent and reliable.

Where the Freebooterz trail starts to fail is against knight armies where you probably won't get a trigger and armies with big negative modifiers to hit. 

Also moving to Bad Moonz allows me to run lootas and use showin' off.  So that's 2 units that can fire twice in a turn with that, and one with Kustom Ammo.

Having lootas shoot twice, even 15 of them, under More Dakka is just unbelievable!

Combined with the Souped Up Shokka or the Gorkanaut fire twice it can be just overwhelming for an opponent.

I do run a unit of boys, but never, ever jump first turn!  The point of them is to attack late game after my opponent has been softened up by mass shooting.  They are great at grabbing objectives, shoot and assault soft objective holding units, and just provide a whole new layer of threat out of no where.

The only unit I am questioning is the 2nd SAG.  But there are not that many HQ choices to replace him with for the points.  Maybe a 2nd wierdboy?   We'll see what happens when Saga of the Beast hits.

Battalion Detachment
Kulture: Bad Moonz
HQ: Big Mek w/KFF, KMB, Big Choppa***
HQ: Wierdboy

Troops: 11 Grots
Troops: 11 Grots
Troops: 22 boyz, shootas, nob w/pk, 2x tankbusta bomb

Battalion Detachment
Kulture: Bad Moonz
Specialist Detachment: Dread Mob (-1CP)
HQ: Big Mek w/SAG, grot oiler, Da Souped Up Shokka
HQ: Big Mek w/SAG, grot oiler

Troops: 10 Grots
Troops: 10 Grots
Troops: 10 Grots

Fast: 2x Megatrakk Scrapjets

Heavy: Gorkanaut
Heavy: 4x Mek Gunz, 4x Smasha Gunz
Heavy: 15x Lootas

Air Wing Detachment
Kulture: Bad Moonz
Dakkajet 6x supashootas
Dakkajet 6x supashootas
Wazbomb Blastajet, KFF, Wazbomb mega kannons, smasha gun

1997pts, 110PL, 14(-1) CP

Monday, February 3, 2020

Showcase: Evil Sunz warbikes w/GorkaMorka banners

after many many months I have finally finished this unit!

I absolutely love how they came out.  I plan on getting another unit someday, but for now these will replace one of the units I already have.

Not much else to say,  I would love to get the Evil Sunz back on the table but I need to re-base both units of boys to do so.  Maybe a package of 100 32mm bases is in my future.




Sunday, December 22, 2019

Trying out some freebooterz lootas



I am going to try replacing a couple buggies with lootas in my freebootaz list.  I decided on the Shokkumps had to go.  This might move around after some playing.

Sure, Lootas are usually bad moons to use Showin' Off, but I want to see what happens when lootas hit on 4+

Battalion Detachment
Kulture: Freebooterz
HQ: Big Mek w/KFF, KMB, Big Choppa***
HQ: Wierdboy

Troops: 11 Grots
Troops: 11 Grots
Troops: 19 boyz, shootas, nob w/pk, tankbusta bomb

Battalion Detachment
Kulture: FreebooterzSpecialist Detachment: Dread Mob (-1CP)
HQ: Big Mek w/SAG, grot oiler, Da Souped Up Shokka
HQ: Big Mek w/SAG, grot oiler

Troops: 10 Grots
Troops: 10 Grots
Troops: 10 Grots

Fast: 2x Megatrakk Scrapjets

Heavy: Gorkanaut
Heavy: 4x Mek Gunz, 2x Traktor kannon 2x Smasha Gunz

Air Wing Detachment
Kulture: Freebooterz
Dakkajet 6x supashootas
Dakkajet 6x supashootas
Wazbomb Blastajet, KFF, Wazbomb mega kannons, smasha gun

2000pts, 109PL, 13CP

***Yes I know there is technically no dataslate for this unit, so I'm using index Big Mek

I would also like to try this exact list as Bad Moonz, just to see what happens.

Friday, August 30, 2019

One more revision to the Freebooterz list


As I was going back over my previous battles, I realized the one unit of boys really don't do a whole lot.  They purpose of them is to sit back and wait until the shooting has softened everything up.  But just one unit unsupported really doesn't do much.

But one thing I do need is more command points. That means another Battalion and 3 more troops choices.

That's 30 grots at 90pts.  Carefully going over my list the only things I could drop would be either half the boys or the traktor cannons.  I could possibly drop the biker boss but I do need to maintain 4 HQ choices.  Maybe someday I'll buy and 2nd SAG ~~

But enough blabber, here is the new list. 

Battalion Detachment
Kulture: Freebooterz
HQ: Big Mek on Bike, KFF, KMB, Big Choppa
HQ: Warboss on bike, PK, Da Killa KlawTroops: 15 Boys, Tankbusta bomb, Nob w/BC
Troops: 10 Grots
Troops: 10 Grots

Battalion Detachment
Kulture: FreebooterzSpecialist Detachment: Dread Mob (-1CP)
HQ: Big Mek w/SAG, Da Souped Up Shokka (-1CP)

Troops: 10 Grots
Troops: 10 Grots
Troops: 10 Grots

Fast: 2x Shokkjump Dragstas
Fast: 2x Megatrakk Scrapjets

Heavy: Gorkanaut
Heavy: 4x Mek Gunz, 2x Traktor kannon 2x Smasha Gunz

Air Wing Detachment
Kulture: Freebooterz
Dakkajet 6x supashootas
Dakkajet 6x supashootas
Wazbomb Blastajet, KFF, Wazbomb mega kannons, smasha gun

1998 pts, 104 PL, 14(-2) CP

I still have the small unit of boys to jump and assault, but now I also have more units of grots for both grot shield and jumping on to objectives (which was VERY effective late game).

But mainly losing a bit of CC power for a 50% jump in CP is a pretty good trade off IMO.

Tuesday, March 26, 2019

Re-evaluating Freebooterz Klan Kulture - The list

This is the complete list to accompany the video

Battalion Detachment +5CP (Orks)
Big Mek on Warbike (Index): Kustom Force Field [20pts], Kustom Mega-blasta

Warboss on Warbike (index): Attack Squig, Da Killa Klaw, Power Klaw, Shoota (Index)

Weirdboy

29 Boyz: 2x Tankbusta Bombs, Nob w/BC

10x Gretchin
10x Gretchin


Air Wing Detachment +1CP (Orks)
Dakkajet: 6x Supa Shoota
Dakkajet: 6x Supa Shoota

Wazbom Blastajet: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun, Supa Shoota


Spearhead Detachment +1CP (Orks)
Vigilus Detachment: Dread Waaagh -1CP
Big Mek W/ Shokk Attack Gun: Big Killa Boss, Grot Oiler, Shokk Attack Gun, Warlord
Weirdboy

Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota
Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Mek Gunz
3x Traktor Kannon
3x Smasha Gun

98 PL, 10CP, 2000pts

Tuesday, February 12, 2019

Updating Kult of Speed list


After a couple games with the Kult of Speed I decided I need a bit more firepower.  Also, I want to play with my UFO's.  :)

The two Megatrakk Scrapjets costs 220 points, so I needed to squeeze down a bit.

First thing I did was drop 1 of my units of boys down to 10 models for mob up and jumping first turn.  That saved a bit of points, but no where near enough. Reluctantly I dropped the rokkits in the shoota boyz units to free up the rest of the space.  Oh, and had to drop 1 bike.  :(

So here is the revised list:

Battalion Detachment
Kulture: Evil Sunz
Kult of Speed Specialist Detachment (-1 CP)

HQ: DeffKilla Wartrike, Skargrim's Snazztrike, warlord: Quick, Ladz!
HQ: Big Mek on bike, KFF, (Index)

Troops: 30 shootas, Nob w/PK
Troops: 30 shootas,  Nob w/PK
Troops: 10 shootas, Nob w/PK

Elite: Painboy on Bike

Fast: 12 Warbikes, Nob w/PK
Fast: 11 Warbikes, Nob w/PK

Heavy: 3 smasha gunz

Battalion Detachment
Kulture: Evil Sunz

HQ: Wierdboy
HQ: Zhadsnark

Troops: 10 grots
Troops: 10 grots
Troops: 10 grots

Fast: 2 Megatrakk Scrapjets

1998pts, 104PL


I plan on putting the scrapjets in Teleyporta since they are the only vehicles it does not make sense to leave them vulnerable to shooting.

We'll see how it goes!

Thursday, January 31, 2019

Bringing Kult of Speed to the table.

Viligus Defiant brought us specialist detachments including 4 for the Orks.  

The most exiting of these is the Kult of speed, which allows you to make Speed Freeks fearless if they advanced, and move twice their movement value.

The basic idea is to take a unit of Evil Sunz warbikes, move them 32" the firs turn, shoot without penalty, and then charge thanks to a Deffkilla Wartrike (which also picks up a 5++ relic).

Battalion Detachment
Kulture: Evil Sunz
Kult of Speed Specialist Detachment (-1 CP)

HQ: DeffKilla Wartrike, Skargrim's Snazztrike, warlord: Quick, Ladz!
HQ: Big Mek on bike, KFF, big choppa (Index)

Troops: 30 shootas, 3 rokkets, Nob w/BC
Troops: 30 shootas, 3 rokkets, Nob w/BC
Troops: 30 Sluggas, Nob w/PK

Elite: Painboy on Bike

Fast: 12 Warbikes, Nob w/PK
Fast: 12 Warbikes, Nob w/PK

Heavy: 3 smasha gunz

Battalion Detachment
Kulture: Evil Sunz

HQ: Wierdboy
HQ: Zhadsnark

Troops: 11 grots
Troops: 10 grots
Troops: 10 grots

2000pts, 101 PL, 13(-1) command points

Sunday, January 13, 2019

Showcase: Evil Sunz Looted Viper Deffkilla Wartrike

It took some time but finally finished this project.

I had to order the base off eBay because GW does not make the 150mm oval separately.  It's MDF so it ads a lot to the weight. 






Very happy with how it came out.  I did as much as I could to copy the original model including the 3 twin boomsticks, the snagga claw with chain and spools and the rockets as the Jets.

The warboss is based on a Reaper Bones Mountain Troll model and is magnetized so I can put him on a regular base and run it on foot - to use the Redder Armor someday.




I got 3 150mm bases so the other 2 are going to go under the UFO's which will count as Megatrakk scrapjets.

Thursday, December 27, 2018

Stepping up to a more competitive list: Bad Moons/Goffs


After playing the first month or so of the Codex with what I happened to have in my transport - the Evil Sunz - I've decided it's time to take my list up a notch.
I wanted to try out both Skarboyz and Bad Moons Lootas.  Plus the 4++ bad moons warlord trait.

After that the list just wrote itself.

Battalion Detachment.
Kulture: Bad Moons

HQ: Warboss in MegaArmor (Index), PK, Kustom Shoota
 - Da Killa Klaw
 - Warlord: 4++

HQ: Big Mek (index), KFF, Big Choppa

Troops: 10 Grots
Troops: 10 Grots
Troops: 10 Grots

Heavy: 10 Lootas
Heavy: 15 Lootas


Battalion Detachment
Kulture: Goff

HQ: Ghazzy
HQ: Wierdboy
HQ: Big Mek (Index): KFF, Big Choppa

Troops: 30 Slugga boyz, nob w/PK
Troops: 30 Slugga boyz, nob w/PK
Troops: 30 Slugga boyz, nob w/PK

Elite: Nob w/waggh! Banner
Elite: Painboy, Killsaw

Heavy: 3 Mek Gunz, Smasha Gunz


2000pts, 112PL, 13CP

Seems pretty strait forward: upgrade boyz to skarboyz, run them up with the characters while pounding threats from afar with More Dakka/Showoffs-powered Loota fire hiding behind their grot shields.  The wierdboy will always take Warpath and sometimes I'll upgrade to a warphead for Fists of Gork.

Monday, June 11, 2018

Rerolls and 4++ for everyone!

This is going to be my final DA list for a while, until I get the Hellblasters and Apothecary done. When I do, I'll have to completely start from scratch.



Battalion Detachment
HQ: Azrael
HQ: Primaris Lieutenant, power sword
HQ: Sammael on Sableclaw

Troop: 5x Tacticals, Missile Launcher
Troop: 5x Tacticals, plasma, combi-plasma
Troop: 5x Intercessors

Heavy: 5x Devastators, 3x Lascannon
Heavy: 5x Devastators, 3x Lascannon

Outrider Detachment
HQ: Talonmaster, Havenfall blade

Fast: 5x Black Knights
Fast: 5x Black Knights
Fast: 4x Ravenwing Bikes, 2x plasma, chainswords
Fast: Ravenwing Darkshroud

Elite: Ravenwing Apothecary

1998pts, 109 PL, 10 Command points

Changing Sammy from Corvex to Sableclaw give me a serious increase in firepower but I can no longer heal him with the Apothecary. 

I really like this list a lot. It may not always win but my gosh it has some serious firepower. Plus Sammy and the Talonmaster both hit pretty hard in close combat in clean up action.

Sunday, June 3, 2018

Project Evil Sunz

I've been doing a lot of building this last week on my Evil Sunz Army/detachment. It's a project I want simply because I like how the Evil Sunz paint scheme looks, so I'd like to eventually have a whole army (or at least a battalion) of these guys. Plus with the codex at least at the announced stage, I would like to think different detachments of different clans will be a thing.

So far I have 1 trukk, 2 units of boyz and the blasta bommer.  Oh, and Zadsnark. 

I am adding a unit of Tankbustas (because I need a 3rd anyway), 5 lootas, a mek w/killsaw, 2 more Trukks and a Wazbom Blastajet. For now. I still need more HQ's though.





Tuesday, May 29, 2018

The conundrom of the Darkshroud

I had my first game with the Darkshround and it's everything I could have hoped for. Against Tau it was nice making her use markerlights just to hit on 4+ again.


The problem I have is with my list. I have 2 distinct parts. A firebase powered by Azrael, and a mobile Ravenwing force powered by Samael.

The conundrum comes at wanting to keep everything under the Darkshroud. It just isn't possible. I like to advance the Ravenwing so they get the Jink save, and then use Speed of the Raven to be fully effective. 

The worst option is to have 2 darkshrouds.  They are far too expensive for that.  The 2nd option is to forgo the firebase and make a more mobile in general.  I think pure Ravenwing won't work but having Azrael run with Hellblasters instead of static with lascannons.  But lascannons sure make up for being able to use Weapons from the Dark Age only once.

The last option is just to keep the Darkshroud where it is needed the most. Against heavy targets keeping the lascannons under protection and keeping it with the Ravenwing when needed - but avoiding trying to do both. 

Tuesday, May 8, 2018

Next Tau list: trying out 2 Septs.

Time for the next iteration of my Tau.  I picked up a couple ideas from watching other people play and decided to try them out myself.


The key is the Sa'Cea sept, where each unit can re-roll a single failed to-hit each turn.  I first saw this with railheads - with a single shot each that's a pretty good deal.  I am going to try it out with Sniper drones and Firesight Marksman. Add in a drone controller now the snipers are hitting on 3+ with a re-roll.  Same with the marksman - only one shot each with the markerlight. 

Of course I'm keeping the Broadsides as Bork'An.

Here is the final list:

1994 pts, 106PL, 9 command points

Battalion Detachment, Bork'An Sept.
HQ: XV8 Commander, XV8-02, Shield gen, missile pod, drone controller, 2x Marker drone
HQ: Cadre Fireblade

Troops: 8 Firewarriors, markerlight
Troops: 8 Firewarriors, markerlight
Troops: 8 Firewarriors, markerlight, guardian drone

Fast: 5 pathfinders, pulse accel drone, grav inhibitor drone

Elite: XV104 Riptide, Burst cannon, sms, target lock, ATS

Heavy: 2 XV88 Broadside, HYMP, ats, 2 shield 2 marker
Heavy: 2 XV88 Broadside, HYMP, ats, 2 shield 2 marker


Vanguard Detachment, Sa'Cea Sept
HQ: XV8 Commander, XV8-02, 3x fusion blaster, 2x shield drone

Elite: Firesight Marksman
Elite: Firesight Marksman
Elite: Firesight Marksman
Elite: XV95 Ghostkeel, fusion blasters, fusion collider, drone controller, shield gen

Heavy: 3 Sniper drones
Heavy: 3 Sniper drones
Heavy: 3 Sniper drones

Let's see how that goes.

Saturday, April 28, 2018

One last tweak to the Bork'An list

Last week I came back from a seized initiative against another 3-0 Tau player to go undefeated and secure first place in the month's league play!


After seeing what he was doing I decided to make a few tweaks on my list, mainly giving my drop commander more firepower.  I ended up dropping a Stealth suit to make room.

2000 pts, 106 PL

Battalion Detachment:
HQ: Cadre Fireblade
HQ: Commander (warlord), XV8-02, Shield Generator, missile pod, drone controller, 2x marker drone, puretide

Troop: 9 Strike Team, Markerlight, guardian drone
Troop: 9 Strike Team, Markerlight, guardian drone
Troop: 9 Strike Team, Markerlight

Fast: 4 Marker drone
Fast: 5 Pathfinders, grav-inhibitor drone, pulse accelerator drone

Vanguard detachment:
HQ: Commander, plasma rifle (replaced by Plasma accelerator), 2x fusion blaster, XV8-02, 2x shield drone

Elite: Firesight Marksman
Elite: XV9 Hazzard, burst cannons, ATS, 2x shield drone
Elite: XV25 stealth x3, marker drone, 1x fusion, 2x Velocity tracker, 1x drone controller
Elite: XV104 Riptide, Heavy burst cannon, SMS, advanced targeting system, target lock

Heavy: 2 XV88 Broadside, HYMP, SMS, ATS, 2 shield 2 marker
Heavy: 2 XV88 Broadside, HYMP, SMS, ATS, 2 shield 2 marker

Fortification network:
Tidewall Droneport, 4x Marker drone


I realized the plasma on the drop commander allowed me to stay far back, but didn't do any damage. So I went with the more traditional fusion blasters, along with the relic plasma.    Same with the plasma on warlord buff commander. I decided to try out a missile pod for a bit of range. 

I had 9pts left over, so added a couple systems to the stealth suits - a fusion with a velocity tracker should be fun.

Monday, March 19, 2018

First Tau codex list - Bork'an sept.

Picked up my Codex today and pretty much liking what I see.

I think building around a Sept is the way to go, so that's what I did.  Picking Bork'An for my first attempt and putting as many heavy and rapid fire guns in as I could.  Also I love my Ghostkeels so those are going to benefit from the extra range!

Is the Riptide back??


1998 pts, 107 PL

Battalion Detachment:
HQ: Cadre Fireblade, 2x shield done
HQ: Commander, 2x plasma, EWO, Drone controller, 2x marker drone

Troop: 9 Strike Team, Markerlight, guardian drone
Troop: 9 Strike Team, Markerlight, guardian drone
Troop: 9 Strike Team, Markerlight, guardian drone

Fast: 4 Marker drone
Fast: 4 Marker done
Fast: 5 Pathfinders, grav-inhibitor drone

Vanguard detachment:
HQ: Commander, 3x plasma rifle (one replaced by Plasma accelerator), XV8-02, 2x shield drone

Elite: XV95 Ghostkeel, cyclic ion raker, burst cannons, shield generator, target lock, drones
Elite: XV95 Ghostkeel, cyclic ion raker, burst cannons, shield generator, target lock, drones
Elite: XV104 Riptide, Heavy burst cannon, SMS, advanced targeting system, target lock

Heavy: 2 XV88 Broadside, HYMP, SMS, ATS, 2 shield 2 marker
Heavy: 2 XV88 Broadside, HYMP, SMS, ATS, 2 shield 2 marker


23 total markerlights!!

Seems like a pretty obvious fire base of broadsides wrapped by firewarriors.  The buff commander is back, kinda, using command and control node stratagem when needed and the drone controller means the 14 marker drones have a better chance to hit.  The 2nd commander will manta strike to go for the kill on something important...but the extra range means he might be able to stay back a bit.  Plenty of shield drones as well to keep the broadside alive, and finally the grav drone to try and keep stuff back a bit! 

And then the ghostkeels infiltrating and being a nuisance of themselves. the extra range on the raker sound like a good way to keep them alive - with a 4++ and -2 to hit.

oh, if you're wondering why the firewarriors are 9 per unit, it's because of secondary points in ITC format tournaments.

Sunday, October 8, 2017

100 Power Level Dread mob tournament list

As the leaves turn and my financial situation stabilizes a bit, time to start thinking about tournaments again.

This time it's at a store I've never been too, but yet it's not that far away.

And it's using power level instead of points. Orks usually lose out on that front.  Oh, also no forgeworld so the killtank stays at home.

I also got another box of kans from my cousin so it's time for more!

The biggest downside to this list is having just 4 command points. Every game I find myself wanting more.

But here it is:

Spearhead Detachment 
HQ: Mek on bike, KFF, PK
HQ: Wierdboy w/warpath

Elite: Nob w/Waggh! banna
Elite: 15 kommandos, 2x burna, nob w/BC

Heavy: 6 kans, rokkits
Heavy: 6 kans, grotzookas
Heavy: Gorkanaut
Heavy: 2 dreads, 2x skorcha
Heavy: 2 Mek Gunz, 2x KMK

99PL, 1921pts

Not a lot of models but there sure is a heck of a lot of wounds with a 5++

If I had another kff mek on bike I might run that instead of the wierdboy just to get better coverage but I will be spending my time finishing off the Kans.

Next couple of weeks of league I'm going to swap out the Gorkanaut with a Mork- and dropping one of the KFF meks.  We'll see how that goes.

Sunday, September 3, 2017

Showcase: Blood Axe Magnetized, Motorized Gorkanaut complete!

Well it's been a slow month for me on the channel, the blog and actual hobby.

I've been enthralled by my old self, the car guy. The guy that worked on cars throughout high school and beyond right up to the point of getting first into M:TG and then 40k. 

I did finally finish the 'naut today though.





Tuesday, August 8, 2017

Dread Mob? Let's try it!

OK, I got seriously bored with the gunline.  It's worse than the old decurion.  But now that I have the 'naut at least built I can try fielding a more mechanized list. 


Going heavy support heavy means fewer command points, but we'll see how that goes. I tend to use them pretty quickly.

Spearhead Detachment
HQ: Big mek on bike, KFF
HQ: Big mek, KFF

Elites: 10 Kommandos, 2x burna, Nob w/BC
Elites: 10 Kommandos, 2x burna, Nob w/BC

Heavy: 4 Lobbas
Heavy: Gorkanaut
Heavy: 2 Dreads, 2x CCW, 2x skorcha
Heavy: 6 kans, 3x rokket, 3x grotzooka
Heavy: 3 kans, 3x big shoota

Super heavy aux detachment
Kill Tank, Bursta kannon, 2x extra twin BS

2000pts, 4 command points

That's every walker I own on the field.  I might try to get more in the future, we'll see.  So I have the lobbas for a bit of back field objective sitting and some more anti-infantry, plus the kommandos for disruption.  They probably won't be first turn though, using them 2nd turn as the walkers get closer sounds like a better plan.  And the Kill tank with it's own KFF mek for even more ranged punch.


Tuesday, August 1, 2017

Gun line part duex

After realizing the VSG was nerfed to uselessness, I needed a new list.

The basis would be the same - 10 artillery and 30 lootas - but this time with much more KFF action.  3, in fact, to make sure everything is covered. 

I also went to 2 units of 30 boys and Da Jump, along with 2 units of 9 kommandos.  Lots of backfield pressure.  I ended up with a few grots because I needed a 3rd Troops choice and for some bubble wrapping.

ya, kinda like this..

Here is the list:

Spearhead Detachment
HQ: Big Mek, KFF
HQ: Big Mek, KFF

Elite: 9x Kommando, 2x burna, Nob w/BC
Elite: 9x Kommando, 2x burna, Nob w/BC

Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 10 Lootas 
Heavy: 5 Big Guns, Lobba
Heavy: 2 Big Guns, Kannon
Heavy: 3 Mek Guns, KMK

Betallion Detachment
HQ: Warboss, pk, squig
HQ: Wierdboy
HQ: Big Mek, KFF

Troop: 30 sluggas, nob w/pk
Troop: 30 shootas, 3x rokket, nob w/pk
Troop: 14 grots

Elite: Mad Doc

1999pts, 7 command points

I made some slight changes, going from Smasha guns to kannon.  I didn't have too much luck with the smashas, so trying these out instead.  Surprisingly, kannon are almost the same price.  Gives more flexibility too with the d6 shot option.

The biggest downside is 17 drops, which means I'll be fighting to go first. At least I play under ITC. I also doubt I'll be doing reserves first turn, instead using the army to soften up targets before jumping or bringing on the kommandos.

Anyway I'll be putting this list on the table tomorrow.  We'll see how it goes.