Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Big Mek 130
Power klaw 25
Kustom Force Feild 50
Cybork Body 10
'eavy armour 5
Deff Dread 105
Dreadnought Close Combat Weapon 15
Armour Plates 10
Power Klaw 25
'eavy Armour 5
Big Shoota 5
If you have any suggestions just say them and im trying to make a big mek army.
355 points? That's kind of an odd number. Are you trying to bring it up to 500 points, or is this just what you have now?
First, I'd drop the powerklaw and bosspole off the big mek. I'm not even sure why he has a bosspole, as it's only useful when in a group, and the only group he could join would be the boyz, and they already have a bosspole. The powerklaw is a waste because big meks aren't really good at close combat, and since he has the KFF, you want to keep him out of CC in any case.
Second, the unit of boyz is way too small. 10 boyz aren't going to last long on foot at all. I wouldn't even run that few in a vehicle. You need at least 20 boyz in that unit, or else your opponent will wipe them out long before they get near enough for close combat.
Third, the list needs more units in it, and without them, there really isn't a point to the kustom force field. The points would be better spent on more boyz. The list also needs anti-armor, as right now there's nothing in the list that can deal with heavy armor outside of close combat, and since there's no way to physically move fast enough to catch a vehicle, you'll just be shot by...let's say a Leman Russ, every turn of the game until you're dead.
Personally, I'd add rokkit buggies, which are a steal at 35 points a piece, but a rip-off in real $$$. I'd try and see if you can find a deal somewhere. A cheaper option is to convert up some big gunz units w/kannons.
Of course, if you want a big mek army, then what you really want are some killa kans. These can be expensive if you're buying them retail, but if you can scrounge up some barrels from terrain, or in a set, all you have to do is glue a gun, and some arms/legs made out of pieces of empty sprues, and you're in business.
This is a 500 point version of your list, with some of the changes I suggested:
Big mek w/kustom force field, Cybork body (95)
20 shoota boyz w/2 big shootas, nob w/powerklaw (165)
Deff Dread w/scorcha, big shoota, grott riggers (90)
Killa Kan w/rokkit (50)
Killa Kan w/rokkit (50)
Killa Kan w/rokkit (50)
These units would make good use of the kustom force field, and provide more units for your opponent to deal with. The deff dread will be effective enough in both close combat and shooting (extra CC weapons are way overpriced, in my opinion), and you'll have 3 killa kans, each their own unit so you can spread them around as you like, and won't cause each other a problem if one gets immobilized (always field vehicles alone in units of 1 when possible).
aWWW i honestly thought this was a list with 355 orks in it when i read the title
crank it up to 500 points tbh, cos you simply dont have enough points for a proper boy squad
- losee the bosspoll on the hq and put it on the nob
- there isnt enough people for the FF to protect really to make it worth its while
- other than that you should do what grax says, buggies are a good option and always do damn well for their points, and if they get a lot of fire, you dont really miss them being removed
This list is just what i have so far i see what you mean with the bospole on the Big Mek this is just what i have so far the next thing im buying is another box of boyz. I like the idea of the killa Kanz with rokkit launchas, but i was thinking about grotzookas for the kanz. I was also thinking about putting a weird boy in so I could mob my army on the first turn and tyr to teleport into assualt on the first turn and make him a warp ead so he can re-roll the result.
It's impossible to deep strike and assault in the same turn. If you deep strike, then you can't move or assault any further that turn. You can still shoot, but for orks that isn't significant. From experience, the 'teleport' power is more or less the worst result you can get with a weirdboy, considering you scatter 2d6 inches, and then have to fit all the boyz in his unit there. In order to be able to move and assault, you have to try and land within 12in, and if you're within 12in, then there's always the chance of landing upon your opponent's unit, and losing all your guys. Also, if you're within 12in, then your opponent can assault you, or at least move out of the way. Even if you do land where you expect, you're going to be a sitting duck for an entire enemy turn, and within rapid fire range. I'd rather have 'ead banger and lose a few guys, rather than roll 'ere we go' and lose them all.