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Hq: Big Mek with KFF 85
Elites: 15 Lootas 225
Troops: 30 shoota boys with 3 big shootas, Nob, powerklaw and bosspole 235
30 shoota boys with 3 big shootas, Nob, powerklaw and bosspole 235
20 shoota boys with 2 big shootas, Nob, powerklaw and bosspole 170
1 Deff dread with 2 big shootas 85
Fast attack: 3 * 1 Deff koptas 105
Heavy support: Battlewagon with 4 big shootas, red paint job and reinforced ram 120
Battlewagon with 4 big shootas, red paint job and reinforced ram 120
3 killa kans with big shootas 120
Tactics: The 15 lootas will enter the battlewagon, which is going to deploy somewhere for optimize the firepower of the lootas. The 20 shoota boys will enter the second battlewagon and will drive around blazing fire at troop on objectives. The big mek will join one of the two big shoota sqauds and stay near the dread mob (ie Killa kans and deff dread). This 'uge mob of kans and boys are going to spearhead the attack. The three lone deff koptas are in here just to anoye my enemy, maybe even charge some lone heavy weapon squads just to keep them busy for one round. And if they still live the last round, turbo bosting to objectives to contest.
If anyone have to say something about this army, please tell. I'm always in for some aid.
Hey man, all in all a pretty solid list. I play more CC, but I'll give it a go.
Battlewagons: Remember, if you move these at all, they only get to fire one of their big shootas, which makes four kind of an overkill. I'd suggest keeping two at the most for weapon destroyed results, scrapping the rams, and taking deff rollas instead. These will end up dealing far more casualties than the big shootas and they are excellent for driving troops off objectives.
I love the idea of 15 lootas cruising in a wagon tearing things up. I've been dying to try this out with either lootas or burnas (fifteen templates...purr...). Tankshocking with a deffrolla and then mopping up whats left with the lootas or burnas sounds like it would work really well...let me know how it goes!
The only other thing that really bugged me was the three koptas with big shootas. I know they get twin linked...but that just seems like a lot of points for essentially three fast moving, more accurate big shooa boyz. These points seem to me that they would go to better use as three warbikers with a warbiker nob with a bosspole (115 points I think). For five more points you get an extra guy in the unit, dakka guns are twin linked anyway, and they are tougher due to the exhaust cloud rule. They can also still use turbo boost and contest objectives at the end of the game while keeping morale in check with the nobz boss pole (something a unit of three koptas can have a lot of trouble with).
Other than that, everything looks good. Hope this helps!
I actualy forget the part of moving and fireing the big shootas. But at least the loota wagon will stand still, because otherwise the lootas can't fire anything. I the reason why I attached the rams, is because for only 5 point you reroll dangerous terrain and I don't want to spend another 15 for the roller effect. And the reason why I used the deff koptas is, because they are a single model unit. If they want to fire at it, I only could lose one model and still have the other two. And with 3 deff koptas, if all still survived they are quite anying to get rid of from contesting a objective. Plus they fire 36 inch. But still thanks for the advice.