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Whit Power klaw,
5 Nobz: 190
Whit 4 'uge choopas
Eavy armour, Painboy
8 Kommandos: 175
Whit 2 bigg shootas
And Boss Snikrot
30 Ork Boyz: 235
whit 3 bigg shootas
Nob whit Power klaw
Bosspole and 'eavy armour
10 'Ard boys: 130
Whit 1 bigg shoota
Nob whit 'uge choopa
10 'Ard boys: 130
Whit 1 bigg shoota
Nob whit 'uge choopa
Whit red paint job
armour plates, boarding planks
10 Flash Gitz: 300
Lotted wagon: 115
Boomgun and 'ard case
NOTE: the idea is to put the warboss and the nobz in the truk and the warphead in the 30 boyz unit the rest us just fottslogging to close combat the flash gitz are standing behind cover and shoots whit str 6 and i think of using them as Anti armour the same whit my wagons. im going to play against Chaos space marines and my friend playes nurgle themed whit 2 oblitirators and a defiler and all his troops is pleague marines. so what do you say.
As for the trukk you're taking them in, with those upgrades it would cost 65 pts. For a makeshift transport like our trukks this is too expensive. Maybe give them red paint just to ensure they will be in range but the rest you will never get your points back as most players will blast away your trukk within the first turn.
Overall you have a good list just be sure to double check your codex to get the points costs right and note again that you can only have one unit of 'ard boyz per army. As for actually dealing with the nurgle chaos marines player I'll flatter myself as particularly qualified to help you out here as I too frequently play a chaos marines player who loves his nurgle so here goes:
His daemon princes with be tough as nails to deal with at T6 so your nob squad with big choppas might actually come in wonderfully here. Be careful though, because you won't be getting FnP so they will drop more quickly than you'd like to see. The lootas will also help give him at least a couple wounds before getting into CC with the thing.
Obliterators are scary and will tear your trukks apart so taking snikrot will be wonderful as he can choose where to come in from. Likely he'll have the obliterators in the back hiding so just walk him on the board and rip those chaos marines a new one!
As for the defiler you want this dead as quickly as possible or it will tear your giant squad to pieces. A unit of trukk boyz with their power klaw toting nob will handle this quite wonderfully. Even if you don't get him the turn you charge you should be able to stay in CC long enough to finish the job and it will cripple his killing power when it comes to dealing with your horde.
Plague marines are a pain. No two ways about it. Your looted wagon will be crucial so be sure to have it obscured by something otherwise the obliterators will take it out. With S8 AP3 you will be shooting to kill so get as much out of this as you can. Also, remember things like power klaws will ignore not only the armour saves but the FnP AND be wounding on 2's against plague marines so the more the merrier. The lootas will be wounding on 2's as well and with that many shots even his armour save and FnP will start to seem insignificant.
A couple things to remember, if anything has gift of chaos it HAS to die as a priority. They can target your nobz out of the boyz units and even units like your warboss and weirdboy. Those things can be nasty and could ruin the effectiveness of a unit of trukk boyz. Also, the idea behind nurgle armies is to be really tough to kill while still dishing out some fire power. So if you plan on attacking a unit, even a small unit of plague marines you pretty much need to bring the house down on them. Don't try to split your forces up among every troop unit he has and just get stuck in. Doing so will mean that in every round of CC you fight after the initial charge you will be wounding on 6's which is a recipe for disaster. Play your numbers advantage and get as much use from your furious charge as you can. You'll need it!
Best of luck and stomp those smelly chaos lads!
Last edited by Zatnugg; March 20th, 2009 at 00:02.
"Orks have to be followers of Nurgle! They're green, smell bad, and just want to spread the fun!"
Yay Snikrot! Though, and this is especially important against MEQ armies, I would highly suggest taking two burnas in this squad. Why? In an assault, burnas count as power weapons if you choose not to fire them in the shooting phase! So on a charge you get 6 str 4 attacks with no armor saves...I cannot stress how well this works against marines of any type.
Nobs: You must find a way to get two power klaws into this unit. Especially if you run your warboss with it, this will become an extremely potent CC unit with PKs. The lack of armor penetration on 'Uge Choppas is just to unreliable against MEQ armies.
Also, 'Ard boyz really only earn their points back (in my experience) in mobs of 15+, though personally, I wouldn't go under 20.
As said above, definitely take lootas over flash gitz, the poor guys just aren't that useful, especially seeing as they take up a heavy support slot and are horribly inaccurate.
You're really gonna have to rely on softening your opponent up a lot from range seeing as you only have three units that can get stuck in (Nobz / 'Ard Boyz / Boyz). As Zatnugg said, you're gonna want to hit him hard from a united front, don't try splitting. Only three units to charge with isn't much to worry about, and Snikrot, while excellent for taking out an elite unit here or there, isn't going to sweep the game or anything. A smart opponent will whittle each squad down, making their individual effectiveness negligible once they actually reach the front line. With only three units to shoot at, this isn't that hard to do. While the list looks pretty good with the changes, you're really going to have to make use of cover if you want your boyz to have much effect once they reach the front line.
All in all, looks like a fun list though. Let us know how you do!
Last edited by Vannis; March 20th, 2009 at 15:47.