<1000 1000 points of orky death! - Warhammer 40K Fantasy
 

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  1. #1
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    1000 points of orky death!

    What do you think to this:

    Big Mek
    + burna
    + kustom force field
    + grot oiler =110

    Deff Dread
    + 2x Dreadnaught close combat weapons
    + grot riggers =110

    Deff Dread
    + 2 Big shootas
    + grot riggers =90

    20 'Ard Boyz
    + Nob
    +power Klaw
    + Boss Pole =240

    5 Burna Boyz
    + Mek
    + grot oiler =80

    Battlewagon
    + 4x Big shoota
    + Stikkbomb chucka
    + boarding plank =120

    Battlewagon
    + 4x Big shoota =110

    4 Deffcoptas =140


    This has been fairly successeful against both IG and Chaos Daemons.

    I chose Battlewagons as transport of choice cos of the 14 front armour and the large amount of weapons that can be attached.

    The deffcoptas are used primarly as a screen for the mek and deffdreads, also the twin-linked big shoota is pretty effective against anything that isn't heavly armoured. The deffdrerads and nobs with PK get rid of any tanks about and the boys rip through enemy squads that are silly enough to stand anywhere nearby.

    Thoughts please!!!!


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  3. #2
    Senior Member 0rkynid's Avatar
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    nice list, looks solid

    HQ - nice

    Elite - get rid of the mek for another burna boy, also they need a transport so have them ride in a wagon or give them a looted wagon

    Troops - you need more boyz, one mob and a dread arent enough
    get rid of the eavy armour for more boyz, should give you enough for another mob
    always a fan of dreads so keep em

    Fast - cut down one kopta for more boyz or buy another mek so the other dread can be taken as a troop

    Heavy - battle wagons are nice but remember you can only fire one weapon if you move or not at all if you go at as fast as possible

    overall nice list just need to tweak it here and there

  4. #3
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    I've changed it after fighting more with this list.

    Lost both the battlewagons, the burnas have dropped the mek.

    There is another squad of 20 boyz, and I've lost the 'ard armour on the other squad

    Still have a couple of deffcoptas cos they are always good for a giggle.

    And also have another mek as HQ. Its worked pretty good so far. The mek has, in the last few battles, saved the day more than once. As he is usually right behind the dread, any minor damage to the dread is fixed straight away. Also, the cover save is pretty handy. gotta love KFF's!

  5. #4
    Senior Member 0rkynid's Avatar
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    always important to change your list on battles not just advice, see how they work and how they feel

    shame about the battlewagons abut they do draw lots of fire

    DK are always fun

    and the more boyz you have the funner (with a dread right behind them)

    if you could, could you write the list up plz
    might use

  6. #5
    Senior Member Punching Gnoblars's Avatar
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    Regarding Deffcoptas:

    This is a really sneaky trick, say you (hopefully) get turn 1, deploy your copta behind cover, kit the copta with a Powerclaw, scout 12" then move 12" and charge 6".

    You'll end up with a first turn charge with str 9 and something like 3 attacks. They will automatically hit as they havent moved yet and should kill even the strongest of vehicles, what do you think?

  7. #6
    Senior Member 0rkynid's Avatar
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    use that tactic frequently, usually works but my boyz charged a dread for some reason (wasnt thinking) dread killed 2 of 3. didnt score a glancing. next turn he smushed

    moral of the story, dont charge dread and always use hit and run so you can charge next turn or bolt

  8. #7
    Senior Member 0rkynid's Avatar
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    sorry double post
    Last edited by 0rkynid; June 30th, 2011 at 07:01.

  9. #8
    LO Zealot greggles's Avatar
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    scout 12" then move 12" and charge 6".
    FYI you can turboboost during your scout move, as long as you stay 12 inches away from the enemy. So you can deploy 12, turbo boost 24, move 12, shoot, and assault 6. In addition, the turbo boost 3+ remains during your movement phase (if you got turn 1), so the resulting shooting against the deff copta is vs your 3+ cover save.

    I'd give your dread armor plates. That way they can always move forward and assault, even if stunned.

  10. #9
    Senior Member rat of vengence's Avatar
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    Fellas, I am new to Orks, but a couple of things:

    I thought DK's with claws hit at S7 (2xS3+1) not strength 9?
    I don't see how turbo boosting in the scouting phase, then NOT turbo boosting in your movement phase gives you a cover save?

    Happy to be wrong, I might have missed something

    RoV
    Beware the Agapanthers!

    Codex Astartes: More a guideline than a rule...

    Romans 8:38

  11. #10
    LO Zealot greggles's Avatar
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    Dk's do hit at str 7 on the charge in a deff copta. With buzz saws.

    And i think you are also right on the turboboosting.

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