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What do you think to this:
+ kustom force field
+ grot oiler =110
+ 2x Dreadnaught close combat weapons
+ grot riggers =110
+ 2 Big shootas
+ grot riggers =90
20 'Ard Boyz
+ Boss Pole =240
5 Burna Boyz
+ grot oiler =80
+ 4x Big shoota
+ Stikkbomb chucka
+ boarding plank =120
+ 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.
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
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!
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
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?
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
sorry double post
Last edited by 0rkynid; June 30th, 2011 at 06:01.
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.scout 12" then move 12" and charge 6".
I'd give your dread armor plates. That way they can always move forward and assault, even if stunned.
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
Beware the Agapanthers!
Codex Astartes: More a guideline than a rule...
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.