Welcome to Librarium Online!
Alright, i normally play Imperial guard, but im getting a little tired of playing a sit, shoot and wait for doom type of army. I want more of a go and get em list for my second army, and the speed freeks seem perfect. The "is it legal?" comes in the HQ with the mekboyz weapons.
Heres the list:
mek boys tools
3 grot oiler
super stick bomb
kustom force field
5 mek boys
5 eavy armour
1 with just a burna, 1 with a burna and choppa, 3 with burna and slugga but:
1 shootier slugga
1 blasta slugga
1 plain slugga
5 super stick bomb
red paint job
1 Big horns
9x tank bustas
3x rokkit launcha
red paint job
4 squads of 3 Warbikes
Fighta Bommerz Raid
I like the fact that i dont need a warboss with speed freeks, but can take the big mek instead. With the way I've kitted him out, he can be a hord killer with all the burnas, a tank killer with all the bombs and he can fix things. Im just wondering if a kustom job makes a weapon count as a different type for the purposes of the mekboyz special rule about not having the same weapons. The idea is that they customised their own weapons personally according to what each one likes, and therefore feel different from eachother. The purpose of all this rule evasion is so that i can load up the burnas like i did.
As for the rest of the army, warbikes are cool, so i got a bunch of them, and made 5 of them nobz because nobs own. The tank bustas, well i dont have to explain them. Fighta bommerz is an awesome deal. As for the basilisk, it may or may not produce, i mostly got it because when i was building one of the basilisks for my guard army i decided to put combat damage on one, and kinda over did it. It looks like a good looted vehicle, but no good for ig.
Anyways advice would be great, im sure that my list will need some since it is my first ork list.
Unfortunately according to the ork FAQ on the gamesworkshop website, just making weapons shootier or more dakka isn't really giving them a different weapon. He explained as trying to "break the spirit of the rule without breaking the rule itself". Check out that FAQ for more detail on that scenario.
-edit: After reading it more carefully, the burna + different weapon is fine to give them multiple burnas (like burna + claw, burna + choppa, burna + slugga) but the kustomized sluggas will still count as one kind of weapon.
Last edited by Warlord Da Moose; February 20th, 2007 at 14:25.
"I'm the biggest so I'm the boss!" - Common Orky logic
Alright, Thanks for telling me. Ill prbably just cut down the mek boy squad size, its not worth paying for a power claw just to get another burna. Anybody got any comments about the general layout of the list? Would it do any good?
I play a Kult, so i'll help how I can.
first thing, nob warbikes are as I hear, really expensive for what they do. never used them myself, but they would make a cool unit, but not a really effective one. also on warbikes in general, they have the same problem as nob bikes. these I have used, and they always, always get shot to pieces by anyone and everyone who has a ranged unit. may be able to charge and kill one unit, but that unit was likely less points and less useful than the bikes were. only way to use bikes I can think of is as a support charge and softener unit. move up with some trukk boys, and shoot what they intend to charge at, or a unit that will hurt if it charges the boys. half range limits them a lot.
I'd have to agree Da Moose on the mek boy weapons, has to be different weapons, not custom weapons. no rules to back it up though, just the way it seems. good to have 6 super stikk bombs, those things rule so much even though one mek will probably die if they all use them. take the armored top of the mek boy squads trukk, and probably just cut it down in other ways. the trukk is good cause its cheap and fast, it doesnt serve any purpose aside from getting your mek squad into the fight. turbo boosta looks nice, but really its a bit of a waste, rarely have I seen a situation where getting a few extra inches would help, and if it would you're at the mercy of the dice as if you go too far or too short. if it doesnt matter how far you go then you dont need it in that situation.
would ditch some or all of the warbikes in favor of more trukk boys. the problem with this army is the low numbers, so it would take a lot of experience in managing your units to get them all to work in conjunction and not die in a few turns. if you do decide to stay with this list, definitely be very careful with every unit, every time one of your guys dies, its a lot worse than even a space marine dying. block lanes of fire with the best cover you can get for the purpose you have in mind, generally bigger is better, but if you can think of a good reason to take a small piece over a big piece go for it. dont place cover in your deployment zone, except maybe one thing to hide behind in the start. instead place it in a more middlish area so that it can block fire when you move up behind it and when you deploy.
if you are speed freaks can you take warbikes as troops if not the list is illegal