[1500] Stomp... Stomp! - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 9 of 9
  1. #1
    Member
    Join Date
    Nov 2004
    Posts
    66
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    [1500] Stomp... Stomp!

    1500 Stompy Gorka Morka

    HQ - 255 points
    1) Warboss w/eavy Armor, Cybork, Choppa, Pklaw, Bosspole ~ 108
    2) Big Mek w/KFF, Mek Tools, Slugga, Grot Oilers x3 ~
    65
    - Mekboyz(5) w/ Grot Oilers x2, Choppa, Slugga,
    Shoota, KombiSkorcha, KombiRokkit ~ 82

    Troops - 462 Points
    1) Slugga Boyz (20) w/ Nob Upgrade, Rokkits x3 ~231
    2) Slugga Boyz (20) w/ Nob Upgrade, Rokkits x3 ~231

    Fast Attack - 330 points
    1) Warbuggies (2) w/ Armor Plates, Turbo Boosta, Grot
    Riggers, Red Paint Job, Twin Linked Rokkit Launchas
    ~110
    2) Warbuggies (2) w/ Armor Plates, Turbo Boosta, Grot
    Riggers, Red Paint Job, Twin Linked Rokkit Launchas
    ~110
    3) Warbuggies (2) w/ Armor Plates, Turbo Boosta, Grot
    Riggers, Red Paint Job, Twin Linked Rokkit Launchas
    ~110

    Heavy Support - 450 Points
    1) Killer Kans (3) w/ Armor Plates
    2) Killer Kans (3) w/ Armor Plates
    3) Killer Kans (3) w/ Armor Plates

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    For an ork army, it is low model count (62 models) I
    admit, but damn, hard and fast. Make a 9 Kan wall in
    front of my troops. Spread the Big Mek and his mekboyz
    out between my troops/kan wall. Theres 5 oilers to
    help repair immobilize/weapon destroyed results. At
    least half the kans would get benefits from KFF (4+
    chance to downgrade penetrating hits to glancing) and
    be able to be repaired on immobilize/weapon destroyed.
    All enjoy 6+ invul from armor plates. If some of the
    vehicles get destroyed, they'll provide some cover.

    I dunno what weapons I'd use for the kans, no cost for
    any weapon change, I'd definitely use magnets to be
    able to switch depending on my enemy.

    The warbuggies are well equipped too and will be all
    over them fast, 6 TL rokkit shots are a problem that
    can't be ignored either.

    This is all theory though, but if I were to go with
    Kans, this is how I'd do it. 6 squadrons of vehicles
    is alot of stuff to shoot at. Most incoming fire will
    prob be going toward the kans (there's no way any
    armies line could survive that kan wall should it
    reach them) so those buggies should get some good hits
    in. Only real fear I forsee is armies with good
    ordinance (like IG), but my buggies should be there by
    round 2. I should prob try to find points to give the
    big mek some armor so he can survive vehicle explosions.


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    For further notice post army lists in the army list board.

    1) There is no reason for giving your slugga boy mobs rokkit launchas when they will be hiding behind the kans. Friendly vehicles block line of sight as well as enemies. You already have 9 Rokkit launchas and 6 TL rokkit launchas anyway.
    2) The slugga boy mob's combat effectiveness would nearly double if you gave your nobs power claws. Power claws are where orks own marines, so take advantage of it.
    3) I don't have my codex on me, so im not sure about this, but mekboys might not need entirely different weapons but just different equipment. If I am correct you wouldn't need to waste all of those points giving your mekboys kombi shootas, shootas, choppas, etc. and just give them different variations of grenades and other cheap junk. If not, reconsider using the 5 mekboys as they would be a huge point drain.
    4) I personally don't like buggies in comparison to trukks. You could have two trukks with 2-3 rokkit launchas, 9 boys, a nob with a power claw. This provides almost as much anti-armour shooting, plus the devestating effectiveness of the trukk boys charging with the power claws. As a plus you could drop a boy on one of the trukks and put your warboss in there to ensure that he gets into battle quickly instead of slogging slowly behind the killa kans. This would provide a threat that would be hard to ignore as well as the 9 killa kans with a package of boys behind them.

  4. #3
    Member
    Join Date
    Nov 2004
    Posts
    66
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    I'm not sure what weapons to put on the Kans, I was figuring I'd custom tailor it depending on what fight I was in. I'd get 9 skorchas, 9 big shootas, and 9 rokkit launchas, and use magnetic mounting. No point cost to change, so if I was facing nids I'd get more skorchas, if marines, more rokkits

    My Nobs got Klaws, just forgot to put mention it (20x9 + 11 + 5x3 + 25) = 231

    The codex says that they need different weapon combinations. I want multiple attempts at repairing kans, that's the only reason I have a big mek entourage. Originally I was gonna just put 1 mekboy with the Warboss but you can't have mekboys in the Warboss's bodyguard unless he has a bodyguard first (which means I'd need the 5 nobs)

  5. #4
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    Overall the big shoota is best buy since it would be more expensive than the others if you had to pay for it, but since most players are marines and you might need the extra AA rokkits would be your best suit. My friends who play marines use magnets for the side sponsons on the tanks to replace them when needed, so im sure that would work with your kans as well. Against tyranid you would probably want to stick with big shootas because if your killa kans get assaulted (they will if you are playing nids) they can't fire their skorchas and I don't think the other kans can fire their skorchas at the unit either since they have a weapon skill they lose some of the liberties of normal vehicles and can get tied up in combat. Against the tyranid you would really have to protect your kans as they would be the only thing that could deal with monstrous creatures. All of your ap3 rokkits are useless against their probably 2+ save.

  6. #5
    Member
    Join Date
    Nov 2004
    Posts
    66
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Yeah, I have a bunch of the rare earth magnets that I'm going to put into those Kans. I got some practice using them on my dreadnought (didn't come out as awesome as I planned to, had to do a ton of drilling), but the kans will work well.

    Just need to order all those spare bitz!

  7. #6
    Senior Member darkhand's Avatar
    Join Date
    Feb 2005
    Posts
    255
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x1)

    Well, its not one of the most varied and interesting armies: 9 kans (cheese) 6 buggies, 2 identical mobs...

    Should be pretty effective though.
    ROIGHT!

  8. #7
    Senior Member citybeatnik's Avatar
    Join Date
    Jan 2005
    Location
    Austin, TX
    Age
    32
    Posts
    490
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    35 (x1)

    I personally don't consider it all that much cheese. Kanz have armour 11. They are very, very easy to pop. In fact, Goff warbands normally fill up their heavy support list with them. It's still armed with the ork ballistic skill and really lacks on the heavy weapons department.
    If you wanted to be cheesy, I'd suggest converting one of the slugga nobz to a group of burna boyz along with a mek armed with a kustom forcefield. Then you've got multiple forcefields running around.
    "Some days you're the Mekboy building the kannon, the rest you're the grot being blown up by it."
    - Quote attributed to Sorkrates, before his much mourned death due to ingestion of Hemsquig Juice.

    "Dis iz my choppa, and herez me gun. Dat's for killin' and so'z dis one!"
    - Bloodaxe Kommando Warchant

  9. #8
    Member
    Join Date
    Nov 2004
    Posts
    66
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    I'm thinking that I should boot the Big Mek and his entourage, as well as 1 Slugga Boy Squad

    In their place
    - Add two fully loaded Burna Boy squads (10 boyz each, 4 burnas, led by a Mekboy with Kustom Forcefield, and 3 grot oilers)
    - Change out the Slugga Boyz Rokkit Launchas to Big Shootas

    Change Pros
    - Mek entourage with varied weapons was a point waste
    - Can't spread out and repair two diff squadrons easily with just 1 mekboy squad
    - An additional KFF means more kans are protected
    - Burna Boyz can still mob up with main Troop
    - Huge increase in close range power (8 more burnas!!!)

    Change -'s
    - Burna Boyz will probably break quickly

    So my army would look like

    21 Model Troop (16 Slugga Boyz, 3 Bshoota Boyz, Nob w/ Klaw, Warboss w/ Klaw, Boss pole)
    10 Model Troop (5 Slugga Boyz, 4 Burna Boyz, 1 Mekboy with KFF, oilers)
    10 Model Troop (5 Slugga Boyz, 4 Burna Boyz, 1 Mekboy with KFF, oilers)
    2 Model Squadron (2 Warbuggies loaded with TL rokkits)
    2 Model Squadron (2 Warbuggies loaded with TL rokkits)
    2 Model Squadron (2 Warbuggies loaded with TL rokkits)
    3 Model Squadron (3 Killa Kans with Armor Plates, any weapon choice)
    3 Model Squadron (3 Killa Kans with Armor Plates, any weapon choice)
    3 Model Squadron (3 Killa Kans with Armor Plates, any weapon choice)

    Super mechanized!!!

  10. #9
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    Well, don't get yourself wrong, killa kans are far from bad. Orks are a race generally without 'cheese' unlike what can be said with some other races, but if anything is close it would be kans as they are extremely good. You're right, they are av11, and bs2, but so what! They are as good as a space marine dreadnought at under half the price, get free heavy weapons, and can be taken in packs of 3, up to a max of 9 in an army (12 with nazdreg the special character as your leader). Compare kans to the ork dreadnoughts and it become apparent that kans are not only collectively harder to kill, but are almost as good in combat and arent forced to take extra weapons.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts