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28th March 2011 18:42 #1
[1850][Orks][Tourney]
I've mentioned this army build a couple times here and there, and finally got around to writing it down and fine tuning the thing.
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Warboss (130) Mega Armour, Attack Squig, Cybork Body, Bosspole
Warboss (130) Mega Armour, Attack Squig, Cybork Body, Bosspole
TROOPS
5 Meganobz (200)
Battlewagon (120) Armou Plates, 2 Big Shootas, Reinforced Ram, Grot Riggers
5 Meganobz (200)
Battlewagon (120) Armour Plates, 2 Big Shootas, Reinforced Ram, Grot Riggers
20 'Ard Boyz (240) Sluggas and Choppas, Nob with Power Klaw and Bosspole
20 Ork Boyz (160) Sluggas and Choppas, Nob with Power Klaw and Bosspole
20 Ork Boyz (160) Sluggas and Choppas, Nob with Power Klaw and Bosspole
HEAVY SUPPORT
Battlewagon (130) Deff Rolla, Armour Plates, 2 Big Shootas
Battlewagon (130) Deff Rolla, Armour Plates, 2 Big Shootas
Battlewagon (130) Deff Rolla, Armour Plates, 2 Big Shootas
The MA Bosses attach to the MANZ, and everything loads up into the Battlewagons. This list is balls to the wall aggression, with everything charging headlong into the enemy as fast as possible. The idea behind only putting Deff Rollas on the Boyz' Wagons is to force your opponent to make a choice about what he'll target, as five AV14 vehicles will usually take some focused firepower to bring down. The choice is between the Deff Rollas that can absolutely crush vehicles with D6 S10 hits on a ram, and the MANZ with a combined 52 Power Klaw attacks on the charge between the two squads.
Pros: 72 infantry models isn't a lot for Orks, but still a formidable force, especially when protected by AV14 front armour in the transports. And being open-topped means your squads have an effective 26" charge range in turns two and beyond (Battlewagon moving 12", disembarking 1.999", Waaagh! up to 6", and assault 6"). If you happen to play on a table with defined roads as per page 57 in the rulebook can bump that up to a 32" charge, or just under three feet.
Three Deff Rollas can make a mess of damn near anything you'll face.
As mentioned above, your MANZ squads with attached Warbosses get a combined 52 Power Klaw attacks on the charge. For the same cost as a squad of Terminators, you're getting more attacks, more wounds, and a Furious Charge rule that has them striking at S9 on the charge. And a twin-linked gun to help offset the lower BS a bit.
With Warbosses allowing Nobz and Meganobz to be taken as Troops, every squad in this army is a scoring unit.
Cons: As mentioned above, 72 infantry models is very low for an Ork army. You can't afford to take Boyz off the table by the handful here. When those Battlewagons are inevitiably destroyed, your mobs' only chance will be to get into combat as quick as possible to avoid being shot to pieces.
Even though a squad of Meganobz costs the same as a squad of Terminators, you don't get an invulnerable save and have to contend with the Slow and Purposeful rule if/when they are blasted out of their ride. Not to mention that horrible BS2.
Last edited by SourImplant; 28th March 2011 at 18:50.
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29th March 2011 15:02 #2
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29th March 2011 15:15 #3
Of the top of my head, I think it's an extra 95 points to replace one of those Warbosses with Ghazghkull. Don't get me wrong, I would like nothing more than to have the Prophet of the Waaagh rule giving those MANZ one guaranteed 6" run once per game, but I don't see any place to free up points and still keep those Wagons as safe as they are. Changing the 'Ard Boyz to regular Boyz would free up 80 points, and I could lose three Big Shootas to make up the other 15 points, but I just feel the rest of the army as a whole would be a little weaker for including a single special character.
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