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Greggles (New Codex) Master List 2000

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40 replies to this topic

#1
greggles

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Hey everyone.  This looks like it'll be my new master list.  Pretty tight on points, but a huge spread of options.  Probably weakest at anti horde (ironically).

 

 

 

Basically two battalions, one bad moonz (with tank bustas), and one death skullz.

 

oApg2fv.png

 

Deff dreads for teleporting bomb.  I know evil sunz would be better, but most of the army is painted bad moonz or death skullz lol.  Hmm, should probably get a gun on the bone breaker so I can use the death skullz stuff.



#2
killercroc

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So what's the plan with the Bad Moonz? There is so little shooting in the list short of Grottillery. I'd expect to see more shootaboyz in the list. But like you said it's weak against horde but it should take on tanks pretty well.

And question, I don't have my codex with me but don't you need a Runtherd per unit of grots? Or do I have the rule backwards and you need a unit of grots per runtherd?

 


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#3
greggles

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I agree.  I'm swapping the bad moonz to death skullz.  It was mainly just because my army is painted mostly bad moonz, but I don't particularly like their rules.

 

It's backwards, can only take runtherders if you have grots.  It was to fix the "brigade" spam that we could do in the old codex by taking 3 super cheap runtherders to fill an elite slot.

 

I've adjusted this list slightly, and went more MSU since its all death skulls now.  Looks more like this.  Currently 1 single point over (arrrg).

 

o6cIZ6z.png

 

Can probably drop a nob and give another nob a PK.  Appreciate the feedback!  Part of me wonders if I should just drop the tank bustas and add a bunch of Mek's in there.  Since each mek gets its own set of re-rolls....



#4
Nuck Fewton

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Can fixer uppers be used by the big mek on a bike? His "bike mekianiac" isn't technically the same as a big meks ability
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#5
greggles

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Hrm, didn't notice that.  If they can't be used, I'll probably drop him and take a warboss with Headchoppa, and throw him in the Battlewagon with the nob group.  Thanks for the spot on that Nuck!



#6
Gitkilla

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I hope it works, I want to use it on an index big mek as well.

Btw you should try 2 KMBs on the bike big mek, you might only get 1 reroll but an extra shot for 9 points is good - you can cater to the shot that behaves worse with the reroll in all 3 steps (hit, wound, damage) and a double 1 is only 1/36 chance. Might get some 1s from extra shots but I think it's worth it since you can get a good damage spike with a bit of luck.


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#7
greggles

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Great idea! I'll do that right away.  The amount of anti tank shots in this list is getting to awesome levels.



#8
killercroc

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Ok the list makes more sense with all Death skulls. Hmm the HQ look good, shooty, punchy, fixy and pyskery. A nice spread all over there.

So what're your plans with the biker Boss and Mek? They don't have any bikers to buff so are they riding behind the battlewagon full of Nobz?



#9
greggles

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I use the biker boss like a "I need to kill this thing" missile.  The Big mek is mainly three to throw some extra wounds onto the mork or battle wagon.  I am considering just moving him to the trukk with the tank bustas (which frees up some points for other upgrades).  I think at this point i need to play test some to figure it out.  

 

But ya, with deff skullz, every infantry unit in the list is obj sec, everything has a 6++, and every "unit (including single models like meks)" gets a free reroll to hit, to wound, and to damage per shooting/fight phase.

 

So trying to give every character a rokkit or KMB, and some sort of klaw if possible.  Weird not running any boyz, but 60 grots is a lot of board control.  I've also debated shifting things around and taking mega nobz instead of nobz, but I feel I actually need the nobz to just output tons of wounds on chaff.

 

Main goal is to get this down to a semi optimized "catch all" list, that can handle multiple threats and be fun to play (lots of tools). Then I can work on adjusting the painting schedule and get it all ready for adepticon.  Appreciate all the feedback!



#10
killercroc

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Ahh ok, he's just one big beat stick... well he's good at it! And with his bike the extra T and W should help him stay alive. Though I don't think giving everything that can take a Kombi a kombi is a good idea, it's a lot of points even when you do factor in the re-roll. I guess it's just one of those things to play test and see if you need the extra rokkit during a game.

MANZ aren't a terrible choice as you do get 4 for the 10 nobz. They get more shooting, much more survivable and can do more damage.

Besides that I think it's mostly just trial. Lots of tank smashing guns so armor won't be your problem, I think objective games will be this lists best match up.


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#11
Gitkilla

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The big mek thing is pretty hard to decide, I like the idea of having him on a bike for your list because you don't have any boyz close to help with infantry. Fast movement can be a key for him to keep doing his thing (fire at stuff and repair your 2 main vehicles). The toughness 5 makes him deal with strength 4 fire a bit better if you ever are exposed.

 

Not sure if you should bring 1 unit of boyz for some early pressure with da jump and to use the extremely powerfull strat to bring them back, currently I only see the tankbustas as a unit you can potentially drop tho.

One (pretty random) thought I had would be dropping the nobz, 1 grot unit and the tankbustas for a unit of shoota boyz, you can technically bring a unit of grots in the battlewagon which sounds silly but they can pop out in the right moment to screen some stuff or get an objective + your tank doesn't have to deliver the nobz so it has more freedom for positioning. In general I like the idea of bringing nobz but if you play in a meta with many D2+ weapons they might be dead fairly quick while a unit of boyz has more wounds, can have an impact on turn 1 with shootas and can be brought back with the strat, sounds more flexible to me.

 

I know this list is a bit on the crazy side atm but I think it might have more potential if you make it less situational and the idea with the one boy squad I named should leave you with more options and makes you less predictable if I am not missing anything.


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#12
greggles

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I agree with the idea on the boyz squad.  Having that "da jump" turn one really puts the pressure on the opponent to deal with the boyz, and lets the rest of the army work a bit less molested.  I'm also going by models I have here, so trying to come up with a list to paint (or finish painting).  Back and forth constantly on different things.  I do agree I don't think the tank bustas are really needed in this list, as it already has an excessive amount of anti tank.  So could def drop them, the trukk, and one grot for some boyz.  I can actually get to 27 boyz + nob by dropping the tank bustas, trukk, and one unit of grots.

 

That might be a good move.  Really appreciate the suggestion.  That gives me an anti chaff unit, and a distraction unit...and I can green tide it (if they survive).



#13
greggles

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Took suggestions.  Here is the revised list.  I feel its pretty fun (lots of tools), and should provide overwhelming threats.

 

Spoiler

 

As always, appreciate feedback!



#14
Gitkilla

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After thinking a bit more, I want to ask if the battlewagon is meant to advance mostly. The 3 big shootas don't really indicate that as they are close to half efficiency when you do advance. For the 15 points you can get a kill-kannon or possibly one of the other guns. With the rerolls they are not that bad anymore I would say.

The zzap gun can be quite tasty and the reroll to wound can balance out the low strength roll that made it unreliably before. Remember with the deathskull reroll to hit your chance is 5/9 which is better than BS4+, I wonder if strength 11 and 12 (which cause 3 mortal wounds on a hit) would do 6 mortal wounds if you hit with DDD a second time. Technically it should.

I was just trying to look into the more obscure options to find some sense, 1/12 is a 8,33% chance of a zzapgun shot that does 3 mortal wounds, maybe an option with the boosted chance of hitting and wounding. While it's still a gamble 18 points are not that much of a price for said gamble, the clan trait def smooths out the downsides of the gun I would say.

 

Oh and for the meganobz, do they have a special role? I know they are 105 points now in the cheapest layout, lets look at some options:

- 7 nobz with either klaw or kombi-rokkit would be around that price, they would benefit more from "loot it" I feel like.

- 10 or 12 shoota boyz replacing another unit of grots and possibly reinforcing the boyz (if still alive), def an option to save some points.

- 11 kommandoz (in total), nob w/ klaw, 2 burna and 2 tankbuster bombs. This is a strage choice but I really like it, barely more expensive than boyz but better (and free) equipment and a bunch of handy rules for 1 point per model, they could get tanky with "loot it" when in cover and the burnas provide overwatch against chaff that tries to tie up the wagon. With one klaw and the 2 TBbombs they can also damage vehicles.

 

I know these changes are a bit more on the creative side of things but I would like to hear your opinion on them.


Metal elitist & into game/level design.


#15
greggles

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So I have another list variant.  I was trying to fit in meks, and the rokkit buggy isn't finished yet.....so i came up with this one.

 

BShcFhe.png

 

These lists keep getting longer and longer.  So in this one, make to nobz.  But buffed up the boyz nob.  Nobz go into bw or mork, depending on how i feel.  I dropped the guns from the battlewagon, as its going to advance turn 1, or ramming speed immediately into combat, then try to stay in combat the whole game.

 

Rokkit buggy is gone (its still in pieces and won't be ready in time) so running 3x deff koptas instead with KMB's and bombs.  (So many KMB's in this list haha).

 

Fixer upper on the big mek, not for the 3W fix, but so he can fix TWO things for D3 wounds a turn.  He will most likely be hanging out near the BW and Mork.  Went with kunning but brutal to redeploy the BW/Mork depending on opponent.  Might switch back to the monster hunter (for +1 to wound for the shokk gun).



#16
Gitkilla

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Did you just ninja my post? :search

That timing tho.


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#17
greggles

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I was seriously working on it when you posted.  You must of read my mind! Thanks for all the suggestions as always.  Gonna play test this one I hope this weekend.



#18
Gitkilla

Gitkilla

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I am starting to really like the ideas of bringing kommandos, the 2 point difference from before is now all of a sudden just a single point while they can take more tankbusta bombs while at 12 and lower and 2 burnas for free. They also gave them yet another rule which is +1 to wound in CC when fighting in terrain.

Decisions, decisions... but I made a post in the tricks topic since I think it has potential, shouldn't ramble too much more about it here.

 

Like the koptas, and it was time for KMBs to be worth it. The bombs are perfect to kill units with 5+ models and invul save early on, we might have good shooting but stuff with 3+ invul can stand too many KMBs and rokkits for my taste. I am thinking about the skyweavers with the buff on them.

Smite from a single weirdboy is not that much output, ramming speed is CPs, think the koptas might fill a good gap of a mobile unit that can cause mortal wounds.


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#19
greggles

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Agree...now just gotta buy some.  I was experimenting with kommandos, as i felt there were a better brigade fill then a single mek (since they'd have obj sec with deathskulls as well).  Finding 80 points is getting hard!



#20
Gitkilla

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Agree...now just gotta buy some.  I was experimenting with kommandos, as i felt there were a better brigade fill then a single mek (since they'd have obj sec with deathskulls as well).  Finding 80 points is getting hard!

 

The 6 nobz you got are 84 points which is a unit of 10 kommandoz that could ride the tank instead, the nob can currently dodge the PK using the index, to me it actually sounds like a better anti chaff unit because of the burnas but what do I know.


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