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2000 pts Sun & Moon

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11 replies to this topic

#1
Sarnath

Sarnath

    Squighound

  • Boyz
  • 112 posts
  • Gender:Male
  • Army Name:Orks
Hey guys so i have slowly been building my army from scratch an im nowhere close to finishing it but I do feel that I finally have the army list ive been looking for. So without further ado;
 
1998 pts Ork army
13 CP
Extra Gubbinz -1 CP
Dread Waagh Detachment -1CP
11 CP to play with.
 
Evil Sunz Battalion:
 
HQ
1 Warboss on bike - Warlord, Brutal but Kunnin, Da Killa Klaw
 
1 MA Warboss - PK, Kustom Shoota
 
Troops
29 Slugga boys
1 Nob, Big Choppa, Choppa
 
29 Shoota boys
1 Nob, Big Choppa, Choppa
 
10 Grots
 
Elites
4 MANZ - Kustom Shoota, PK
1 MANZ Boss - Kustom Shoota, PK
 
3 Nobz Warbikers - PK, Choppa
 
Fast Attack
6 Warbikers
 
Heavy Support
1 Bonebreaka - Grot Riggers
2 Deff Dreads - 3 Saws, 1 Klaw
 
Bad Moons Battalion - Dread Waagh Specialist Detachment:
 
HQ
1 Big Mek  - Da Souped-up Shokka
 
1 Weirdboy - Da Jump
 
Troops
10 Grots
 
10 Grots
 
10 Grots
 
Heavy Support
15 Lootas
 
 
My main opponents will be Offensive fish'ead, Knights with Guard and/or Admech and Custodes.
 
The idea is to hang back with lootas and big mek behind 2 Grot units, the other 2 can be used to secure objectives in my zone - ought to be easy enough to hide them (we are using alot of terrain)
 
Da jump the slugga boys turn 1 and Telyporta the Dreads while the bikers and the Bonecrusha rush forward. Bonecrusha got MA Boss and MANZ in it. Hopefully shoota boys can find targets if not they get da jumped turn 2. 
 
Im looking to have alot of hard hitting -AP beasts. How does this list work? Is it worth it to go specialist Kult of Speed? Any thoughts on the list above and the idea behind it? :)
 
Should the shoota boys be Bad Moons instead of Evil Sunz? They will want to charge after jumping so thats why they are Suns atm. 
 
Thank You! 
  • Sarnath likes this

#2
uberdark

uberdark

    Periscope

  • Evil Sunz
  • 791 posts
  • Gender:Male
  • Location:kokomo, indiana
  • Army Name:WAZDAKKA'S WAAAAGH!!!

Where are you putting your weird boy then?  And it looks like a lot might be able to jump but a large amount may not be able to move in and help with mop up?



#3
Sarnath

Sarnath

    Squighound

  • Boyz
  • 112 posts
  • Gender:Male
  • Army Name:Orks
Im thinking that the weirdboy will hang back, throwing the slugga boys into the enemy round one and then hang out with the shoota boys, possibly getting them in aswell and if still alive continue up on his lonesome, casting smites

#4
Blekinge

Blekinge

    Puffball Fungus

  • Grotz
  • 11 posts
  • Gender:Male
  • Location:Aarhus, Denmark
Put the weirdboy in the bonebreaker first turn. This protects him against snipers but he cannot deny. Then disembark him before the tank moves

#5
Sarnath

Sarnath

    Squighound

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  • Gender:Male
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Good tip, im hearing something about vindicares in the custodes army...

#6
greggles

greggles

    Paranoid

  • Boyz
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  • Location:USA
  • Army Name:Trust in Rust

Give the mek with the shokk gun a grot oiler.  If he gets sniped, the grot oiler dies.  It's worth 4 points to nullify the assassins shot for a turn.

 

Id move the shoota boyz to bad moonz and swap a grot unit over to evil suns.  If you aren't jumping the shoota boyz right away, its probably better to have them laying down some screen clearing turn 1 or 2.



#7
Sarnath

Sarnath

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  • Boyz
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  • Gender:Male
  • Army Name:Orks
Yeah i was planning on jumping the slugga boys turn one and then the shoota boys turn two if my weirdboy was still alive then. Grot oiler as wound-soaker sounds awesome. Being the noob (not nob) that i am i only looked at the oilers mek capabilities. Thanks!

What should i drop though to fit it?

Grot riggers in the bonecrusha
Big choppa on the shoota nob
1 shoota or slugga boy

Hmmm i believe it Will be the riggers
  • Sarnath likes this

#8
greggles

greggles

    Paranoid

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grot riggers on the bone crusha for sure.  It's almost completely useless, as the bone crusher will absorb all the anti tank, and probably blow up turn 1.



#9
Sarnath

Sarnath

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  • Gender:Male
  • Army Name:Orks
I asked in another thread how to outfit the HQs, now im thinking - goreshrek gave the tip to use headwoppas killchoppa on the mega boss, now do i understand it right that i have to choose if im using the killchoppa or the power klaw then? Is it worth it to pay 2 extra CP to get that third relic? Or should i just keep going with the custom shoota? That would ofcourse mean im down to 9 CP in the game.

#10
Goreshrek

Goreshrek

    Runtherd

  • Boyz
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  • Gender:Male
  • Location:Maryland
  • Army Name:BlooSkullz

You can split your attacks between the weapons. You just have to declare before you roll any dice. 

I found I almost never shoot with a warboss, he is getting stuck in, at least to avoid getting shot off the table because of the lousy save. The shoota saves points.

As for CP, I try to plan what strats I intend to use during the game, and see how many CPs I will need, and whether I have 'extra'.



#11
greggles

greggles

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  • Army Name:Trust in Rust

With death skulls, I usually throw kombi-rokkit on the warboss if I have extra points, just to maximize the rerolls.

 

I don't know if the head choppa is worth 2 CP.  1 cp sure, 2 is pushin it.



#12
Sarnath

Sarnath

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  • Army Name:Orks
Im sure there wont be much shooting done from the boss as goreshrek says and he Will be a an Evil sunz boss.

I got everything assembled now except the Iron boss - he is stuck in swedish customs atm, hoping to have him this week. Hope to get my first game since 2004 or something next weekend ^^