Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Choice between 2x 600pt campaign startup lists.
Posted 05 March 2018 - 07:13 PM
I'm really torn between 2 lists to restart the campaign with. We start with 600 points, and grow each month, so I must use this as a base to leap off from.
Battalion Det +3cp
Warboss, HWCC, MiR, Kustom Shoota, Tenacious survivor - Warlord
Weirdboy, Da jump
Nob BC & 24x Slugga & choppa
Nob BC & 24x Slugga & choppa
Nob BC & 24x Slugga & choppa
Patrol Det +0 cp
Weirdboy, Da jump, tenacious survivor, MiR - Warlord
Nob PK, 29x Slugga & choppa boyz
Nob Pk, 14x Kommando
Nob PK, 22x Stormboyz
I feel the second list gives me flexibility, I can be pretty much anywhere with a huge bunch of Boyz turn 1, but the first list has numbers and those all important cp's.
I'm up against fish'ead, 2 flavours of Chaos, Death guard and DA Ravenwing.
It's not a straight slug fest, we'll be playing a mix of narrative and objective grabbing missions so I need to be able to do more than just footslog across the table. I'm leaning towards list 2 if I'm honest. Any thoughts?
Posted 06 March 2018 - 12:36 AM
I would run with the First list myself to be honest. Its a good solid core you cant build on in the future.
“The studio, the creative part of Games Workshop, had always been kept apart from the sales part of it. One thing Bryan (Ansell) said was that if the sales people got to be in charge of the studio, it would destroy the studio, and that’s exactly what happened.” - Rick Priestley
Posted 11 March 2018 - 12:01 AM
I am much more inclined to the first list. It is very similar to the core I take for pretty much every list I make. Da Jump will make you mobile enough as will the Warboss giving you the WAAAGH! charge by turn 2 or 3 every game.
As the game escalates then add specialists like Tankbustas, Lootaz, or Kommandos.
Posted 11 March 2018 - 09:41 AM
I went up against a fish'ead list almost tailor made to defeat our meta, a lot of high volume str5 shooting to tackle Boyz hordes, death guard and ravenwing.
It was a tough match up, but by playing to objectives, it was a close run thing. I narrowly lost 9-11 vp's. But, tbf, he had a number of "gifted" Vp's for objectives to be held already in his deployment zone that sort of thing , and I had to run around and take a number of risks to achieve mine. By the end of turn 5 I only had 5 grots on the table, and he'd lost a total of 8 drones.
I made a number of mistakes, and I'd not gone up against fish'ead before so there was a fair bit of learning going on for my part. Next time he'll not have it so easy even with his brand new codex.
Posted 11 March 2018 - 10:47 AM
Posted 15 April 2018 - 08:34 AM
I've had some grim games, and some absolute stonkers including tabling some death guard and fish'ead. We're up to 880pts at the minute, and will get expanding upto 1160 in May. One of the crucial problems I'm having is getting up the table, especially in the teeth of 42" range fish'ead str5 firewarrior shooting or the endless assault cannon and heavy bolter shenanigans of ravenwing speeders.
At the moment my 880pts looks like this;
2x 25 boy mobz with nob & bc
1x 10 boy mob with nob & bc
Big Mek kff
This gives me 7 command points, and some decent ranged capability, but moving the boys forward sees them cut down almost straight away.
For the extra 280 points I'm thinking of;
25 Boyz incl nob & bc
18 Boyz incl nob & bc
10 Boyz incl nob & bc
20 stormboyz incl nob & bc
Battlewagon, deff rolla, ard case
Big me KFF
With this, I still have the ranged shooting, cam chuck the 18 Boyz, warboss and if it merits it the KFF in the Battlewagon, launch the stormboyz up the table and have the 25 and 10 mobz "mob up" and da jump in as required.
The dakkajet and kmks are always targeted early doors, so I need mobility and to threaten them with alternative targets.
Posted 15 April 2018 - 11:04 PM
I like lootaz for making fisheadz move around a bit.
Posted 17 April 2018 - 02:27 AM
I played a non-campaign game against fish'ead last night and despite having first turn, it looked pretty shonky for da Boyz. I was playing a variant of my 880pts list using the Ard case battle wagon instead of the dakkajet to see how it performed. By turn 2 I was hemmed into a corner, and had lost 2 of my 3 kmks.
It was the mission where there are 4 objectives and you gain 3 points for each you hold at the game end. I had to weather 4 turns of fish'ead shooting from broadsides and ghost keels before I could dash out and seize the objectives.
I ended up winning 9-6 and my army weathered the storm quite well. The battle wagon was tough as old boots and soaked up punishment like a boss, and the big meks kff earned his points over several times. Model placement was crucial and we both learned a great deal about using the terrain for advantage and maximising positioning.
We both thought fish'ead had this in the bag from basically turn 1, but when I came out and grabbed objectives and used my assault to force him off 2 objectives he didn't have the firepower to clear me off before the game ended.
It was a good, fun game, and tbh I nearly conceded early in, as after my kmks went down and I just didn't have any shooting left to challenge him with, but playing to the game victory conditions saw da Boyz come out on top again. That in itself was a lesson.
Posted 29 April 2018 - 08:07 AM
Posted 03 May 2018 - 09:21 AM
List 1 by far. At levels below 1000, massed orks is almost impossible to beat.