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Deathskullz Brigade 1850
Posted 14 February 2019 - 11:01 AM
Posted 14 February 2019 - 01:06 PM
Give the deff koptas kmb's.
Give the deff dreads two kmbs. (run 1 klaw, 1 saw, 2 kmbs). No reason to take 2 klaws. The 1st klaw gives you 3A with it, the second only gives you +1A. I find two kmb's seems to be the magic number with deathskulls deff dreads. Plus that saves you 18 points. Note, 3 deff dreads is hard to teleport. Consider walking them instead. They do the most damage shooting.
Drop the kannon off the battlewagon. Give it a deff rolla. (kannon can't shoot when the battle wagon advances). If you want a str 8 weapon, give it a rokkit instead. Deff rolla makes people think twice about charging it.
Drop the kombiskorcha off the warboss. Give him a rokkit. (trying to max your death skulls rolls here).
Don't need to give all the mega nobz kill saws...remember death skulls! (PK rerolls damage!). Also give that meganob a kombirokkit. Run open topped on that wagon to shoot out of.
Give rokkits to all the pk nobz. (once again, death skulls)
KFF's are ok, you don't really need them as death skulls. I've dropped them from my lists.
Drop the 10 shoota boyz and replace with grots.
Use saved points for...
Mek with KMB to throw in a wagon (extra lascannon shots don't hurt).
Some smash guns for backfield ranged support.
or just giving rokkits to all the things I said to give rokkits too [including trukks!]
Posted 14 February 2019 - 03:50 PM
Thanks for your feedback !
Most of the models are built/converted as they are - Meganobz, Warboss, Koptas (2 rokkits, 1 BS). I won't re-convert them now. I'll add a Meganob with PK/ranged weapon to my collection, just for exploiting the Deffskullz-Bonus.
Kannon on shooty Wagon is ok, as it it supposed to add Dakka and shelter the Tankbustas. No need to advance.
Interesting point on the deep-striking Dreads. I haven't played a game with the new codex yet, so I have no experience with our new tellyport-toy.
Originally I wanted to kit them out pure melee - the KMB is just a tribute to Deathskullz. Fire and forget, go rampage in the opponents gunline, prevent their tanks from shooting my Wagons, Bosses and Smash-Boss. Hmm...they can spread out up to 6" from another when striking in, so they should find targets to charge...I hope.
btw I have the old metal "dreadsock"-Dreads. Their configuration matched former codices. They look best with two big arms, which are the Dreadklaws for me. So I am set with two Klaws ;-) I have added sentinel-saws as dreadsaws. Biger arms=biger weapons, smaller arms = smaller weapons...
I will see if i can "deffskull it up" a little further. Thanks for you input, greggles !
Posted 15 February 2019 - 09:46 AM
Hmm...you got me thinking...The arms on the old Dreads are one klaw and one saw...so that would be a possible configuration: 1 x Klaw, 1 x Saw, 2 x KMB. I'll chew on this...and on how to kitbash those 6 KMB :-)
Posted 15 February 2019 - 10:46 AM
That gives you 3 Str 10, -3 ap, 3 damage attacks, 1 str 9, -2, 2 damage attack, and the double KMB tap at range. We tried 3 kmb's, it wasn't as good for some reason. (but still works if points are tight)
Posted 16 February 2019 - 05:45 AM
Note, 3 deff dreads is hard to teleport.
Hmm, I suppose because of limited space...not all three of them can be placed within 9" ?
I can see three ways to deal with it:
1.) reduce Dreads-unit to 2 models. With the spare points, upgrade the Trukk to a Battlewagon with Deffrolla
2.) split the Dread unit into 2 units, one 2 model unit and one single model unit
3.) leave it as it is and hope to find a suitable drop site
What do you think ?
Posted 16 February 2019 - 07:06 PM
I only tellyport 2 dreds now. I use ramming speed strat to guarantee it reaches melee with the thing I have to kill. I go with 3 CC weapons though, I seem to need the extra attack too often.
Posted 17 February 2019 - 06:59 AM
Thanks for all the input.
Right now I tend to keep the 3 Dreads, split them into 2 units and put both onto the tellyporta. Reason is, I haven't played Dreads for a long time now and I would really LOVE to play all three of them.
Using only two Dreads and upgrading the trukk to a DR-BW is cool, too, because I also love to play Battlewagons. I have 5 kustom built wagons, and they are the natural "trademark" of my "Conboyz" with their leader "Rubbork Dakk". Perhaps I switch to this variant in the last minute, who knows.
But right now I prepare for the 2+1-Dread-list, with 2 KMBs on each.
Posted 20 February 2019 - 10:41 AM
A few days have passed, the list has grown:-)
In the end I found a solution that allows for 3 Dreads and 3 Deff-Rolla-Battlewagons (I just can't seem to go without my big convoi...). Also my tendency to design melee list broke through...
With 15 CP, I am absolutely ok with tellyporting in two units of Dreads.
I am undecided if I should go with 5 or 10 Kommandos, and in the case of 5, what to do with the spare points.
Posted 20 February 2019 - 11:09 AM
how many points/ PL is this brigade? I like the list, looks nasty.
Posted 20 February 2019 - 12:23 PM
1847 points, Powerlevel 92, CP: 15
(with 10 Kommandos)
- wondering if I should spend 1 CP for Fixer Upperz on the normal Big Mek
- wondering if I should reduce Kommandos from 10 to 5, and buy X? instead
Posted 20 February 2019 - 02:07 PM
- wondering if I should reduce Kommandos from 10 to 5, and buy X? instead:
Add a warphead? You have no psychic protection at all. If you face panzee, they will have 2-3 casters.
Posted 20 February 2019 - 06:16 PM
Give all the koptas KMB's. As death skulls, you want as many KMB's in your list as possible. It saves you some points as well! (actually enough points to probably take another kopta wtih kmb!)
Take 2x 5 kommandos. They're obj sec (deathskulls). (so are the mega nobz, and the mek )
Give the mek a KMB (not a slugga)
Nobs in the boyz mobs, give choppa instead of slugga. They can PK + choppa now. Also if points, pop a rokkit on them.
Only other thing is possibly throwing the PK/komirokkit on the one mega nob (i know we already discussed, but putting it out there).
Posted 20 February 2019 - 07:18 PM
Thanks again for all the input.
Warphead sounds good, but I can't squeeze it in without cutting HQ or HS options
In terms of Index<-->Codex we handle it like this: Can take Index Datasheets that have not made it into the codex, but cannot mix datasheets. That means no KMB for my koptas and my mekboy.
PK+Choppa for the nobz sounds good, I'll see if I can convert some.
Splitting the Kommandos into 2x5 is a great idea.
Posted 20 February 2019 - 08:53 PM
Is that a TO restriction? Because GW plainly allows it. That's a shame if they don't allow the mixing! Mek's with KMB's are amazing...slugga ones still work though (they can fire out of the battle wagon in CC, lol.
But no kmb's on the deff koptas is a massive hit. You need the 3 slots though, so I get that for sure. (otherwise a shokk jump dragster is brutal with death skulls).
Posted 21 February 2019 - 01:25 AM
Actually, I AM the co-TO :-)
We found it to be cherry-picking a bit too much. Now I must eat my own soup, as we say in German. Hehe. Nevermind. I am fine with it.
The dragster is very interesting, but I don't have any of the new buggies yet.
I like my list a lot, have put the army on my side table to identify models that need some paint.
I am really looking forward playing it. It will be my first go with the new codex. Just hope the tons of re-rolls are not getting annyoing for my opponents...and for me.
Posted 21 February 2019 - 07:46 AM
Best of luck!
Your opponents will be horribly annoyed. Re-rolling damage rolls is absolutely brutal. "Oh my tank survived" Deathskulls reroll "Great, my tank died"
Just remember, orks have been pretty weak for a loooooong time (outside of a monobuild). Enjoy! We've been providing tears for years.
Posted 21 February 2019 - 10:38 AM
Yeah, I know.
In 5th and 6th edition I finished this annual tournament 1st place, 2nd and 2nd when attending with my orks (usually some kind of "Battlewagon-filled-with-elite-and-hack-away-lists"). Last year I took an Index army and finished 7th of 8, only better than a 14 year old newbie in our group...
We ask every player to bring a handout to the tournament, containing a summary of all used datasheets, for the convenience of the opponents. This is because we are all casual players who don't know too much about each others actual codex.
I plan to bring a summary of all ork- and deathskullz rules, for I can just point at it when they start rolling with their eyes...
When you play deathskullz, do you tell EACH TIME you do a re-roll, or do you just proceed without comment ?