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need help turny soon

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16 replies to this topic

#1
da noob

da noob

    Mushling

  • Grotz
  • 26 posts
  • Gender:Male

im 

 

 

spearhead 1416pts

 

HQ 75pts

 

big mek with kmf 75pts

 

elites 291pts

waaagh baner nob 75pts

4 meganobz with pk 216pts

 

 

HS 1050pts

 

3bw with defrolas 540

10 flashgits 270pts

a unit of 5 kmk 240pts

 

batalion 583pts

 

 

HQ 163pts

 

weirdboy with dajump 62pts

big mek on bike with kmf 101pts

 

troops 420 pts

 

2 units of 20 boyz 240pts

1 unit of 30 boyz 180pts

 

total 1997pts

 


#2
da noob

da noob

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sorry for that bit at the topi it wan`t intentional.



#3
greggles

greggles

    Skarboy

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An explanation of where the units are going would be helpful.   Are the boyz shoota or choppa? Are all the wagons open topped or ard case?  Did you buy ammo runts for the flashgitz?   



#4
da noob

da noob

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all the boyz are sluga chopa and the units of 20 are in battlewagons and those battlewagons have arde case 

the meganobs and the flashgits are in the same battlewagon and it dose not have ard casethe big mek thats not on bike and the waaagh baner nob are with the meganobz to and the unit of 30 is jumping up to enemy lines.



#5
greggles

greggles

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The mega nobz take 2 slots each, so won't fit in the wagon with the flash gitz.



#6
laughterofgods

laughterofgods

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He can go 8 slots for meganobz, 10 slots for flash gitz (assuming no ammo runts), and then still have room for the nob banner.



#7
greggles

greggles

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I was assumning he had ammo runts.  (otherwise you lose one of the best part of the flash gitz!).  But ya i guess it wouldn't have fit at all with the ammo runts.  I was reading kmk's as the meks with kmb's.



#8
da noob

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ok here is the new list

2 gorkanawts with everything 928pts

1mekadred with rataler canon and kff dont knwop points but think +-200pts

2 units of 30 and 1 unit of 25 boyz 330pts

10 mekgunz with kmk and 2 grots 420pts

a waaagh baner nob 75pts

2 big meks 110pts

 

total 2013pts

this list is in 2 spearheads one with the gorkanawts and the mekadred and the other with the mekguz (the mekguz are in 2 units of 3 and 1 of 4)



#9
greggles

greggles

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The KFF isn't worth it on the meka dread.  The mega charger is INCREDIBLE. (just make sure to save a reroll for that 1).  The meka dread with the mega charger has won me games, by himself.  That 16 inch move + reroll charge means you are getting into their deployment on turn 2, and WILL tie up a bunch of nasty shooty things.  The meka dread, like zharsnark, are best used as really nasty bullets to throw at your opponent.  The KFF big meks always hang back and just baby sit the gorkanauts using them as giant tanks to absorb damage.



#10
da noob

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ok so i  wil give the big meks the kffs and give the meka dread the mekadred the megacharga.



#11
da noob

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i want to use my new flash gits a lot so here is my new list

 

spearhead 2006pts

 

2 gorks 928pts

2 units of 26 boyz 300pts

6 mek gunz with 1 guner each 360pts

1 unit of 10 flashgits with ammo runts 290pts

a battlewagon with defrola 180pts

a big mek with kff 75

 

the kff mek wil hang back while the boyz and the bw will go ahead.

I think this list has a good balance between horde and mek and ai and at.



#12
laughterofgods

laughterofgods

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Have you considered using a weirdboy?  Da Jump is useful for getting a big unit of boyz across the table, and the +1 attack one is no joke either.  Also, smite can be pretty useful.


  • greggles likes this

#13
greggles

greggles

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Do you mean "1 ammo" run for the mek gun?  You have to buy 5 grot gunners for each mek gun.  Make sure to test your points in battlescribe.



#14
da noob

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you don't have to give the mek gunz 5 grot gunners for example battlescribe doesn't allow the gorkanawt to not take a defstormmegashuta but it is a legal option just like i can take however much grot gunners as i w



#15
da noob

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ant



#16
greggles

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It says right in the unit entry in the index that you have to take 5.

 

Here it is, verbatim copied.

 

"This unit contains 1 Mek Gun and 5 Grot Gunners. It can include up to 5 additional Mek Gunz, each of which is accompanied by 5 Grot

Gunners"
 
Gotta pay the points for the 5 gunners.  (each KMK is 48 points).


#17
orkdom

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You've also severely overcosted your Gorkanauts. Here is the actual total cost of the last list you posted above:

 

ORK SPEARHEAD DETACHMENT

HQ: Big Mek (KFF) = 75

Troops: 25 Slugga Boyz + Nob = 156

Troops: 25 Slugga Boyz + Nob = 156

HS: Gorkanaut = 364

HS: Gorkanaut = 364

HS: Battlewagon (Deffrolla) = 180

HS: 10 Flash Gitz + 10 Ammo Runtz = 310

HS: 6 Mek Guns (KMK) + 30 Krew = 288

 

Detachment Total: 1,893

 

So you've still got another 100pts and change to work with. I might throw in a Wyrdboy or two, 10 Gretchin, and put the Big Mek on a Bike. The Gretchin and Wyrdboys will allow you to split some of this out into a Battalion, giving you 3 more CP, which are very, very useful, even without our Codex out. Wyrdboyz are just amazing in their own right as well, and can hang out with the Boyz. A bike for the Mek will allow him to keep all your vehicles and stuff in range pretty much no matter how you decide you want to move things, and also makes a very important character that much more durable.

 

New list, with the suggested changes:

 

ORK SPEARHEAD DETACHMENT

HQ: Big Mek on Bike (KFF, Kombi-Skorcha) = 120

HS: Gorkanaut = 364

HS: Gorkanaut = 364

HS: Battlewagon (Deffrolla) = 180

HS: 9 Flash Gitz + 8 Ammo Runtz = 275

HS: 5 Mek Guns (KMK) + 30 Krew = 240

 

Detachment Total: 1,543

 

ORK BATTALION DETACHMENT

HQ: Wyrdboy (Da Jump) = 62

HQ: Wyrdboy (Da Jump) = 62

Troops: 24 Slugga Boyz + Nob = 150

Troops: 24 Slugga Boyz + Nob = 150

Troops: 11 Gretchin = 33

 

Detachment Total: 457

 

Army Total: 2,000pts

CP: 7

Deployment Drops: 7

Units: 20

 

Dropping a Flash Git and Ammo Runt allow you to deploy the Wyrdboyz in the Wagon at the start, lowering your deployment drops and protecting them if you don't go first; they can just get out turn one to start teleporting Boyz around or whatever.


  • greggles likes this

The Universe is Orkdom.
 

QUOTE (Ork Codex 4th Edition)
Gork and Mork are divine powerhouses, deities so strong they are never truly defeated. They simply shrug off the attacks of other gods with a raucous laugh. Gork grins, bearing his long teeth, and lands a mighty blow on his adversary's head with a spiked club the size of a comet. Mork, the master of cunning, waits until his foe isn't looking before clobbering him with a low blow.