Kustom Force Field, worth it? - Wargaming Forum and Wargamer Forums
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post #1 of 25 (permalink) Old 01-28-08, 09:20 PM Thread Starter
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Default Kustom Force Field, worth it?

The Orks can take a Big Mek as an HQ choice that has a Kustom Force Field which will give all friendly units with a model within 6" a 5+ invulnerable save vs. shooting. If you get clever with your deployment you can have 3 boyz mobs getting this benefit at once, at the cost of having pretty much all your troops in one area of the board and probably making more difficult terrain rolls than you'd like. On the plus side, you'll lose about 1/3 fewer boyz from shooting. The big cost though, is that you've got an 85-point character that can neither take hits nor dish them out. The best configuration would be to give him either a shoota/skorcha kombi-weapon or a burna and then you've got a little more shooting power. However, once the boyz get to assault, this big mek's not got a lot of use. With his T4, 2 wounds, and at best a 4+/5++ save, there's a good chance he won't live long enough to use a powerklaw and even if he uses the burna for a power weapon he's still likely to get stomped flat even by non-assault troops. Against some dedicated assaulters he's definitely a goner. In assault, you'd only be giving your opponent a bunch of VPs.

In order to for the KFF to buy itself back, it needs to prevent 15 or so boyz from dying. That's 45 wounds directed at the boyz. Is that likely to happen in a 1500 point game? If you invested his points in more boyz, you'd be getting about another 10 boyz with a big shoota and nob who has a powerklaw/bosspole. 4 warbikers is another option. If you can find 50 points somewhere, you could even use his HQ slot to take a biker warboss, which are crazy good.

Anyhoo, it's something I'm debating on taking to protect my 2 footslogging shoota boy squads, but it's a lot of points to spend on what amounts to a defensive upgrade for 2 mobs. (cybork bodies would cost 300 points for pretty much the same effect)
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post #2 of 25 (permalink) Old 01-30-08, 11:49 AM
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dont forget that the mek gives you the option of taking an extra dread and the force field can be used to protect vehicles (count as hull down) as well as troops which would take the cost of taking it easier to get back giving the ork vehicles the same effect as the eldar shields has got to be a good thing

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post #3 of 25 (permalink) Old 01-30-08, 02:20 PM
 
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ditto for guy above if i had read the codex
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post #4 of 25 (permalink) Old 01-30-08, 02:49 PM Thread Starter
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Originally Posted by neilbatte View Post
dont forget that the mek gives you the option of taking an extra dread and the force field can be used to protect vehicles (count as hull down) as well as troops which would take the cost of taking it easier to get back giving the ork vehicles the same effect as the eldar shields has got to be a good thing
Hmm, that's a good point. Well, if I ever start including ork vehicles I'll give it a try. For 2 mobs of shoota boys it's not really worth it. For 2 mobs of shoota boys and a deff dread or some kans? That's probably worthwhile.
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post #5 of 25 (permalink) Old 01-30-08, 04:00 PM
 
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couldn't you use the big mec with the shock attack gun and field force, and then leave him in a good spot with some loota.
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post #6 of 25 (permalink) Old 01-30-08, 04:21 PM Thread Starter
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couldn't you use the big mec with the shock attack gun and field force, and then leave him in a good spot with some loota.
Nah, you have to trade your slugga for each of them. Otherwise I'd be all over that.
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post #7 of 25 (permalink) Old 01-30-08, 06:36 PM
 
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Just play against me. I am not a rules-lawyer and wouldn't catch that, and I think it would be fun and fluffy at the same time! :D
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post #8 of 25 (permalink) Old 01-30-08, 08:44 PM
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I would rather have the shokk attack gun than the KFF. I have tried 3 times to use the big mek KFF with my footsloogers and I swear the big mek forgets to turn that thing on. I never seem to make back the points that I invest in getting the Mek with the KFF.

Terrain is also a problem as trying to keep 50+ boyz around the mek and get them into shooting range. This many orks group together will draw a lot fire power so you could lose a big chunk of your army if several rolls are failed. The big mek will also draw sniper or assassin fire because if he dies the save is gone and you now have 3 mobs close to each other that can be pie plated to death.

I don't use KFF's for this reason I have just gone with swamping them with boyz. I would say try out the KFF in a game or two. I know several players that won't leave home with the KFF and swear by them. For me it was 3 complete wipe outs by turn 4 with the mek and KFF that it wasn't for me.


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post #9 of 25 (permalink) Old 01-30-08, 08:56 PM
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ive seen the kff used to protect looters and flash gits to good effect as they can throw enough firepower that even one round of shooting what im trying to say is if you use it to protect smaller more elite units it can make its points but not to protect big mobs as it leaves them vunerable to templates

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post #10 of 25 (permalink) Old 02-02-08, 07:34 AM
 
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As a fledgling Ork player I would love to know why you decided not to use vehicles.
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