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post #1 of 5 (permalink) Old 06-12-09, 05:31 AM Thread Starter
 
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Default 1850 pts first attempt

I've revised my list a bit, here's where I sit:

HQ
Big MEK w/SAG SAG Cyborg body Ammo Runt 110
Warphead 85

Troops
Slugga Boys, 30 Nob power klaw boss pole 220
Slugga Boys, 30 Nob power klaw boss pole 220
Shoota Boys, 20 2 Big Shootas Nob power klaw boss pole 170
ard boys (sluggas), 12 Nob pk bp Trukk Ram Red Paint 205
Grots, 16 Runtherd 58
Grots, 16 Runtherd 58

Elites
Nobz, 8 Boss Pole
Power Klaw x3, banner,Painboy,Trukk,ram,red paint 330
Lootas, 9 135
Lootas, 9 135

Heavy Support
Big Gunz (kannon), 2 Runtherd 50
Big Gun (Zappa), 2 Zzappa Runtherd 70

Points Summary:
HQ: 195
Troops: 931
Elites: 600
Fast Attack: 0
Heavy Support: 120
Total: 1846


The SAG and kannon squads should be able to provide some covering fire, restricting (to some extent) the ability of shooty armies from targeting the boys, which should have a cover save from the grots.
The wierdboy goes with the nobz in their trukk, which rushes ahead to tie up something big, as the other trukk of 'ard boys takes the opposite flank.

Meanwhile, the 2 units of sluggas and the unit of shootas makes it across the board as quickly as possible.

Obviously the boys won't make it there unscathed, but by turn 3 most enemies should be ready to buckle under a pretty big waaagh (or two if the weirdboy is going to earn back his points)

For the points, the 'ard boys in the trukk could easily be replaced by a unit of warbikers.

Thoughts?
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post #2 of 5 (permalink) Old 06-21-09, 05:51 PM
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deffkoptas. use them to get there turn 2 if you won the initiative, scout move them 24" then assault any group you need tied up, if they kill that group, then your opponet should spend most of their next turn trying to put down the deffkoptas giveing you a turn mostly free of fire. otherwise the list looks good.

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post #3 of 5 (permalink) Old 06-23-09, 02:55 AM
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This is a risky set up. Lootas, warphead, and SAG. Buuuut it could work just fine. The only other thing i would really urge you to do is to make your third set of boyz a full unit. Its important so that you can keep mob rule going, expecially if you dont have them in a transport.
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post #4 of 5 (permalink) Old 06-23-09, 03:35 AM
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Swapping your trukk unit out for something else would probably serve you well. 1 trukk just isn't going to last long. I recommend clicking the link in my signature and giving that a read through, or at least the units you're interested in using.

Good luck!
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post #5 of 5 (permalink) Old 06-23-09, 06:05 AM
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This list will have some problems I think as you are sort of taking half measures with too many units

Quote:
Originally Posted by jcress410 View Post
I've revised my list a bit, here's where I sit:

HQ
Big MEK w/SAG SAG Cyborg body Ammo Runt 110
Warphead 85
Your HQ's are both Risky. I suggest using a Warboss instead and 1 or the other of your choices here. The SAG will usually have better luck in my experience but the Warphead can be fun to play.

Troops
Slugga Boys, 30 Nob power klaw boss pole 220
Slugga Boys, 30 Nob power klaw boss pole 220
Shoota Boys, 20 2 Big Shootas Nob power klaw boss pole 170
ard boys (sluggas), 12 Nob pk bp Trukk Ram Red Paint 205
Grots, 16 Runtherd 58
Grots, 16 Runtherd 58
Lose the 'Ard Boyz and trukk as they never work out as well as large units of regular Boyz. Vehicles need to be in numbers or they are just a waste of points and having only two is not enough. Bulk out your 3rd unit of Boyz with the points and then add either some more Nobz with upgrades or more Lootas with the other points.


Elites
Nobz, 8 Boss Pole
Power Klaw x3, banner,Painboy,Trukk,ram,red paint 330
Lootas, 9 135
Lootas, 9 135
I would suggest a single unit of 15 Lootas and with left over points Bulk out your Nob Squad and add a Waaaagh Banner. I would also lose the Trukk and with the points you keep saving add another Mob of Boyz or get some Fast Attack, preferably Stormboyz, but if you are crunched for points try Buggies with Big Shootas.

Heavy Support
Big Gunz (kannon), 2 Runtherd 50
Big Gun (Zappa), 2 Zzappa Runtherd 70
Not a huge fan of the Big Gunz myself and would prefer DeffDreads, Killa Kans, Kommandos or using these points for some of the items I suggested above.

Points Summary:
HQ: 195
Troops: 931
Elites: 600
Fast Attack: 0
Heavy Support: 120
Total: 1846


The SAG and kannon squads should be able to provide some covering fire, restricting (to some extent) the ability of shooty armies from targeting the boys, which should have a cover save from the grots.
The wierdboy goes with the nobz in their trukk, which rushes ahead to tie up something big, as the other trukk of 'ard boys takes the opposite flank.

Meanwhile, the 2 units of sluggas and the unit of shootas makes it across the board as quickly as possible.

Obviously the boys won't make it there unscathed, but by turn 3 most enemies should be ready to buckle under a pretty big waaagh (or two if the weirdboy is going to earn back his points)

For the points, the 'ard boys in the trukk could easily be replaced by a unit of warbikers.

Thoughts?
Good luck with the list.
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