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1500 pts All-comers

2521 Views 11 Replies 4 Participants Last post by  Grognik
So I've been off-and-on with 40k as of late, college keeping me busy as ever. However with graduation around the corner, I have a little bit more time to read through my codex and figure out what's worthwhile in this 7th edition book.

I'll put my thoughts for units at the bottom of this list, but here's my list:

HQ:
Warboss w/ Bike, Power Klaw, Lucky Stikk, Bosspole (140 pts)
Painboy (50 pts)

Troops:
10 Grots (35 pts)
10 Grots (35 pts)
30 Boyz w/ Nob [BP], Shootas, 3 Big Shootas (240 pts)

Elite:
15 Tankbustas w/ 3 Bomb Squigs (210 pts)

Fast Attack:
4 Deffkoptas w/ Rokkit Launchas, 1 Buzzsaw (145 pts)
9 Warbikes w/ Nob [PK + BP] (202 pts)

Heavy Support:
5 Mek Gunz w/ 4 Kannons, 1 Traktor Kannon, 5x Ammo Runt, 5x Extra Gretchin (132 pts)
Battlewagon w/ Kannon, 4 Rokkit Launchas, Grot Riggers, Reinforced Ram (155 pts)
10 Lootas (140 pts)

No Org:
Mek (15 pts)

General plan: Warboss goes with the Deffkoptas to Scout early and then the koptas act as a bullet sponge until I can get the Boss stuck in with something that needs to die. If the Deffkoptas live long enough, they'll look for the 3+ saves or light vehicles with their Rokkits and the Saw. Grots will sit on objectives and go to ground to ensure that I can hold it. Boyz will footslog their way into a midfield firing position, along with the Painboy to provide them a little extra survivability. Tankbustas and the lone Mek go into the Rocketwagon, popping out 20 Rokkits/turn as it rolls up the field while the Mek ensures it keeps on trudging along. The Warbikes make their way up behind the Koptas, but screening the Wagon to provide it cover and ensure that it doesn't take the brunt of the shooting and then act as support for the Warboss. Mek Gunz provide more Rokkits and the Traktor Kannon is there for when the fliers/Eldar skimmers show up. Lootas dakka whatever is left/backfield units like Devastators.

Alternate options: Drop the Mek and Painboy (and shave a few more points) for a Big Mek w/ KFF to go with the Boyz or a Big Mek w/ Fixer Upperz to go in the Battlewagon. I'd lean toward the Big Mek w/ KFF so that he can also provide a 5++ in the early stages of the game to more units. I wouldn't mind having a couple of Tankhammers in the Bustas but then I lose the Rokkits...and 20 Rokkits rolling across the board seems slightly more effective where shooting is still dominant.

I appreciate any and all thoughts on this list, most of the friends I play against field Heldrakes, Night/Doom Scythes, and Space Marine fliers (Stormraven/Stormwolf) which makes the Traktor Kannon a necessity. However I want to keep shooting as many Rokkits as possible, and don't want to waste shooting, so I don't want to cram many more than 1 or 2 in.
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I am not sure you can put the boss with the koptas because the boss does not have scout. He can join them once they come on the board but not before I remember correctly. I would just put the boss with the bikes in the first place. I would give the painboy a bike and have him ride with the boss.

I like to put Mad Doc Grotsnik in with a big 30 man unit of shootas. I makes them insanely tough to remove.

I would give the lone mek a rokkit as well to let himi join in on the rokkit fun when he has nothing to fix on the battlewagon.

Anyway just some of my thoughts.
On pg 171 of the BRB for Scout: "...a unit containing at least one model with this special rule can redeploy." Since I'd be sticking the Boss with the Koptas at deployment, they would confer Scout to him, if I am reading it correctly. This gives him a nice 12" move right out the gate, with the Koptas to take wounds for him while everything else catches up. A Painboy on a bike would give them some extra survivability while they get into position.

I can see why you'd want Grotsnik, to have a big blob of 30 Fearless Shoota Boyz, but isn't it a bit excessive (at 160 pts) just to have that? The only other reason I'd take him is to act as a bullet sponge with a 4+ save, and at that point a Big Mek would be cheaper (although wouldn't give Fearless/FnP). Although I wouldn't have the durability of Grotsnik, his T5 would largely go to waste, and his incredible number of Power Klaw attacks wouldn't see much use while I'm actually shooting with the Boyz unless I threw them into combat (kind of defeating the point of having Shootas :p)
My hope is that the Boss/Koptas + Rokkitwagon would be scary enough that my opponent would have to choose one of those rather than worry about footslogging boyz firing potshots.
Additionally, I wouldn't be able to afford him without dropping the Boss + Painboy entirely, or including him in a higher point game. If I took this list to 1750 I could surely drop the Painboy for him + some other goodies.

On the topic of Painboys: Is it worth dropping the Buzzsaw from the Koptas for the bike? Since the point of the Koptas is bullet sponge with some slight anti-armor use. Since you make that point, I want to say yes, but the utility of the Buzzsaw on the Koptas makes sense to me.

Mek with a Rokkit would make sense, but I assume that when my opponent sees that Battlewagon cruising at him that he'll use a lot of his shooting just to try and cripple it so he wouldn't get to use it that often. And I'm not sure where to pull the 5 pts from except from Bomb Squigs (which are far more reliable). At that point I could drop the Mek + 2 Squigs for the Painboys bike, but again I'm losing utility for that.
I think I was mixing up scout and infiltrate any way.

Grotnik I like to use in in around 1850 points with 30 Ard boyz just to make it extra hard. Even though they have shootas they are good at assault as well and can really tear stuff up. Also in a game of relic just camp them on the relic and your opponent isn't going to get it away from them anytime soon.

As far as the deffkoptas it is up to you to leave or remove the buzz saw. I like to keep my screening units cheap since they are there to die no need to waste extra points on them but the choice is yours.

The battlewagon AV14 is a tough nut to crack so your mek may not be doing much repairing. You also have grot riggers to help out. For me to get the 5 points I would look at dropping extra grot crew on the kannons.
So for Grostnik + 'Ard Boyz, do you run them with Shootas still? Because at that point I'd really like to use Grotsnik's PK and cutting 45 pts on guns in lieu of sluggas/choppas.

I'm definitely leaning towards dropping the buzzsaw for the painboy bike. Stick him with the Koptas and Warboss when they scout to make them extra tough on turn 1.

So with regards to the Mek, would it just make more sense to drop it entirely at that point? Sure, one extra Rokkit could help, but I could also just save the points and use it toward a couple more upgrades.
For grotsnik it depends on what I want his unit to do. If I want it to be a tough unit to camp on an object, I take shootas. If I want it be the hammer strike unit to punch my opponent in the face I take slugga/choppa. In either case I take the nob with pk and bp to one accept challenges or if grotsnik gets sniped from the unit he is there to take control. Plus having a unit with two pk's is wicked nasty.

I would get the painboy a bike and toss him with the warboss. :good:

For the mek, if the battlewagon was just carrying boyz I would drop him. Since it is carrying your only unit of tankbustas I would keep him just in case something hits it. He can keep them going. Another option would be split the tankbustas into two units and put them in gunwagons. They are a FW model and use FW rules so I don't know if your up to using them or your group will allow you to use them. Either way I would keep the mek for now since the battlewagon is carrying your best hard hitting unit.
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