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Rattlehead
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6,741 Posts
Discussion Starter · #1 ·
Formation - Da Green Tide
Warboss with Power Klaw, Eavy Armour, Kombi-Skorcha and Lucky Stikk
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Shootas
10 Ork Boyz with Shootas
10 Ork Boyz with Shootas
10 Ork Boyz with Shootas

Mad Dok Grotsnik
Weirdboy with Psychic Level 2
Weirdboy with Psychic Level 2
5 Deffkoptas with Rokkit Launchas
Dakkajet with Additional Twin-Linked Supa-Shoota and Flyboss
Dakkajet with Additional Twin-Linked Supa-Shoota and Flyboss
7 Lootas
8 Lootas

Far from perfect, but I'm bound by model constraints. Essentially, the Boyz deathstar (WS5, Feel No Pain, can both run and charge and get a re-roll on one of the dice through Ere We Go) runs around while everything else supports it (Weirdboyz will probably roll Sanctic, hoping to get Hammerhand and/or Sanctuary between them, but everything else is there to knock out my opponent's Devastators, Long Fangs, HWTs, Wyverns etc.).
 

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435 Posts
I can't offer a ton of advice except I find it really hard to keep deff koptaz on the table in big units, if three wounds are scored against them not a lot can keep them from fleeing off the table.

But, if you do want to keep them (IE Model Constrains, I know those feels)|
it might be worth scalping something for the points to equip them with buzzsaws for better anti-tank than just spraying rokkits and hoping for the best.

Might also be useful to roll one of your weirdboyz with power of the waaagh, simply because teleporting that giant mess of boyz would be hilarious or that blessing that gives +1 attacks or yet more anti-tank.
 

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4,376 Posts
This would be interesting to see how it works out. I have been toying with the idea of several 10 man squads to see how they would work on the table. Let us know if it works out.
 

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Formation - Da Green Tide
Warboss with Power Klaw, Eavy Armour, Kombi-Skorcha and Lucky Stikk
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Nob with Power Klaw
10 Ork Boyz with Shootas
10 Ork Boyz with Shootas
10 Ork Boyz with Shootas
10 Ork Boyz with Shootas
This is a legal formation to join to your normal Battle-forged detachment.
Mad Dok Grotsnik
Weirdboy with Psychic Level 2
Weirdboy with Psychic Level 2
5 Deffkoptas with Rokkit Launchas
Dakkajet with Additional Twin-Linked Supa-Shoota and Flyboss
Dakkajet with Additional Twin-Linked Supa-Shoota and Flyboss
7 Lootas
8 Lootas
This could easily be an Ork Horde legally. It's currently almost a legal Horde, but needs 3 troops added. 105 points gets you 3 units of grots. With the grots, it's a legal Battle-forged list. Drop both lootaz to 5, and drop one Claw from the Green tide and it's paid for. I think you'd be much more effective Battle-forged.
Far from perfect, but I'm bound by model constraints. Essentially, the Boyz deathstar (WS5, Feel No Pain, can both run and charge and get a re-roll on one of the dice through Ere We Go) runs around while everything else supports it (Weirdboyz will probably roll Sanctic, hoping to get Hammerhand and/or Sanctuary between them, but everything else is there to knock out my opponent's Devastators, Long Fangs, HWTs, Wyverns etc.).
 
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