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Discussion Starter · #1 ·
Made up a 1500 point list to use my CSM and Orks. The idea is to set up and basically go for it and attack the enemy. Cultists down one flank, boyz down the other. Bikes and Lord, Spawn and Deffkoptas down the middle.

I have about 60, maybe a few more points to play with.

Let me know what you think and any amendments you would make.

CHAOS

Juggler lord with AoBF and sigil

30 cultists. Possibly split into 3 depending on the situation. All CCW.

5 bikes with MOK. Main bodyguards for Lord.
3 Spawn with MON. Run close to The Lord and Bikes.

Vindicator

ORKS

War boss, lucky stick, attack squig, PK.

8 Nobz with 4+ armour.

20 boyz with 4+ armour

Traktor Kannon with ammo runt

3 Deffkoptas with Rokit launchers
 

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Entropy Fetishist
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If you have about 60 points to play with, why not up the Spawn to 5 rather than 3?
 

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i really can't see the reason behink the 4+ nobz. whats your plan on them? i'd rather beef up the boyz and the koptas
 

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Discussion Starter · #4 ·
@neferhet, I'm not exactly sure. Suppose I'm used to 3 up armour saves and that's the closest thing. I used them against my DA mate and they lasted quite long.
@Mossy Toes, that's a great idea, however, I only own 3 spawn so 3 it is for now.
 

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Discussion Starter · #5 ·
I wanted to get the boyz into combat asap. It was the first time ever using Orks and wanted them as intact as possible when I reached my opponent.
 

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I see. Nobz are just walking thoug, and can be easily crippled by a well placed blast. Boyz too can be halted, being only 20. Bear in mind that now every morale of fear check can take away an average of 2 boyz from the unit. I say:
CSM part is ok,
ORK part:
War boss, lucky stick, attack squig, PK

30 boyz with 4+ armour, Nob with PK

Traktor Kannon with ammo runt

5 Deffkoptas with Rokit launchers
More koptas means more shots and survivability (they are basically shooty nobs that move faster)
More boyz means less morale tests to be made and even if taken less chance to be crippled when reaching cc
 
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