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Discussion Starter · #1 ·
I've been asked to play in a four way, non-competitive, kill fest tomorrow evening limited to 1250 points per army and am mulling things over. I'm up against Space Wolves, Eldar and Dark Eldar.
SW player favours unbound drop pod dreadnoughts and those wolf rider chaps.
Eldar player only has one Wave Serpent, but has a small hard hitting army.
Dark Eldar player is very experienced, and has plenty of fast vehicle support.
We are only bringing painted models, which limits me somewhat as I only have one vehicle painted up, a trukk.
So, my plan is to just swamp the table with boyz.

HQs - 243 points
Warboss - Eavy armour, Da Finkin Kap, PK, Slugga - 99 points
Big Mek - Eavy Armour, Gitfinda, SAG - 94 points
Painboy - 50 points

Elites - 205 points
Nobz - Eavy Armour for the unit, Boss Nob PK, 1x Nob PK, 3x Nobs Big Choppas. Trukk Transport with Rokkit Launcha - 205 points

Troops - 414 points
Boss Nob, Big Choppa, 19x Slugga Choppa Boyz - 140 points
Boss Nob, Big Choppa, 19x Slugga Choppa Boyz - 140 points
Boss Nob, Big Choppa, 18x Slugga Choppa Boyz - 134 points

Fast Attack - 145 points
Dakkajet, 3x Supa Shoota, Flyboss - 145 points

Heavy Support - 241 points
Flash Gitz - 4x Flash Gitz, Kaptin - 110 points
Lootas - Mek, Kustom Mega Blasta, 8x Lootas - 131 points

Basic plan is, hold Nobs in trukk in reserve, possibly with Flash Gitz. Depending on deployment, concentrate on one luckless victim at a time and swamp them with Boyz. Use Lootas, SAG and Dakka Jet to keep other opponents off my flanks.
Bring Trukk in with Nobz to deal with any Tanks/ ridiculous OP Dreadnought Spam that'll appear in my rear.
However, I am flexible so any thoughts or contributions are welcome.

I have no bikers or Dreadnoughts of any kind. ;-)
 

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I think I would maybe add some big shootas to the boys units to hit hard at long range.

I would not keep the trukk in reserve I would try to keep as much on the table as possible to fight. I think the flash gitz are going to be the weak link.
 

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Discussion Starter · #3 ·
I know, the only reason they are in is because I have not long finished painting them, and I'm curious to see how they would do. I imagine they need a unit of 10 to get the most out of them.
 

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as with what morfangdakka said put some big shootas in. Also change all the nobz to shoota's, as your using big choppa's and powerklaws which you wont get any benefit from having sluggas. the upgrade is free for an assault 2 gun with a range of 24 as opposed to a slugga pistol (1 shot) range 12.

Also maybe drop the trukk to get the points for the big shoota's as the trukk will be crucified first turn. better off to have the army on foot. use the horde formation rules to get the chance to get the hammer of wrath attack (an extra hit for free), just want you want from your charging ork units.

I quite regularly play in four way games and you want as many bodies on the table as possible. you want to be able to hold off a few people at a time and limiting your numbers can really hurt your forces.

I think your army will be fun left as is if that's what you want to do.

another thing that your group might want to trial which we play is that you can shout into an assault providing your forces aren't in it makes for a really fun and interesting take on the game.
 

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I agree with Woodzie you may want to drop the trukk and use the points for more boyz or put the flash gitz in there to give them a little mobile firing platform since there are so few of them. But I would go for more bodies on the table as well. Since you will probably have more troops than everyone else they will probably go after you first.
 

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Discussion Starter · #6 ·
Well, here's a turn up for the books, I Won. :shok:

I took your advice and ditched the trukk, added some big shootas and shootas for my Nobs, but left the Flash Gitz in and it turned out it was able to withhold the might of 3 armies.

We had a chat about how to go about the game and decided to create our own scenario with one victory objective. My Boyz would deploy in the centre and attempt to fend off the assaults of the opposing armies. My Warlord was holding a precious piece of archaeotech, looted from some previous waaagh and the armies must seize it from him. In the centre was an ancient monument to Mork, which granted a 4+ invulnerable shooting save to anyone within 12". The only way to seize the archaeotech from my Warboss is to engage him in close combat, defeat him and exit via your table edge. Shooting my Warboss, destroys the archaeotech.
To win, all I had to do was keep my Warlord alive until the end of the game.
I was up against 30k World eaters, Space Wolves and Eldar all at 1250 points each. To make things interesting, every turn, my opponents would have to roll to bring their units on. 3+ brought them into their respective deployment zones.
The WE deployed his entire army turn one, the SW and Eldar only got 2 units on in the first turn. but managed to get the rest in turn 2.
Basically I launched my Boyz out and assaulted 3 armies simultaneously. It was very impressive how much damage a mob of 20 Basic boyz can do, taking down units of Jet bikes, fenrisian wolves, and Terminators equally whilst also tarpitting expensive units, and making manoeuvering very difficult for my opponents. My Lootas and Flash Gits also managed to inflict some serious damage to advancing units, and those things I didn't hurt , my opponents obligingly took care of for me. :wink:
In fact the only unit that didn't get it's points worth was my Big Mek who went down to Eldar fire in turn one. Favourite moments for me were my when one mob of boys charged the WE terminators, needing 10", losing the lead orks to overwatch and needing 12" to complete the charge, and I rolled double six! Next was the carnage dished out when my Nobz and Warboss wiped out the charging Thunderwolf cavalry in one turn. My Warboss dishing out 4 instant death strength 10 hits in one Go!
I have to say, gracious winner went out the window as I danced around the table after that one. :laugh:

It was a fun game, we all enjoyed ourselves and have decided to take it in turns to play out similar scenarios each week. We also adopted the shooting into combat you are not engaged in rule, and it worked a treat, surprisingly enjoyable, I recommend it.
 

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glad to see the big green monster do so well. yes the shooting into combat that your army is not involved in adds a huge dynamic to the game. good to hear you had fun with it.

nothing beats charging orks for the amount of attacks you get. also with the formation if you roll the 10+ for charge distance an extra free hit, so as much as 5 hits per ork.

the 4++ is a huge advantage as well especially if they have to come to you.

good luck with your next game.
 

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good to see the orks were rocking the table and bashing stuff up really good. Keep us posted on how next week goes.
 

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Discussion Starter · #9 ·
Thanks for the advice and tips guys, they proved quite useful. I definitely think having a trukk would have been a waste of time and points, certainly in this scenario.

.....nothing beats charging orks for the amount of attacks you get. also with the formation if you roll the 10+ for charge distance an extra free hit, so as much as 5 hits per ork.
Hammer of Wrath came into play twice, luckily, and on one occasion was responsible for the death of 2 terminators. Quantity of dice beats quality every time.
One of my opponents remarked that he had learned to fear the Ork. :grin:

the 4++ is a huge advantage as well especially if they have to come to you....
It certainly played it's part. My Lootas and Flash Gitz benefitted hugely, however all 3 mobs of boyz charged out to engage the enemy in proper Orky fashion. I do tend to play to fluff, and if a charge target presents itself I let my Boyz do what comes natural.

Next game is going to involve a fortified World Eaters position, with the 3 of us assaulting. I may have to give the army a few tweaks.
 

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Discussion Starter · #10 · (Edited)
We had an interesting game tonight at the club. We were one player down, so set up with one defending player in the middle and 2 attackers coming in from either short table edge. 30k World eaters went for a fortification in the middle with a 4+ invul save, and space wolves faced off opposite my boyz. I had a slightly revised list after buying the codex supplement so had opted for a great waaagh formation to see if I could deep strike. It also gave me access to the big bosspole and mega force field.
Long story short, I tabled my opponents. Luckily, first turn only one of my boyz units came on, and I hid them behind a building. The 2 sm players then proceeded to blow chunks out of each other, so by the time the green menace was in their face, they had very little the could do and we stomped them flat. :grin:

HQ
Warboss, big bosspole, shoota, pk, eavy armour - 109
Big mek, eavy armour, kustom mega blasta, mega force field, pk, Bosspole - 149

Elites
2x nobz PK shoota, 3x nobz big choppa shoota, eavy armour. Trukk, rokkit launcha, reinforced ram - 210

Troops
14x boyz, boss nob pk shoota, eavy armour - 190
14x boyz, boss nob pk shoota, eavy armour - 190
14x boyz, boss nob pk shoota, eavy armour - 190

Heavy
8x lootas, mek kustom mega blasta - 131
2x lobbas, 2x kannons, 3x extra grots - 81

Now I think on it, I had two gubbins which isn't allowed. But as my big mek didn't come onto the end and I never used the mega force field, its ok. ;-)
 

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Having one on each character is legal, just not two on one character. At least that is how I have read it.
 

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Discussion Starter · #12 ·
I had a read this morning and it said one per army. However, could you have 2 lists, working as allies? One green tide with big bosspole, and great waaagh with mega force field?
 

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Discussion Starter · #14 ·
Interesting that you interpret it that way, as I read it to mean only one Gubbinz per army.

Only one of each of the following Kustom Gubbinz can be chosen per army
But I can see where you are coming from, and am happy to accede the point. :eek:k:
 

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Interesting that you interpret it that way, as I read it to mean only one Gubbinz per army.



But I can see where you are coming from, and am happy to accede the point. :eek:k:
Don't worry I read it the same way you did until it was pointed out to me that only one of each item could be take in the army. So different HQ can take different items which I was like heck yeah.:good:
 

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that's right you can have all 6 kustom gubbins in your army just not two of any kind "as there is only one of each in the galaxy".
just out of curiosity with Da Great Waaagh, how many units did you roll for and manage to start in deepstrike the best i ever did was 2 troops and a Kan mob.

i love the waaagh Ghazghkull formations except the stupid "Da boss iz watchin" rule as it means your unit can never roll a 1 and become fearless for the rest of the game.
 

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Discussion Starter · #17 ·
.....just out of curiosity with Da Great Waaagh, how many units did you roll for and manage to start in deepstrike the best i ever did was 2 troops and a Kan mob..
So far it's been a bust, I haven't had a unit deepstrike. But as it's free, it's not really a problem. I'll keep trying it over the next few games, and see how it pans out. However, I look on it as "sprinkles" and a nice bonus, if it happens.
 
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