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Discussion Starter #1 (Edited)
HQ


Big Mek-85 pts.
-KFF
Weird boy-85
-Warp Head

Elite


(10)Nobs-290
2xpower Klaw
8xBig Choppa

(15)Burna Boys-225

(15)Burna Boys-225

Troop


(11boys 1 nob) Boys-111
-Power Klaw
-Rokkit
Trukk-50
Wrecking Ball
Boarding Plank

(11boys 1 nob) Boys-111
-Power Klaw
-Rokkit
Trukk-50
Wrecking Ball
Boarding Plank

(11boys 1 nob) Boys-111
-Power Klaw
-Rokkit
Trukk-50
Wrecking Ball
Boarding Plank

Heavy Support



Battle Wagon-150
Deff Rolla
Grot Riggers
Wrecking Ball
Boarding plank
4xBig shoota

Battle Wagon-150
Deff Rolla
Grot Riggers
Wrecking Ball
Boarding plank
4xBig shoota

Battle Wagon-150
Deff Rolla
Grot Riggers
Wrecking Ball
Boarding plank
4xBig shoota



Nobs,Weird boy, and big Mek all get into the same battlewagon, the burna boys get in the other two, burna boy wagons stay within 6' of the Nob wagon. trukks flank the wagon Trio.
 

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Not a bad list just a couple of suggestions.

Lose the rokkit launchers in your boy squads, with low bs you will more than likely be missing targets the rest of your boyz will be unable to hurt, if your boyz are shooters go big shooters, or if sluggers just leave the heavy out for points to spend on other unit on your list.
Dont put your warphead with nobz, mech. I love wierdboyz but one unlucky turn of rolls can cause alot of hurt although funny, I have experinced this. He will be better of with a mob of boyz, able to benifit more from teleport ect but also not as painfull if they do something when you dont want ect, splitting your HQ will also make enemy have to choose between targets. Or you could just put him in a a burna squad.
The upgrades on your trukks, never tried but in my experience trukks normally die very easily so is it worth the added points? their job is to get your boyz into CC fast, if they live past this its a bonus, but if you find the ball and plank good keep it.
Mix the weapons in your Nob mob a bit for wound allocation not all nobz w/o PK need big choppas, standard chopper will give more attacks, and combi schorcha helps with horde before you charge ect, and you need a boss pole or two, with low leadership one bad round of shooting can have your nobz and mech legging it.

Hope this helps some what, enjoy and good luck :victory:
 

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good list but get rid of the rokkits then armour plates on all the battlewagon because all of your wagons are open-topped so even if you get a roll of 1 your wagons will not be able to move your burnas and nobs up.
 

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Weirdboy isn't a good HQ.

Nobz need a Painboy and cyborg bodies :)

Drop the rokkits from the Boyz as you're going 18" and not shooting. Only time it's good is when you're out the transport but a single rokkit doesn't have great chances and 12 Orks don't last long outside a transport either. So you should increase troop numbers, 36 Orks for troops isn't a lot.

You could take a Wagon as dedicated support for the Nobz ;)
 
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