I am having a 2500 point game in a weeks time with mate from my club, we aren't overly competitive but we still want to make the game a challenge and bragging rights will be granted to the victor. I am running my favourite army, Orks as I have just completed 3 of the new Wazboom blasta jets. Please let me know you thoughts, tactical issues you can see and what I should change.
My list: Great Waaagh! band - detachmentHQ:
Painboy - bike, Gort Orderly Core:
Warboss - Bike, Power Klaw (PK), Lucky stick, Boss Pole (BP), Da finking cap
Nobs - 5 nobs, bikes, boss nob with PK
4 boys mobs - 16 boys & Nob with Big choppa & BP (Each mob)
2 boys mobs - 11 boys with shoota (Each mob)
4 Mek guns - KMK with ammo runt each
5 Mek guns - Loobas Ammo runts each
15 Tank busta - Nob with BP
Aegis defence wall Flyer wing:
Wing leader - Wazboom jet - KFF, Teleporta blasta, Super shoota
Wazboom - Teleporta blasta, Super shoota
Wazboom - Teleporta blasta, super shoota
Dakka jet - 3 super shootas.
I am facing either a sisters army with immolator spam and a knight or a chaos army with a bike star, defilers and 2 squads of max out noise marines and a knight. My plan is to put at least 2 objectives in each deployment zones, I will castle up all my guns behind my defence wall and create refused flank, have all my boys squads on the other flank charging up the field with my Boss squad behind for counter charge. Once the flyers arrive (should be turn 2) then I will attempt to time my charges to coincide with the flyers to provide support. A waaagh! every turn I have learned can make your army reasonably fast. Also the warlord traits can improve the army immensely. I get a 1 on my Ork traits list, the army is fearless, also 1-3 on strategic (da finking cap) will be a good result also. Please prove some critique and what units you would swap/change.