So to get things started where best to begin than with the army list we shall be creating over the course of this series. The army is going to 1500 points. The composition of units is made up of something which will look good on the table, be fun to play while at the same time try not to completely suck. As always with my lists I like to make a take on all comers type force so it can be used all the time.
If you're interested more by making a Dread mob of your own or wanting to know more about the wargear or rules I will leave the PDF link in this post so you can check it out rather than me typing word for word what everything does.
So here is the list! 1500 Ork Dread mob army list HQ
Kustom Meka-dread (Rippa klaws) – Kustom force field = 225
Kustom Meka-dread (Rippa klaws) – Kustom force field = 225ELITES
Mekboy junka – deffrolla = 65TROOPS
x10 Spanna boyz – shootas = 60
x2 Deffdreads = 150
x2 Deffdreads = 150FAST ATTACK
x5 Killa kans = 175
x3 Killa kans – x3 Rokkit launchers = 105
x3 Killa kans – x3 Rokkit launchers = 105HEAVY SUPPORT
Big trakk – Super kannon = 120
Big trakk – Super kannon = 120Total = 1500
The idea is a pretty simple one.
The Kustom Meka-dreads will provide cover to the advancing Kan/dread wall as they advance across the board while providing some awesome anti-armour with the Rippa klaws.
The Junka will be used as a firebase platform for the Spanna boyz. Seeing as we are forced to take atlest 1 minimal unit of them I thought best rather than sink points into them just keep them cheap and use as a harassing unit. Seeing as shootas are still free from the PDF and the junk being open topped with 3 big shootas as standard for 125pts we now have the movement of a Vehicle while letting fly 3 big shootas and 20 shoota shots a turn. Going to be great for running down combat squads, devastators left alone at the back or picking off the last wounds of a unit that's been badly hurt.
The Deffdreads will just do what they can. Staying in the KFF bubbles and just krump whatever they reach at the other end of the table. I left the big shootas on them instead of going x4 CC weapons so that they can still provide something even if not much if they get immobilised.
Two units of killa kans with rokkits will provide some decent anti-armour options with that great BS3 gives me some reliability and a 30 inch threat range. The 5 man bearbones unit can do some work aswell. Using the BS3 to catch people off guard 15 big shoota shots hitting on 4's can prove pretty decent if no one anticipates it.
The Big trakks are some bundles of fun to help suppress the enemy force into cover and stopping them being able to board control me and forcing the mob where I don't want it to go. S9 AP3 large blasts at 60" range is definitely nothing to underestimate and I've taken two for good measure just to add to that weight of long range fire and punish anyone who comes into the open.
Again this isn't a competitive list but it should be a blast to play!
Link to the Dread Mob PDF:https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf