Author Topic: One HQ game  (Read 1495 times)

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Offline leE7_G4M3r

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One HQ game
« on: December 06, 2016, 01:08:38 PM »
In my local gaming club, we're going to be running a 200pts game where you can only bring 1 HQ and nothing else. It must not be a named character and you are able to upgrade him to fit into the point level. I am currently thinking of bringing a Big Mek w/ mega armour, telyport blasta, Killsaw, cybork body, da lucky stikk, da finkin' kap, 3 ammo runts and an attack squig.

 What do you guys think that I should bring? The game is next Tuesday.
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Offline Fritz40K

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Re: One HQ game
« Reply #1 on: December 06, 2016, 02:03:29 PM »
Don't have the Ork codex on hand, going on memory- does he have an invul save? You need a kustom force field for that? If the game is HQ vs. HQ I'd be looking to kit out weapons that can bypass armor saves- one less dice barrier to get past, and since most of the low AP weapons are also high strength, that will also bypass toughness. Can't do anything about FNP saves.

Ammo runts give you the re-roll to hit? Yes on that as extra dice insurance.
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DeffBossGitKrusha

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Re: One HQ game
« Reply #2 on: December 06, 2016, 02:17:23 PM »
In my local gaming club, we're going to be running a 200pts game where you can only bring 1 HQ and nothing else. It must not be a named character and you are able to upgrade him to fit into the point level. I am currently thinking of bringing a Big Mek w/ mega armour, telyport blasta, Killsaw, cybork body, da lucky stikk, da finkin' kap, 3 ammo runts and an attack squig.

 What do you guys think that I should bring? The game is next Tuesday.
Just a few thoughts. Looks like you are able to take more than one Ork Relic. (Based on your list) If that's the case. Look at some of the relics in WAAAGH Ghazghkull.  You don't really need the finking kap as far as I can tell. If you are allowed to pick from both sets of relics then you could make a very solid Big mek.


Don't have the Ork codex on hand, going on memory- does he have an invul save? You need a kustom force field for that? If the game is HQ vs. HQ I'd be looking to kit out weapons that can bypass armor saves- one less dice barrier to get past, and since most of the low AP weapons are also high strength, that will also bypass toughness. Can't do anything about FNP saves.

Ammo runts give you the re-roll to hit? Yes on that as extra dice insurance.

The only invul save Orks can get is a KFF 5++ vs shooting. Or a relic which is the same but a 4++ (75 points for that...)
the tellyporta blasta is AP2 and can cause instant death via it's special rules. Another possibility is Headwappas Kill Choppa. which also instant deaths on a 6 to wound.

Offline leE7_G4M3r

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Re: One HQ game
« Reply #3 on: December 07, 2016, 03:51:14 PM »
Hey Fritz and DeffBossGitKrusha,
Sadly the Big Mek does not have an invuln save, which is going to be bad because from what I have seen, the people I'm going to be up against have a lot of ap 2 weapons. He does have a pretty pathetic 6+ fnp, just to give him a small measure of hope against them. For anything that isn't ap 1 or 2, my armour save is 2+ with rerolls.

I could replace the big mek's telyport blasta (s 8, ap 2, blast, rolls of 6 to wound have instant death) with a 5+ invuln, but if I do that, he won't have any shooting attacks. I could replace his killsaw (power klaw with armourbane) with a gun, but ork guns aren't exactly great, especially when there is only one ork.

Just a few thoughts. Looks like you are able to take more than one Ork Relic. (Based on your list) If that's the case. Look at some of the relics in WAAAGH Ghazghkull.  You don't really need the finking kap as far as I can tell. If you are allowed to pick from both sets of relics then you could make a very solid Big mek.

I am allowed to pick from both sides. Which of Orkimedes' Kustom Gubbinz do you think I should take. Also, do you think I would be able to get away with taking a telyport blasta and a mega force field because it doesn't say that I can't take both? In the codex it says ''A Big Mek with mega armour can take one of the following: -Tellyport blasta -Kustom force field'' but it doesn't say anywhere I can't take a tellyport blasta and a mega force field.

If I were to take both, I would have to drop the killsaw, the 6+ fnp, the runts, the squig and da finkin kap.

WAAAGH!

DeffBossGitKrusha

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Re: One HQ game
« Reply #4 on: December 07, 2016, 04:25:03 PM »
Quote
I am allowed to pick from both sides. Which of Orkimedes' Kustom Gubbinz do you think I should take. Also, do you think I would be able to get away with taking a telyport blasta and a mega force field because it doesn't say that I can't take both? In the codex it says ''A Big Mek with mega armour can take one of the following: -Tellyport blasta -Kustom force field'' but it doesn't say anywhere I can't take a tellyport blasta and a mega force field.

If I were to take both, I would have to drop the killsaw, the 6+ fnp, the runts, the squig and da finkin kap. 
We'll have to run some points to keep you Big mek in costs. You could take the Mega Force Field, at 75 points. for that 4++ vs shooting.
You might like the super cybork boys for the 5+ FnP and eternal warrior at 50 Points.
If I recall the Kill saw is only a 10 for the Mega Mek.
Buying the first two will still let you buy the tellyporta blasta....Not sure there will be points for all of it. It would be possible to boost him just a little with a war bike. For the 4+ save and the Jink as an potion remember it drops to a 3+ if you go flat out. Not many things can keep up with that.
As for shooting.. I like the idea of the Tellyporta blasta but it's limited in range and being a blast weapon it can't be snapfired.
It's a tough call.
If you are sticking with the Mega Big mek. I'd probably try to get the Super cybork body. And maybe Da Lucky stick to get all the rerolls and the +1 to ws.
It's hard to say what would be "best".
Hope this was helpful.

Offline SidjostromPrimarch DCLXVI

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Re: One HQ game
« Reply #5 on: December 08, 2016, 05:31:43 AM »
Why not go for a war boss with mega armour/ lucky stick?

Offline leE7_G4M3r

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Re: One HQ game
« Reply #6 on: December 08, 2016, 04:31:24 PM »
Why not go for a war boss with mega armour/ lucky stick?
I could, it's just that the only difference that the warboss has is better stats, the waaagh rule, and normal weapons. If I take a big mek, I can still give him the mega armour and da lucky stikk, and be able to take some cool dakka and defense, like the telyport blasta and mega force field. Also, a friend of mine is bringing a Warboss with a few upgrades, including the ones you mentioned, so me taking a big mek instead would add more variety to the characters used. Like I said though, I could bring one, especially with my new warboss model arriving today.
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Offline SidjostromPrimarch DCLXVI

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Re: One HQ game
« Reply #7 on: December 08, 2016, 05:10:58 PM »
Main reason I'd take the warboss is for T5, there's bound to be a powerfist and if that comes up and u don't have it its game over for the big mek cos ur gonna want the power claw to do real damage. Conversely S10 will insta kill most characters when paired with 4 attacks.

DeffBossGitKrusha

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Re: One HQ game
« Reply #8 on: December 08, 2016, 06:59:08 PM »
Main reason I'd take the warboss is for T5, there's bound to be a powerfist and if that comes up and u don't have it its game over for the big mek cos ur gonna want the power claw to do real damage. Conversely S10 will insta kill most characters when paired with 4 attacks.

I think the Big Mek actually has more options than the Warboss. A warboss will only ever have any power in close combat.
Tough call. He could be beastly though. Warboss, Warbike, power klaw, super cybork body, Killa Klaw...lucky stick... Don't know how many points that is but T6 eternal warrior... (Or maybe with Kill Dakka...) Fairly one dimensional. 

Offline SidjostromPrimarch DCLXVI

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Re: One HQ game
« Reply #9 on: December 09, 2016, 03:41:13 AM »
One combi melta shot = a dead big Mek yeah the Warboss is only really good in CC but so are most HQs. Also it depends on the BS of the Big Mek, if it can hit reliably then sure you could be taking out an HQ a turn, if not something's gonna run up and  squash it not to mention even with S10 AP2/1 shot/s the other HQs will still have a decent invuln to save them from it.

DeffBossGitKrusha

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Re: One HQ game
« Reply #10 on: December 09, 2016, 07:38:02 AM »
Quote
One combi melta shot = a dead big Mek yeah the Warboss is only really good in CC but so are most HQs. Also it depends on the BS of the Big Mek, if it can hit reliably then sure you could be taking out an HQ a turn, if not something's gonna run up and  squash it not to mention even with S10 AP2/1 shot/s the other HQs will still have a decent invuln to save them from it.

I'm not disagreeing, that was one of the reasons I mentioned the super cybork body for the big mek.
I'd probably like that on a biker warboss as well for the same reason. Regardless of which character would be..? better. It kinda sounds like he's got his hart set on the Big mek.
It just hit me too. I wonder how they will deal with shooting into combat. wouldn't that be a heck of a thing 6ing out several characters with that Tellyporta blasta.. Ha! I'd love to see that.

Offline leE7_G4M3r

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Re: One HQ game
« Reply #11 on: December 09, 2016, 11:08:37 AM »
wouldn't that be a heck of a thing 6ing out several characters with that Tellyporta blasta.. Ha! I'd love to see that.
That actually happened. One of my friends wanted a practice game last Tuesday. He went first, moved and ran. I moved up,he was just in range of the tellyport blasta, I got a direct hit and rolled a six on first turn! He got so angry, it was hilarious!
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Offline leE7_G4M3r

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Re: One HQ game
« Reply #12 on: December 11, 2016, 05:43:19 PM »
So, what do I take for my 200 point game?

A Warboss with                                                                    A Big Mek with                                                                           Big Mek with
Gazbag's Blitzbike (bike s6 ap3 assault 3 24")                         Mega Armour (2+ armour and powerklaw)                                      Mega Armour (2+ armour and powerklaw)
Powerklaw (sx2 ap2, unwieldy, specialist)                               Tellyport Blasta (s8 ap2 blast assault 1 12")                                   Tellyport Blasta (s8 ap2 blast assault 1 12")
Supa Cybork Body (fnp, eternal warrior, relentless)                  Mega Force Field (4+ invuln)                                                        Killsaw (Powerklaw + armourbane)
Da Lucky Stikk (To hit/to wound/saves rerolls)                         Da Lucky Stikk (To hit/to wound/saves rerolls)                                Supa Cybork Body (fnp, eternal warrior, relentless)
                                                                                                                                                                                           Da Lucky Stikk (To hit/to wound/saves rerolls)
                                                                                                                                                                                           Da Finkin' Kap (extra warlord trait (strategic))

I would like to know which of the three above you think I should take, or if you have any other suggestions. ;D
« Last Edit: December 12, 2016, 11:06:45 AM by leE7_G4M3r »
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Offline SidjostromPrimarch DCLXVI

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Re: One HQ game
« Reply #13 on: December 12, 2016, 12:55:43 PM »
I'd go for the warboss and roll on the personal traits table in the rulebook personally.

Offline leE7_G4M3r

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Re: One HQ game
« Reply #14 on: December 12, 2016, 04:46:34 PM »
Then it shall be the Warboss I take.
But the items on the personal traits table would be useless in my opinion, at least in this game it would. He already has feel no pain and furious charge, plus we aren't basing the games on victory points. Also I don't think that outflank or counter-attack would help me very much. It would only be really useful if I rolled a six and got it will not die, so I think I will instead roll on the Waaagh! Ghazghkull warlord traits table.
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