Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DeffBossGitKrusha

Pages: [1] 2 3 ... 27
I'm starting to think over a trukk list.
I want mobs of Nobs full sized.  170 points each.
Burna boys mobs of 5 85 points each.
30 grot in one mob
a weirdboy
a WAAAGH Banner Nob.
A Paine boy.
3 solo Deff Koptat.
Kommandos not sure if I want them in mobs of 5 or larger.
Maybe 2 full Mobs of boys.
My Kannons. (I enjoyed them very much last time.)
Maybe a few more grot.
And I guess 2 Battle wagons.
I have to start sorting out the points.

I'll be working on Krews for all my artillery.

I should go into a little bit of what I'm thinking for my plan with this list I'm cooking up.
Going first or second, right now, doesn't matter. Going second might be preferable. If I go second and the enemy has started to move forward I'll close the distance with my trukks. I will need to have picked something I wish to assault to create a combat where I can start to brake down the enemy plans and congest the table.
Kommandos can pop up and try to assault along with my Deff Koptas.  Once a combat has started the enemy has to react. either trying co commit and win, fall back, divide it's force to still try to complete their plan. (What ever it is.)
Turn two I'm mostly in position to disembark and charge. Trukks, wagons and units on foot all in.
then we just have to see how that shakes out.
If I go first I'll do things mostly the same but I'll use Da Jump to plop 30 grot in front of the enemy to block their forward movement while my stuff moves up.
Leaving a few large mobs behind for later. I have to maintain an area that refuses the "more than 9 inches". Don't want any kinds of flanking that'll actually hurt me. The big thing is also to have those units close enough to the Weirdboy so he can port them away later.

Lastly another funny thought hit me. If I have enough small units locked into a large combat I could have a few fall back, and board a transport. this also means I could have what ever is being transported get out and move, shoot and charge first. And if that wasn't enough I could also charge with my transport. Some kinda a crazy shuffle. But it drops a fresh unit ready to assault.
How to actually make that happen ... Don't know just yet but it's a thing. 

It occurs to me that my Slugga boys were in combat for 3 turns and could have fired their pistols for two of my shooting phases... neat.
I'm also thinking about using more Kommands and even in mobs sizes of 15 or what ever they max out at.  That's a lot of choppy in you face!

I'm also sating to think about 2 battle wagons and 2 trukks in the same list. with boys on each wagon.
2000 points is going to be really good!

I played two games today. WOW!
The first game was 1000 points. Didn't win. My army was taken apart unit by unit just like it would have happened any other edition. Nothing really worked well except the trukk and the 10 Butna boys riding in it. The real lesson for me was, I have the slots why not make it 2 units of 5, so that it's 2 D3 not 1 D3 shots. I did this in the second game and with my bad rolls managed 1 for five and 2 for the other 5, it improved my odds a lot and all at the same points cost.
The WAAAGH Banner Nob was very useful in both games.
In game two I thrashed the marines to bitz. My Kannons put in some good work shooting down a marine flyer, inflicting 9 damage! My Burna mobs nearly bringing down the other flyer. Dead killy.
I used Da Jump to port 30 boys way across the board so they could shoot and assault a Marine transport. Making a charge after rolling 12".
Deff Rollas. MY battle wagon I just treated like an assault unit running through a Marine transport and then a unit on his objective.
I was amazed at how much punishment the Trukk in my list could take. The same with the Battle Wagon.
I forgot to use my command points in the first game but used them very well although I could have been smarter with them in the second game. (Making a unit stay in combat would have been a good move.  Being able to roll a charge, a 1 and a 6, and reroll the 1 and if that failed reroll them both was kept in mind and paid off.  Storm boys are a little odd. I'll be changing how I use them in future lists. 
I want more Kommandos now as well. Being able to bring several units up all at the same time is really strong and helps coordinate a strong attack.

The only weapon that I don't feel I'll be using in low points games again...SAG. Far too risky for me. Too many points to do too little.  I had low expectations but the results were lower still.

A scrumgrod and I have a 1000 point game planed for Sunday. (My first game of 8th edition.)
It's meant to be a learning game and with luck two games of more with some luck.
1,000 points Patrol detachment 3 command points (3 base for battle forged.)
999 points
S.A.G. Mek
Big Mek with K.F.F.
Grot Mob 10 models
Boys Mob 30 Models 3 Bigshootas 1 Big Choppa
WAAAGH Banner Nob
Burna Boys Mob 10 models
War Trukk
Fast attack
Storm Boys Mob 20 models  1 Power Klaw
Heavy Support
Big Gunz 3 Kannons
I've made a 500 point list to add to the 1,000 points above. This changes the Patrol to a Battalion
500 points 
Battalion 6 command points
Nobs Mob 5 models 5 Big choppas
Kommando Mob 5 Models 2 Burnas
Grot Mob 15 models
Battle Wagon 1 model Deff Rolla 2 Big Shootas
1,500 points
Some changes in mind. Drop SAG Mek for Weirdboy. Drop 3 Burna boys. Drop 1 Bigchoppa Nob from the Nobs mob.
Dropp the two big Shootas from the Battle Wagon. This nets enough points for two solo Deff Koptas with Kustum Mega Blasters and Bombs.
This also unlocks the outrider detachment. New command point total 7.
Moving up to 2000 points
10 stormboys, these are added to the 20 already listed.
6 Tankbustas
6 tank bustas
1 War Trukk
1 Blitza Bomba.
(This may unlock a 3rd detachment. Vanguard Detachment.) 8 command points (498 points)
Lastly I'm wondering if it wouldn't be better to add more Nobs by dropping their Big Choppas. that would add 2 more nobs.  (4 points unspent.)
6 unspent points. could be fed back into the Blitza Bomba to trade it for a fully kitted dakka Jet.
I've already changed this list too much.

MY friend mentioned having made several lists already. So I decided to step it up.

Discussion: Orks / Re: Overall 8th edition thoughts for orks
« on: June 22, 2017, 12:47:47 PM »
That's a lot to take in lol. 
Burnas, I was surprised by them being D3 but i kinda get it. imagine how powerful they be at D6. Imagine 15 strong unit at D6. Super burny. I think of it a little differently. How many flamers are in a unit? don't really know.  IG used to get a unit with 3 of them Space marines had some units with two. Chaos had a way to take 4 in a squad. So, to me having 5 is like rolling a 5 having 10 is like rolling 2 fives. but it could be more. I think that's one reason we're given a D3. (Or they just though we liked more random... )
Still they're a solid choice as far as I can tell. I've read of people using them do burn down flyers.
Why is the stompa almost 1,000 points. Don't know.  I haven't spent any time thinking about using mine. I'll definitely put a KFF Big Mek on board.
I don't trust my dice but I'll field a SAG Mek if I have the points and the slots just to see what will happen. For me it's best to have no expectations and just see how it goes. Can't help you yet with the Kult of Speed. I wasn't a fan and never got into it. The change to twin linked kinda really hurts. I don't have any faith in my dice so more dice sounds good but I doubt it'll be better.

Stuff for later
Deff Dread 131  ,149
 2 Dread Klaws 2 Big shootas
 4 Dread Klaws

Killa Kan  57 ,63 ,61
Kan Klaw, Big shoota 
Kan Klaw Rokkit
Kan Klaw Grot Zooka

War trakk  63
 twin Big shoota

Deff Kopta 83, 69
 Kopta Rokkits
 Twin Big shoota

Note. Power Level to point are roughly 20 to 1.

100 points.

WarBoss                            PL4
Weirdboy PL4
SAG Big Mek PL5          (Or KFF)                      (13)

Pain boy PL6
WAAAGH Banner Nob PL4
Burna boys 5 PL5/PL5 (10)
tank bustas 5 PL4
Tank bustas 5 PL4                        (28) 

Grot Mob 20 PL3
Slugga boys 30 PL 13
Shoota Boys 10 PL5
Shoota Boys 10 PL5                     (29)
warbikers 3 PL5
Storm boys 30 P L13                    (14)

Mek Guns 3 PL7                             (7)
Wazbomba PL8                              (8)

PL total 100

Same here I just watched FLG short form Battle report. Orks Vs Dark Eldar. DE got trounced.  The also played with power Levels. 
I'm thinking I'm going to build a 75 point list, then see how close it is to 1500 points.

I'm going to start a new list. I think based on the first two attempts I've found a framework I want to work with a little more.
Boys mobs and Storm boys mobs for sure. Artillery too. Some of the units just feel wrong to me. Just going to spend some time flushing out the units and try to move up to other units and their builds. I'll be trying to find points costs that I feel comfortable with and try to get an estimate of their power on the table for their points.

First I'm going to try to set up a Boys heavy army and see where that goes. Maybe try to build out a Kan Wall too.

That battlewagon with its cargo is right around 450 points, just wondering if it will become a massive target. I guess you will be testing the vehicle durability for sure. The burnas only have an 8" range, wouldn't it be better to leave the sag big mek back with the lootas. Over all I like the points efficiency just not probably as experienced as you and not sure how well I could make it synergize. Does the warboss/painboy follow the battlewagon or do they support the slugga boys if the weirdboys jump them in? Interesting list for sure

The Kunnin plan.
 This is against I guess a "typical and kinda stationary marine army or something like that. Maybe Tau.
So, I', setting up, and hope to go first. be we have to see how it goes and how much of a beating it can take.
I'm setting up center of my Deployment Zone. Wagon. left and right are Storm boys and Boys behind them. the Biker characters next to the wagon just behind the storm boys.
Movement everything advances as fast as it can. the storm boys in fron at the end of the move with as many units with in 6" of the wr boss as we can get maybe leaving some gaps for the second part. The Psychic phase. use Da jump. Send 60 boys up the field and deploy them so they trail to the warboss and Painboy as best we can. trying to intermingle units so they can have gaps to move through for the charge.  Here we have two options when it comes to the boys mobs did we buy 2 mobs of Slugga boys  or one of Slugga and one of Shotta or what. We have to decide ahead of time what our second Weird boys had two powers to choose from ,the second is Da Warpath. If we took that. We have to cast that on the boys before we jump them. This set up should leave 3 or 4 units able to charge. the storm boys, due to the rockit packs. and the boys due to jumping in, not running, Oh ya, Zagstruk is in there some where to help with the storm boy Morale.
If the charge goes well we're in combat bustin heads. Trying to contact as many units as we can.
Turn two we try to move more stuff into combat, dismount the burna boys and WAAAGH Nob. Send him were he can help the most with his buff. Assault again. Roll the wagon in as soon as we can. Second turn we can send up the next mob or the other Weirdboy to buff another unit with warpath.
And some shooting the whole time, it's just not the focus. SAG Mek can be in the back or on the wagon. doesn't matter he just needs to see multi wound targets and go for it. No real plan with him except stay alive and maybe run or port off to an objective.

I'm not sure this list is even any good. Haven't rally taken missions into account yet.


Biker Warboss. Big choppa, attack squig,  (130)
Weirdboy (62) (equipment in cost)
Boss Zagstruk. (88) (equipment in cost)
** Weirdboy (62)** Outrider detachment
** Big Mek with shock attack gun (90)**
Slugga boys 30, 1 big choppa nob. (189)
Slugga boys 30, 1 big choppa Nob (189)
Grot mob 10 grot  (30) - place holder unit for now.

Burna boys 5 (70)
Burna boys 5 (70)
Burna boys 5 (70)
WAAAGH Banner Nob (75)
Painboy on warbike with power Klaw (118)
(One slot remaining)
Fast Attack
Fast attack ** out rider Detachment**
Storm boys 30 1 power Klaw nob (265)         
Storm boys 5  1 bigchoppa Nob  (49)   
Storm boys 5  1 bigchoppa Nob  (49)

Battle wagon Deff Rolla (180) Burna Mobs, SAG ig mek, WAAAGH Nob all ride here.
Lootas 5 (85)

BlitzaBommer  (128)** No grot gunner. Have to sort hat out.
Total. 1999/ 1 points left.

We've not moves from 1 Battalion to 1 Battalion + one Outrider Detachment. (3 Fast attack choices 1 HQ)
And we're at a power Level of 121 points based on the list adjustment.
Command points total = 7 , 3 for building an army 3 for the battalion 1 for the Outrider detachment.

Regarding Detachments. I can see where I could open one more detachment for the cost of an HQ and one more Heavy Support choice. (usually needs three)
I've moved a lot of things around added and dropped. One point under.
 I'd need to add something low points for that heavy slot. Maybe a single big Gun.
I'd probably drop 10 storm boys for a return of 80 points. Buy the big gun, trying to keep it at 20 points and spend the remaining 60 points on either boys or grot.  A challenge for later.  Doing that would buy a Bubble chukka and 10 grot. Opening the Spearhead Detachment.
I'm unsure that I want to give up the Storm boys at this time.
I hate list building lol.
Thanks for reading more Mayhem soon.
Chopp it up and tell me whee I've gone wrong. ;D

My first list is looking like this.

Goal of 2000 points. Hope to brake this down further for a 1500 and 1000 point list.
Kinda bulding it backwards in that regard. Once I discover the core of the army things will be smoother.

Biker Warboss. Big choppa, attack squig, Kombi-skortcha (149)
Weirdboy (62) (equipment in cost)
Boss Zagstruk. (88) (equipment in cost)

Slugga boys 30, 1 power klaw nob. (205)
Slugga boys 30, 1 power Klaw Nob (205)
Grot mob 10 grot  (30) - place holder unit for now.
(Have to look at how shooting interacts with close combat. I mean, if the unit is engaged can it still shoot it's non pistol weapons at targets further away than 1". Imagine Big shootas in the back and not able to fight shooting away from combat. ? Have to look.)

Burna boys 10 (140)
Burna boys 10 (140)
Komando 15 2 burnas 1 power klaw nob (170) ** Notes below
WAAAGH Banner Nob (75)
Painboy on warbike with killsaw orderly (122)
(One slot remaining)

Fast attack
Storm boys 25 1 power Klaw nob (225)         *Notes Below20 =   160+25 (185)
Storm boys 25 1 poweer Klaw nob (225)        *

Battle wagon Deff Rolla 4 big shootas (204) 
Just the first run. looking at what to move around and drop or shift.
*Looks like it 5, 10 20 or 30 storm boys in a mob so my mobs of 25 will need to change.

List Adjustment.
Drop Komandos 170.
Drop 5 Storm boys. (New total number of Storm boys is now 40. Divide this into 30, 5 and 5. (All part of the plan now.)
170+40 = 210.
Add in 1 Blitz bomber 108+ 10+10 (128)   
Add in 1 more Weird boy (62)
Leaves 20 points.
We've not moves from 1 Battalion to 1 Battalion + one Outrider Detachment. (3 Fast attack choices 1 HQ

 Loads still to do sorting this out. Not bad but not happy with it yet.
Almost forgot the last 20 points, spend 9 for a big choppa for one of the Storm boys Nobs and were down to 11 points. If I can find one more "extra Storm boy" it'll become another big choppa Nob. that'll return 16 more points to the pool. 
And we're at a power Level of 111 points based on the list adjustment.
Command points total = 7  3 for building an army 3 for the battalion 1 for the Outrider detachment.

More later. Thanks for reading. Chopp it up and let me know whatcha fink... er, think.

I've found I have 52 Storm boys. I may have more in bitz, not sure yet.
I'm thinking about a war boss on warbike a Pain boy on bike and a weirdboy, maybe 2 if I can find a way to fit it in.
2 or 3 large full mobs of boys, 2 mobs of 25 storm boys.  Still brain working it out.
Bassicly jump and run the storm boys, port one mob of boys ahead of them rush up the boss and pain by center of all the units, leave a trail of boys and storm boys, just a few models, Waaagh and Charge turn one. 2 weirdboys would be 2 full mobs jumped up the board.
Second wave should be WAAAGH banner Nob and burna boys in trukks, possibly sticking in a Battle Wagon.  The plan is coming together bu I have to run the points still.
I was thinking about Komandos too to pop up. Have to keep the Characters screened from normal shooting. Possibly adding in warbikers. Just not sure where my priorities are after the fist part. I still need a rear guard unit or two for local objectives and table control, maybe Grot mobs in the back field. This could be crazy.

Notes for future army construction.
Keep in mind any unit who has their weapons and wargear rolled into their costs.
Spend as few points as possible on unit upgrades. Leaving points open for upgrade on the units that have to pay for them, looking for the upgrades that will deliver strong output. ( reliable hit/wounds/damage)
Burna boys*, Warbikers, Boys mobs Weirdboy, Waaagh Nob, Storm boys, Lootas.
More units that fall into this category to follow. *Burna boys may have to buy their burnas but don't roll to hit and are seem strong in Close Combat.
Look for minimal points investments. Blitz Bomber, Wartrakks.
More units that fall into this category to follow.
We do have to buy weapons for both of those but between the Blitza bombers bombs  which deliver mortal wounds and the wartrakks "out flanking". Which can be used offensively or defensively. (Objective grabbing, gaining ground)
Where do I want to actually spend points. Characters will need equipment and elite unit with damage output/Durable units.

Based on my above notes my army will be infantry based. Starting with the troop units that are mandatory and then moving on to the other unit slots.

Pages: [1] 2 3 ... 27