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Threepwood 18:11:32 Thu May 31 2007 Offline 1505 posts WAAAAGH! ![]() Reply |
Okay, since I will running orks, and they will be our counter deep strike force, by pod or termies cause no matter what the mission is, I am willing to bet that they will do enough to disrupt our forces a little bit. I will also be posting a vastly different list in the army list section of the forum. Why? Misdirection. Even if they change one unti to focus on a fast ork attack, that will make have one less unit effective against the rest of the marine forces. Does that sound good? Anyways, here's my list. I'm using deathskull klan rules
HQ Warboss with lucky tatoos, powerclaw, choppa, 'eavy armour, bionik bonce, bionik arm, and wartrukk with rokkit launcher, red paint, riggers and armour plates. 160 points Painboss with 'eavy armour, choppa, powerklaw, bionik arm, dok tools, 3 grot orderlies, 8 cyborks, trukk with rokkit launcher, red paint, riggers, and armour plates 238 points Elites: Zagstruck with 9 vulchas. 190 points Troops 6 lootas with three autocannons 135 points 6 lootas with three lascannons 150 points 10 Burna boyz with 4 burnas, mek with KFF, mek's tools and three grot oilers. 165 points 20 slugga boyz wiht three big shootas, nob with pk, slugga 249 points Fast Attack Warbuggy with skorcha, plates, red paint, riggers, spikes and blades 53 points 10 trukk boyz with wartrukk with rokkit launcha, plates, paint, riggers 135 points Heavy support Looted russ with hull mounted lascannon, heavy bolter sponsons, armour plates, and riggers 172 points Looted russ demolisher with hull mounted lascannon, sponson plasma cannons, plates, and riggers 192 points 3 killa kans with rokkit launchas and armour plates 150 points. 1989 points total. I'm wondering if I should give a unit frags.
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Dirty_Dan 05:39:44 Fri Jun 1 2007 Offline 945 posts
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Who do you think will be in hindering terrain and assulted?
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Chainaxe_Maniac ![]() 06:17:50 Fri Jun 1 2007 Offline 1258 posts
GM9 - Best Painted GMX - Best Overall ![]() Reply |
Frags?
You knowThreep,I just might do the same..especially if it is City-fight! I like the list, shooty indeed! |
Tyranus_Dominus 11:47:25 Fri Jun 1 2007 Offline 1705 posts ![]() Reply |
Frag what is this Frag you guys speak of ?
Oh yeah its the wargear that tries to act like a Doom siren but aint as good ![]() Seriously however if its going to be like last year and be a city fight table then i would take it .
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Threepwood 16:16:58 Mon Jun 18 2007 Offline 1505 posts WAAAAGH! ![]() Reply |
Looking at the battle plans that we have, here is how I'm going to split my forces up. Group A is gonna be the assualt force with Chainaxe (Let's hope we face termies! Choppa/Chainaxes FTW). Group B will be Defiler Defense
Group A. Warboss, Painboss, Vulchas, buggy and trukkboyz (Wave 1) Slugga boyz, killa kans (Wave 2) looted Demolisher (Fire support) Group B: Lootas, Looted russ, Burna boyz Now, the burna boyz, and the mek, are ideal for here. Not only are there four orks with powerweapons there, but the mek's kff gives a concealment bonus to any vehicles within 6 inches (Meaning glacing on a 4+) plus the mek tools means that he fixes an imobilized or a weapon destroyed on a 2+. So, in other words, he's perfect in this capacity.
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FarseerBill ![]() 17:18:46 Mon Jun 18 2007 Offline 11729 posts
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Sounds excellent.
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Chainaxe_Maniac ![]() 18:25:03 Mon Jun 18 2007 Offline 1258 posts
GM9 - Best Painted GMX - Best Overall ![]() Reply |
Sounds good!
Your army B will protect the defilers (setting up your Russ hull down, in front of one of the lead Defilers). The rest of the boyz (since they are in reserve) can deal with the inevitable drop troops that will start raining down turn 2. I think the idea I'm getting at is traditionally, you would have long range firepower hanging out near your edge, and that's all well and good for normal games,however... Keeping a good amount of assault capability to hit behind our lines is much needed, consider the amount of marine drop troops,a death-wing army(like Dead's) and an Elysium droptroop army to name a few.. Im just saying you might want to put more stuff in "B"your cans and stuff, send perhaps just your Warboss & friends,the rest go for the second round mugging! That's just my opinion though ![]() |
Threepwood 13:51:35 Tue Jun 19 2007 Offline 1505 posts WAAAAGH! ![]() Reply |
Well, keeping the 20 orks back would lead to a big crowding issue, which screams artillery bait.
And even though the kans can tear through regular marines and termies in CC, if one powerfist survives, it cna be disaterous (They are but av 11)
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FarseerBill ![]() 14:24:58 Tue Jun 19 2007 Offline 11729 posts
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I would not worry about anything being artillery bait. At 20K pts per side, everything is artillery bait and the advancing 6000-8000 points will be more concern to our opponents than 20 orks smoking weed in our deployment zone.
I agree with Will, keep the cans back as a countercharge unit perhaps. plug up some holes that form as we advance.
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Threepwood 23:48:30 Tue Nov 20 2007 Offline 1505 posts WAAAAGH! ![]() Reply |
Wow. Looking back on this, well after the fact I realize that kans and mob in reserves was a great idea, considering how many units they carved through (5 I think). Also, my fears of artillery bait were unfounded. They didn't have any arty.
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