Bill King's Ork sub. take a look at his stuff on deviantart, |
So I suppose it time for me to pull me finger out and get on with a to do list/Army list for next monday. See what I've got after the break.
As well as yesterday morning's unexpected inspiration to get on and model, last friday Greg Hess and I had a great conversation in the comments on his blog talking about his list for LOV. So over the weekend I finalised my intended list for next Mondays game vs Lester at wayland games.
With the changes to calling a Waaagh I've decided it time for Gargshuv to get back to his workshop and let Tinklaw get in some old fashioned stomping.
A fairly standard Kit out for a warboss (snarky comment/ what with all the variety we have /snarky comment.)
Tinklaw Toughboss
Warboss With heavy armour, Power Klaw, Kombi Skorcha, Boss pole and Cybork body.
Next I wanted to cover my supporting fire and with the Kustom mega kannon and chassis usable on the table I want to test out a unit of gunz before paying for a second new Mek gun.
Gargshuv's Dakka Gubbinz
5 mek Gunz with 3 Kannons, 2 Kustom mega Kannons and 2 ammo runts.
At 120 points this unit is a bargain able to threaten basically anything with the added bonus that the runts will hopefully avoid a couple of gets hot rolls, just need to give them some protection from the inevitable drop podding dreadnought.
I then went on to get the core of the list worked out, the in your face mobs of orks looking to stomp. Starting with good old Grubgul and Wazzaruk this game will hopefully be the debut of Gitsnik as I use it as an excuse to assemble a unit of komandos from the bitz I've been gathering.
Da Runtsmashas
Grubgul Runtsmasha, Nob with Power Klaw and boss pole.
19 Ork Slugga Boyz with 2 big shootas
Grimstomp's Rokit Devils
Wazzarukk Grimstomp, Stormboy Nob with Power Klaw and boss pole.
14 Ork Stormboyz
Da Belly Rippers
Gitsnik Gutspilla, Komando Nop with Power Klaw and boss pole.
13 Komandos with 2 Burnas
With 3 units to do the dirty work I moved onto mid field support.
Loving grotzookas I started with my pair of Kans, followed by 2 units of slugga boyz. The boyz where based on the 2 units of ten I used to use in 1k games but with some extra ladz and a Nob to bolster each unit.
Rounding of the section a pair of Deffkoptas with twin rockets give me something to chase objectives and harass units where needed.
Runty Klankers
2 killa Kans with grotzookers
Slug Chukkas
Slug TufKop, Nob with Twin Shoota and Boss pole
14 Shoota boyz (edit) with 1 big shoota
Da Gnasha Boyz
Uzblitz Squignosha, Nob with Twin Shoota and Boss pole
14 Shoota boyz (edit) with 1 big shoota
Da Krump Skworks
2 Deff Koptas with twin rokkits
Da Krab
Deffdread with two skorchas
Dakka Skwork
Dakka Jet with extra suppa shoota and flyboss, DeffSkwork Wizzablitz
Doktor Wurrgrod
Painboy
And that finishes the list off nicely.
Last night I made a start on Gitsnik Gutspilla using the Kromlech backpacks I picked up a while ago and a load of weapons and Bitz, Should have him finished by friday.
I also finished a fourth black legionnaire and will get pics soon.
Lastly for today the link above lead me to this close up, and I'm strongly considering how to replicate the painting colours for my orks vehicles as I work out an easily repeatable recipe for weathering.
Both the red and the green have inspired me to look at suitable highlight colours, once done it should realy speed up my progress with the Kans and then Mek gunz.
so I'll leave you today with the full army list in a sensible order, and as usual all comments welcome.
HQ
Tinklaw Toughboss
Warboss With heavy armour, Power Klaw, Kombi Skorcha, Boss pole and Cybork body.
Doktor Wurrgrod
Painboy
Troops
Da Runtsmashas
Grubgul Runtsmasha, Nob with Power Klaw and boss pole.
19 Ork Slugga Boyz with 2 big shootas
Slug Chukkas
Slug TufKop, Nob with Twin Shoota and Boss pole
14 Shoota boyz (edit) with 1 big shoota
Da Gnasha Boyz
Uzblitz Squignosha, Nob with Twin Shoota and Boss pole
14 Shoota boyz (edit) with 1 big shoota
Elites
Da Belly Rippers
Gitsnik Gutspilla, Komando Nop with Power Klaw and boss pole.
13 Komandos with 2 Burnas
Fast Attack
Grimstomp's Rokit Devils
Wazzarukk Grimstomp, Stormboy Nob with Power Klaw and boss pole.
14 Ork Stormboyz
Da Krump Skworks
2 Deff Koptas with twin rokkits
Dakka Skwork
Dakka Jet with extra suppa shoota and flyboss, DeffSkwork Wizzablitz
Heavy support
Gargshuv's Dakka Gubbinz
5 mek Gunz with 3 Kannons, 2 Kustom mega Kannons and 2 ammo runts.
Da Krab
Deffdread with two skorchas
Runty Klankers
2 killa Kans with grotzookers
Hey Dan,
ReplyDeleteThat is a great find on the ork sub. Would go great with the grot mega tank...could have a whole land ship style armada...man would that be cool!
The weathering style looks subtractive. (hairspray technique). It, or the salt technique, is what I'm going to be trying to do on my orks as well. I'm waiting for my airbrush to show up, then I'll probably have a bunch of posts on my failing and successes with that method. (i had a demo at nova by misterjustin who showed how easy it was, just a bit time consuming).
On your list. The first thing that stands out to me, is your warboss isn't taking any relics. I'd immediately take a thinking cap for 10 points. It's cheap, and gives you insane flexibility in having two warlord traits (or trying to get the really good strategic one of infiltrating units with three chances).
The two deff kopta's seem the weakest link in this list, as any causalities will cause an immediate ld 7 morale check. Like in previous editions, they tend to work best alone, or in a full squad, as their low leadership is their main issue. They might be really busy tangling with the rest of your army though! If you drop one, I'd just add more boyz.
On the Mek Gunz. If you find you keep running into skimmers, try swapping in some trakktor kannons. They seemed pretty effective at the tournament, as nearly 75% of the armies had skimmers.
I'd move the slugga big shootas to the shoota boyz. The slugga boyz aren't going to stop to shoot something. They are there for krumpin!
Hmm apparently I forgot to copy the big shootas into the shoota boyz units as I have actually paid for them.
DeleteSometimes when I list build I get too attached to characters, Skruff and Snazzdakka (the big shoota boyz) have always run round with ol' Grubgul and the whole unit is actually painted.
I want to try out the pair of Deffkopters as while I've played with buggies before I've only used the Kopters twice, I'm thinking a pair has a good chance of removing hull a point or two but one will be less effective. I reckon I can use cover, jink, positioning and threat options to keep them safe (or it'll go horribly wrong but amuse me.)
That all being said I realy like the idea of the thinking cap and Tinklaw has a bionic bonce the idea that some parts of a titan princeps ended up in there adds to the back story.
To pay for it I'll shift Snazzdakka's model into 'Da Gnasha Boyz' and then leave Skruff at home. freeing up ten points for something else (probably a 15th Kommando).
That sounds great. I think the thinkin cap will really help your list. Since its a battle forged list, you have three chances to get #3 (Master of ambush, your warlord and three non vehicle units have infiltrate). In a tide style list (like yours), this is REALLY powerful at putting immense pressure on your opponent. Basically the shoota's and slugga squads would be nearly in range (or in range) turn 1. Seeing this used with green tide lists at nova meant it was game over on turn 2, as the entire side of the table basically charged the other half.
DeleteDidn't even think about doing that. So attach the Warboss with Infiltrate and Pain boy to the 20 strong slugga unit, and then give Infiltrate to the two shoota boy units and the storm boyz.
DeleteSweet
Keep in mind though, you can't charge turn 1 if you infiltrate. But, it definitely puts massive pressure on your opponent, and makes tide lists MUCH faster. You have a 42% (math might be off) chance of getting #3 on three rolls...and even if you don't, a lot of the other choices in strategic are useful.
DeleteEven without the charge simply being able to just chose to go first without worrying about where you opponent will deploy is too good not to try for.
DeleteI love that infiltrators deploy last and think it's the strongest aspect of infiltrate.
Though lester plays Harald Dethwolf's company so it's going to be some serious cat and mouse with infiltrate and Outflank shenanigans.
Either way gives you another tool in your hat of tricks :). It will be a fun mini game trying to out think each other.
DeleteThat was indeed a great post by natfka, of someone's orks that were inspired by Bill King, who I followed up too. It's a great relief I don't actually do orks, I think I would just be so obsessed with them it would be unhealthy. Bill's scrtachbuilds are fantastic and so much inspiration and so much fun but also how you can do it cheap, cheap! All it requires is motivation and effort, skill isn't s pre-requisite - it's Orky and you don't need the inspiration as Bill's already done it and natfka's post emphasises you can just borrow the ideas whole. I envy you Ork fanatics.
ReplyDeleteIt is fun being able to convert so much without needed to be too tidy.
DeleteThough it take a lot of skill to go from just gluing stuff together and looking ok and a realy good conversion/scratch build like Bill King.