So today is the big day. Its 9am and I have already set up the board outside. Weather forecast is for a nice warm day with low wind. Perfect. Just had a text from the opposition to say that he is on the way so I need to get the kettle on. The Dark Templar is planning to Tweet key events during the day, (details on his blog). That will be a first for us and should be interesting.
So what army did I pull together? Your going to like this....
I have taken on board the Ork Walker discussions that have been going on and pulled a list together that I really love the feel of. It should really wipe the floor with anything being faced, he said confidently. It contains the Stompa, Gorkanaut, Deffdredd and 6 x Killa Kans. This is supported by a Battlewagon and Dakkajet. There is a unit of gretchin to make up the Troops numbers so that it is an Ork Horde Detachment granting Boss of Da Waaagh and The Greenskin Hordes special rules.
The plan remains - 'shoot the choppy and chop the shooty'
HQ (min of 1)
Warboss in Mega Armour, Lucky Stick, Bosspole (In the Battlewagon)
Painboy (with the Warboss)
Big Mek with Kustom Force Field (in the Stompa)
Mekboy (with the Warboss)
Mekboy (in the Stompa)
Elites
3 x Meganobs with kombi skorchas (in the Gorkanaut)
Troops (min of 3)
15 Boyz with Nob and Power Klaw, Bosspole (with the Warboss)
18 Boyz with Nob and Power Klaw, Bosspole, 2 x Rokkits (in the Stompa)
10 Gretchin with Runtherd and squig hound
Heavy Support (can take 4 because of the mission rules)
1 x Deffdread with close combat Klaws
6 x Killa Kans with skorchas
1 x Gorkanaut
1 x Battlewagon with 4 x rokkits, killkannon, ram
Fast Attack
1 x Dakkajet with 3 sups shoot as, flyboss
Lord of War
1 x Stompa
Note - the Battlewagon could easily be downgraded to a Trukk. Stick the Warboss in the Stompa and spend the additional points to get another Trukk load of Boyz at which point the Gretchin are not needed. No-one should be shooting at the Trukks anyway as there is too much other stuff that has amazing killing ability and they are Assault vehicles with could be advantageous.
So in theory, the Stompa goes straight up the middle moving and shooting anything that can shoot back. 'Shoot the Shooty'. Move him towards the most dangerous shooting attack so that he can 'Chop the Shooty' as soon as possible. The Boyz rokkits also shoot out of the Stompa. The Kans and the Dread follow behind moving and running to keep up. Move them towards shooty stuff. Again 'chop the shooty' as soon as possible. The Gorkanaut takes one side and again moves and runs. The battlewagon takes the other side and moves as far as possible. The Dakkajet is there to provide some arial support, if needed, and if not to just shoot from distance. The Gretchin can hang back and grab any objective at the back as the rest of the army surges forward.
The Kustom Force Field makes sure that any incoming shots bounce off the Stompa.
After the first turn everything in the Ork army is ready to descend on the enemy with awesome close combat abilities. Declare the Waaagh and give no mercy. The Boyz in the Stompa can hang on for a bit and get out later to mop up the remaining carnage, as can the meganobz.
Now all you Ork players just know that you want to give this a go. Waaagh!!!!!
The question is - what will happen when we start rolling dice? Will the plan survive or need to be altered? And so the fun begins.
Showing posts with label Deff Dread. Show all posts
Showing posts with label Deff Dread. Show all posts
Sunday, 31 August 2014
Friday, 8 August 2014
An Iron Wall of Walkers
Perhaps this is the Iron Wall that Nidai was dreaming of. An iron wall of walkers leading the green tide into battle. Wishful imaginings that the iron wall was filled with Iron Warriors. Instead the Orks are beating a path to his door before ripping it apart and him along with it.
I do love a Walker. Always have done. I think that they are perhaps the most Orky thing in the entire army and they have come a long way.
My Ork Walker or Deff Dread has always been called Da Basha! I might as well paint a big shamrock on him because he has a history of surviving when he should not and delivering an utter mauling to the opposition!! He has been responsible for more 'bragging rights' than any other single model. I have three different versions of him and love all three.
In terms of tactics I favour running him across the table and giving him all close combat weapons. This keeps his purpose simple and there is no 'thinking about having a shot' moments. He is not good at shooting. Play to the strengths and let others do the shooting.
The Killa Kans have also had a certain amount of success and the models themselves are just outstanding. The unit size has been increased in the recent codex so that it can contain up to six Kans. Thats a lot of Kans! I think it will seriously increase their effectiveness in that you tend to lose one or two on the way across the board. Now there will be enough left to dish the damage required.
I do love a Walker. Always have done. I think that they are perhaps the most Orky thing in the entire army and they have come a long way.
My Ork Walker or Deff Dread has always been called Da Basha! I might as well paint a big shamrock on him because he has a history of surviving when he should not and delivering an utter mauling to the opposition!! He has been responsible for more 'bragging rights' than any other single model. I have three different versions of him and love all three.
In terms of tactics I favour running him across the table and giving him all close combat weapons. This keeps his purpose simple and there is no 'thinking about having a shot' moments. He is not good at shooting. Play to the strengths and let others do the shooting.
The Killa Kans have also had a certain amount of success and the models themselves are just outstanding. The unit size has been increased in the recent codex so that it can contain up to six Kans. Thats a lot of Kans! I think it will seriously increase their effectiveness in that you tend to lose one or two on the way across the board. Now there will be enough left to dish the damage required.
Labels:
40k,
Da Basha,
Deff Dread,
Killa Kans,
Ork Walkers,
Orks
Tuesday, 17 June 2014
Ork Walkers
I have paid a visit to the garage and started to unpack some of my Orks. Always a pleasure, never a chore. The beauty is that you forget some of the wonderful models that are in storage, you find unfinished projects and it gets the juices flowing.
I wanted to dig out the walkers and have a look at them. They were a joy to assemble and are packed with blades and spikes and all kinds of Orky goodness. I also needed to make sure that the paint scheme for the new Gorkanaut was tying in to the overall theme.
First out were the Killa Kans and Deff Dread. I spent quite a bit of time on them previously going with the Yellow jaw, red shoulder pads and then touches of blue. They were inspired by some fantastic painting in one of the old White Dwarf magazines. The first unit that I really spent time on was my 'Ard Boyz. The colour scheme started with them and has spread. It is loud, it is gaudy and that what makes it Ork'ish.
My Gorkanaut has been coming along nicely and was fitting in well. More red washes I think.
He has a bit more blue to him and I need to work on getting the yellow more 'dirty' and then add more defined horizontal stripes to the should pads but he is looking the part.
The Ork Stompa is still the biz though. I think I need to get some of the Goff black and white squares onto the Gorkanaut somewhere as well and maybe even a yellow panel or two.
They will look great on the battle field though. I have always been somewhat lucky with the walkers. My Deff Dread, 'Da Basha' to his friends has survived some 'hairy' situations and pulled off some amazing feats. This is his third incarnation. I still have the other two somewhere. I must see if I can drag them out and dust them down for old times sake. At the end of a battle it is good to have some bragging rights and 'Da Basha' has been the source of much 'Dark Templar' baiting over the years ;-) Long may this continue!!
I wanted to dig out the walkers and have a look at them. They were a joy to assemble and are packed with blades and spikes and all kinds of Orky goodness. I also needed to make sure that the paint scheme for the new Gorkanaut was tying in to the overall theme.
First out were the Killa Kans and Deff Dread. I spent quite a bit of time on them previously going with the Yellow jaw, red shoulder pads and then touches of blue. They were inspired by some fantastic painting in one of the old White Dwarf magazines. The first unit that I really spent time on was my 'Ard Boyz. The colour scheme started with them and has spread. It is loud, it is gaudy and that what makes it Ork'ish.
My Gorkanaut has been coming along nicely and was fitting in well. More red washes I think.
He has a bit more blue to him and I need to work on getting the yellow more 'dirty' and then add more defined horizontal stripes to the should pads but he is looking the part.
The Ork Stompa is still the biz though. I think I need to get some of the Goff black and white squares onto the Gorkanaut somewhere as well and maybe even a yellow panel or two.
They will look great on the battle field though. I have always been somewhat lucky with the walkers. My Deff Dread, 'Da Basha' to his friends has survived some 'hairy' situations and pulled off some amazing feats. This is his third incarnation. I still have the other two somewhere. I must see if I can drag them out and dust them down for old times sake. At the end of a battle it is good to have some bragging rights and 'Da Basha' has been the source of much 'Dark Templar' baiting over the years ;-) Long may this continue!!
Labels:
'Ard Boys,
40k,
Deff Dread,
Gorkanaut,
Killa Kans,
Orks,
Stompa
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