We have decided to have a few games of 40k in 40 minutes but going back to the fourth edition rules. We much preferred them to the current incarnation. It should be a blast.
The basics: -
1. Patrols of no more than 400 points
2. You must have one Troop choice
3. You may have one HQ but no more
4. You may spend the remaining points on anything in the codex
5. No character can have more than 2 wounds
6. No special characters
7. No 2+ saves
8. Vehicles have a max armour of 33
9. No deep strike
10. Scouts are allowed
11. 6 turn game
12. Set-up first = goes first
The game is played on a 3x4 board with 18" to 24' gap between the forces. The battle is a fire fight. When a patrol takes 50% casualties then Leadership tests are required based on the commanders leadership. If the test is failed then the patrol breaks and loses the encounter.
The patrol that does the most damage in points wins.
It all seems nice and easy.
Now I have a fair few armies to choose from. I have a Khorne, Slaanessh, my Dark Angels, Space Wolves, Imperial Guard, Dark Eldar, Eldar, Sisters of Battle and of course my beloved Orks.
Some of the models have not seen the light of day for years but after some consideration I am drawn to the Orks. Was it ever in doubt?
Our plan is develop three separate lists for each army. Each list to be themed. We will then roll off to see which patrols are involved in the encounter.
The first issue is to find the rule book and appropriate codex. The first of many trips to the garage....
Ork Codex |
For Orks this is easy. There are only two choices Ork Boyz or Gretchin (unless its a Speed Freak army)
I am thinking that with only 400 points this unit needs to be able to dish out some damage and so I am lead to Da Boyz.
Da Boyz |
Boyz
The Boyz cost 6 points each. The smallest allowable unit is 10 so that would make 60 points. Then the decisions start. Seems reasonable to put a Nob in there so that is +10 points ,with a Bosspole (always for the re-roll on morale) +5 points, and then Power Klaw +25 points. So a standard unit of Boyz for 100 points.
I could go for a 'foot slogger' approach and max out on Boyz and run them across the board. That would be 40 Boyz with four Nobs.
Heavy Support
Killa Kans have an armour value of just 32 (less than the 33 limit) and could be an option to support a foot slogger approach. At 35 points each I could easily have three or maybe even six. I could keep them cheap and give them Skorchas at +5 points. I would still have 20 Boyz.
Transport
For added mobility and if there are less than 12 in the unit, I can stick the Boyz in a Fast, Open-topped Trukk for 35 points. The Trukk total armour is 30 and so less than the 33 threshold. This can be good as mobile terrain and it comes with a Big Shoota. Grot Riggers +5 points.
Ork Trukk |
I could even take a Looted Vehicle which has slightly more armour at 32. 11 Front and Sides. It is not Fast though. I could forego the transport and stick a Boomgun or Skorcha in it though. How funny would that be.
Fast Attack
There are some wonderful options here and all are wonderfully cheap. There are Bikes and Buggies and Koptas. All superb options and present individual targets as unit sizes of 1 are allowed. The cost ranges from 25 - 35 points each.
Elites
So many choices. I always loved the Burna Boyz and they all come with Burnas so no need to worry about the BS 5. Lootas are great too for some top line fire power. I could even contemplate a unit of Nobs at only 20 points each!
The nice thing here is that smaller unit sizes starting at 5 models are allowable. A nice way to give a bit of 'kick' to the patrol.
HQ
No special characters and no one with more than 2 wounds. These are big limitations. It leaves me with a Big Mek or Weirdboy as my options. The Big Mek is cheap at 35 points and then there are options as to tooling him up, depending on the the remainder of the force.
The Shokk Attack Gun is always a bit of fun. How about the Kustom Force Field? Oh yes there are many decisions to be made. Lots of possible combinations.