Showing posts with label Dakkajet. Show all posts
Showing posts with label Dakkajet. Show all posts

Sunday, 31 August 2014

Ultimate 2500 point Ork Walker army list

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.


Thursday, 7 August 2014

Unleash hell from the skies.

One of the great joys of 40k is its evolving nature. Since my last outing, some time ago, my Orks have developed a range of flyers to torment their enemies. Sunday will be my first opportunity to try them out so lets have a look at my options.


There are two basic flyers, the Dakkajet and the Burna-Bommer which cost 110 points and 115 point respectively and then there is the Blitza-Bommer which comes in at 135 points.

The Supa Shoota R36", S6, AP4, Assault 3 is the main shooting weapon. There is also a range of bombs and missiles. The Burna Bomb S5, AP4, large blast, Ignores cover and the Boom Bomb S7, AP2, Armourbane, Large Blast, Screamin Decent. The missile is the Skorcha Missile S5,AP4, Heavy1, Blast, Ignores Cover. All the flyers have rules that increase their BS to 3. Also bombs only scatter D6 so quite accurate.

The Dakkajet has 2 twinklinked sups shooters and may take a third for 20 points. So that is a total of 9 shots with a BS of 3. Expect 4-5 hits and then re-rolls for another 2-3 hits. An average of 7 hits a turn however with AP4 the space marines will get their armour save. This also has the option to be used against enemy light Flyers by giving it the Fly Boss upgrade.

The Burna-bommer has a twin linked Big Shoota and a twin linked sups shoota. Its plus side is that it can take unto 6 Skorcha Missiles and has 2 Burna Bombs. The AP4 will again allow armour saves. To use the bombs you have to fly over the enemy which in itself could be an issue. In range of Rapid Fire weapons etc.

Finally there is the Blitza-Bommer. It has a Big Shoota (not twin linked) and a Twinlinked Supa Shoota. The plus side here is that it has 2 Boom Bombs. Now with an AP2 these could cause some damage and they have Armourbane.

I think that the issue here is will they be worth their points?

I struggle to see how the Dakkajet and Burna-bommer could be effective. The high AP on the weaponry will leave the Space Marines making lots of 3+ saves. The Dakkajet could be an anti air option, so worth a thought. The Blitza-Bommer on the other hand has 2 Boom Bombs. That will be two opportunities to use the large blast template probably killing everything under it.

The other thing is that they have only got 10 Armour value and 3 Hull Points. Not exactly difficult to take out of the sky.

Overall I am fairly disappointed with the Flyers. For me, they could have been made a bit more quirky and been given a tad more firepower.