Like Templar I'm trying to think of a list with last years missions in mind, as well as using largely what I have available to keep cost/painting within reason.
Ghazzie
Big Mek-KFF, Evy Armor, Cybork, PK
13 Lootas
13 Kommandos w/ 2 Burnas, Snikrot
19 Shoota boyz w/ 2 Big Shootas, Nob PK, Bosspole
29 Slugga boyz w/ 3 Rokkits, Nob PK, Bosspole
18 Slugga boyz, Nob PK, Bosspole (in BW with Big Mek)
19 'Ard boyz, Nob PK, Bosspole (in BW)
5 Mega Nobz, 2 Kombi Scorchas, 1 Kombi Rokkit in Battlewagon, BS, Grot Riggers, Ram
Deff Dread, BS, Scorcha, Armor, Grot Riggers
3 Buggies w/ Rokkits
Battlewagon, BS, Grot Riggers, Ram
Battlewagon, BS, Grot Riggers, Ram
3 Killa Kans with KMB
So let us take a look at what the list offers. 3 Battlewagons zooming up, full of 3 different killy units. They get followed by walkers and 2 slogging boyz squads with good size. Snikrot is there to rape the backside, and lootas for MC/Transport killing. I could possibly just keep the Dread back with the lootas to protect them from outflankers/deepstrikers.
6 Troops, though the Dread isn't scoring.
15 Normal KP, 29 'Ard Boyz' Kill points
So they are resonably lower on KP then my Templar. I just don't know if there are as many 'easy' points there as opposed to all the pods with the Templar. Sure, somethings are a little soft (lootas are easy to make run, a single dread is no real threat) but most other things are a pain to get rid of fully.
It would look something like this:
I'm missing a few things from this picture.
Need to buy:
Battlewagon (my 3rd)
2 Mega Nobz
Need to paint:
2 Battlewagons
1 Buggie
2 Mega Nobz
4 Boyz
Like the Templar it's a bit of work but nothing incredible. Two Battlewagon is a bit of lifting but the ork vehicles go pretty quick. I bet it takes me about as long to paint those two BW as it does one drop pod.
Another version could be the following.
Ghazzie
Big Mek-KFF, Evy Armor, Cybork, PK
13 Lootas
13 Kommandos w/ 2 Burnas, Snikrot
19 Shoota boyz w/ 2 Big Shootas, Nob PK, Bosspole
29 Slugga boyz w/ 3 Rokkits, Nob PK, Bosspole
17 Slugga boyz, Nob PK, Bosspole (in BW with Big Mek)
19 'Ard boyz, Nob PK, Bosspole (in BW)
7 Nobz, 1 Painboy, 2 PK, 2 Kombi Scorchas, Evy Armor, Cyborks, Waagh Banner, Bosspole in Battlewagon, BS, Grot Riggers, Ram
3 Buggies w/ Rokkits
Battlewagon, BS, Grot Riggers, Ram
Battlewagon, BS, Grot Riggers, Ram
3 Killa Kans with KMB
Need to buy:
Battlewagon (my 3rd)
Box of Nobz
Painboy
Need to paint:
2 Battlewagons
1 Buggie
5 Nobz
1 Painboy
3 Boyz
The big change in here is dumping the Dread and the Mega Nobz in favor of a squad of Nobz. Cutting the 1 KP is really not a big deal. It's about figuring out if the Mega Nobz are more functional than the Nobz.
Mega Nob Pros: Lots of PK attacks, 2+ save, 2 Wounds
Mega Nob Cons: They need the HQ attached or they can easily run, no Invulberable save
Nobz Pros: 5+ Invulnerable, FNP, Can opperate without HQ (ie don't need bosspole)
Nobz Cons: Cost, 4+ save not great, not as many Klaw attacks
Now in reality I'm probably going to always run an HQ with either of these units, it just depends on if it is Ghazzie or the Mek, but lets assume the HQ isn't around. What kind of ugly units could I be throwing these guys toward. The first things that come to mind are Nob Bikers, MCs, and Terminators.
Nob Bikers- In reality either of these squads are going to be dead at the end. Both have enough PKs to basically make both squads very dead. However I'll give the edge to the Mega Nobz because they have so much more killing Klaws and cost less.
MCs- Again a good unit for these guys to fight since they have PKs. However MCs ignore armor so that means probably more dead Mega Nobz. But again I think the Mega Nobz make sure the MC is very VERY dead.
Terminators- These are the worst for either of these guys, and really should be taken by regular boyz when possible. Temies with PWs (ie chaos, or heavy Claw guys like Templar run) will end up doing lots of wounds before either Nob unit strikes. Mega nobz lose out because of the lack of Invul save. However to kill 5 Mega Nobz you need to toss at least 40 PW attacks, which is not so easy. Whatever lives past that is taking PKs, and most PW termies are dealing with 5+ saves. So likely both units wipe each other to near uselessness.
The regular nobz do enjoy the 5+ invul, but FNP isn't going to help them in this case either. That same 40 attacks is only going to hit about 20 times, wound 10, and with failed 5+ inv that means about 7 wounds. Now that COULD mean 3 dead nobz, but with diffently equiped guys that could only means 1-2. The downside here is that if they get your Klaws you are fooked.
Now if your talking PF terminators either way both squads kill each other either way with all the Init 1 Fist/Klaw attacks. So I think we can call that a wipe either way as well.
But TH/SS is probably the most common these days. The upside here is the main killers are all going at the same time. The downside is they now have a 3+ invul save, and it takes a lot less attacks to wipe the squads. To kill my 5 man Manz squad you only need 12 attacks (6 hits, 5 wounds, no saves), but to kill my Nobz squad you would need about 30 attacks (15 hits, 13 wounds, 8 failed saves). That probably means death to either of my squads anyway you cut it. If course it take 10 charging TH/SS termies to throw 30 attacks, unless it's with Vulcan, and who are we kidding it probably is.
However I do get to swing back.
5 Charging Mega Nobz- 20 attacks, 10 hits, 8 wounds, only 2-3 dead
2 Chargin PK Nobz- 8 attacks, 6 hits, 5 wounds, 1-2 dead
So what we've learned here is TH/SS terminators are BAD BAD news for either nob squad. However either way you cut it I think the MANz are superior. Sure plasma and vindicators are worse for them, but for the cost they do it for me.
Wow, that was a long side track there! But I think that makes me lean back to list one.
Looks like we need a few more pals.
Now I need to think about how Templar or Orks would do against the beastly list we're liekly to see in May.
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