Wednesday, March 27, 2013

Background - Warboss Wagonkrumpa and Boss Thudguts

This article continues my series on the background of WAAGH! Drillteef. This article focuses on the first Warboss to join the WAAGH!, Warboss Wagonkrumpa. The model was originally just a regular Blackreach Warboss, but after a while I decided to convert him up and add some character. I also added a Battlepouch and used him as an objective marker in the Adepticon Team Tournament. Old Wagonkrumpa doesn't see the table very much anymore due to how much my mega-armored Warboss brings to the table, but he's still one of my favorite characters in the army. Thudguts is more of a secondary character and his story mainly hinges on his jealousy of Wagonkrumpa.

In Drillteef's early days, before his ambition grew into a WAAGH! of his own, he met a jovial Warboss named Wagonkrumpa from a Speed Freakz splinter clan which had joined WAAGH! Grok. Wagonkrumpa was an odd Ork. He was often soft-spoken and friendly. He never thumped his Boyz when they angered him... or, more oddly, they didn't seem to anger him at all. They still fought amongst themselves, of course, and Wagonkrumpa did quite enjoy their violent antics. Still, the low mortality rate among his Boyz meant that Wagonkrumpa began to cultivate a lot of Nobz in his ranks. These Nobz became known as Da Krumpin' Squad, over twenty Orks strong and a terrible force to be reckoned with on the battlefield.

Many Boyz flocked to Wagonkrumpa's banner. Many Brainboyz found a home in his camps as well, for although they still feared the wrath of the Nobz, at least they didn't have to suffer a wholesale slaughter by some half-witted Warboss who got sparked off every time you made him feel stupid. Besides, Wagonkrumpa was quite a trig fellow. He was cunning, for sure. Some Orks mistakenly interpreted cunning for cowardice and joviality for weakness. Whether true or not, few had the gall to upset such a large number of Nobs and Mekboyz.

A great deal of time passed before Drillteef actually witnessed Wagonkrumpa in action. Of course, he'd heard rumors of the Warboss's combat prowess and brutality towards the enemy, but even the forward-thinking Doc Drillteef had a hard time believing that such a soft-spoken Ork could command the respect and provide the example needed to win campaigns. Drillteef actually expected Wagonkrumpa's chief mek, Big Mek Skar 'Ead to be pulling the Warboss's strings.

Their first battle together was against a small Tau world on the fringes of the WAAGH!'s southern border systems. On the first hot afternoon on this world, they spotted a Tau cadre on maneuvers in the distance.  Wagonkrumpa ordered his trukks and wagons full speed ahead, hooking to the left and the Boyz on foot to veer off to the right.

When the smell of exhaust filled the air and the sight of all those Tau skimmers filled his vision, Wagonkrumpa snapped.  In a blind frenzy, he launched himself out of his Battlewagon, The Fat Pig, and tore through Devilfish after Devilfish.  Oil, gubbinz, and gore soon littered the battlefield.  Meanwhile, the Tau tried to fall back but found their left flank full of Orks and were quickly cut down.

Drillteef grinned with approval and decided he was going to use Wagonkrumpa in his WAAGH! no matter how many teef he had to knock out of his boyz heads to do it.

As it turned out, the number of actual teef required was zero. When they first negotiated their alliance, the only thing Wagonkrumpa demanded was a hefty cut of the loot when the spoils of war were divided. Doc Drillteef agreed without hesitation. With the number of Meks and other Brainboyz under the Warboss, Drillteef knew that they would be a source of powerful discoveries. Know-wots were sometimes the key to victory as much as cunning tactics and brute force.

When the time came for Drillteef to take over the WAAGH! from Grok, Wagonkrumpa and his Krumpin' Squad stood beside the Doc. Without him, WAAGH! Drillteef would probably have never been a reality and the rest of the bosses know it.

During one of WAAGH! Drillteef's early campaigns against some nameless Imperial Guard unit lost in the Eastern Fringe, Boss Thudguts made a move against Wagonkrumpa.  Big Boss Thudguts is an atypical Ork Warboss. He is big, ugly, nasty, and greedy. He was attracted to WAAGH! Drillteef in the early years after hearing that Mad Doc was consolidating power and wealth in the area and had been winning campaigns against the Beakies and other 'umies.  

His camp was a rather wealthy one. Most of his Boyz either packed Shootas or 'Eavy Armor. One squad even owned Deffguns and he had his own bright-red Battlewagon, the Orktimus. It wasn't enough for him, though. He was jealous of Wagonkrumpa and all the favors he seemed to get from the Doc. He wanted to be able to build things and equip his Boyz without having to beg the strange Warboss or his right-hand-Ork, the self-important Big Mek, Skar 'Ead.

His temper eventually spilled over and he led his men into Wagonkrumpa's territory at sunset. The upstart boss charged his 'Ardboyz into the brainboy camps. Although the night lit up with Burnas and Kustom Mega Blastas, the camps were demolished and the Brainboyz were abducted.  

Wagonkrumpa was quite surprised by this and his Nobz were infuriated that such a thing could happen right under their noses. Wagonkrumpa forbade his Nobz from retaliating. He jumped in The Fat Pig himself and drove into Thudguts' camps where he politely asked for his Brainboyz back. Thudguts bellowed a laugh at that and proclaimed that he'd won them "Fair 'n square!" and suggested that Wagonkrumpa should crawl back to Mad Doc and ask him for some new Mekboyz. Thudguts' Kaptins had a good laugh at that.

Wagonkrumpa displayed no emotional reaction whatsoever. He thought on it for a moment, then calmly went back to Drillteef and asked for some new Mekboyz.

Enraged, Mad Doc stomped down to Thudguts' camps where he found several of Wagonkrumpa's disobedient Nobs ready to crack some skulls. The sea of Ork parted as the Doc waded through them towards Thudguts. "Oi, boss!" was all he got out before Mad Doc smashed the Ork's head off with a clean swing of his power klaw.

"Dread 'im!" he ordered the caged Mekboyz before he dragged the Boss's body away. Thudguts' Boyz watched on in horror over the next three hours as their boss's head was integrated with an empty Deff Dread smaller than a Killa Kan! He was enraged when he awoke, but Big Mek Skar 'Ead had cunningly built in a power cut-off for the Dread's legs. No matter how hard he tried, Thudguts couldn't reach anyone to clobber them. They all had a good laugh at that.

Thudguts spent the rest of the campaign in that Dread body, but Mad Doc eventually gave him his body back along with some improved cybernetics. After that, Wagonkrumpa's camps were protected by an electric barricade system, but it wasn't necessary. Threats of death are one thing, but humiliation in front of all is another thing altogether!

Saturday, March 23, 2013

Dakkajets and Warpheads Return to the Tournament

I went to the last local singles tournament before Adepticon tonight. I figured I should go ahead and go back to what has worked in the past, so I brought an 1850 version of my Wing and a Prayer list. Here it is:

Adepticon 014b - A Wing and a Prayer

1 Weirdboy, 85 pts (Warlord; Warphead)

1 Weirdboy, 85 pts (Warphead)

3 Big Gunz, 91 pts (Lobba; Additional Gun Krew; Ammo Runt x2)
. . 6 Gretchin
. . 1 Runtherd

3 Big Gunz, 94 pts (Lobba; Additional Gun Krew; Ammo Runt x3)
. . 6 Gretchin
. . 1 Runtherd

29 Boyz, 235 pts (Shootas; Big Shoota x2)
. . 1 Boyz Nob (Bosspole; Power Klaw; Big Shoota)

29 Boyz, 235 pts (Shootas; Big Shoota x2)
. . 1 Boyz Nob (Bosspole; Power Klaw; Big Shoota)

8 Lootas, 120 pts

8 Lootas, 120 pts

1 Aegis Defence Lines, 70 pts (Comms Relay)

1 Dakkajet, 130 pts (TL Supa Shoota x2)

1 Dakkajet, 130 pts (TL Supa Shoota x2)

1 Dakkajet, 130 pts (TL Supa Shoota x2)

4 Meganobz, 325 pts
. . 1 Battlewagon (Deff Rolla; Red Paint Job; Rokkit Launcha x4; Kannon)

Game 1: Chaos Space Marines
List: 2 Heldrakes, Tzeench Sorcerer with Burning Brand, 2 squads of Thousand Sons in Rhinos, 2 squads of 3 Nurgle Obliterators, and a mob of cultists.
Game: The Relic/Hammer & Anvil
Synopsis: We had a relatively good game. I was able to keep the Boyz spaced out rather well and was able to rush the The Relic and over-run his Thousand Sons. He made the mistake of focusing on one unit of Boyz, which for some armies is a good idea, but it allowed me to assault easily on turn 2 with my other squad. I did suffer from a lot of bad luck on the first two turns, but that was balanced by the fact that his Obliterators didn't make it on the board until Turn 4. I could tell he was disheartened by this, but the game was pretty balanced. There were a few times during this game where I had my models positioned horribly if he did get the Obliterators in. I need to be more careful of my positioning when making consolidate moves.
Result: 6-0 Orks

Game 2: Dark Angels
List: 1 Tac Squad, 1 dakka dread, 3x 5-man deathwing squads, one with a Cyclone and two with Assault Cannons, all with a mixture of other toys, one 6-man squad of Ravenwing with melta, a multimelta attack bike, two Devastator squads with missiles and lascannons, and Azrael behind an Aegis Defense Line with an Icarus Lascannon.
Game: Purge the Alien/Vanguard Strike
Synopsis: I played this game with a buddy from our own local game group.  This game really highlighted the weaknesses of Terminators in combat. When they are stuck in with Boyz, they are almost always going to lose to attrition. Terminators should have a very strong shooting phase before making the assault. Unfortunately, my opponent was under a lot of pressure to get into close combat because of all the shooting I'd brought. The Big Gunz being toughness 7 was also a major factor in this game. I personally would have chosen to attack the troops instead, but I was lobbing a lot of shots behind the defense line with those Lobbas and they truly were a real threat. I learned an important lesson about Meganobz in a battlewagon without Mad Doc. I made the big mistake of not engaging a squad of marines with them. Instead, I tank shocked in order to get closer to my opponent's back lines. The squad, then, blew up the Battlewagon and the explosion pinned the Meganobz, almost costing me some points and could have potentially cost me the game had my shooting gone differently. That Leadership continues to be their major Achiellies' heel and I need to be more cognizant of that in the future.
Result: 6-0 Orks

Game 3: Grey Knights
List: 2 Dreadknights with tellyportas and cheaty flamers, 2 marine squads in Razorbacks with Psibolt ammo, Terminator squad with a myriad of crap, Level 3 Librarian, dakka dread, Vindicaire Assasin
Game: Purge the Alien/Dawn of War
Synopsis: I played this game with another friend. It seems as if every list I make is very weak against monstrous creatures. It's true that most monstrous creatures fall to weight of fire, but the Dreadknight with its 2+ save is very hard for me to whittle down, especially with the shunt move. This game was made worse by the decision I made to clump up at my picket line. I was counting on my opponent not rolling to steal the initiative. This proved to be an unfortunate decision on my part because instead of killing 5 Boyz with the flamer, he killed 13 or so, then removed some more models with the second Dreadknight. He was able to assault and kill my meganobz, then sweep them with ease. That made me sad. It was made worse after zero Dreadknigts were dead when all three Dakkajets arrived and I poured my entire army into them. I was able to kill one in assault, but by then it was too late. The Terminators began to crawl into range and the other Dreadknight was rickrolling through my lines.
Result: 16-4 Grey Knights

I'm not sure what to do about the Dreadknight situation. I wonder how likely I am, really, to face them at Adepticon? I know Tankbustas would be great to handle Daemons, but the Dreadknight's 2+ is bothersome.

This is a good list with some bad match-ups. I think most of the lists I make are like that. I just have to decide which bad match-ups are worse and more prevalent.

I am actually considering adding Tau allies, but I'm not sure where I'd cut to fit them in.

Wednesday, March 20, 2013

Background - Mad Doc Drillteef, D.D.S.

This will be the first in an ongoing (and likely never-ending) series of articles focused on the background of WAAGH! Drillteef.  Each article should be accompanied by a photograph of a character, vehicle, or battle being highlighted.

I can't imagine any other way to start this series off than by presenting to you Mad Doc Drillteef, D.D.S. himself!

About fifty years ago, a Ork named Grubbin emerged from the ranks of brainboyz in WAAGH! Grok (on the Galactic North side of the Eastern Fringe) as a truly talented individual. He wasn’t quite as unstable back then, of course. He was ingenious in his execution of bionik replacement surgery. Wealthy Nobz and even Warbosses from other clans who had joined the WAAGH! paid plenty of teef to subject themselves to Grubbin’s whims. Who in their right minds could pass up over a fifty percent success rate with only a twenty percent mortality rate?

Over time, Grubbin’s averace began to get the better of him. He jealously guarded his collection of teef. He’d spend hours admiring them and sorting them by size, shape, and color. He was so rich that he began to hire bodyguards, his own group of Nobz called the Doc’s Klaws. Grubbin began to research (through trial and error) on how to improve the quality of his customers’ teef.  Many Gretchin gave their lives in the pursuit of these goals.  Also during Grubbin's rise through the brainboy ranks, he became increasingly paranoid of losing his status or being slain in battle.  He began enhancing his performance in battle with combat drugs of all varieties, both looted from Imperial enemies and home-made concoctions.

In time, Grubbin had become quite long-lived thanks to the fact that he was so useful to the bosses, and was wealthy enough to always eat well.  He became quite large and fierce. He began demanding that the Orks in his clan care for their teef in the ways he’d researched. Toof-polishers made from squiggoth hairs and flosses made from squig-guts were required equipment for all. Grubbin soon began collecting fees for his services with a hammer, even in the thick of battle. Fortunately, iron gobs were usually included at no charge. His strangeness was also born from what had become a powerful addiction to all manner of chemical substances.  Grubbin was now a rather habitual abuser of Nitrous Oxide and would often take more pulls from the gas mask during surgery than his patients.

When Grok got wind of the strange behavior coming from the camps surrounding Grubbin, he became enraged. What right did this upstart brainboy have fuddling his boyz’ brains with matters of hygene? It was downright un-orky, it was! What's more, a messenger Grot informed him that some of Grok's underbosses had gone missing near Grubbin's camps.

Grok himself, accompanied by his biggest Nobz, visited Grubbin’s camps where he found three minor Warbosses had been killed that very day, their teef knocked out of their heads.

Grok stomped towards Grubbin’s hut and found him standing outside talking jovially with one of Grok's underbosses, Wagonkrumpa.  By this time, Grubbin was a hulking Ork fitted with the most advanced teknology including a dead-killy drill fit for a Deff Dread where his left hand used to be. There was a mad look in the Grubbin's eyes. Surrounding him were almost thirty nasty-looking Nobz and three Painboy assistants, all grinning with pearly-white teef and bionik implants.  Grubbin took a long, delighted, breath from a face mask attached to a Nitrous tank he had strapped to his back.  "'Ey, boss.  Howz fings?"

The battle was decisive. The Nobz who Grubbin lost in the fight were replaced by the smart Nobz on the other side who turned against their boss when the fighting went bad. In the end, hundreds of boyz watched on with delight as Grubbin drilled into Grok’s quickly-widening eyesocket.  The Doc cackled with glee  as Bone, blood, and meat sprayed. He earned not only the respect of Wagonkrumpa and the rest of the underbosses that day, but also a new name: Mad Doc Drillteef.  The WAAGH! became his!

Today, the WAAGH! has spread mainly in the sparse stars between two spiral arms near the Ultima Segmentum in the Eastern Fringe. The wide variety of opponents (and teef!) is appealing to the still-gathering WAAGH! Their momentum is being fueled by conflict mainly with the Blood Angels Beakies, Ultramarines, and Chaos forces. Although Drillteef has had skirmishes with the Fish’eads, the WAAGH! generally gives the Tau a wide berth. It is whispered that the Tau have negotiated a deal with Drillteef, promising him teef he would otherwise be unable to collect. Judging by the Mad Doc’s previous weird behavior, this is probably likely.

WAAGH! Drillteef has been marching to the galactic south, threatening Ultramar and various hive fleets by a few hundred lightyears. Although this is too close for comfort, the Ultramarines and Tyranids have bigger fish to fry, namely each other.

Tuesday, March 19, 2013


In my recent games, I've been having trouble with units which completely overpower 20 boyz in combat.  These are units with 2+ saves and the ability to single out the Power Klaw with challenges and either destroy him before he gets to swing or force him to watch on while the rest of the boyz swing uselessly in the combat.  

I am beginning to feel as if I need to go back to a larger unit of Meganobz with Mad Doc in it.  This is extremely expensive, but to be honest, there doesn't seem to be any recourse.  While it's true that Monstrous Creatures, Terminators, and Wraithguard can be taken down with mass firing, multiple units like this on the field have a tendency to make it into combat regardless.  The amount of shooting required to actually deal with this many units is to go more heavily into shooting than I'm willing to.

Let's look at my conundrum for a moment, and explore why I don't like the idea of going with a pure shooting Ork list.  In an 1850 list, 3 squads of 10 Lootaz, an Aegis, and three Dakkajets are 890 points.  At that point, it's almost a requirement to add the Comms Relay for a total of 910 points.

There's not a lot left after that.   Going this far with the Lootaz and the Dakkajets force my hand with other units. For example, the Lootaz really are very fragile against Torrent weapons.  Very fragile.  Boyz and Gretchin need to be taken in order to create 18" of padding so that Heldrakes can't touch the Lootaz.  This means blobs.  Additionally, two Warpheads are almost an auto-take at this point in order to get the full effectiveness out of the Dakkajets because, let's be honest, if they aren't working at peak efficiency to whittle the enemy down when they reach my lines, I'm a deadman.

So with support personnel including 90 shoota boyz (each with a bosspole nob and 3 big shootas for a total of 630 points) and 2 Warpheads, we're looking at a 1710 point list.

This begs the question, with 140 points left to spend on offensive elements, can I hope to win a game against a more advanced opponent?  I have very little ability in this list to go after units which are hiding behind terrain or clear off scoring units on the other side of the board.  I have to hope that I can blow units off the board with shooting rather than relying on assault to completely delete units or at least be in position to contest.  This is a really iffy prospect for sure. I think this list is completed by adding two units of Lobbas in the hopes that they'd be enough to strike at hidden units and clear out that one or two models left at the end of the game.  Additionally, I'd use the Warpheads to re-roll for 'Ere We Go and deepstrike behind enemy lines.

This list did work at the beginning of 6th edition, and it pulls flyers right out of the sky, but people are taking a lot more monstrous creatures and 2+ armor these days and even that weight of fire is extremely unreliable. People are also beginning to take Land Raiders and this list has absolutely zero things that can deal with that. Literally zero.

Which is what brings me to the Megastar.  It's Mad Doc with 9x Meganobz, Cybork Bodies, and a Battlewagon with Red, Ram, and a Big Shoota.  This unit is 670 points.  Let me break down the rationalization for this unit.

First of all the unit is durable.  It features the 2+ save, which is king.  There is a lot of plasma out there today, but the invulnerable save and feel no pain will protect them.  The Battlewagon is pretty much required or else there is no way this unit makes it into combat.  Mad Doc is an odd choice at face value, but there's one Achilles' heel of all Nob units and that's leadership.  It's even worse for Meganobz due to the fact that they can't take a bosspole. Mad Doc will make them fearless.

Why so many? Well, there are three distinct reasons for this.  The unit needs to be able to make it into combat with at least five meganobz alive regardless of enemy shooting.  Eight 2+/5++/5+ ablative wounds should make this possible.  Also, the unit should be able to survive the first assault and then move on to a second one.  Another important factor is that such an expensive unit should be able to assault and kill either a) another hammer unit or b) multiple regular units.

The large number of meganobz also means I might be able to actually surround a land raider and destroy the unit inside when I assault.

There are quite a few negatives to this unit.

The first problem is that Mad Doc is one scalpel short of a medpack to be sure!  This list, in a way, plays me as much as I play it.  Positioning is key.  Placing Megastar on one side of the board allows me to methodically work through an opponent's lines from one side to the other.  They'll have to commit units to a flank in order to draw Mad Doc away from the bulk of their army.  If I position Mad Doc in the center, then my opponent can more easily bait Doc away and, additionally the Battlewagon becomes much more vulnerable to enemy fire.  However, with a central deployment, the Megastar is more likely to crash into multiple units.  In the past, central deployment has worked out better.

The second problem is the reliance on the battlewagon as a delivery system.  Of course, there's very little choice here in an Ork list.  You're either getting them into assault via battlewagon or you're walking, so there's no sense in lamenting this.  However, the big issue with relying on a huge hammer unit like Megastar is that you absolutely must make it into the enemy and eliminate their key units or you've wasted hundreds of points.  What do I do if the battlewagon is destroyed?  Slog across the battlefield?  Or do I add a second or even a third battlewagon to the list in order to ensure their delivery in turn 2?  I think the answer is clear.

Of course, there are the old issues with running a big hammer unit like this.  You run the risk of the unit being stranded and shot to death before they can do anything.  You also risk facing the perfect unit designed to defeat your deathstar.  In my case there are a plethora of instant-death monstrous creatures that will eliminate Megastar with ease and there's little I can do to avoid my opponent taking advantage of the unit's weaknesses thanks to Mad Doc's compulsory movement.

So, just like the shooty list forces my hand with more shooting, the Megastar list forces my hand with more assaulting.  Indeed, even if I weren't looking at the Megastar and were, instead, going with Boyz and Burnas, it's still extremely important that at least two battlewagons are mobile on turn 2.  The only way to ensure this is not a Kustom Forcefield anymore as it is now a 5+ cover save... it's more Battlewagons.  Battlewagons full of efficient scoring units that are also very good offensively.  Of course that means Shoota Boyz.

Two Battlewagons, each with 20 shoota boyz (including a nob with bosspole and two big shootas) is 500 points.  That puts our megastar list at 1170 points.  That's actually rather respectable considering we have 63 wounds sitting in three 14/12/10 vehicles right now.  Even if two battlewagons die, if I put Megastar in between the other two, the Boyz can get out of the one surviving Battlewagon, Megastar can get in, and zoom forward while the Boyz fall back to camp objectives.

The question is, what do I do next?  Do I put a KFF Big Mek in with a boyz squad so the Battlewagons get a cover save (as well as the boyz inside when the vehicle explodes)?  Do I take a Mega Armored Warboss to absorb wounds for a squad of boyz when their vehicle explodes and to be a more reliable Warlord who makes the Megastar scoring?  Do I then fill out the rest of the list with Dakkajets?

A Mega Armored Warboss with Bosspole and Cybork Body and three Dakkajets is 500 points on the money which puts our list at 1670.  I have a problem with three Dakkajets in this list and that's the fact that we haven't picked up an Aegis with Comms yet and we don't have any Weirdboyz.  With the prevalence of Runes of Warding and Tyranids, I guess the latter shouldn't really bother me anyways.  But the Dakkajets really make their mark when they alphastrike to the tune of 18 shots each and not having them come in all at once is actually pretty bad when you consider they are AV10 and one is probably going to die before it gets to shoot thanks to Interceptor.  So, an Aegis with Comms is 1740 leaving us with 110 to play with which probably has to be a small squad of Lootaz, a power klaw for one of the boyz units, and a few bibs and bobs for Megastar's Battlewagon.  It might be a good idea to drop one of the Meganobz in favor of a 10-man unit of Grots for backfield scoring.

That is NOT a lot of models and Dark Eldar totally wreck them.  However, I'm rather used to Dark Eldar wrecking me, so that may be a moot point.

What do you think?  Can you think of something better to do with the 680 points remaining rather than the Dakkajets and comms relay?  Would a couple more Battlewagons be better?  I'm not sure because when battlewagons explode, boyz just die these days.  It's a bit of a conundrum.

Friday, March 15, 2013

Forgeworld Biker Boss Complete

Well, he came out pretty good. Again, I don't have a name for him yet.  I'm really liking this unit right now, so that's why I moved this up in the queue.  This bike is from Forgeword for about $60.  Well worth it. The detail is exquisite. This took me a great deal of time to paint.

Looks like I didn't pay enough attention to the mould line on the kombi skorcha. Oh well.

Monday, March 11, 2013

1850 is Hard

I played a good game with a buddy in our local game group tonight.   It did really well against his mixed Dark Angels list with a Dev squad with missiles, a Lascannon Predator, two Tac Squads with lascannons, 10 Deathwing (TH/SS, lightning claws, cyclone, chain fist, and assault cannon), Sammel, an attack bike, and a bunch of bike squads.  He took a lot of melta and he kind of rolled for shit, so I'm not sure really what to take home from the game.  I know the game would've been a far sight more difficult if he'd rolled better, but I also know my overall play was also not bad.

Here's my list:

Adepticon 0016

1 Mad Doc Drillteef, D.D.S., 160 pts
5 Meganobz, 330 pts (Count as Troop Troops; Cybork Body)
   1 Battlewagon (The Fat Pig) (Red Paint Job; Reinforced Ram; Big Shoota x1)

19 'Ard Boyz, 240 pts
   1 'Ard Boyz Nob (Bosspole; Power Klaw)
1 Battlewagon (Orktimus Prime), 105 pts (Red Paint Job; Reinforced Ram; Big Shoota x1)

1 Warboss, 135 pts (Bosspole; Warbike; Power Klaw; Shoota/Skorcha Kombi-weapon) (Warlord)
29 Boyz, 235 pts (Shootas; Big Shoota x2)
   1 Boyz Nob (Bosspole; Power Klaw; Big Shoota)

12 Gretchin, 46 pts
   1 Runtherd

1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)
1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

5 Lootas, 75 pts
5 Lootas, 75 pts

3 Big Gunz, 94 pts (Lobba; Additional Gun Krew; Ammo Runt x3)
   6 Gretchin
   1 Runtherd
3 Big Gunz, 94 pts (Lobba; Additional Gun Krew; Ammo Runt x3)
   6 Gretchin
   1 Runtherd


I've been working on some deployments and I have found that even against veteran players, if I scoot my battlewagons forward and to one side, they will turn their vehicles to face me even if they have turrets.  I'm not sure if this behavior comes from either being used to other vehicles actually having some kind of shooting ability or from past editions when a turret could get locked into one position(?).  At any rate, it seems to work every time and when the Dakkajets come screaming in, they're getting side shots on said vehicles.

Leaving the 30 Boyz in reserve along with the Warboss in Vanguard Strike seems to be a good gambit (even though tonight I rolled for crap when I came on).  I've seen countless opponents make the mistake of skirting too close to my board edge in 6th (and also in the table corners deployment in 5th edition) and shoota boyz can certainly take advantage of this oversight while taking a distant objective.

Winning List Elements:

The Warboss on Bike keeps on over-performing in comparison to my expectations.  The fact that he can basically add another 5 to 6 inches of movement to a squad of boyz is simply priceless.  I make moves and charges I would otherwise never be able to accomplish. The fact that he's a Strength 10, Toughess 6 monstrosity who comes with a built-in 4+ cover save for 135-140 points is just icing on the cake.

The Lobbas killed quite a bit.  My opponent was forced to target my more dangerous units with his deepstriking Terminators for fear of suffering a counter-assault.  For this reason, the Lobbas actually survived until the end of the game.  I think the Lobbas need to stay in my list, especially if I am bringing Dakkajets; they're the sure way of deleting a unit holding a Quad Gun in turn 1 (or at least Fuegan or Telion).

Possible Replacements:

I discussed the list with my opponent who was pretty big on the tournament scene back in 5th and knows my book almost as well as I do.  He feels that Mad Doc is my weak point. I agree. I've known this for some time, but I really feel like he's The Man in my army. Without him I really don't have as much character.  I really feel weird about losing him in the list.  If I did this, I might drop the Meganobz down to a unit of 4, put them in a Trukk, and use Kommandos and Snikrot to put burnas in my opponent's butthole.

I also feel like I could conserve some serious points and add a third unit of Lobbas if I could ditch the Battlewagon and 'Eavy Armor on the boyz squad, and also add 10 more boyz and switch to shootas in that squad.

That would leave zero battlewagons to "do the dance" with and bait enemy units, something I feel I'm good at.  It's tough to dominate the movement phase when all of your models only move six inches.

The Lootas also feel like a liability because they're so small.  Having said that, they are amazing at drawing fire away from my Troops choices, especially since there are two units and that can be very frustrating a hypothetical opponent who brings a more "elite" list.  Historically, hunkering down in area terrain for a 3+ save is pretty good at keeping them from taking that dreaded 2 wounds per turn (even though it didn't really work tonight).

If I enact all those changes, then I'm basically slogging around along the flanks and probably getting my troops blown apart thanks to Perfect Timing, Prescience, Fortune, and Doom in a lot of games.  I guess if I did do that, it's fortunate that the "Out of Range" FAQ will be in place for the tournament.

I dunno. I really have to finalize this list soon.  Adepticon is only a month away!

Saturday, March 2, 2013


I honestly don't want to know how many hours it took me to finish these.  I've now got three squads of thirty and one squad of twenty Grots.  I already had ten of each of the yellow, red, and orange Grots.  These had suffered a rather catastrophic frosting incident involving Games Workshop's terrible Purity Seal product and I did get a chance to fix that a little bit, though the gun barrels and some of the flock is still sub-par.

I also got an opportunity to paint the Warboss a good friend of mine gave me from his last tournament winnings.  I've always wanted a warboss model to represent the "All the Attacks" build with Attack Squig and little else.  SEVEN attacks on the charge at Strength 6?  Sure! I'd try that! 

I haven't decided on a name for him yet, however.

My Process:

Basecoat with Valspar Labrador Brown

Drybrush with Boltgun/Leadbelcher, heavy on metal areas, light on other areas.

Basecoats.  I mainly use Apple Barrel paints.

Dark brown wash, then highlights.

Basing.  My orks use a heavy amount reddish brown/wood glue mix dipped in sand, then decorated with stones and a bit of flock.  The world is meant to be one where there is a great deal of rain but also a lot of solar activity so it's muddy, but dries quickly.