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Posted: Sun Aug 24, 2008 10:41 am
Grotzooka! Any suggestions on how to best make something like that and stick it to the side of a Killa Kan? I got my first Kan yesterday and while "Stompie" has a Skorcha I'd like to have another Kan ("Scrappy") with a Grotzooka. So any wacky suggestions on how to best recreate an oversized scrap-launching shotgun would be much appreciated.
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Posted: Sun Aug 24, 2008 11:53 am
I would use plasticard tubes to make a barrel-thingy with lotsa plates and rivets, and throw in some "scrap" into it, much like the leadbelcher cannons to Ogre Kingdoms, or using those short barrelled cannons and nail them onto the kanz, and add rivets and plates from plasticard onto them~
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Posted: Wed Aug 27, 2008 2:24 pm
This list is for fun games, nothing serious. Not everything is present as of now, but with Black Reach everything should be in order. I'm mainly going with this stuff because my brother likes the look of them and because I'm having a blast building and converting the actual models.
HQ. Warboss - power klaw, bosspole and 'eavy armour
Big Mek - 'eavy armour, bosspole and shokk attack gun
Elites. Nobs (8 ) - all have 'eavy armour and a big choppa
Tankbustas (5) - Nob, tankhammer and bomb squigs (2)
Burnas (5) - mek
Troops. Slugga boys (30) - Nob w. power klaw and bosspole, big shootas (3)
Shoota boys (20) - Nob w. power klaw and bosspole, big shootas (2)
'Ard Boyz (12) - Nob w. power klaw, twin-linked shoota and bosspole, rokkit launcher
Trukk - red paint job, wrecking ball ('Ard Boyz)
Trukk - red paint job, reinforced ram (Nobs)
Fast Attack. Warbikers (5) - Nob w. big choppa and bosspole
Deffkoptas (3) - twin-linked rokkit launchers
Heavy Support. Looted Wagon - Boomgun, big shoota, armour plates (based on Basilisk)
Killa Kan - Skorcha, armour plates, Grot riggers
Grand total: 1.750 pts
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Posted: Wed Aug 27, 2008 11:50 pm
If I were you I would split up the Deffkoptas into 2 units, one unit consisting of a lone kopta while the other two join up together.
The reason is that if 2 koptas die and you flee you won't be able to regroup, and if the one with 2 koptas flee it's still 50% and they can regroup.
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Posted: Thu Aug 28, 2008 12:43 pm
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Posted: Thu Aug 28, 2008 1:01 pm
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Posted: Fri Aug 29, 2008 2:26 pm
After some thought and revision I've decided to go for more troops now:
HQ. Warboss - power klaw, bosspole and 'eavy armour
Big Mek - 'eavy armour, bosspole and shokk attack gun
Elites. Nobs (8 ) - all have 'eavy armour and a big choppa
Tankbustas (5) - Nob, tankhammer and bomb squigs (2)
Burnas (5) - mek
Troops. Slugga boys (25) - Nob w. power klaw and bosspole, big shootas (2)
Shoota boys (20) - Nob w. power klaw and bosspole, big shootas (2)
'Ard Boyz (12) - Nob w. power klaw, twin-linked shoota and bosspole, rokkit launcher
Slugga boys (12) – Nob w. power klaw and bosspole, big shoota
Trukk - red paint job, wrecking ball ('Ard Boyz)
Trukk - red paint job, reinforced ram (Nobs)
Fast Attack. Warbikers (5) - Nob w. big choppa and bosspole
Deffkoptas (3) - twin-linked rokkit launchers
Heavy Support. Looted Wagon – 'ard case, big shoota, armour plates (based on Rhino)
Killa Kan - Skorcha, armour plates, Grot riggers
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Posted: Sun Aug 31, 2008 2:18 am
I don't see the reason of the Nob in your tankbusta mob since he doesn't fill up any role without equipment.
Either you remove the points of him and use the model as an oversized boy and get your warboss a proppa cybork body, or you get points loose to give him a bosspole, which will be needed for you regarding the flee-rate of them, and the number of the unit is quite small-ish, me myself take minimum 8 of them to make sure they survive long enough to bust a tank or two instead of just filling up points.
I find the same for the Burnas, to be effective and able to survive they need to be atleast 10 man strong, 5 boyz easily die, and if I were you I'd skip the KMB on the mekboy and throw in a big shoota or rokkit launcha on him since they do better work, unless you go for what's cool of course, since KMB's are the coolest MEK weapons. ;o
And I think the big choppas on the nobz are a bit overdone... Have you really converted 8 nobz to have big choppas? o 3o;;;
2 big choppas would do the job, and get a power klaw for Gork's sake Brookman! YOU KNOW YOU NEED THEM TO BUST THE ENEMY UP! ;0
Also I don't see the point of paying for a bosspole for the Big Mek, I bet you use the SAG model, but paying for the bosspole he have when all your units already have bosspoles is waste of points, seeing that there's no real good unit for him to join (if you ask me the only good unit for a SAG Mek to join is lootas, giving them extreme potentional of killing enemies).
Yeah... That's the critics I can come with... :B
NOW to the comments! HURRAH!
I like the use of many troops, holding objectives shouldn't be a real problem for you at all.
5 Warbikers is a good unit size, but with the big choppa in the unit instead of a klaw it feels less dangerous, but it still have potentional against smaller units and weak tanks.
YEY FOR DEFFKOPTAS! Need I say more?
And I like the looted Wagon, much like the one I got myself apart from that mine also have grot riggers, usually helps me.
And thank god that you didn't field a team of killa kanz, in teams riggers are worthless! They're the only think keeping a kan alive, but with GW ruining them in 5th edition... -muttermuttermutter-
A question though, how does your 'Ard Boy nob get to use a twinlinked shoota? They're not available for nobz anymore apart from units of nobz.
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Posted: Sun Aug 31, 2008 7:58 am
Shinobi_8745 I don't see the reason of the Nob in your tankbusta mob since he doesn't fill up any role without equipment. Either you remove the points of him and use the model as an oversized boy and get your warboss a proppa cybork body, or you get points loose to give him a bosspole, which will be needed for you regarding the flee-rate of them, and the number of the unit is quite small-ish, me myself take minimum 8 of them to make sure they survive long enough to bust a tank or two instead of just filling up points. I've mounted the model onto a 40mm base, so it will be kinda hard to make him look and feel like one of the Boyz. I might give him a bosspole upgrade represented through the Imperial Guard tank commander greatcoat that he wears. I might get or build more tank busters at a later date, right now we've got to make do with the models we have at hand. Quote: I find the same for the Burnas, to be effective and able to survive they need to be atleast 10 man strong, 5 boyz easily die, and if I were you I'd skip the KMB on the mekboy and throw in a big shoota or rokkit launcha on him since they do better work, unless you go for what's cool of course, since KMB's are the coolest MEK weapons. ;o Part coolness, part "because we can" that the squad is this small and that the Mek has a KMB. Again, I might get another boxed set of Burnas later this year. Quote: And I think the big choppas on the nobz are a bit overdone... Have you really converted 8 nobz to have big choppas? o 3o;;; 2 big choppas would do the job, and get a power klaw for Gork's sake Brookman! YOU KNOW YOU NEED THEM TO BUST THE ENEMY UP! ;0 The Nobs in Black Reach come with suitable choppas with wiring that seem like good big choppas to me. I might upgrade the unit properly once the new plastic nobs are released next year. Quote: Also I don't see the point of paying for a bosspole for the Big Mek, I bet you use the SAG model, but paying for the bosspole he have when all your units already have bosspoles is waste of points, seeing that there's no real good unit for him to join (if you ask me the only good unit for a SAG Mek to join is lootas, giving them extreme potentional of killing enemies). Duly noted, it will be removed. And I don't have the parts for lootas at the moment, maybe later this year when I get another box of burnas along with a regular box of boys so I can combine both kits and get the most of them. Quote: Yeah... That's the critics I can come with... :B NOW to the comments! HURRAH! Thank you for the honest feedback. Quote: I like the use of many troops, holding objectives shouldn't be a real problem for you at all. 5 Warbikers is a good unit size, but with the big choppa in the unit instead of a klaw it feels less dangerous, but it still have potentional against smaller units and weak tanks. The Biker big choppa is a nice piece of plastic and I wanted to use it badly, so it's in for now. I might make a power klaw wielding nob later, but for now the big choppa works like a charm. Quote: YEY FOR DEFFKOPTAS! Need I say more? What about buzzsaws? Are they worth the risk? Quote: And I like the looted Wagon, much like the one I got myself apart from that mine also have grot riggers, usually helps me. I'm using a regular Rhino until I can order one from FW. Might give it armour plates in bigger point games, or drop it for the upcoming battle wagon kit instead. Quote: And thank god that you didn't field a team of killa kanz, in teams riggers are worthless! They're the only think keeping a kan alive, but with GW ruining them in 5th edition... -muttermuttermutter- I only have one Kan at the moment, though I plan on getting at least two more sometime soon (one Grotzooka and one big shoota) Quote: A question though, how does your 'Ard Boy nob get to use a twinlinked shoota? They're not available for nobz anymore apart from units of nobz. My bad, this nob will be swapped with a Nob from the Nob squad and that one will trade places with the Nob from the shoota mob.
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Posted: Sun Aug 31, 2008 8:45 am
But the wires doesn't make it big choppas, but lengthening the handles would do the job.
About the buzzsaws, they're not THAT good, I mean, Str6? It's overpriced, but yet they're cool, if you're interested in using them I know a good simple way to convert some, you just use lengthened chainchoppas or sentinel close combat arms, if you want the saws you should use 1 only in a unit of 3, and 2 in a unit of 5.
When you get more kanz just remove the riggers unless you plan to field sepparate kanz, refering to that if a vehicle in a squadron becomes immobalized it counts as destroyed directly.
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Posted: Sun Aug 31, 2008 9:01 am
Hmm, so painting the rotors of deffkoptas red isn't an option after all then sweatdrop
Extra Kans, burnas and maybe lootas might be additions for when the list gets bumped to 2.000 pts. More boys is also on the list as I feel that the army really needs more of them to be truly orky.
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Posted: Sun Aug 31, 2008 11:45 pm
Well of course painting the rotors won't do it, they're fragile, as they can use the rotors in apocalypse to get D6+1A I think (taking a wound when rolling 1 since they go too close to the ground).
But if you paint the rotors red they will spin fasta' though. wink
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Posted: Mon Sep 01, 2008 11:53 am
Shinobi_8745 Well of course painting the rotors won't do it, they're fragile, as they can use the rotors in apocalypse to get D6+1A I think (taking a wound when rolling 1 since they go too close to the ground). But if you paint the rotors red they will spin fasta' though. wink
Once again, that creates some hilarious mental imagery. Gotta love the Orks for that business.
Alright. I'm working on this for the upcoming Vassal Campaign, and I'm building a special Ork Character/Unit. What's the opinion on a Mek Deffdread? Specifically, I'm creating a DeffMek character that'd have a S.A.G.
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Posted: Mon Sep 01, 2008 12:07 pm
I'd stay away from the SAG if I were you... WAY TOO BS! I mean... it would be a WALKING DEATH MACHINE! Not that it's bad, but HIGHLY overpowered thinking of how good the SAG is.
Why not fit it with Kostum Mega Blastas instead?
But I'm also against the Mek Deffdread idea to be honest, feels non-fluffy since no Mek would be in a deffdread, he'd loose his meaning of life, so why not just pick a Big Deffdread from the apocalypse book? In other words a normal Deffdread with a KFF, could be the Mek's favourite creation. pirate
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Posted: Mon Sep 01, 2008 12:14 pm
That'd work. My thought was that the Mek had figured out that he needed an " 'arder case ta smash dem hoomies." Alright. My other thought on it is possibly something akin to the Throne of Judgment, or maybe even like the Adamantium Giant from Codex: Adeptus Mechanicus.
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