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Tuesday, June 14, 2011

Army List Week - Battlewagon Tuesday

Today's list comes features a fully armed and operational Battlewagon.  I also took only the Big Mek as my HQ unit, and lots of Boyz.

As always, opinions are always welcome.




Current Army
Point Total: 1500
-= Units =-

Big Mek (1)

Points

WS

BS

S

T

W

I

A

Ld

Sv

35

4

2

4

4

2

3

3

8

6+
Slugga or Shoota, Choppa, Mek's Tools, IC, Furious Charge, Mob Rule, Waaagh!, Allows Deff Dread to be taken as troops choice.

5
50
» Shoota/skorcha kombi-weapon
» Kustom Force Field
Ork Boyz (26)

Points

WS

BS

S

T

W

I

A

Ld

Sv

156

4

2

3

4

1

2

2

7

6+
Slugga, Choppa, Furious Charge, Mob Rule, Waaagh!

10
15
» to Nob
» Big Shoota (3)
Ork Boyz (26)

Points

WS

BS

S

T

W

I

A

Ld

Sv

156

4

2

3

4

1

2

2

7

6+
Slugga, Choppa, Furious Charge, Mob Rule, Waaagh!

10
10
10
» to Nob (1)
» Rokkit Launcha (1)
» Big Shoota (2)
Storm Boyz (5)

Points

WS

BS

S

T

W

I

A

Ld

Sv

60

4

2

3

4

1

2

2

7

6+
Jump Infantry, Slugga, Choppa, Rokkit pack, Stikkbombz, Furious Charge, Mob Rule

85
» Boss Zagstruk
Deffkoptas (3)

Points

WS

BS

S

T

W

I

A

Ld

Sv

105

4

2

3

4(5)

2

2

2

7

4+
Jetbikes, Choppa, Twin-linked, Furious Charge, Mob Rule, Scouts, Hit and Run

15
75
» Kustom mega-blasta (3)
» Buzzsaw (3)
Deff Dread

Points

WS

BS

S

FA

SA

RA

I

A

75

4

2

5

12

12

10

2

3
Vehicle (walker), 2 Dreadnought CCW (each additional CCW gives +1 Attack)

15
5
» Kustom mega-blasta
» Skorcha
Battlewagon

Points

WS

BS

S

FA

SA

RA

I

A

90


2


14

12

10


Tank, Open-topped, May transport 20 models(12 if there is a killkannon)

5
5
10
5
10
5
20
» red paint job
» stikkbomb chukka
» armour plates
» boarding plank
» wreckin' ball
» Grabbin' klaw
» deff rolla
Big Gunz (3)

Points

WS

BS

S

T

W

I

A

Ld

Sv

60

2

3

2

2

1

2

1

5

-
Artillery, 2 Grot krew/gun

30
» zzap gun (3)
Nobz (4)

Points

WS

BS

S

T

W

I

A

Ld

Sv

80

4

2

4

4

2

3

3

7

6+
Slugga, Choppa, Furious Charge, Mob Rule, Waaagh!

100
3
» power klaw (4)
» Ammo Runt
Ork Boyz (10)

Points

WS

BS

S

T

W

I

A

Ld

Sv

60

4

2

3

4

1

2

2

7

6+
Slugga, Choppa, Furious Charge, Mob Rule, Waaagh!

10
40
» Stikkbombz (10)
» to 'Ard Boyz (10)
Trukk

Points

WS

BS

S

FA

SA

RA

I

A

35

-

2

-

10

10

10

-

-
Dedicated Transport, Fast, Open-topped, Big Shoota, Ramshackle(p41 C:O), Transports 12 models( mega armor count a 2 models)

5
5
10
5
10
5
» red paint job
» stikkbomb chukka
» armour plates
» boarding plank
» wreckin' ball
» reinforced ram

-= Upgrades =-


Shoota/skorcha kombi-weapon

Points

Rng

S

AP

Type

5

18/Temp

4/5

6/4

Assault 2/1
Can only shoot skorcha once per battle
Kustom Force Field

Points

WS

BS

S

T

W

I

A

Ld

Sv

50









Gives units within 6" 5+ cover save, vehicles within 6" count as obscured
to Nob

Points

WS

BS

S

T

W

I

A

Ld

Sv

10

4

2

4

4

2

3

3

7

6+
One per Squad.
Big Shoota

Points

Rng

S

AP

Type

5

36"

5

5

Assault 3
One special weapon for every ten orks
Rokkit Launcha

Points

Rng

S

AP

Type

10

24"

8

3

Assault1
One special weapon for every ten orks
Boss Zagstruk

Points

WS

BS

S

T

W

I

A

Ld

Sv

85

5

2

4

4

2

3

4

9

4+
Stormboy Rokkit Pack, Stikkbombz, Cybork Body, Choppa, Slugga, Mob Rule, Furious Charge, Waaagh!, Swoop Attack(Must Deep Strike, but can assault from Deep Strike. If Assaulting, D3 Stormboyz are rmoved as crash casualties). Violent Temper (Autopass moral check by killing of a model)
Kustom mega-blasta

Points

Rng

S

AP

Type

5

24

8

2

Heavy 1
Gets Hot!
Buzzsaw

Points

Rng

S

AP

Type

25

-

x2

Pwr

CCW
Power klaw/fist
Kustom mega-blasta

Points

Rng

S

AP

Type

15

24

8

2

Heavy 1
Gets Hot!
Skorcha

Points

Rng

S

AP

Type

5

Temp

5

4

Assault 1
red paint job

Points

WS

BS

S

FA

SA

RA

I

A

5








+1 to movement without penalties
stikkbomb chukka

Points

WS

BS

S

FA

SA

RA

I

A

5








Gives frag grenades to assaulting troops leaving a vehicle with this upgrade
armour plates

Points

WS

BS

S

FA

SA

RA

I

A

10








"Crew Stunned" results count as "Crew Shaken"
boarding plank

Points

WS

BS

S

FA

SA

RA

I

A

5








Allows a single ork onboard to make its close combat attacks against an enemy vehicle within 2"(exactly as if the the ork were to disembark and assault). Only availibe if neither vehicle moved more than 12"
wreckin' ball

Points

WS

BS

S

FA

SA

RA

I

A

10








A vehicle with a wreckin' ball causes a Strength 9 hit upon one unengaged enemy unit within 2" of the wreckin' ball at teh beginnin of the assault phase on the roll of 4+. May not be used if the vehicle moved more than 12".
Grabbin' klaw

Points

Rng

S

AP

Type

5




On a roll of 4+ during enemy movement phase, enemy vehicle within 2" of grabbin' klaw may not move this turn.
deff rolla

Points

WS

BS

S

FA

SA

RA

I

A

20








May reroll Dangerous Terrain tests. Any Tank Shocked unit takes D6 S10 hits. If Death or Glory attack, then the unit takes a further D6 S10 hits in addition to the usual effects. May not take reinforced ram.
zzap gun

Points

Rng

S

AP

Type

10

36

2D6

2

Heavy 1
power klaw

Points

Rng

S

AP

Type

25

-

x2

-

CCW
Initiative 1, power weapon
Ammo Runt

Points

WS

BS

S

T

W

I

A

Ld

Sv

3

-1








Reroll one "To Hit" roll once per game.
Stikkbombz

Points

Rng

S

AP

Type

1




frag grenade, entire squad must take
to 'Ard Boyz

Points

WS

BS

S

T

W

I

A

Ld

Sv

4

4

2

3

4

1

2

2

7

4+
One mob per army may upgrade to 'Ard Boyz. Heavy Armor.
red paint job

Points

WS

BS

S

FA

SA

RA

I

A

5








+1 to movement without penalties
stikkbomb chukka

Points

WS

BS

S

FA

SA

RA

I

A

5








Gives frag grenades to assaulting troops leaving a vehicle with this upgrade
armour plates

Points

WS

BS

S

FA

SA

RA

I

A

10








"Crew Stunned" results count as "Crew Shaken"
boarding plank

Points

WS

BS

S

FA

SA

RA

I

A

5








Allows a single ork onboard to make its close combat attacks against an enemy vehicle within 2"(exactly as if the the ork were to disembark and assault). Only availibe if neither vehicle moved more than 12"
wreckin' ball

Points

WS

BS

S

FA

SA

RA

I

A

10








A vehicle with a wreckin' ball causes a Strength 9 hit upon one unengaged enemy unit within 2" of the wreckin' ball at teh beginnin of the assault phase on the roll of 4+. May not be used if the vehicle moved more than 12".
reinforced ram

Points

WS

BS

S

FA

SA

RA

I

A

5








Front armor is treated as +2 during a tank shock. May also reroll dangerous terrain tests.

2 comments:

  1. I think it's safe to say none of these lists will top the greater good. Tau'Va!

    ReplyDelete
  2. Well, I think it's safe to say they can top the greater good. I'm not sure they can top whatever carnal pact you have made with the dice gods. Seriously as long as your bearing down and letting them do...things...to you, then I have no chance.

    ReplyDelete