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Old 25 Mar 2010, 12:35   #9 (permalink)
Thor{DoH}
Shas'El
 
Join Date: Dec 2006
Posts: 2,645
Default Re: Experimental List

Big shoota in Boyz units I swing either way on. That being said, look at it this way. I lose one attack on the charge but I gain 3 shots on the charge in. Odds are that 1 in 3 shots will hit and then I need 3's to wound most things and they'll get an armor save. Compare that to the extra attack which may land the hit but then needs 4's to wound most anything and they get armor saves. I'm not really losing out and am gaining a 36" range gun which can come in handy when you lose your ride. Sure, not going to alter the course of the game or anything, granted.

The Trukks don't have armor plates because of cost. For me putting reinforced rams on Trukks is mandatory, all my Trukks have them, and I've grown to love the boarding plank on any Trukk that has a PK wielding Nob in it. That's already a 45pt Trukk and plates would put it at 55pts. So, I rely on the KFF to keep them moving. My first turn is typically an 18" move anyway, so if I get stunned I can typically bail out, move, possibly call a Waaagh!, and be in charge range anyway.

Big Mek rides and sits in his ride. I give him the 'eavy armor because it's cheap and since he stays in the vehicle people shoot it down. When he has to take that explosion hit he has a 4+ to keep him going. There is the odd time I throw into a combat too, usually when things are looking bleak for me.

Plates on the Wagon were mostly because I had points and if it can't shoot then at least I can move it, which means I could tank shock or ram, or just hide the thing. Big shoota for two reasons. One so I have a weapon in case I lose the boomgun. Yeah, it won't make it points back without the boomgun but that doesn't meant I can't still chip away at something either. It's an inexpensive weapon. Two, it gets targeted a lot and having two guns means it's harder to outright remove, IE: weapon destroyed and immobilized results stacking.

You have to run Shoota Boyz in a Trukk to appreciate them. They're able to keep up with the Slugga Boyz and when the time to charge comes they sit in their Trukk and unleash the dakka, or they join in the fight and unleash dakka on the way in. I was adamantly against Shoota Boyz for the longest time riding around like that but then I tried it and realized it's a great fit. The Looted Wagon can't keep up with Trukks and takes a heavy slot to do it. It's a matter of synergy.

Anyway, I did try this list out last night with some changes. I did remove big shoota from Slugga Boyz and put cybork's on normal Slugga Boyz. I also added a MAN to that unit. The game was close, up against the new Blood Angels, but I did lose on the last turn. Grotsnik did make my MANz a chore to remove. They held up against a charge from a 10-man Death Company and 4 Assault Marines. I removed the Assault Marines, a few Death Company and then went down on my turn. My stars of the game, as always it seems, was my 'ard Boyz. They charged in, with the cyborked Sluggas, against Dante and Honor Guard. By the second turn of combat I wiped the unit out with 'ard Boyz as my Sluggas fled the scene.

It was an interesting list but I think I'll go back to my Speedmek list. I did like how the MANz played out but having to take 160pt HQ to make them feasible isn't ideal. I could have taken a Warboss and a unit of Kannons for the cost of Grotsnik and had more use. If you're dead set on taking MANz then I suggest Grotsnik for sure though.
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