Wednesday, October 13, 2010

SpecOps Killzone Orks

I am very interested in playing SpecOps Killzone, and will be trying to convince my local group to try it out.  The low model count might actually get some people into the game who otherwise are reluctant because of the steep entry cost of a normal 40k army.  I may even donate some AoBR Marines or Orks and miscellaneous bits to help someone start.  There is also a forum dedicated to the rules.

So here is the first 175 pt list I'm planning on trying out.

Lugruk's RuffBoyz (174 pts)

Lugruk, Nob w/ 'eavy armor, power klaw, slugga (50 pts)
Skabgut, Nob w/ 'eavy armor, choppa, slugga (25 pts)
Gobstik, Nob Painboy w/ 'eavy armor (55 pts)
Skumbad, 'ard Boy w/ shoota, close combat accesssories (11 pts)
Durthug, 'ard Boy w/ Big Shoota  (15 pts)
Skarslag, 'ard Boy w/ Big Shoota, targeter (18 pts)

The goal is to have a hard close combat core, boosted by the FNP conferred by the painboy, and a shooting group laying down S5 firepower (albeit at a less than impressive BS2.)  Skumbad will stick with the combat group, looking for opportunity shots.  The force has a consistent 4+ save and a total of 9 wounds, 7 of which will have FNP conferred.  The combat core can assault with 9 S5, 4 S4 and 4 S9 attacks if everyone gets in base contact, so I'm hoping that will wipe out anything they get near.  I haven't really looked at the scenarios much, so this may change if I see the need to adapt to a list that makes more sense for them.

1 comment:

  1. The theory looks sound, and I like the personalized approach for every single model.

    I'm a fan of Nobz in KZ, the multiple wounds help address some of the army's other shortcomings. Looking forward to seeing how theory meets practice.

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