I'm not sure if two Big Mek's was necessary but I added him because that adds more flexibility as the Trukks can go were needed and still have that survivability but any thoughts would be much appreciated Cheers
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Its a good list, but I would suggest making the Lootas one squad of 1, otherwise they wont do great. If you roll a 1-2 for how many shots, you probably wont hit anything, and if you do, I highly doubt it'll be more then one. If you have ten, you'll probably get 2-3 through, which isn't great still but better then before! XD
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Cheers haha yeah I was debating that to, but I thought shooting at more targets might be beneficial (in certain circumstances) because 48" range is pretty decent so if needed I could aim at the same target, but its definitely something to consider, if I was playing more than a 1000 points i'd definitely bolster both groups to 10 each definitely worth 150 points in my opinion
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It's hard to really discuss somethings when I'm used to bigger point lists but I'll give it a go!
I think the basis of the list is great, very fast, maneuverable and more importantly, hard to kill. You have great target saturation.
With the lootas, 2 squads of 5 I think are better. They aren't brilliant in those numbers which would mean the opponent may overlook them in order to shoot your AV10 trukks out front. Also - you can lose 2 lootas from each squad, a total of 4 casualties before they need to run that way, rather than 3 if they are in a squad of 10. If you deploy them in opposite corners, it means that at least one of the squads should be able to get a side armour shot.
10 isn't bad by any means but I would prefer the flexibility gained by having them in two squads of 5.
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I would drop the klaws off the meks, as they can be singled out in combat and they are just there for cover saves. I would use buggies with rockets. They help with av10 saturation they will benefit from the kffs and st8 is usually better than lootas at cracking tanks.
Yeah with the extra P.K.'s i thought A) extra power weapon is nice and that if i'm going up against say a death star unit or some av13+ it would make popping them/killing them easier this list was an attempt at making a balanced all comers list
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Clarkie wrote:
Yeah with the extra P.K.'s i thought A) extra power weapon is nice and that if i'm going up against say a death star unit or some av13+ it would make popping them/killing them easier this list was an attempt at making a balanced all comers list
If you want to take a power weapon just spend the points on a Burna. Helpful against swarms and good against most things in CC if you don't fire it. I think you have enough PK's to deal with vehicles, with all the PK's on the Nobz, and generally you won't come up against too much Rear Armour 13 in a 1000pt game, apart from Land Raiders (But thats a 1/4 of their army, not a great choice).
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Yeah that makes sense definitely something to think about, haha, not sure what i'd bring instead, maybe drop one of the Big Mek's altogether and bring some bikes. Hmmm definitely something to consider.
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