Roster for DAKKA DAKKA Rogue Trader Tournament of 23 February 2002 vs Eldar - WIN Roster Notes: This roster was created with a lot of help from Mr. Sampson! We went very troop heavy, and did not put in a retinue for the Warboss and the Big Mek. Our first battle was agianst the Eldar, commanded by the ultimate champion of the tournament. It was touch and go for most of the game, but in the bottom of the fourth turn of the Recon mission, which turned out to be the last, we pulled out a victory as the battlewagon disgorged ardboyz and Bob into two very unlucky guardian squads and the remenents of a dire avenger squad, both of which were soon removed from play. A couple of typically lucky ork shots, and a zzap cannon blast also knocked down two falcons to 1/2 points. It must be said that we were also fortunate, for the Eldar got first turn, and their entire round of shooting across the table resulted in a destroyed weapon on a rhino, and a dead grot! Our second battle was against our old nemisis the Space Wolves, under the command of a Veteren battle leader. The table design and poor tactics led the boyz to get slaughtered, the battle wagon being blasted to bits by wolf scouts who showed up in turn 3 and pumped a meltagun and two plasma pistols into its rear. We lost this one by over 500 victory points, and willingly acknowledged defeat. The third and final battle was against another unit of Space Wolves on a decent terrain table. This turned out to be a great fight, with the Konviktz smashing the hell out of wolves, destroying the venerable dread first turn, as over the rest of the game destroying a bike squadron, jump pack squad, 2 rhinos, 1 razorback, 2 attack bikes, 1 blood claw pack (fleeing at end of game), one gray hunter squad, and cutting down the command retinue to the wolf lord (got two wounds on him) and a single terminator. UNFORTUNATELY, we stupidly forgot that the mission, cleanse, was not victory point based, so when the smoke cleared, we both still held one table corner. Duh. And, to make matters worse, Bob and the Wolf Lord went mano a mano, and the guy put all three wounds on Bob in a single round! This meant the wolf player got a bonus point for killing our general and he won the match! Live and learn - don't worry, we'll be back! Notes: The warwagon really worked out well, and boy can this army shoot! They even took down a wraithlord with big shootaz! More to follow. |
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2000 Pts - Orks Army | Warboss Bobz Killa Konviktz |
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save |
Waboss Bob (Warbs) | 1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4/5 | 9 | 3+ |
Independent Character; Choppa (x1); Power Klaw (x1) | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | |||||||||
Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). | |||||||||
Bionik Bonce | +1 armour save (included on profile). | |||||||||
Gooba da Mek (BigMk) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 3+/5(I)+ |
Independent Character; Slugga (x1); Burna | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Kustom Job: Blasta | Gives a Shoota or Slugga AP3 at 12" and AP2 at 6". Overheats- if you roll a '1' to hit, make a save or take a wound. | |||||||||
Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | |||||||||
Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | |||||||||
Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is). | |||||||||
Bionik Bonce | +1 armour save (included on profile). | |||||||||
Cybork Body | 5+ Invulnerable save. | |||||||||
da smokaz (Burna) | 8 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Slugga & Choppa (x4); Burna (x4) | ||||||||||
Verngit (Mekz) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |
Slugga (x1); Kustom Force Field | ||||||||||
Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | |||||||||
da shootaz (Shoot) | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |
Shoota (x7); Big Shoota (x3) | ||||||||||
Deadeye (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 6+ |
Choppa (x1); Big Shoota | ||||||||||
Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | |||||||||
da slugaz (Slugg) | 30 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Slugga & Choppa (x28); Burna (x2) | ||||||||||
da bommaz (Stikk) | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Slugga & CC Weapon (x7); Big Shoota (x3); Frag Stikkbomz; Krak Stikkbomz | ||||||||||
da bustaz (TankB) | 7 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Tank Hunters; Slugga & CC Weapon (x4); Rokkit Launcha (x3); Frag Stikkbomz; Tankbusta Bomz | ||||||||||
Rippa (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ |
Choppa (x1); Rokkit Launcha; Frag Stikkbomz; Tankbusta Bomz | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | |||||||||
Ammo Runt | Once per battle, one ork in base contact with the Grot may re-roll 1 shooting dice to hit. The Grot cannot be chosen as a casualty from normal shooting, but is hit by templates as normal. | |||||||||
Grot | 1 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - |
da gitz (Gretc) | 20 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - |
Orks get cover saves when shot at through Grots; Orks can use Grots to move faster over difficult terrain; Can remove Minefields; Blasta | ||||||||||
Slapgit (Slave) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |
Slugga (x1); Grabba Stick | ||||||||||
Squighound | If the Squighound is in contact with the Slaver, the Mob or Battery he leads can re-roll failed Morale checks & Leadership tests. | |||||||||
'untagit (Squig) | 1 | 3 | - | 3 | 3 | 1 | 2 | 1 | 2 | - |
da 'Ard Boyz (Ardby) | 16 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 4+ |
Slugga & Choppa (x13); Big Shoota (x1); Burna (x2) | ||||||||||
Panza (Nob) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ |
Power Klaw (x1); Slugga (x1) | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | |||||||||
Kurtz Kroozaz (TrkMb) | 8 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it; Slugga & Choppa (x8) | ||||||||||
Kurt (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 4+ |
Choppa (x1); Slugga (x1) | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
da Krooza (Trukk) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | ||||||||
Fast; Open-topped; Big Shoota (x1) | ||||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | |||||||||
Reinforced Ram | The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked. | |||||||||
Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | |||||||||
da gun buggy (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | ||||||||
Fast; Open-Topped; Twin Linked Big Shoota (x1) | ||||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | |||||||||
da rokkit trakk (WarBg) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | ||||||||
Fast; Open-Topped; Twin Linked Rokk. Launcha (x1) | ||||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | |||||||||
da klunkaz (KillK) | 3 | WS: 4 BS: 2 S: 5 I: 2 A: 2 | ||||||||
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Walker; Big Shoota (x2); Rokkit Launcha (x1) | ||||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. No effect against Ordnance. | |||||||||
da battle barge (Battl) | 1 | BS: 2 Front: 13 Side: 12 Rear: 10 | ||||||||
Tank; Open-topped; Carries 20 Orks; 'Bolt-On Big Shootas' can only be fired by the Mob on board; Twin Linked Big Shoota (x2); Zzap Gun (x1) | ||||||||||
Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | |||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | |||||||||
da 'umie rhino (Lootd) | 1 | BS: 2 Front: 11 Side: 11 Rear: 10 | ||||||||
Make a Breakdown test for each looted vehicle at the start of each turn;
Rhinos; Tank; The Rhinos can carry 10 models each; If immobilised, can attempt
to repair instead of shooting - this succeeds on the roll of a 6; Storm
Bolter; Rhino - looted from an imperial guard unit on Malcontent VI |
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da ultraride (LootR) | 1 | BS: 2 Front: 11 Side: 11 Rear: 10 | ||||||||
Storm Bolter; Rhino, looted from the Ultramarines |
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Option Footnotes: | |
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Big Shoota | 36"R, S5, AP5, Assault 3. | |||||||||
Blasta | 12"R, S3, AP-, Assault 1. | |||||||||
Burna | (Template, S4, AP5, Assault 1) OR (No armour save in close combat). May not be used as both in the same turn. AP 4+2D6 vs. vehicles. | |||||||||
CC Weapon | +1A if used with another Pistol or CC Weapon. Note: A CC Weapon is NOT a Choppa. | |||||||||
Choppa | +1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. | |||||||||
Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | |||||||||
Grabba Stick | Model may make full number of attacks, as long as it's within 2" of an enemy. May not be combined with other weapons. | |||||||||
Krak Stikkbomz | AP 6+D6 vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | |||||||||
Kustom Force Field | All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat. | |||||||||
Power Klaw | Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon. | |||||||||
Rokkit Launcha | 24"R, S8, AP3, Assault 1. | |||||||||
Shoota | 24"R, S4, AP6, Rapid Fire. | |||||||||
Slugga | 12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. | |||||||||
Storm Bolter | 24"R, S4, AP5, Assault 2. | |||||||||
Tankbusta Bomz | AP 6+(D6 * 2) vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | |||||||||
Twin Linked Big Shoota | Normal: 36"R, S5, AP5, Assault 3, Linked. Warbike: 18"R, S5, AP5, Assault 3, Linked. | |||||||||
Twin Linked Rokk. Launcha | 24"R, S8, AP3, Assault 1, Linked. | |||||||||
Zzap Gun | 24"R, S(2D6), AP2, Heavy 1. Hits automatically. If you roll an 11 or 12 for the Strength, one of the Krew is killed. |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=1unit <=2unit) | 2 | 0 | 201 | 1799 | 10% |
Elite (<=3unit) | 1 | 2 | 268 | 1732 | 13% |
Troops (>=2unit <=6unit) | 6 | 0 | 900 | 1100 | 45% |
Fst. Atck. (<=3unit) | 3 | 0 | 240 | 1760 | 12% |
Hvy. Supp. (<=3unit) | 3 | 0 | 390 | 1610 | 19% |
Other (N/A) | 0 | n/a | 0 | 2000 | 0% |
Equipment Summary | 28 | n/a | 150 | n/a | 7% |
Total Army Cost: 1999 Pts. |
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. |