I've slightly tweaked Da Ironbullz list for our October 1.5k tournament to make my hobbying goals more tractable.
While I've made progress on converting several units for my initial 1.5k Orks list, and hope to have pictures of those units posted this weekend, I've been stymied by a few others.
The units causing the most hobbying headaches were the second unit of meganobz and the Chinork-Warkopta-kitbash-counts-as-Dakkajet. Each of these units has presented a different hobbying conundrum:
Like I've outlined before, this army was always intended to be a hobby project first and foremost, and I don't want to rush any of these conversions before I'm ready to give them the time and attention to detail they deserve.
Instead, I've opted to tweak my original 1.5k list to include more models I already have built and/or have a clear vision for how I want to convert them:
++=========================================================++
|| Total: 1,497 Points / 94 Power Level / 6 Command Points ||
++=========================================================++
+----------------------------+
| Patrol Detachment: Orks |
| 867 Points; 48 Power Level |
| Freebootaz Clan Kultur |
+----------------------------+
HQ: Warboss [Warlord] - 90 points
Wargear: Big Choppa, Kombi-Skorcha, 2x Slugga, Da Badskull Banner (relic)
Upgrades: 'Ard As Nails (warlord trait)
HQ: Kaptin Badrukk - 95 points
Wargear: Choppa, Da Rippa, Slugga
Troops: Shoota Boyz - 90 points
Boss Nob with Choppa & Slugga
9x Boyz with Shootas
Elites: Burna Boyz - 77 points
Spanner with Big Shoota
6x Burna Boyz with Burnas
Fast Attack: Deffkoptas - 150 points
3x Deffkopta with Kopta Rokkits & Spinnin' Blades
Fast Attack: Warbikers - 75 points
Boss Nob with Choppa
2x Warbikers with Choppas
Heavy Support: Flash Gitz - 135 points
Kaptin
4x Flash Gitz
Heavy Support: Big Trakk - 85 points
Big Trakk with 2x Big Shootas
Transport: Trukk - 70 points
Trukk with Big Shoota
+----------------------------+
| Vanguard Detachment: Orks |
| 630 Points; 46 Power Level |
| Deffskullz Clan Kultur |
+----------------------------+
HQ: Big Mek in Mega Armor - 85 points
Wargear: Da Dead Shiny Shoota (relic), Power Klaw
Elites: Meganobz - 140 points
Boss Meganob with Power Klaw & Kustom Shoota
3x Meganob with Power Klaws & Kustom Shootas
Elites: Kommandoz - 55 points
Boss Nob with Power Klaw & Slugga
4x Kommandoz with Choppas & Sluggas
Elites: Painboy - 75 points
Wargear: 'Urty Syringe, Da Killa Klaw (relic)
Upgrades: Brutal But Kunnin' (warlord trait), Grot Orderly
Fast Attack: Stormboyz - 55 points
Stormboyz Boss Nob with Choppa & Slugga
4x Stormboyz with Choppa & Slugga
Heavy Support: Killa Kanz - 175 points
3x Killa Kan with Kan Klaws & Big Shootas
Killa Kan with Kan Klaw & Rokkit Launcha
Heavy Support: Mek Gunz - 45 points
Mek Gun with Kustom Mega Kannon
I've stayed with the same general build for the army in lots of Freebootaz shooting supported by some durable melee threats to hold the midboard, but have decided to add some mobility in the form of a couple of transports I already have mostly or fully built.
The general strategy for this list is as follows:
The Warboss & Burna Boyz go in the Big Trakk. I am bullish on Burna Boyz in the new Codex and am hoping I can use their close-range auto-hits to help activate the Freebootaz Clan-wide +1 to hit by torching some of the enemy's chaff. The Warboss is designed to be durable and annoying, where he can use Da Badskull Banner to deactivate the enemy’s obsec within 6”, which could be great in combination with the Freebootaz strat to make Burna Boyz ObSec for a single turn for 1CP.
The Flash Gitz and Badrukk use the Trukk as a mobile, durable shooting platform for getting their relatively short threat radius (24") into range. I realize this strategy will prevent them from benefitting from Badrukk's Flash Gitz-specific aura, but I can always disembark them onto a midfield objective in turns two or later.
The Killa Kanz, shooty Big Mek, Meganobz, and Painboy move on foot up the center of the board and present two durable chunks of 26 and 16 wounds that will be difficult for the enemy to deal with thanks to Ramshackle, Mek repairs, Painboy healing, and decent armor saves. The Kanz/Big Mek can also be multi-purpose, having both respectable shooting and melee abilities, whereas I've opted to give the Painboy a relic and a Warlord trait to make him a surprising combat threat.
The Deffkoptas and Warbikers are fast-moving shooting threats that can benefit big from the Freebootaz +1 to hit buff and also have some modest melee threat to harass smaller chaff units or unguarded characters.
The Shoota Boyz hold my backline objective while the ObSec Kommandoz and Stormboyz can score secondaries, hold midfield objectives, screen out deep strikers, etc.
I tossed in a single Mek Gun for some extra anti-tank (AP-3) shooting threat at range (36"), since most of the shooting threat in the list is close-ranged (<24").
I'm pretty excited about playing with this list and hope it will be fun to play with and against!
I'm hoping to post some pictures of more finished units this weekend, so stay tuned for more.