Following up on my previous post for KillZone, I've put two lists together for Da Red Finga. Everyone should try to put together a KillZone list or two. You will get a good understanding of the rules and how much thought was put into them to keep the game balanced.
One thing that stuck out was the rules for vehicles and walkers. Vehicles aren't allowed at all and only one walker is allowed in a list, but the armor total (FA+SA+RA) cannot be more than 33. Think about that for a moment. How many walkers would qualify? Most dreads have a 12/12/10 profile. That's a 34 armor total. Not allowed. I've seen Kill Team lists with dreads and they either last exactly one turn or never end. This limitation in KillZone is perfect.
But it also means I can't field a Deff Dread. Bummer. So I went with the Killa Kan instead.
Here is my first list with my self-imposed restrictions - the "specialist" list with no more than eight models:
Badaz (pronounce that however you want): Mega-Nob with a power-klaw, twin-linked shoota, Stikkbomz, and the Hard to Kill rule (FNP). This is the leader and since he already has two wounds he gets an extra attack. I put the Finecast Ghazghkull model on my Christmas list for this guy.
Dumaz: Mega-Nob with a power-klaw, twin-linked shoota, and Stikkbomz. I'm going to scratch-build a mega-nob for this one.
'Ead Choppa: Nob with 'eavy armor, big choppa, twin-linked shoota, and Stikkbomz.
Azsmasha: Nob with 'eavy armor, big choppa, twin-linked shoota, and Stikkbomz.
Dead Eye: Flash Gitz with 'Eavy armor, Gitfinda (can measure before shooting, Snazzgun, More Dakka (makes the Snazzgun Assault 2), Shootier (makes the Snazzgun S6), Crack Shot (reroll failed to-hit or to-wound), and Targeter (giving him on the to-hit roll). Call you tell I want him to hit what he shoots at?
Trash Boy: Killa-kan with Dreadnought close-combat weapon and the wonderful heavy 2 blast grotzooka. You'll have to wait to see what this guy looks like. He's actually a can that kills.
So that is exactly 250 points and will give me some awesome kustomization opportunities. I'm not really looking at the list in terms of "optimal". This is just what I see when I think of a small units of Orks. They're not sneaky at all. Just big green muscle moving across the table to mess you up. Nothing subtle about it.
But looking at it, I've got quite a bit of twin-linked shoota love and Dead Eye should be hitting whatever he aims at. The kan should be a nice distraction. Throwing templates around is just too much fun.
Now for the Grunts list (leader plus no more than two different types of stat-lines and no less than 7 models).
Flyboy: Stormboy Nob, Power Klaw, 'Eavy armor, Slugga, Hard to Kill (FNP).
9 - Stormboyz with slugga, choppa, stikkbombz and, of course, the Rokkit Pack.
4 - Kommandos with Big Shoota, Infiltrate, Move through Cover, Crack Shot
I wanted to create a nice "in your face" list with Stormboyz and Deffkoptas, but the Errata for KillZone doesn't allow the Deffkoptas. So I added the four really shooty Kommandos. Big Shootas are assault 3 and Crack Shot allows me to reroll to hit. Nice touch, seeing as they have the Infiltrate rule. This will allow me to deploy all around my opponent, which is always a nice touch.
The Rokkit Packs can move 13"-18" in the movement phase, then assault. So basically we're talking about a potential first turn assault.
So now it's time to start building!http://www.thecodexproject.com/killzone/http://www.thecodexproject.com/killzone/








Thanks for the kind words. If you get a chance, have a peek at the updates, which you can find here:
ReplyDeletehttp://www.thecodexproject.com/killzone/
Thank you, sir! I've updated all of the links on this blog and the Northeast Gamer's Hub forum.
ReplyDeleteHey there, Aki! Just a reminder - the Stikkbomz don't really benefit your power klaw-wielding Meganobz, because they always strike at I1 anyways. I guess you could use the template weapon granted by them.. but your twin-linked shoota is probably going to hit more often.
ReplyDeleteAlso.. NO DEFFKOPTAS? I never noticed this change and it is seriously bothering me as I had two of them in my list. I literally have the older printed out version and it says that Deffkoptas are available.. <_< Will need to ask why they were removed then.
@Sharvald: it's funny - Stikkbomz come with the MegaNob in the codex. Makes no sense. May have been some other purpose in 4th edition when the codex was released. I forget and am too lazy to look it up.
ReplyDeleteYeah - no Deffkoptas. You need to look in the Errata for the allowed units.
They did just release v2 the other day which changes the rules very slightly. Just a couple of fixes along with GK, Necrons, and SoB included. They also added a way to field an inquisitor list, which was very nicely done.
http://www.thecodexproject.com/killzone/
Yeah, I honestly don't know, man, lol. I'm pretty sure that Ghazghkull Thraka comes with stikkbomz as well (at least his kit comes with two of them), but he's also I1, haha.
ReplyDeleteOh... Another nasty combo I considered while making my Ork Killzone was to have a Flash Git with Penetrator Rounds (forces successful armor saves to be re-rolled), but it ends up being expensive.
I've e-mailed Brian about the Deffkopta change and it seems like it was something that got lost in.. translation. It will be corrected and the Errata will be re-uploaded whenever Big Jim has the time for it. Thanks for noticing it.
If you notice anything else feel free to contact either me, Brian, Big Jim or the Killzone website with any questions, suggestions and rants about the whole thing.
- Skarvald the Troll-faced