Here's the new Plastic Ork Mek all painted up in Evil Sunz colours. I wanted to go with a more traditional Mek look (red with blue pants), but it would be easy to swap the feature colour out for another clan pretty easily. The magnetized arm looks decent, and I painted up both weapons so that they are available in case I ever get a game in.
As usual, video after the break and painting guide lower down as well as lots of pics of the finished model.
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Tampilkan postingan dengan label mek. Tampilkan semua postingan
Tampilkan postingan dengan label mek. Tampilkan semua postingan
Selasa, 16 September 2014
Minggu, 29 Juni 2014
Gorkanaught deathstar combo
Ok internet, what do you think of this combo? With the new ork codex a lot of the old dirty tricks were nerfed... my 4 battle wagons with deff rollas aren't going to be much use... same goes for my Nob bikers. But its just a matter of time before we come up with some new dirty combos.
Here's the concept... take a Gorkanaught, beef it up as much as possible and do whatever you please. Add a KFF and lots of meks to get all your hull points and weapons back each turn. Heck, this might draw enough attention to let a wack of trukk boyz get across the board untouched.
Big Mek, KFF, 3 grot oilers, Da Fixer Upperz (115 pts)
Burna boyz, 2 burnas, 3 meks, 3 grot oilers (95 pts)
Gorkanaught, extra armour, grot riggers (275 pts)
Total 485 pts
You could do a similar combo with a Morkanaught, but since it can have a KFF you could just go with a normal HQ mek. Also, you can only have one Da Fixer Upperz per detachment. An alternative would be to have the Mek trail behind so he could give a KFF save to something else as well, but stay out of line of sight.
What does this combo do? Well first off you have a 5+ cover save from all attacks. Anything that gets through that has to penetrate 13 armour, any crew shaken becomes stunned with the extra armour. Next you have 5 hull points. Provided those don't all go in one turn you get to use your mek tools in your shooting phase to repair hull points, weapon destroyed and immobilized results on a 5+. In this combo you have three meks repairing on 5+ and the big mek repairing on 3+. Then at the end of your turn the grot riggers repair a further hull point on a 5+. On average you're repairing 2 hull points per turn and ignoring 1/3 of all incoming shots (invulnerable save against shooting attacks, not cover save). Of course its going to draw a ton of fire, but that's kind of the point. This will attract all of the deadly stuff leaving the rest of your army to get in the enemy's face and smash some skulls. You could double up on this combo, or do a similar one with a Morkanaught but then you're running out of heavy support options for other fun stuff.
Here's the concept... take a Gorkanaught, beef it up as much as possible and do whatever you please. Add a KFF and lots of meks to get all your hull points and weapons back each turn. Heck, this might draw enough attention to let a wack of trukk boyz get across the board untouched.
(note: meks wouldn't be equiped with Kustom Mega-blastas)
Big Mek, KFF, 3 grot oilers, Da Fixer Upperz (115 pts)
Burna boyz, 2 burnas, 3 meks, 3 grot oilers (95 pts)
Gorkanaught, extra armour, grot riggers (275 pts)
Total 485 pts
You could do a similar combo with a Morkanaught, but since it can have a KFF you could just go with a normal HQ mek. Also, you can only have one Da Fixer Upperz per detachment. An alternative would be to have the Mek trail behind so he could give a KFF save to something else as well, but stay out of line of sight.
What does this combo do? Well first off you have a 5+ cover save from all attacks. Anything that gets through that has to penetrate 13 armour, any crew shaken becomes stunned with the extra armour. Next you have 5 hull points. Provided those don't all go in one turn you get to use your mek tools in your shooting phase to repair hull points, weapon destroyed and immobilized results on a 5+. In this combo you have three meks repairing on 5+ and the big mek repairing on 3+. Then at the end of your turn the grot riggers repair a further hull point on a 5+. On average you're repairing 2 hull points per turn and ignoring 1/3 of all incoming shots (invulnerable save against shooting attacks, not cover save). Of course its going to draw a ton of fire, but that's kind of the point. This will attract all of the deadly stuff leaving the rest of your army to get in the enemy's face and smash some skulls. You could double up on this combo, or do a similar one with a Morkanaught but then you're running out of heavy support options for other fun stuff.
Sabtu, 28 Juni 2014
Ork Mek Unboxing, Assembly and Magnetization
Here's the new plastic Ork Mek boy, and I magnetized his one arm so that I could swap the kill saw and wrench depending on my list. Its pretty simple to do, just a 1/8" magnet in the body and a 1/16" magnet in each arm. I show how to set them in the video, nothing magic there.
Anyway, a cool model, and will be helpful to have to give a little variety besides the Mek in the lootas box.
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Anyway, a cool model, and will be helpful to have to give a little variety besides the Mek in the lootas box.
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