More pics and video after the break.
A blog mostly about Warhammer 40,000 and Fantasy with a focus on painting and tutorials.
Showing posts with label mek with kff. Show all posts
Showing posts with label mek with kff. Show all posts
Meganobz Assembly Video
Here's the full assembly video for the Meganobz. I wasn't sure if I was going to magnetize things when I started out, but by the end I basically magnetized every option. All of the hand weapons can be exchanged without magnets, but things like the Kombi options and Mek gear needed magnets. I'll post some more detailed pics of magnet placement shortly.
More pics and video after the break.
More pics and video after the break.
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.
Conversion tutorial: Big Mek with KFF
Here's the finished guy and video of how I did it. This was originally inspired by a post on Dakka Dakka with some different kit bashed Big Meks with Kustom Force fields.
The parts I used included some bits from the battle wagon kit, Leman Russ, Bastion and mek from the loota box. Click through to see the video.

The parts I used included some bits from the battle wagon kit, Leman Russ, Bastion and mek from the loota box. Click through to see the video.
Mek KFF conversion
For my kan wall list I need another Big Mek with KFF, so rather than buy a second copy of the same model I decided to convert one with stuff in my bits box. I found a good thread on dakka dakka that gave me some good ideas and here's what I came up with.
Bits include: nob from AOBR, mek bits from lootas box, battle wagon pieces, bastion do-dads and some imperial guard vehicle what-cha-ma-call-its.
Bits include: nob from AOBR, mek bits from lootas box, battle wagon pieces, bastion do-dads and some imperial guard vehicle what-cha-ma-call-its.
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