Daemonkin, Necrons and Orks (1000 Points)

Warriors freshly awoken from their (apparently not) eternal slumber.

Necrons

  • HQ: Lord with resurrection orb and staff of light = 75
  • Troop: Warriors (10) = 130
  • Troop: Warriors (10) = 130

Khorne Daemonkin

  • HQ: Herald = 55
  • Troop: Bloodletters (8) = 80
  • Fast Attack: Flesh Hounds (5) = 80

Orks

  • HQ: Weirdboy (level 2 psyker) = 70
  • Troop: Choppa Boyz (22); nob w/ big choppa & boss pole, one rokkit = 151
  • Troop: Shoota Boyz (23); nob w/ big choppa & boss pole, two big shootas = 191
  • Troop: Gretchin (11) = 38

This list uses two Combined Arms Detachments, with either the Orks or Necrons being the primary force.  The Daemonkin are allies.  The overall warlord could either be the psyker or the lord.

Interestingly (and who knew?) Khorne heralds are apparently consummate diplomats.  The Orks and Necrons don’t trust each other and optimally tend to keep their distance during the fighting, whereas the daemons are free to mingle with either side.  I suspect that the Orks intuit that they and the horned boyz both just want to “get stuck in”.  As for the Necrons, they probably find Daemonkin behavior extremely predictable and so their actions don’t play merry hell with logical calculations and circuitry.  Certainly can’t say that about the greenskins!

Khornate gribblies encounter the Imperium of Man

I’ve played my Terrible Trio now a few times in casual games and they’ve done alright.  Win about half the time and that is what I’m hoping for.  My general 40K list building philosophy is if I’m winning or losing more than about half the time against my regular opponents of similar skill and luck, then something is wrong with my list and it either needs to be toned down or toughened up.

The “desperate allies” thing can be a challenge, so what I usually do is deploy the Necrons first, often lining up against whatever armor my opponent plunks down if I’m setting up second.  Then the Orks rank up after that with the daemons either deep striking or deploying to take advantage of terrain or something I see in the set up.  One common theme is I use the khornate forces to protect the Necrons from close combat.

Why play this odd combination?  Story-wise it is easy to justify almost anything.  The real reason is I haven’t been painting Daemonkin very long and I wanted to use my painted models in games.  In general, playing with models I paint is the engine that keeps me painting.  As for the Necrons, someone gave me a bunch of models, which I’ve put into the paint stripper and have been slowly refurbishing.  Ditto on not having enough to field a proper army.  So I team up both factions with my main painted forces — the Orks.

Colonel Fixit’s Command Group (1499 Points)

Colonel Valentina Fixit with Warboss Hungry, circa 2012.

  • HQ: Big Mek with kustom force field and Fixer Upperz = 100
  • HQ: Painboy = 50
  • HQ: Warboss on a bike with a power klaw = 110
  • Troop: Shoota Boyz (12), rokkit, nob with boss pole and klaw = 129
    • DT: Trukk with rokkit and reinforced ram = 35
  • Troop: Shoota Boyz (12), nob with boss pole = 99
    • DT: Trukk with big shoota and reinforced ram = 35
  • Troop: Gretchin (11) with runtherd = 38
  • Elite: Nob Bikers (3); 1. slugga & choppa, 2. big choppa, 3. power klaw = 165
  • Elite: Nobz (9); 1. boss pole & klaw, 2.-3. big choppa & shoota, 4. shoota/skorcha, 5.- 9. sluggas & choppas = 212
    • DT: Battlewagon with kill kannon, extra armor, and reinforced ram = 155
  • Heavy Support: Lobbas (3) with six krew  = 54
  • Heavy Support: Zzap Guns (3) with six krew and three ammo runts = 78
  • Heavy Support Kannons (3) with six krew = 54
  • Fast Attack: Dakkajet with three supa shootas = 130
  • Fast Attack: Stormboyz (5) with nob = 55

This list uses the codex Ork Horde detachment, mainly so we can have three HQ’s.  Sometimes Colonel Fixit takes charge of the tactical situation and is the warlord.  Other times the colonel concentrates more on the technical details (keeping the battlewagon running) and leaves the overall prosecution of the battle to the biker boss, usually a powerful lieutenant or captain.  What he lacks in survival instincts he more than makes up for in enthusiasm and lethality.

Happy lieutenant posing for the orks back home on his then brand new motorcycle, Spring 2014.

Like most of my lists, this is meant for casual games where over the last few years it has done quite well with some cinematic victories and (dare I admit?) defeats.  I’ve had to make some changes when the new codex came out, the most notable one being the painboy is now an HQ choice and not an upgrade character in a nobz squad.  I added the airplane when flyers first came out because the Sovietesque orks would certainly want to get their little green hands on a MIG 15 if they could.

Also, the warboss got his bike when I received a Forgeworld kit for a Christmas present back in 2013, and I thought he might need some nob bikers to lord it over so I added some.  I took out some of the boyz when troops became a little less important for holding objectives.  In any case, with the Ork Horde detachment my troops are no better at holding objectives than anyone else in my army so perhaps more bikers are in the works?  Only time will tell.

Warboss Command Group (Orks, 1000 Points)

A worthy try but probably still needs more dakka.

  • HQ: Warboss Hungry with power klaw & shoota, boss pole, Finking Cap = 100
  • HQ: Big Mek with kustom force field = 85
  • HQ: Painboy = 50
  • Troop: Shoota Boyz (12), rokkit, nob with boss pole = 134
    • DT: Trukk with rokkit
  • Troop: Shoota Boyz (12), big shoota, nob with boss pole = 134
    • DT: Trukk with big shoota
  • Elite: Nob Bikers (3): slugga & choppa x 2, big choppa = 140
  • Elite: Nobz (8): slugga & choppa x 4, shoota/skorcha, big choppa & shoota x 2, power klaw & waaagh banner = 339
    • DT: Battlewagon with big shoota, reinforced ram, armor plates
  • Heavy Support: Kannon = 18

I use the Ork Horde detachment from the codex, which allows me to have three HQ’s.  I personally think the Combined Arms Detachment with Objective Secured is more powerful in my games, but it is unthinkable to have Warboss Hungry expose his person to danger without his personal physician and chief engineer in attendance.  So Ork Horde it is.

Like most of my lists, this is for casual play and does pretty well at that level.  I’ve had fun playing it and people seem to enjoy playing against it.  The nobz are my boss’s elite bodyguard and collection of powerful frenemies he’s gathered together to keep an eye on them lest one of them try to usurp him.  Much, much harder to do that to his face than behind his back as experience has shown.  The bikers act as outriders for the command wagon, scouts or whatever duties it is useful to have tough, highly mobile soldiers perform.

I imagine the kannon is towed into position in the early (deployment) stages of the battle probably by one of the trukks.  The artillery mice or goblins probably cling for their lives to the gun as it lurches and bounces over rocks and debris.  Ork trukks after all seem to be only capable of one speed and that’s top speed!

American army stealing orks’ towing guns into combat idea.