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Big Choppa-- What to use

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Big Choppa-- What to use
« on: December 4, 2010, 06:01:33 PM »
 

spotaflint33

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I don't have the funds right now to go and buy any more boxes, but I want to put some big choppas on a few of my nobz rather then a klaw.  What do you use to represent a big choppa?  Would using a larger looking one work or not? 
 

Re: Big Choppa-- What to use
« Reply #1 on: December 4, 2010, 06:13:04 PM »
 

Trevor Drake

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I would say using a larger choppa than you usually use would work. The nobz in the AOBR box have something that would be suitable.
 

Re: Big Choppa-- What to use
« Reply #2 on: December 4, 2010, 06:20:47 PM »
 

hinga

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might i ask why you have chose 2 do this Power klaw's rule dude :D
 

Re: Big Choppa-- What to use
« Reply #3 on: December 4, 2010, 06:39:20 PM »
 

spotaflint33

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might i ask why you have chose 2 do this Power klaw's rule dude :D

I am trying to save on points to try to shove in more models and what I want in my army.  Also the power klaw is a fist, it strikes at I1, striking at initiative with a higher then normal strength is still good. 
 

Re: Big Choppa-- What to use
« Reply #4 on: December 4, 2010, 06:56:56 PM »
 

Scarr, the horned rat

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The reason for a fist is not only for it's ability to kill tanks and the like. It ignores armour so it is really helpful against space marines. But extra large choppas can do pretty against lightly armoured opponents still.

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Re: Big Choppa-- What to use
« Reply #5 on: December 4, 2010, 07:26:17 PM »
 

AXEBLADE

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The warbiker nob has a really big choppa, in fact its the only one I have seen so far that I would actually call a big choppa.

As to using the big choppa instead of a power klaw I prefer the klaw for a few reasons.
-It can actually hurt a dread, nothing worse than having a unit of 30 boyz stuck in combat for the entire game because they can't hurt it (and can't get anything else in to help because you have surrounded the dread)
-It ignores armour saves, most of my opponents are MEQs so having those couple of armour save ignoring attacks is good.
-Initiative. As mentioned most of my opponents are MEQs. This means that the big choppa would strike simultaniously (at best) which might do a few wounds which my opponent will then allocate to his mooks and probably save most of them. Then the boyz will attack and drop a few more.
If I take the klaw then I get hit first (which would happen anyway) then boyz attack and drop a few mooks. Then the klaw attacks the reduced squad and probably forces a wound or 2 onto the sergeant or other important model and ignoring their armour.
-Mob size/function. There was a really good post about minimum sized stormboyz mobz which included a nob with big choppa. The reason for this is that it is used to mop up small squads/isolated vehicles. In this case making those wounds at high(ish) initiative is important as your target unit will only have a couple of models.

In conclusion.
For big mobz definately go with the klaw.
For Trukk mobz you could do either though the klaw is still king in my opinion (especially with a boarding plank).
On small mobile mobz like warbikers/stormboyz then the big choppa is a viable alternative.
 

Re: Big Choppa-- What to use
« Reply #6 on: December 4, 2010, 08:45:57 PM »
 

WisdomLS

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A good list of the merits of the humble klaw but you forgot a biggy...killing enemy independent characters, a klaw ID's more of less all characters in a hit, well worth the points.

I'd only consider the big choppa on a unit of nobz that already has some klaws or in a unit of shoota boyz that never intends to get to combat.

If you want to get some though the nobz box comes with some good ones that can be picked up cheap on ebay or maybe stick a couple of normal choppas together, can't get more orky than that.
« Last Edit: December 5, 2010, 05:40:40 AM by WisdomLS »
 

Re: Big Choppa-- What to use
« Reply #7 on: December 4, 2010, 09:08:22 PM »
 

spotaflint33

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It's not that I'm going to be anti-power klaw.  I will have 3 in my army as it stands now and written.   I was just looking to use a big choppa as a stop gap until I can get a few more klaws.  I want to get my army built so I can start playing games quickly.  I would rather have unit that is not 100% super effective but still can do something then no game at all.  That is just me, and I'd rather have a game then a half finished squad.

I can swap out boyz from squads to re-balance them as I build and write lists with redundancy. 
 

Re: Big Choppa-- What to use
« Reply #8 on: December 4, 2010, 09:44:17 PM »
 

jawmonkey

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I give (nearly) all my nobz, in nobz squads, big choppas; klaws are cool but cost five times as much as a big choppa (which can still tear up a lot of stuff if you charge it).
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Re: Big Choppa-- What to use
« Reply #9 on: December 5, 2010, 09:47:32 AM »
 

SKEETERGOD

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To get things that "count as" big choppas, go down to your local and trade some bits. Mainly look for ogre bits, as their weapons are bigger than anything the orks currently have. When you have a weapon that is the same size as your ork, there is no question that it is a big choppa.

Alternatively, you can make your own from the bits you must have in your bits box if you are building anything but AoBR models. Go get you box and do a quick rummage through; here are a few ideas.
Idea 1, use some sprue as a handle and put two axe heads one over the other on it, (like flags on a flag pole).
Idea 2, take a couple of your spare choppas and cut off the blades, glue the blades together on yet a third choppa.
Idea 3, take the left over parts from vehicle and use them as such, the klaw from the grabbin klaw makes a good PK, the wrecking ball makes a definitly big choppa stand in, puting a large piece of armor on a stick would count too.

Customizing, and kit bashing are just one of the joys of the ork army. Feel free to orkify anything, there is no way to build orks wrong, just let your opponent know at the start of the game as to what is what. For example; that the model waving a wrecking ball over his head "counts as" having a big choppa, etc.

And since we are bringing up the subject of customizing and kit bashing, have your heard of this?



« Last Edit: December 5, 2010, 09:53:49 AM by SKEETERGOD »
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Re: Big Choppa-- What to use
« Reply #10 on: December 6, 2010, 12:33:59 PM »
 

MekEad

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I tend to make big choppas look like axes, but anything big and rippy can be used as a big choppa.  Parts from the Killa Kan or Dreadnought plastic sprues are great if you can find them.  I can't give you specifics about the hobby pieces I use, but I can describe them.  For the handle of the axe I use a small tube that is hollow, made of the same material as plasticard, where the interior of the tube is just big enough for a paperclip to be put through.  I use the paperclip to increase the strength of the tube.  I take AoBR Nobz, cut off their choppas (usually use left and right hands, but some Boyz' hands work fine as well and rotate their hands to look like their are wielding a great big axe.  I then use a piece of sprue as the base for the axe, and then a few pieces of plasticard glued together for thickness, one side of the plasticard stack glued to the piece of sprue, which is then attached to the paperclip that goes between the Nobz' hands.  I'll try to take some pics of works-in-progress, because it is much more visual than descriptive.  The top of the sprue can be decorated with anything Orkish, and the "blade" portion of the plasticard stack can be shaved into a sharper-looking blade.

I myself have found myself a big fan of big choppas and am working on a full 10x unit of them as a semi-tank-hunter unit.  I will put up pics of them when I'm done, but it may be a while as I'm converting Ork Nob Bikers at the mo' for a tournament in Feb 2011.
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