Warboss: armor, cybork, pk, TL shoota, attack squig – 112 pts
Burnas: x8, 2x meks w/kmb – 170 pts
Trukk: ram, red – 40 pts
Warbikes: x6, nob, pk – 133 pts
Total – 455 pts
Painboy: cybork, 2x orderlies – 65 pts
‘Ard boyz: x20, nob, pk, armor, big shoota, rokkit launcha –
Grots: x10, runt herder – 35 pts
Kanz: x3, big shoota, grotzooka, skorcha – 160 pts
Mek: mega slugga, 2x oilers – 35 pts
Total – 540 pts
Grand total - 995 pts
Ok…I haven’t played 7th yet, but upon reflection, I think this could work.
My WB goes with burnas in the trukk and zips around the table causing problems and attacking flanks with the warbikes. WB and burnas get stuck in with hard to handle troops/vehicles. My warbikes are used as flankers and/or outriders. Hit and run, trying to avoid protracted conflicts until the bitter end.
My Painboy takes the reins of the footsloggers portion of the forces. He hangs with the ‘ard boyz, assisting in any way he can. ‘Ard boyz are the core of the maneuver troops, ready for a protracted fight and hopefully absorbing hits and making a few armor saves. The grots will hang on the periphery, waiting to either snatch an objective or contest on the last turn. My biggest gamble is keeping them alive through the game, as I’m sure their life expectancy is the same as an ice cube on a hot skillet. The mek that is allowed for each HQ is attached to the Kanz. Not sure if I want the kanz as a troop or separate entities. But, I figure that they are fire magnets and walking targets; kinda like dead grots walking…Hopefully having a mek in the vicinity will help to repair any immobilized or weapon destroyed rolls.
Again, this is very basic and of course, your comments are welcomed/encouraged…I could even field this as it stands, without too much effort.