Remember, you only need two HQ's total... Rather than the SAG meks, I'd like to see two KFF Meks and use THe points to bring in you kannons... You could bring like 12 kannons for the price of those SAG Meks. I think they would give you the AT you need, or the massive amount of horde clearing...
I admit I've wanted an excuse to build more SAGs, although with the increasing random tables I fear it's going to become far too unwieldy when they get a new book. 2 KFF's are a better choice, especially when Troops are so limited due to the overboard aerial. Unfortunately the way I typically run Kannons, the cost of 6 units would be more than 1/4 the points of the army. But the point is still taken, Kannons are going in.
Why not swap out 2 of your dakka jets for 2 burna bommas? Your remainin dakka jets are flying escort and targeting big blocks of whatever (I envision mostly IG or 'nids) and your bommas are targeting high-point cost units or other game changing targets of opportunity. If you're flying squadrons, you might be able to bring them in from different sides of the field and do cross over damage...I dunno...but on the movie screen in my mind, it worked out perfectly...
That is an idea. When it comes to Bommas, the only one I really like is the Superheavy IA8 Blasta Bomma, which I've ALWAYS wanted to build since first I heard about it (I'd call it the Orks closest equivalent to a Thunderhawk, and I already know that I want to model it after the Northrop P-61 Black Widow, the plane my Grandfather flew in WW2). That Bomma is such an incredible beast. Perhaps that's why I feel so underwhelmed by the Burna Bomma. I'll keep the idea under advisement, but at the moment I'm sticking with the Dakkajets.
the one suggestion i have is get yourself (if you havent) the death from the skies book. there are additional rules in there that allow for ork flyers to make manouvers. they are pretty sweet to! i use them now, with permission ofcourse. since everyone has flyers they like the additional rules they get aswell so its all good. and then you will see the dakkajets really preform haha!
When I glanced thru that book, the maneuvers seemed kinda naff, as did the Fighta Ace skills. It's been a while since I looked, but don't you have to pay additional points for both? That's an immediate turn off for me in this list, and if I remember correctly one of the possible rolled Fighta Ace skills gives you the ability to fire an extra weapon, but that's completely useless as the BRB rules state how many weapons you can fire (which is more than the arsenal for a Dakkajet) and that you can never launch more than x bombs & x missiles.
I recommend replacing two of the SAGmeks with wierdboys (maybe even warpheads) in the hope that you get the free waaagghh! Power, that would be so devastating, over 100 st X shots, ant Bs X!
Hmm, I do actually have 2 Wyrdboy/Warpeads, and I could use a few extra points. At the moment though I have to side with the KFFs though, as with such limited numbers on the ground I need to protect them as much as possible so they can claim objectives and mop up the remains of the enemy.
I do have an updated list...
2 KFF Meks with armor
3 units of 30 Shootas, 3 Big Shootas, Pk Armor Bosspole Nob
1 unit of 25 Shootas, 2 Big Shootas, Pk Armor Bosspole Nob
6 DakkaJets each with additional Supashoota
6 Kannons each with 2 Ammo Runts (note that each Kannon is in a seperate Force Org slot)
I think the Math was wrong on the previous list, I've double checked the math on this one and it always equals 2001 so I think I've got it right. Thinking deployment will be 2 boyz units on each flank, the Warlord will be the flank with the full mobz. The Kannons are going to be ripe fodder for the enemy in the first turn, especially in the event that they have it. Most of my opponents these days know full well how devastating the Kannons can be. Nevertheless I think each having Ammo Runts is more important that 2x crew, and by having each in it's own Force Org slot they have independent targeting. Then again in the event of a Kill Point mission they're [obscenity deleted].
Thanks for all the input so far guys, when this thing is ready for launch the Flying Fists of Mork will be insane!
Post Script: Whaa Ninja-d! Man I take too long to write responses.
It looks like your heading in the right direction. I suggest (like Adamscurr suggested) dropping two of the SAG meks and adding in a boom gun looted wagon or two. Of course, you could go with a lot of grot kannon teams as well, but since I am addicted to vehicles...
Another suggestion would be to drop all the SAGs, and take a warboss on a bike with some nob bikers to ride with him, to give you a real threat, and to distract your opponent from all the death flying around.
You really must let us know how it was with six planes on the board, if you do really well I may just have to go ork air force...
When I first was formulating the idea my first thrust was 2 Bikerbosses with a gang of Nob Bikers, and then my practical side came out. As much as I'd love this being a proper return to the Kult of Speed, the pointcosts are too strenuous and would cut me down on Boyz too much. I also tinkered with massing Trukkboyz, but again was constrained by points and what I thought could/would be most feasible for my current play style.
Wagon transporting was next on my list of ideas, but again the point expenditure made me reconsider. Then as if I hadn't been crazy enough I thought of Mekboy Junkas as a possible transit strike, but of course that was more point heavy than the Trukkboyz. I'm sticking with the Footsloggers for this force, they have the numbers and strike the right balance in points v. cost effectiveness. In the event that I roll poorly on the reserve/ongoing reserve table I know I can count on the Footsloggers to fight the good fight.
When I do play this, I will of course put up a Batrep, it is after all a new possible Ork Army subtype, and we haven't seen one of those in quite some time. I'll be needing time and money to build it though before I can play it though. I think I might be able to squeeze one more konversion out of the Dakkajet box than I did last time, but the build is still at minimum 1 month away. Nevertheless I'm looking forward to playing the ORKY AIR CORP