Hello Lazarus:
Sweet looking army.
On the army list, I would recommend a few tweaks that require only a small number of model changes.
I would move all the Big Gunz to one of the Warband, making it a shooty warband, then move all the Boyz/Grotz to the other as an assault warband. That would give each of them a more focused role. They would each be a bit less flexible, but the increased performance should be substantial.
Having a couple of 45cm shots in with the Oddboyz will help with suppression. As the warbands stand now, once you have 2 BMs, those Oddboyz are suppressed to the 30cm range of all the units around them. Any target farther than that and the Oddboyz are the only things with range, so the BMs have to be applied to them and they cannot fire. It will be easy for an opponent to lay a few BMs and then avoid those Oddboyz.
The assault warband would have the ability to move at 15cm because you don't have any Big Gunz slowing it down. That's only 5cm difference, but it's also 50% faster, which adds up over the course of the game. It would have lots of Grotz for assault fodder.
That leaves you with 2 spare Oddboyz, which should be moved to the Blitz Brigades. The BB's are faster and therefore more flexible in their choices of targets. Even though they are more fragile than big Gunz units buried in the middle of the Warbands, I often find the wagonz can skulk around the edges of the battle and avoid being fired on. Replace the Gunwagonz, keep the Flakwagonz.
The Stompa mobz could be improved in several ways. If you want to use the same models, I suggest you move one of the Dreads to the other mob. That would give you one larger mob of 6 to get the Mob Up bonus (the bonus is "more than 5" which many people overlook on their initial reading). The other mob is at 4 models so it still doesn't break on a single casualty.
Another option if you have the models would be 3 Kanz in each mob instead of 2 Dreads. That puts them both at 6 models to gain the Mob Up bonus, at least until you take casualties. Personally, I can never tell Dreads from Kanz on the tabletop without picking them up to look. I think most people would be fine if you just added 2 models and told them "all these are kanz" at the start of the game.
Finally, if you are using the NetEA recommendations, I'd consider putting all of the walkers in a single Big Stompa Mob. It would drop an activation, but it would save you the 50 points discount for a Big Mob and you'd have a formation of 10, with 6 4+RA units. You could use the saved points on 2 Kanz to put you solidly in the larger Mob Up bonus range. That formation is going to take a beating and still keep rolling, so while your initial activation count might be lower, it also won't drop as easily. As above, you'd only need to add 2 Kanz, but you'd need to make sure the Kanz and Dreads were easily distinguishable on the tabletop.
Assuming I haven't messed up my count, you'd only need 2 plain Big Gunz and 2 Oddboy wagonz to make the Warband/Blitz changes work. You'd need at most 2 Kanz to rearrange the Stompamobz. That's not much different in terms of models and I think it will definitely be worth it for the army's overall performance.
_________________ Neal
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