The Arch-Arsonist list rides again!

Talk tactics or post your army lists and get feedback from our best and brightest.
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MrScotty
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The Arch-Arsonist list rides again!

Postby MrScotty » Tue Mar 17, 2020 3:09 pm

GW has put out a new Ork preview with some psychic awakening stuff, and one of the new things orks get is sub-kulturs. Similar to the choose-your-own-chapter traits other factions have gotten, but you only get one, and they're themed around the obsessive mobs orks sometimes form. The one they previewed is a burna mob: All autohitting weapons reroll their number of shots, burnas reroll to wound in melee, and burna bombs add 1 to the roll to see if they do mortal wounds.

A while back, when the codex first dropped and index hadn't been Legend'd yet, I made a list that used the following rule: The only unit allowed to be fielded that doesn't have an auto-hitting weapon is a dedicated transport. Command points: Who needs 'em?

I definitely want to use the new Kustom Job rules to give my triple-scorcha deff dreads +3" movement so I stuck a Mekboy Workshop in there as well (though technically its mortal wounding klaw ability does hit automatically!).

Supreme Command Detachment

HQ: Big Mek on Warbike (Legends)
Bad Moonz clan
2x Kombi-Scorcha, one of which is the Gobshot Blunderbuss relic.

(this guy deals 4d6 S5 AP-1 D1 autohits at 8" range and also gets 9 regular S5 AP- shots)

HQ: Deffkilla Wartrike
Snakebites clan
Relic: Da Buzzbomb

(The buzzbomb is a one-use relic that deals 3d6 S5 AP- d1 autohits to one unit within 6" and then 2d6 S5 Ap-1 d1 autohits to another unit within 6" of the first unit. Also, the wartrike has 1d6 S5 AP-1 d1 autohits with its flamer weapon normally so it doesn't break the army rules even after it uses the buzzbomb.)

HQ: Mega-Armored big mek with Kombi-scorcha + KFF

Fortification Detachment

Mekboy Workshop

Vanguard Detachment (Burna Mob sub-kultur)

HQ: Warboss with Kombi-Scorcha and Big Choppa

Elites: 5x burna boyz
Elites: 9x burna boyz
Elites: 5x Nobz, boss with big choppa and Kombi-Scorcha, 4x Kombi-Scorcha/Choppa Nobz

Fast: 2x Kustom Boosta-Blastas
Fast: 4x Scorchas (Legends)

Heavy: Big Trakk (Forgeworld) 2x Scorchas, Supa-Scorcha
Heavy: 3x Deff Dreads, each with 3 scorchas+1 Dread Klaw

Flyer: Burna bommer with scorcha missiles

Dedicated Transport: Trukk
Dedicated Transport: Trukk

Now, this list is incredibly, incredibly stupid, and it kills tanks by...can-do attitude and some deff dreads, but now it's more viable than ever before :D
Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
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Eisenfresser
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Re: The Arch-Arsonist list rides again!

Postby Eisenfresser » Wed Mar 18, 2020 5:43 am

I look forward to being cleansed in the purifying flames of this army.

May the Omnissiah Damn Nurgle!
Game preferences:
+1 to going first roll if you finish deploying first
All terrain is "statuary"
No First Blood - it's basically a bonus VP for going first
Current Beta rules

Army
4,500 points of Imperial Guard
2,800 of tanks alone
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MrScotty
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Re: The Arch-Arsonist list rides again!

Postby MrScotty » Wed Mar 18, 2020 7:11 am

Eisenfresser wrote:
Wed Mar 18, 2020 5:43 am
I look forward to being cleansed in the purifying flames of this army.

May the Omnissiah Damn Nurgle!
36d6 S5 Ap-1 shots and 20d3 S4 Ap- shots total. And now they all re-roll the number of shots. Wheee!
Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
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spruter
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Re: The Arch-Arsonist list rides again!

Postby spruter » Wed Mar 18, 2020 2:49 pm

Now this is an amazing list and I know it's not competitive, but my burning question is how will you get the deff dredds close enough to kill things before they get shot up? Is there another fast scorchy thing you can replace it with or are they there to be your only anti tank option?
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MrScotty
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Re: The Arch-Arsonist list rides again!

Postby MrScotty » Wed Mar 18, 2020 9:08 pm

spruter wrote:
Wed Mar 18, 2020 2:49 pm
Now this is an amazing list and I know it's not competitive, but my burning question is how will you get the deff dredds close enough to kill things before they get shot up? Is there another fast scorchy thing you can replace it with or are they there to be your only anti tank option?
Well all the autohits are enough to kill an imperial knight :/

The kustom job makes the dreads mv9", and ork skorchas are assault so they can advance safely and charge thanks to the deffkilla wartrike.

With full wound rerolls burna boyz arent terrible at killing tanks, and I have several dudes who are autocannons in melee or shooting. So the plan would be fast dreads, some autocannons, and then just...tie em up I guess?
Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!