Boss Klaw Daddy and Da Voodoo Krew
Waaagh on Bayou
Officers
Boss Klaw Daddy Nob w/ Big Choppa*, Kustom Blasta, Knife, Frag (1x), Trademark Item, Mesh Armor
Roux-Garu `Ard Boy w/ Choppa, Blasta, Mesh Armor
Loup-Garu `Ard Boy w/ Choppa, Blasta, Mesh Armor
Doktor Hoodoo Weird Boy w/ Club
Gator Sneaky Boss w/ Big Choppa, Blasta, Frag (1x), Mesh Armor, Clip Harness, Rope
Recruits
Kommando w/ Shoota, Rope
Kommando w/ Shoota, Rope
Pain Boy w/ Choppa
*He's modelled with a Power Klaw (hence the name) but it'll count as a Big Choppa for now. Maybe he needs batteries?
I've gone the opposite of how I suspect most starting Ork Squads are put together; a small cadre of hardened Officers with a very, very small selection of Recruits. The general plan is that the Kommandos and Sneaky Boss will infiltrate into a good spot with some Cover and protect the Nob, Werdboy, and the `Ard Boys as they close in for a proper scrap in close combat. The Pain Boy just hunkers down someplace near where he deploys, and hides until the post-game.
Priority for expansion during the intial stages of the campaign are, in rough order of importance, getting three or four Gretchin to help soak incoming fire on the Nob and Ard Boys, getting the Nob a proper Power Klaw, and getting Grot assistants for both the Pig Dok (Pain Boy) and Witch Dok (Weirdboy).
For the midgame of the campaign, the obvious counter to the increased potency of the other player's weapons will be some Big Shoota Boyz, loads of regular Boyz, and probably a Burna Boy... the kommando's won't like `im, but I'll need someone in the Nob+Boyz mob to deal with enemies in hard cover or swarms of chaos cult zombies and the like.
Besides, somebody has to do the cooking for the Pre-Waaagh fais do-do...
Pictures as soon as I replace the batteries in my camera.