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How many boyz in footslogging list?
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Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I am new to Ork and am not sure which way to go with unit size.

   
Made in ca
Longtime Dakkanaut





Go big or go home. My buddy runs two 30 ork mobs across the board at me, and even with the dedicated fire of most of a 1500 pt guard army it's hard to kill even one in a turn. And at 1500 pts, he has alot more than just the two mobz... it's always 'shoot the mobz, the rest gets ya, shoot the rest, the mobz get ya'!

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Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

depends on the points value. You should take max squads, for sure, but you should also have 6 squads, because the important bit is the Nob with his Power Klaw. Still, I see no reason why you can't fit 120 boyz into 1500 points or more.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Made in us
Tunneling Trygon





because the important bit is the Nob with his Power Klaw.


I don't have the Codex in front of me to check the points, but if I recally correctly, Boyz are more cost effective at killing virtually any kind of infantry.

It stands to reason. A basic Boy is 6 points. You get a LOT of attacks for those points.

The Klaws aren't why you take the units, the units are why you take the Klaws. The Klaw is in there to prevent the unit from getting abused by Dreads, TMCs, etc.



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Made in us
Battlewagon Driver with Charged Engine





I don't have the Codex in front of me to check the points, but if I recally correctly, Boyz are more cost effective at killing virtually any kind of infantry.

It stands to reason. A basic Boy is 6 points. You get a LOT of attacks for those points.

The Klaws aren't why you take the units, the units are why you take the Klaws. The Klaw is in there to prevent the unit from getting abused by Dreads, TMCs, etc.


QFT

A basic Slugga Boy is 6 points, has a 13-19" charge range with a Waagh! and gets 4 S4 attacks at I4 on the charge. Taking armor saves into account, a Slugga Boy on the charge is more effective than two Space Marines.

A 30-strong squad of Sluggas charging deals out 120 attacks, meaning 60 hits, 30 wounds and, on average, 10 MEQ dead.

A 20-strong squad deals 80 attacks, 40 hits, 20 wounds, on average 6.7 MEQ dead.

That's a big difference on its own, and then you have to consider that a 30-man squad remains Fearless twice as long as a 20-man squad, which means it will make it across the board more often.

Considering Shoota Boyz, a 30-strong squad is equally mandatory. They get 60 S4 18" shots. Enough said.

 
   
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Alexandria

boyz hit at I3 on the charge, i2 base >.>

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Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

kill dem stunties wrote:boyz hit at I3 on the charge, i2 base >.>


Yup. And I wasn't discounting the boyz at all, they are still awesome, even at I3 they have a pile of attacks they can throw out...but since everyone mechs up now and hides in their rhinos, the klaw is your last resort way of breaking it open, (other ways to break tanks include a couple units in Fast attack and an elites unit called Lootas, you should invest in some) your claw can also turn combats in your favor against Power armored infantry.

But what I said before was gack anyways, you should take 30 boy mobs unless your playing at 750 points.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Made in fi
Rough Rider with Boomstick




Finland

Do not go with half measures. Full mobs if points permit. From a Guard players perspective nothing is more frustrating than several full mobs charging towards your lines and realizing that you do not have enough pie throwers to stop them all.

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Made in us
Mekboy Hammerin' Somethin'






awhile ago I USED to run 20 boyz and THOUGHT it was fine until I got rid of my 15 Deffkoptas and spent it on boyz instead...

Turns out they really do last twice as long, and really require your opponent to waste the entire unit down (20 wounds) otherwise he won't get around to the next 3 behind them...

Tell you the truth, I run 30 'Ard boyz because everyone at my FLGS keeps tweeking their list to beat mine... turns out the Tau player and the Eldar player did not expect me to get armor saves... well worth the 340 points...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
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Made in dk
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Strangely enough I fall right in the middle.

25 boyz including Nob w/ Klaw and BP, and 2 Big Shootas = 200 points.

Big enough to hurt. Small enough to navigate the terrain.

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kill dem stunties wrote:boyz hit at I3 on the charge, i2 base >.>


D'oh. That'll teach me to post without having my codex handy.

 
   
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Steelmage99 wrote:Strangely enough I fall right in the middle.

25 boyz including Nob w/ Klaw and BP, and 2 Big Shootas = 200 points.

Big enough to hurt. Small enough to navigate the terrain.


Because those extra five boyz make terrain un-navigable.

If you're making a foot slogging list, 30 boyz per unit, as many units of them as you can field, and nominate one of them to be your screen (or use gretchin to do that) so that the rest of your army advances up the field with a 4+ cover save until the first unit is dead.

   
Made in us
Krazed Killa Kan






Columbus, Oh

run 30 per unit.. unless you are playing a low points match.

I use Rokkits as my Slugga heavy weps, plus a Klaw.. and Big Shootas in my Shoota boyz.. 3 of each means a slight chance to bust a rhino .. or 9 dice of anti-infantry long range fp..

2+2=5 for sufficiently large values of 2.

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porkuslime wrote:run 30 per unit.. unless you are playing a low points match.

I use Rokkits as my Slugga heavy weps, plus a Klaw.. and Big Shootas in my Shoota boyz.. 3 of each means a slight chance to bust a rhino .. or 9 dice of anti-infantry long range fp..


Big shootas on Shoota Boyz fine, but why on earth are you putting heavy weapons in Slugga Boy squads? Those guys should be running every turn, not firing a few inaccurate middling-effective AT weapons in the hope of possibly destroying a low-point transport. If you want to bust a Rhino with Sluggas, you CHARGE it; a Slugga squad with PK Nob can take out anything with rear AV 10, even if it's moving fast. 120 attacks against cruising speed = 20 hits = 3.22 glances from S4 boyz, and a small chance of a pen from S9 PK. That's an excellent chance to kill it. Of course using all those attacks against a Chimera is a waste, but then so is shooting rokkits instead of running. Really, Sluggas should ignore transports and go for the infantry.

This message was edited 1 time. Last update was at 2009/12/04 20:33:18


 
   
Made in dk
Stormin' Stompa





Dashofpepper wrote:
Steelmage99 wrote:Strangely enough I fall right in the middle.

25 boyz including Nob w/ Klaw and BP, and 2 Big Shootas = 200 points.

Big enough to hurt. Small enough to navigate the terrain.


Because those extra five boyz make terrain un-navigable.



Certainly not. But I feel that the 5 boyz actually do make a difference. Then again I play with the correct amount of terrain on the table (not saying you dont though).

And of course we are not talking about just 1 mob of boyz frolicking about on the huge 6X4 meadow alone. Several other mobs, trukks, BWs, Kans and others compete for the firelanes and avenues of attack.

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Ork Boy Hangin' off a Trukk




Wired into a deffdread

The ork solution is ALWAYS throw more boyz at them!

I don't play ork footsloggers very often (takes too long to move them all, LOL), but when I do, the formation is "GAS":

GGGGGGGGG Grots
AAAAAAAAA Ard Boyz
SSSSSSSSSS Slugga Boyz

The points for grots evens out the cost for 'ard boyz (versus just taking more slugga boyz) and you are less attached to them. I didn't take shoota boyz too often; this list was about CC. No special weapons except klaws (and BP) on the nobz. Hopefully the kommandos or deffkoptas would tie up enough to get a mass of greenskins into their midst by turn 2-3 when the buckets of dice were unleashed.

This message was edited 1 time. Last update was at 2009/12/04 21:13:17


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Made in us
Executing Exarch






Dallas, TX

Anyone who suggests running less then 30 boyz a unit in a footslogging list is wrong. I vote that they be escorted behind a chemical shed and promptly shot for heresy.

This message was edited 1 time. Last update was at 2009/12/06 10:03:22


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Rochdale (GW Manchester)

Try to get 30 in a mob if possible. The ability to stay fearless for longer is well worth the points (not to mention all the extra attacks)

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