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Old Ork Codex vs. New Tau Codex  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





running 180 boyz across the board with loota support still seems to work quite well.
   
Made in nl
Longtime Dakkanaut





sirlynchmob wrote:
I like your list Shogun, but I'd give the mek a burna instead of the klaw. just in case you need to burn some tau out of the terrain they're hiding in.



Not my favorite setup.

With my armylist its possible to put the mega armour warboss + Powerclaw mek with the shootaboyz + powerclaw nob in the middle battle wagon. This way if the unit attacks and gets challenged you can decline (warboss) and still hit with the mek and nob powerclaws. This works great against the big Monstrous Creatures which most likely be killed the second close combat phase and you can move the unit in your own next turn against a new target.
   
Made in us
Bloodthirsty Bloodletter





Glen Ellyn, IL

Its already been said on here before but in my experience what wins you the game with Orks is lots of battlewagons, shoota boyz, lootas, and nob bikers. I don't know when we are getting a new codex but currently there are just not a lot of ways to win with Orks against certain armies.
   
Made in nz
Disguised Speculo





 PipeAlley wrote:
Considering what has happened to a lot of new codicies, I'm afar aid of what a new Ork codex might bring. If they could just take the best of the current codex, the previous codex, Armageddeon codex, and some IA and Apoc, I'd be happy with that. Nothing new, just old stuff at lower point costs and be able to join weird Boyz and PainBoyz to any unit as 1-3 Elite slot IC's.


Dis gits got it right

Also Flash gits less gak and Lootas in Heavy Support, and I'm happy with that.
   
 
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