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Made in us
Smokin' Skorcha Driver






So I had a kinda interesting idea on a big ol deathstar squad of slugga boyz:

HQ

ghazzy

mad dok grotsnik

Troops

30 slugga boyz- all cyborks -nob w/ pk

12 shoota boyz- trukk w/ reinforced ram

12 shoota boyz- trukk w/ reinforced ram

12 shoota boyz- trukk w/ reinforced ram

5 meganobz- trukk w/ reinforced ram

15 grots w/ runtherd

Elites

9 lootas

9 lootas

Fortification

ADL w/ quad-gun

So my idea is for the trukks to haul forward and distract the enemy while the slugga deathstar trudges up the battlefield. Mad dok and ghazzy will accompany the boyz, than I'll most likely have ghazzy split and go eat another squad once their in range to charge. Meanwhile the lootas and grots will camp out behind the adl and try to support as much as possible. My thought behind the boyz was that with cyborks and fnp they basicly have a 3++ save, so im hoping that they'll be able to absorb a decent amount of damage while destroying pretty much everything. Thoughts and comments welcome!

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Flashy Flashgitz






New Jersey

hmm, your 30 Ork Boyz aren't much of a Death Star, Thraka is going to make them Slow and Purposful that you will need 3 turns to get them close to your Opponent. Your Trukks units probably wont last the first turn.
If you were going deathstar, Thraka with 9 Meganobs and put them in a Battlewagon w/ Def Rolla and basically just hurl it at your opponent.
The other thing you can do is what I like to call Double Deathstar. Warboss Biker with 10 Nobs.

what this will do is bring 2 Troop units and scare the pants off your opponent and still be able to take and hold objectives.

Also if you take Mad Doc, give your MegaNobs cybork, I can't begin to tell you how important that is.

you are spending 55 points for grots when you could spend 60 for 3 Big Gunz that can shoot the Quan-Gun equal to the gretchins, while still being able to add to the Quad-Gun's fire power.

If the Trukks work for you, keep them. For me they have only been a huge disappointment, especially when 10 Termaguants, just blast it apart 1st turn, stealing First Blood and almost laughing at the 12 Orks (which all survived the ramshackle) lose 6 of their numbers and then Flee - never getting into melee and when they finally would've had a chance to shoot, they are running the wrong way.

I can't stress it enough, every weapon, big or small can take out a Trukk and if they can glance with 3 shots of a str 4 weapon the Trukk is gone. Str 5 will glance on 5 and pen on 6. You will ramshackle and there is nothing worse than 2 or more ramshackle roll. you will go boom.

Not loud, on fire, or explodin' yer doin' et wrong  
   
 
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