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Made in us
Yellin' Yoof on a Scooter






Testing out a mobile armor list for Orks.

Battalion Detachment-
HQ
Ghazghkull Thraka
Weirdboy -Da Jump
Zhadsnark Da Rippa

TROOPS
Boyz x29 w/choppas, Nob w/ Kustom Shoota/Power Klaw
Boyz x16 w/choppas, Nob w/ Big Choppa/Kustom Shoota
Boyz x10 w/choppas, Nob w/ slugga and Power Klaw

Fast Attack
6x Warbikers

HEAVY
Battle Wagon, Ard Case, 2x big shoota, Deff Rolla, Zzap Gun
Battle Wagon w/ Supa-Kannon, ard case, big shoota

VANGUARD DETACHMENT
HQ
Buzzgob

ELITE
Mek
Nob w/ Waagh! banner
Nobz x4 w/big choppas, Boss Nob w/ Kustom Shoota and Power Klaw

SUPER HEAVY AUXILIARY
Kill Tank w/ Bursta Kannon, ram, 2 additional twin big shootas.


Buzzgob and the smallest boyz squad in the kill tank for good repair rolls, Ghaz and the Banner Nob go with the 17x boyz in the regular wagon, Nobz and mek go in supa kannon wagon, zhadsnark w/ the bikers, weirdboy with the big mob of 30. Its got some good heavy firepower, a teleporting swarm, and two combat beasts, and the whole army is mobile. let me know what you think!
   
Made in dk
Longtime Dakkanaut




The Mek cannot repair while embarked
   
Made in us
Yellin' Yoof on a Scooter






pismakron wrote:
The Mek cannot repair while embarked


Where are you seeing that? The entry just states if the vehicle didn't move more than 6" and if the mek is within 3"
   
Made in us
Regular Dakkanaut





Any ability that says it affects units within X inches does not work while embarked.
   
 
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