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Made in us
Frenzied Berserker Terminator






New to orks, how should I build them?



" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 
   
Made in ca
Gargantuan Gargant






I noticed you've been posting a lot of threads where your topics can be usually discussed in the general tactica threads in the tactics subforum. I've left a link below, but generally speaking feel free to ask for advice in those threads instead so we don't get unnecessary clutter. Also, if you check those threads out, even in the first few pages you'll probably have somebody with the same question that gets answered.

https://www.dakkadakka.com/dakkaforum/posts/list/767149.page
   
Made in us
Omnipotent Necron Overlord






Shoota boys are basically always a better choice. ESP if you are going evilsuns.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

You mean Slugga Boyz? Most lists I'm seeing these days go with 20 Slugga and 10 Shoota.
   
Made in us
Mekboy on Kustom Deth Kopta






honestly even though you can now mix and match I tend not to. usually I will run at least 90 boyz, 1 unit w/ 26 shootas, 3 big shootas, and nob w/ pk, 2 units slugga choppa 26 w/ 3 big shootas and nob w/ pk. That is if it is a sub 1750 game, at 1750-2k double that count for boys

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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

depends on the kulture if you should have a gakton of shoota boyz or not.
No shoota boyz is a crime since you can mix/match now and odds are 10 of the 30 wont be able to melee anyway (either because they died or you didnt move enough to get the whole unit in range).
I play Bad Moonz though so i run ... like 0 slugga boyz lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fi
Locked in the Tower of Amareo





I'm running generally units of (slugga&choppa/shoota) 19/10, 10/19 or 0/29. Plus nob of course. Shootas are generally handy enough to have to clear chaff(especially units you are NOT planning to charge least you accidentally get yourself out of charge range especially with deep strike). With pistols coming out of deep strike you might not even get all into pistol range and of course then reaching into h2h isn't quaranteed with all models anyway.

And some extra chaff clearing is always handy to have around.

Max shootas is also decently useful especially for that chaff clearing role. 59 shots isn't that bad chaff clearing. With bad moons you are averaging 10 imperial guardsmen. Might not sound that much but remember that's without relying on charge roll after deep strike. And then you can try to charge another squad. I'm considering evil sun mob like this for specifically chaff clearing duty T1 to clear T2 deep strike locations...

2024 painted/bought: 109/109 
   
 
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