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		<title><![CDATA[Latest posts for the thread "1500 Point Ork List"]]></title>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Good Morning Folks!<br /> <br /> I've been working over my Ork lists for a couple weeks now.  I think I've nailed down the sort of list that should offer a pretty solid selection.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> 110 Warboss [Mega Armour] [Bosspole] [Twin-Linked Shoota]<br /> 100 Big Mek [Shokk Attack Gun] [ Bosspole]<br /> <br /> Elite<br /> <br /> 225 15x Loota<br /> <br /> Troop<br /> <br /> 220 4x Meganob [Kombi-Scorchas] [Red Trukk]<br /> 220 29x Boyz [Slugga & Choppa] 1 Nob [Power Klaw] [Bosspole]<br /> 220 29x Boyz [Slugga & Choppa] 1 Nob [Power Klaw] [Bosspole]<br /> 180 11x 'Ard Boyz [Shootas] 1 'Ard Boy [Big Shoota] Nob [Shoota] [Bosspole] [Red Trukk]<br /> <br /> Fast Attack<br /> <br /> 225 5x Deffkopta [Twin-Linked Rokkit Launchas]<br /> <br /> The Big Mek will be added to the squad of Lootas as they all have to remain stationary to fire anyways.  I chose a small group of Shoota Boyz in a Trukk specifically because I wanted a quick troops choice that could camp out an objective point reasonably well.  Even though they're a small group a +4 save should be enough to keep the squad from dying before help can arrive.  Ideally they'd camp an objective on my side of the table within line of sight from the Lootas.<br /> <br /> Strategy wise I figured I could run the big groups of Boyz straight down the line giving them fire support from the Lootas and <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>.  The Meganobz are supposed to do two things.  The first of which is to provide my opponent something other than my boyz to shoot at.  The second reason I have them is to annihilate anything they can get their grubby klaws on  and I figure ramshackle from the truck shouldn't do much to them with their +2 armour save and extra wound.  Deffkoptas are the main anti-armour (although Lootas work for anything less than 14 armour) and should outflank to explode the hell out of enemy armour.<br /> <br /> Thoughts? Critiques?<br /> <br /> I'll be picking up another couple boxes of Loota's pretty soon (Tuesday) and will have access to 16 Burna Boyz as well as 4 Meks.  I didn't feel the Meks were really worth putting into the Loota group because they really shouldn't be moving much in the span of a game and tossing in assault weapons seemed like a bad idea.  If I were to run Burna's I would definitely run Meks though the army list here didn't allow for it.  ]]></description>
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				<pubDate><![CDATA[Sun, 26 Oct 2008 17:03:05]]> GMT</pubDate>
				<author><![CDATA[ Falhurk]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ i have a higher bodycount then you at 1000 points]]></description>
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				<pubDate><![CDATA[Sun, 26 Oct 2008 18:52:21]]> GMT</pubDate>
				<author><![CDATA[ Skurk3n]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Wouldn't be surprised at that.  The thought of building the army was to build a balanced army.<br /> <br /> Perhaps a more constructive post?<br /> <br /> 102 models + 2 Trukks should be plenty.]]></description>
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				<pubDate><![CDATA[Sun, 26 Oct 2008 21:17:09]]> GMT</pubDate>
				<author><![CDATA[ Falhurk]]></author>
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				<title>Re:1500 Point Ork List</title>
				<description><![CDATA[ I'm not a big fan of meganobz but you could try a few games with four and see what happens.  Plan on loosing your trukks T1.]]></description>
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				<pubDate><![CDATA[Sun, 26 Oct 2008 22:13:50]]> GMT</pubDate>
				<author><![CDATA[ olympia]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Yeah, I figured the Trukks would be flaming piles of wreckage by the end of turn 1.  But, I also figured that the meganobz would escape unscathed.  The boyz less so.. I was thinking that <span class="glossaryitem" onmouseover='gp(269);'>Id</span> use the Boyz Trukk as more of a placeable piece of terrain and as a quick way to get to a close objective.<br /> <br /> Anything youd change?]]></description>
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				<pubDate><![CDATA[Sun, 26 Oct 2008 22:27:13]]> GMT</pubDate>
				<author><![CDATA[ Falhurk]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ <blockquote><div><cite>Falhurk wrote:</cite>Yeah, I figured the Trukks would be flaming piles of wreckage by the end of turn 1.  But, I also figured that the meganobz would escape unscathed.  The boyz less so.. I was thinking that <span class="glossaryitem" onmouseover='gp(269);'>Id</span> use the Boyz Trukk as more of a placeable piece of terrain and as a quick way to get to a close objective.<br /> <br /> Anything youd change?</div></blockquote><br /> <br /> I think it's a serviceable list.  Hell even if you get one move out of the trukks they've earned their worth.  Depending scenario you may want to break up the deff koptas into 2x2x1 units.  You can put a few on outflank that way; breaking them up also allows you to hit more targets with those rockets (do you want 5 koptas shooting 1 rhino or 4 koptas shooting 2 rhinos?).<br /> p.s. remember that as per the most recent rulebook <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> you can turboboost on your scout move. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 00:24:18]]> GMT</pubDate>
				<author><![CDATA[ olympia]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>imo</span> ardboyz is a waste of points almost every weapon out there got ap4 you should try shoota boyz for your fotsloggers]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2008 09:50:07]]> GMT</pubDate>
				<author><![CDATA[ Skurk3n]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ You're probably right about that Skur3n.  I'm not 100% sold on the 'ard boyz myself but I figure they should still do what I intended them to do which is camp one of my own objectives within <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> of the Lootas. <br /> <br /> I could be wrong though.<br /> <br /> Also, the Mega-Nobz are kind of a test-group.  Perhaps not the best choice especially due to their slow speed but it does allow me a lot of points to play around with.  My main concern right now is land raiders, I'm not 100% sure as to how I'm going to deal with them as I don't have much in here that even can.]]></description>
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				<pubDate><![CDATA[Sun, 2 Nov 2008 01:15:49]]> GMT</pubDate>
				<author><![CDATA[ Falhurk]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ i'd cut out the ardboyz and use em as normal boyz.<br /> with the points saved it might be worth adding another mega nob.]]></description>
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				<pubDate><![CDATA[Sun, 2 Nov 2008 01:52:13]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Mish-mash with trukks is not good. All out on trukks or none. "Some" trukks just get destroyed turn 1 and then you wasted those points. Just go without trukks and take no mega armour. With big numbers it doesn't matter what gets shot anyway.<br /> <br /> Take 2 groups of Lootas. Doesn't have to be 15, just 10+. Two smaller groups are better than a big one, that way you can shoot 2 different light vehicles or units at the same time.<br /> <br /> Same with the Koptas. Smaller groups of 2 either draw overkill fire or they're left to do their thing.<br /> <br /> Ignore 'ard Boyz unless you want them for something specific.<br /> <br /> You will probably want 3x30 and 1x20 boyz or so. The 20 being shootas, the rest, whatever you want. Then you get 2 Loota squads and then if you can fit them, 2x2 koptas.<br /> <br /> Ex:<br /> Warboss (<span class="glossaryitem" onmouseover='gp(107);'>PK</span>, Cybork) -95<br /> Big Mek (<span class="glossaryitem" onmouseover='gp(164);'>SAG</span>) -95<br /> 3x30 Sluggas (<span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob, <span class="glossaryitem" onmouseover='gp(260);'>BP</span>) -660<br /> 1x20 Shootas (2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob, <span class="glossaryitem" onmouseover='gp(260);'>BP</span>) -170<br /> 2x10 Lootas -300<br /> 2x2 Deffkoptas (<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Rokkits) -180<br /> <br /> And I'm not sold on the koptas... For that kind of points you can get a 20 boyz mob. Or more Lootas, etc.]]></description>
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				<pubDate><![CDATA[Sun, 2 Nov 2008 02:18:19]]> GMT</pubDate>
				<author><![CDATA[ 2orky]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ This is all true.  Without the Deffkoptas I have a lot of points floating around.  Not to mention if I drop the mega nobz (which makes having bought them a PITA) it gives me a lot of moving room.<br /> <br /> The question still remains, what to do about land raiders?  Maybe load up on rokkit launchers on everything else? like 3x in each slugga squad?  It would add a considerable amount of points and they're not overly reliable but is assaulting a land raider really much of an alternative?<br /> <br /> Maybe use a small burna squad, taking 3 meks with kustom mega-blastas wouldn't be a bad idea?]]></description>
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				<pubDate><![CDATA[Sun, 2 Nov 2008 13:58:46]]> GMT</pubDate>
				<author><![CDATA[ Falhurk]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Sorry to say it you wont stop land raiders with rokkits.<br /> <br /> I run kans and <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nobs to take that job i also have a 4 <span class="glossaryitem" onmouseover='gp(571);'>dccw</span> deff dread that can take the job.]]></description>
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				<pubDate><![CDATA[Sun, 2 Nov 2008 23:29:01]]> GMT</pubDate>
				<author><![CDATA[ Skurk3n]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Sorry man, orks don't have anything reliable to kill AV14 at range. No meltas (the best choice), no AP1, no reliable S9 or S10 shots. You would need masses and masses of rokkits: hit 1/3, damage 1/6 and then glancing. <span class="glossaryitem" onmouseover='gp(107);'>PK</span> is the way to go. You can either shield a warboss (S10 <span class="glossaryitem" onmouseover='gp(107);'>PK</span>) with a mob of boyz, or you can give him a bike, but then you need to give him some biker escorts and those are expensive. Biker nobs and a warboss are probably the best tank killers in the dex but you're looking at 400-500pts or so.]]></description>
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				<pubDate><![CDATA[Sun, 2 Nov 2008 23:40:10]]> GMT</pubDate>
				<author><![CDATA[ 2orky]]></author>
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				<title>1500 Point Ork List</title>
				<description><![CDATA[ Hmm, that's good to know.  Although I was hoping that there was a page in the 'dex that was super-secret and I happened to miss. <br /> <br /> I think I'll run some normal Nobz + a couple of <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nobz with a painboy.  I reckon it wont cost TOO Much to run with the warboss and at least then I have a solution.<br /> <br /> I'll be posting a 2000 point ridiculous army shortly.. Thought it up and can't get it out of my head.  I'm pretty sure it's about perfect too.]]></description>
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				<pubDate><![CDATA[Mon, 3 Nov 2008 09:21:22]]> GMT</pubDate>
				<author><![CDATA[ Falhurk]]></author>
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