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		<title><![CDATA[Latest posts for the thread "2000 Anti-Guard Bike/Wagon Charge"]]></title>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ This army is designed to kombat the Imperial Guard.  Its centerpieces are the hated Biker Nobz led by Wazzdakka and a Battlewagon with a Big Kustom Force Field Mek to protect itself and the two Wartrukks flanking it.  <br /> <br /> The Gretchin are for hiding in the rear and the kannons will attempt to ward off any Hell Hounds or sentinels coming after said Gretchin.  <br /> <br /> The Deff Koptas will be placed on the board (as opposed to outflanking) in an attempt to kill Hell Hounds as fast as possible before they're destroyed.<br /> <br /> <br /> 'ead Kuarters: 305<br /> Wazdakka Gutsmek: 180<br /> 	Total: 180<br /> 	<br /> Big Mek w/kustom Force Field: 85<br /> 	Powerklaw: 25<br /> 	Bosspole: 5<br /> 	Cyborky: 10<br /> 	Total: 125<br /> 	<br /> Da Boyz: 885<br /> 6 Cyborky Nobs: 150<br /> 	Painboy: 30<br /> 		Subtotal: 180<br /> 	Battlewagon: 90  <br /> 		Armour Plates: 10<br /> 		Grot Riggers: 5<br /> 		Wreckin' Ball: 10<br /> 		Deff Rolla: 20<br /> 		Red Paint Job: 5<br /> 		Stikk Bomb Chukka: 5<br /> 		Subtotal: 145<br /> 	Total: 320<br /> <br /> 11 Boyz: 66<br /> 	Nob: 10<br /> 		Powerklaw: 25<br /> 		Bosspole: 5<br /> 	Trukk: 35<br /> 		Red Paint Job: 5<br /> 		Stikk Bomb Chukka: 5<br /> 		Wreckin' Ball: 10<br /> 	Total: 161<br /> <br /> 11 Boyz: 66<br /> 	Nob: 10<br /> 		Powerklaw: 25<br /> 		Bosspole: 5<br /> 	Trukk: 35<br /> 		Red Paint Job: 5<br /> 		Stikk Bomb Chukka: 5<br /> 		Wreckin' Ball: 10<br /> 	Total: 161<br /> <br /> 25 Gretchin: 75<br /> 	2 Runt Herders: 20<br /> 	Total: 95<br /> 	<br /> 26 Gretchin: 78<br /> 	2 Runt Herders: 20<br /> 	Total: 98<br /> <br /> Elites: 530<br /> 7 Cyborky Biker Nobz: 350<br /> 	Painboy: 30<br /> 	3 Big Choppas: 15<br /> 	Total: 395<br /> <br /> 5 Kommandos:  50<br /> 	Boss Snikrot - 85<br /> 	Total - 135<br /> <br /> Fast Boyz: 180<br /> 2x Deffkopta w/Twin-linked Rokkit Lauchas: 90<br /> 	Total: 90<br /> 	<br /> 2x Deffkopta w/Twin-linked Rokkit Lauchas: 90<br /> 	Total: 90<br /> 	<br /> 'eavy Metal: 120<br /> 3 Kannons: 60<br /> 	Total: 60<br /> 	<br /> 3 Kannons: 60<br /> 	Total: 60<br /> <br /> <br /> Any suggestions?]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 18:11:24]]> GMT</pubDate>
				<author><![CDATA[ Krizstompofer]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ looks good i would try it out maybe some eavy armor]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 19:10:20]]> GMT</pubDate>
				<author><![CDATA[ wildman270wsm]]></author>
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				<title>Re:2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ Take all of the point costs away from everything ]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 19:22:29]]> GMT</pubDate>
				<author><![CDATA[ EzeKK]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ Does wazdakka allow the biker nobz to count as troops?  If not, I'd just take a warboss on a bike.  I think the additional (and dead hard) scoring unit more than makes up for whatever wazdakka gives.  ]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 20:19:22]]> GMT</pubDate>
				<author><![CDATA[ JourneyPsycheOut]]></author>
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				<title>Re:2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ Any warboss allows biker nobz (1) to be counted as troops, Waazdakka allows ALL bikers to be taken as troops ]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 20:23:34]]> GMT</pubDate>
				<author><![CDATA[ EzeKK]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ is eaavy armour worth it]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 20:54:08]]> GMT</pubDate>
				<author><![CDATA[ wildman270wsm]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ See I was thinking the same thing, weighing the merits of Wazzdakka vs. Warboss.  But I kinda think that while there are advantages to both, Wazzdakka is the better choice against the Guard.  He's able to turbo boost 24 inches, bumping his cover save up to 3+, while still firing his <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8, Assault 4 kannons.  Which I think is key to knocking out Hell Hounds, Chimeras, Sentinels or Russes if he's lucky enough to catch the latter's rear or side armour.  Plus, in my experience I rarely end up holding objectives with biker nobz.  Most games they seem to zip from one crime scene to the next until my opponent finally wipes them out in turn 5.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 01:01:24]]> GMT</pubDate>
				<author><![CDATA[ Krizstompofer]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ Sorry, I couldn't hear you over the sound of how awesome my tanks are.<br /> <br /> Hellhounds will look at nob bikers and just laugh.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 03:40:25]]> GMT</pubDate>
				<author><![CDATA[ Nenya97]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ <blockquote><div><cite>Nenya97 wrote:</cite>Sorry, I couldn't hear you over the sound of how awesome my tanks are.<br /> <br /> Hellhounds will look at nob bikers and just laugh.</div></blockquote><br /> <br /> WHAT?? Sorry, I can't hear you over the sound of my powerKlaws hitting your puny rear armor.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 11:11:08]]> GMT</pubDate>
				<author><![CDATA[ nostromo]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ I prefer the warboss with a squig.  5 S10 attacks?  I'm in.  That is your tank killer right there.<br /> <br /> My immediate thoughts: <br /> 5 S10 <span class="glossaryitem" onmouseover='gp(58);'>hth</span> attacks &gt; 4 S8 shooting vs guard.  <br /> 2 flamers with the kommandos<br /> powerklaws on 2 or 3 bikers<br /> drop the kannons and deff koptas and get a squad of lootas.  Use the extra points for klaws and flamers.<br /> Kit all of the nobs differently.<br /> kill da umies]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 11:59:43]]> GMT</pubDate>
				<author><![CDATA[ Inigo Montoya]]></author>
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				<title>Re:2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ Hellhounds will rain on your parade (along with all heavy flamers, especially immolators, they ignore your armor/coversave and wound on 4's, not bad vs. T5) But, they can be easily smashed by <span class="glossaryitem" onmouseover='gp(107);'>PK</span>'s <span class="glossaryitem" onmouseover='gp(84);'>lol</span>... The first problem I noticed is to drop all of the stickbomb chukkas. Orks will almost never strike first in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>... Why waste points on their I2-3 if they charge... <br /> <br /> You want some real anti-guard? Burna boyz. 10 Flamers shota will downright annihilate everything it touches. Tankshocking him into mass flamer formation is also pure win. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 12:38:51]]> GMT</pubDate>
				<author><![CDATA[ EzeKK]]></author>
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				<title>Re:2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ <blockquote><div><cite>EzeKK wrote:</cite>Any warboss allows biker nobz (1) to be counted as troops, Waazdakka allows ALL bikers to be taken as troops </div></blockquote><br /> <br /> Wazzdakka allows all warbiker mobs to be taken as troops. He is not a warboss and so does not allow nobs of any description to be taken as troops.<br /> <br /> <blockquote><div><cite>Nenya97 wrote:</cite>Sorry, I couldn't hear you over the sound of how awesome my tanks are.<br /> <br /> Hellhounds will look at nob bikers and just laugh.</div></blockquote><br /> <br /> Funny, I never thought that models with T5, a 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and two wounds a piece cared about a S6 AP4 template. Hellhounds wont kill nob bikers. The best way to do it for guard is to drop battlecannon blasts on them.<br /> <br /> <br /> @ <span class="glossaryitem" onmouseover='gp(280);'>OP</span>:<br /> <br /> Your army is too full of needless frivolities. Red paint jobs, and wrecking balls need to come off your trukks and battlewagon. They are cheap transports, best to keep them that way.<br /> <br /> Big gun batteries are just terrible. The points are better spent on other things. For their points you dont get enough shots to make them worth it. The same goes for deffkoptas. Both of the points spent on these would be much better spent on lootas or more nobs.<br /> <br /> The kommandos could use a couple of burnas. Comming in from the rear with two flamer templates will devastate any infantry in cover (and i hear guard do like their infantry). They also serve as power weapons against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>, which is an added bonus.<br /> <br /> Gretchin are only useful for protecting meks with <span class="glossaryitem" onmouseover='gp(164);'>SAGs</span>. They dont have the toughness to stand up to decent shooting or assault, even with mob rule, so cant really be used to sit on objectives. Better to spend the points on more orks.<br /> <br /> Your biker nobs should also have at least one powerklaw. The one you get from wazzdakka wont be enough to kill tanks everytime in combat. Take another one to be sure.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 12:56:20]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>2000 Anti-Guard Bike/Wagon Charge</title>
				<description><![CDATA[ Good critique on all counts Regwon.  All of those points are things I've really been on the fence about -  particularly the Big Gun batteries.  I'm kinda new to Orks so I appreciate the advice from someone who's clearly used them more than I.  <br /> <br /> The only thing I'd dispute would be the usefulness of Gretchin.  I've found that 2 or 3 large (25-29 models) mobs of Gretchin behind the lines are a real pain for an army like the Guard or Tau to dig out.  Considering how important objectives are in 5th ed. 31 wounds for 112 points, with a 3+ cover save when pinned in area terrain, are points well spent I've found.  So long as the Gretchin are positioned carefully even Hell Hounds struggle to kill enough of them before the game ends.  My poor little grots have actually won my last few games for me.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 17:59:09]]> GMT</pubDate>
				<author><![CDATA[ Krizstompofer]]></author>
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