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		<title><![CDATA[Latest posts for the thread "Rokkit Confusion"]]></title>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ So, I heard that rokkits aren't that great.  Orks are <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 so the rokkit will miss a lot, and even if the rokkit hits some tank it's only strength 8, meaning that it MIGHT blow up a rhino hull.  However, it can ignore certain armor saves, it's an assault weapon, and it can give a trukk some serious firepower for killing other light vehicles. (but the trukk won't live very long)<br /> <br /> So I've got a question, how do you ork players use your rokkits? (Or do you drop them for other weapons, they are 15points, which is two and a half boyz)<br /> <br /> Emphasis: When you use a rokkit, why do you use it and what is it's unit shooting at?]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 03:33:20]]> GMT</pubDate>
				<author><![CDATA[ starbomber109]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ They're OK on Deffkoptas because they're <span class="glossaryitem" onmouseover='gp(126);'>TL</span>, but I run a Kult of Speed list and I rely on Deff Rollas and Power Klaws for my anti-tank.<br /> <br /> They're a good option for Killa Kans (who are BS3), but for a bit more you could replace them with Kustom Mega-Blastas.]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 03:37:35]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ Unless my memory is playing tricks on me, they are twin-linked on Buggies as well.]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 03:39:58]]> GMT</pubDate>
				<author><![CDATA[ number9dream]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ Only ten points most of the time. I still don't take them much. The problem is that they're an expense you really don't need to deal with. <br /> <br /> Trucks should be moving 18" when they can, and they'll die before getting to shoot a lot of the time. Boys with rokkits are going to have to choose between shooting them and running, and if it's a squad of shoota boys a big shoota is usually a better deal. Tankbustas are limited by having to fire at vehicles, and they're expensive, short ranged, and have no ablative wounds for their rokkits. Battlewagons with rokkits can only fire one if they move. Kombi-rokkits are inferior to kombi-skorchas. Deff dreads are usually better off with skorchas or more arms.<br /> <br /> Deffkoptas, buggies, and killa kans are actually decent platforms for them. If you want rokkits, I'd take them on one of those.]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 03:40:55]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ <blockquote><div><cite>number9dream wrote:</cite>Unless my memory is playing tricks on me, they are twin-linked on Buggies as well.</div></blockquote><br /> <br /> They are, I think people like them on the deff koptas a bit better because the deffkopta is a jetbike.]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 03:42:14]]> GMT</pubDate>
				<author><![CDATA[ starbomber109]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ If your a walking army. <br /> walking boys mob of 30 with 3 rokkits and nob with power klaw, take this combo 4 times. if you arm boys with big shootas you'll find that tanks become a problem. <br /> <br /> <span class="glossaryitem" onmouseover='gp(400);'>AS</span> this combo gives 120 orks for about 1000pts Most people cant kill them all before you over run them, leaving<br /> 500 or 750 etc for boss plus what evea. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Aug 2009 00:54:51]]> GMT</pubDate>
				<author><![CDATA[ Ironklawmadgutsmek]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ Ork boyz - i dont take them.<br /> Warbuggies - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkitz are nice for them<br /> Deff koptas - again, great choice for them<br /> Killa kanz - Rokkitz make nice anti-tank on them due to BS3<br /> Tank bustas - Not too good since only <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2, but you can then take tank hammers (S10) which are nice.<br /> <br /> other than that, i dont take them, i rely on klaws, Boomgunz, killkannonz and zzap gunz for anti-tank]]></description>
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				<pubDate><![CDATA[Tue, 18 Aug 2009 01:00:47]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ If I do take them they are on Deffkoptas and Kans.<br /> <br /> Deffkoptas can outflank and have two wounds. Combine with mixed equipment and in squads of two they are fairly surviveable. Twin linked Rokkits work well here. They are pretty much light vehicle killers and a harassing unit. <br /> <br /> On the Kans, they are BS3 so are worth their while. Also the main goal of the Kan is to close with the enemy, and since I can't run and assault I might as well get the shots in. I run one unit of three Killa Kans with Rokkits and another with KMBs. On the Kans they are multipurpose and I'll shot them at anything in front of me. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Aug 2009 01:09:19]]> GMT</pubDate>
				<author><![CDATA[ Major Malfunction]]></author>
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				<title>Rokkit Confusion</title>
				<description><![CDATA[ I use 15 Deff Koptas because when your <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is two, because everything counts in large amounts...<br /> <br /> That and Deff Koptas can turbo boost a scout move, then move 12" behind the enemy tanks... needless to say, shy of a Land Raider, Everything dies to 5 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> S8 attacks to rear armor, especially if I can follow it up with 15 S4 attacks to rear armor... <br /> <br /> But the Deff Koptas will outflank if the enemy does not allow the above tactic by going first or not have any interesting targets... <br /> <br /> Besides Rokkits we traditional rely on Power Klaws hiding in a 20-30 ork mob to do the trick... ]]></description>
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				<pubDate><![CDATA[Wed, 19 Aug 2009 06:53:06]]> GMT</pubDate>
				<author><![CDATA[ QuietOrkmi]]></author>
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				<title>Re:Rokkit Confusion</title>
				<description><![CDATA[ Max squad of tankbustas in a battlewagon will kill anything, so what if only 33% of your attacks are hitting, that's 5 krak missiles per turn, what's not to like? <br /> <br /> 225 points for the squad, +90 for the battlewagon + whatever doodads and nicknacks you want. 315 points You can have 4 more rokkits for 40 more points.<br /> It takes an elite and a <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slot.<br /> <br /> 15(19) BS2 rokkits per turn. Not bad at all, especially for orks who hurt for ranged <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. Maybe not as good as an equal number of lootas, vs AV13 or lower, but infinitely (literally) better vs AV14, and much better multi-wound <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> like crisis suits or space marine heroes. <br /> <br /> The closest thing that other armies get are the SOB exorcist, which shoots <span class="glossaryitem" onmouseover='gp(24);'>d6</span> S8 AP1 shots per turn at BS4. That is an average of 3.5 shots, and 2.2 hits, not bad. 2 of them for 270 points is 7 shots, or 4-5 hits, almost identical to the tankbustas, but with several key differences.<br /> <br /> 1.) The battlewagon is front AV14, compared to the AV13 exorcist, that means it is immune to autocannons, one of the most popular (and most effective) transport killers.<br /> 2.) The battlewagon is a transport, the exorcist is not.<br /> 3.) The battlewagon's crew can assault out of it, and they ARE orks, so that is not to be ignored, especially if they have a nob.<br /> 4.) The battlewagon can take some of the best vehicle upgrades in the game in my opinion, including red paint, and grot riggers.<br /> <br /> 5.) The exorcist's shots are AP1, making them better vs terminators and vehicles. <br /> 6.) The exorcist is not open-topped, so it is slightly more surviveable in assault, or against shots to the rear.<br /> 7.) The exorcists end up cheaper.]]></description>
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				<pubDate><![CDATA[Wed, 19 Aug 2009 07:12:16]]> GMT</pubDate>
				<author><![CDATA[ Sanguine Sympathy]]></author>
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