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		<title><![CDATA[Latest posts for the thread "1500pts Foot Slogging Orks"]]></title>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ well having been playing marines for most of my time playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, I have tried Eldar, Space Wolves and I am also starting Nids. but Orks was the last race I thought I would play,b ut when I was offered the Ork side of an <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> set for five Sternguard I accepted. lookingat them for a long time I wondered how I would play orks,and after looking through the codex I set my sights on the green tide. rather liking the idea of being able to just grind my foe into the ground, not to mention some of the entertaining rules in the codex. so after mulling around for a while I threw a 1500pt list together that I think will use. tried it for the first time today against a Khan biker army, and by turn three the enemy threw in the towel(I'll show an image of what turn three looked like). but I thought it would be a good Idea to see what others think of the list, please feel free to leave tips, but please bare in mind this army is for fun only, so not alot of money will begoing into it. anyways here is the list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>Hq</span><br /> Warboss <br /> War Gear:<br /> Mega Armor 40pts<br /> <br /> <br /> Troop<br /> Nobz<br /> WarGear:<br /> Heavy Armourx10 50pts<br /> Bosspole 5pts<br /> Waaagh banner 15pts<br /> Painboy 30pts<br /> <br /> Transport <br /> Trukk<br /> Upgrades:<br /> Armour Plates 10pts<br /> Reinforced Ram 5pts<br /> Grot Riggers 5pts<br /> Red Paint Job 5pts<br /> <br /> <br /> Troop<br /> Ork Boyz<br /> War Gear:<br /> Ard Boy 4pts<br /> Nob 10pts<br /> Power Klaw 25pts<br /> Bosspole 5pts<br /> Big Shootax2 10pts<br /> <br /> <br /> Troop<br /> Ork Boyz<br /> Upgrades:<br /> Ard Boy 4pts<br /> Nob 10pts<br /> Power Klaw 25pts<br /> Bosspole 5pts<br /> Big Shootax2 10pts<br /> <br /> Troop<br /> Ork Boyz<br /> Upgrades:<br /> Ard Boy 4pts<br /> Nob 10pts<br /> Power Klaw 25pts<br /> Bosspole 5pts<br /> Big Shootax2 10pts<br /> <br /> Heavy Support<br /> Kila Kan<br /> Upgrades: <br /> Skorcha 5pts<br /> Grot Riggers 5pts<br /> Armor plates 10pts<br /> <br /> Heavy Support<br /> Kila Kan<br /> Upgrades: <br /> Skorcha 5pts<br /> Grot Riggers 5pts<br /> Armor plates 10pts<br /> <br /> Heavy Support<br /> Kila Kan<br /> Upgrades: <br /> Skorcha 5pts<br /> Grot Riggers 5pts<br /> Armor plates 10pts<br /> <br /> <br /> Fast Attack<br /> Deffkoptas<br /> Upgrades:<br /> Twin-linked rokkit launcha 10pts<br /> Buzzsaw 25pts<br /> <br /> Fast Attack<br /> Deffkoptas<br /> Upgrades:<br /> Twin-linked rokkit launchax2 20pts<br /> Buzzsawx2 50pts<br /> <br /> <br /> Fast Attack<br /> Deffkoptas<br /> Upgrades:<br /> Twin-linked rokkit launchax2 20pts<br /> Buzzsawx2 50pts<br /> <br /> <br /> <br /> Total: 1497pts<br /> <br /> thank you for reading.]]></description>
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				<pubDate><![CDATA[Wed, 2 Sep 2009 16:42:06]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ so this list is good as is? nothing could beswitched around, like big shootas for the Kans, or a different load out in the boyz mobs?]]></description>
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				<pubDate><![CDATA[Wed, 9 Sep 2009 03:56:54]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ kombine the killer kans to a mob and throw out the extra armour and give them grotzookas.<br /> <br /> if the boyz are slugga boyz then throw out the big shootas and let them use run to get in close combat quickly.]]></description>
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				<pubDate><![CDATA[Wed, 9 Sep 2009 19:11:48]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ well I want the Kans to be able to move on their own, and throwing them into a mob doesn't help them survive any, on an immoblized they count as destroyed, which defeats the reason of bringing grot riggers. as for the two bigg shootas, they are a useful weapon for when I have to have the mob hold ground, and they are assault 3 so I can still shoot them and move, or if I am in range shoot an assault, 6 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 attacks are nothing to laugh at, though I am tempted to give the Kans Big shootas. as for grotzookasthey are double the cost of either a Big Shoota or a Skorcha, everyone swears by them, I just don't see the use of them. as for the extra armour, its to give them the chance to move over just sitting there. quick question would the custom mega blaster be a worth wild exchange on the Koptas or is the twin linked rokits the best way to go?]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 06:26:43]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ twin linked rokkits, cus they reroll failed to-hit rolls, while the KMB just shoots a shot as powerful as the rokkits, it just have 1 less <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and it has gets hot!, so theres a chance you wound your deffcoptas. <br /> <br /> trust me. its better with rokkits.]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 10:22:17]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> scorchas are a waste of BS3 on kans, and <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits on deffkoptas rock, they're great for killin tanks and you can outflank be hind them.  rokkit launchas or KMB are a better choice for kans since you get a 50% chance to hit with em. also, how many boyz are in each mob? my main problem when playing orks is vehicles, i never have problems with infantry tho, so rokkits are always helpful.]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 10:33:04]]> GMT</pubDate>
				<author><![CDATA[ Norwulf]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ @Norwulf: well thats why I was asking if the Big Shootas would be better, but as they are now, the Kan play a very multi role part of my army, they make decent strong points in my lines and if need be they can rush up and flame something or just palin assault it. so far tanks haven't been an issue, but I haven't played against a mech guard list yet, slightly cuirous to see how it will play out, that and against a Khorne <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> or CD list.<br /> <br /> @Big Mek: yeah I thought, but its hard to ignore that they are 5pts cheaper, and can kill Marine <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with a single shots, and deny armor to terminator armor and artificer armor, as for the gets hot, have always loved plasma weapons when playing marines, but as it is I think i will leave them as twin linked rokits.<br /> <br /> as for the size of the Boyz mobs, they are twenty strong, giving them a very decent survival rate. have yet to lose an entire squad yet, was wittled down to the Nob on one squad, but at the end of the game he was still around.<br /> <br /> quick question, can the War Boss take Kombi weapons while he is in Mega Armor? ]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 12:22:31]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ <blockquote><div><cite>Garuss Acine wrote:</cite>quick question, can the War Boss take Kombi weapons while he is in Mega Armor? </div></blockquote><br /> wow thats a good question, i have no idea but i'd like to know. <br /> <br /> i've been facing alot of soulgrinders and shooty <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies with land raiders, which are givin me problems. i faced a land raider ealier tonight and rolled 3s when i needed 4s to glance with my warboss <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. your rockin a few more <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> than me maybe thats a part of it. ]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 12:42:32]]> GMT</pubDate>
				<author><![CDATA[ Norwulf]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ also another question, how do you play the <span class="glossaryitem" onmouseover='gp(123);'>Str</span> on your <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>? on the charge I thought it would be Str8, but someone told me it was only Str7(for a Nob in the boyz squad) how I see it is, on the charge you get a +1 to the Nob's <span class="glossaryitem" onmouseover='gp(123);'>Str</span> and I, so he is now a Str4 I4 unit, and power fists double the users strength, so 2x4=8, or am I ignoring something here?<br /> @Norwulf:as for the raider rolls that was just cruel, so close yet so far away,but asif to show how dangerous claws are,in my game against a shoot chaos daemonlist I had my War Boss with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> clean a Soul Grinder in one turn of combat after the grinder rushed into my orks. wrecked him, it was funny, and very lucky. (I love the waaagh banner for Ws5 and WS6)]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 13:22:32]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ @Garuss Acine:<br /> You are correct on the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> attack.  It is <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 because of the Furious Charge.  <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Actually, i stand corrected.  It would be <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 10.  Your Nob has a <span class="glossaryitem" onmouseover='gp(123);'>str</span> of 4 and the Furious Charge would give it a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 base.  With the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> your doubling the 5 to make it 10.  So yeah...<span class="glossaryitem" onmouseover='gp(123);'>str</span> 10]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 18:41:30]]> GMT</pubDate>
				<author><![CDATA[ Bad_Sheep37]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ wrong. you first double the strengh, then add furious charge. therefore s 9]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 18:53:14]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ Are you sure?<br /> <br /> The way i look at it, Furious charge take effect whenever you charge.  Therefore, way before your Nob with the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> attacks, he has a <span class="glossaryitem" onmouseover='gp(123);'>str</span> of 5 because of the charge.  Then he attacks and IF he hits, he then doubles the <span class="glossaryitem" onmouseover='gp(123);'>str</span> of the <span class="glossaryitem" onmouseover='gp(107);'>PK</span>.  therefore it would be 10.  It makes much more sense that way.  I could be wrong but thats the most logical i would think.]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 18:58:26]]> GMT</pubDate>
				<author><![CDATA[ Bad_Sheep37]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ no. your wrong, im right. capish.]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 19:15:57]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ Well thats great Big Mek but even if you are right, it still makes no sense. <br /> <br /> "Im so Pumped im going to be charging into battle with 29 of my mates.  WAAAAAGGGGGHHHH HERE I COME!!!  CHARGE!!! Oh wait let me stay calm, i cant get to excited yet.  Oh look i hit something!!! NOW I CAN GET PUMPED!!! But wait...i just got my +1 to <span class="glossaryitem" onmouseover='gp(123);'>str</span> AFTER i hit this space marine in the face...hmmm i already hit him but im just now getting my +1...damn that makes no sense at all...maybe i can use that extra +1 to <span class="glossaryitem" onmouseover='gp(123);'>str</span> and knock out my own teeth since its obviously not doing me any good after i already hit the poor bastard...sigh"]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 19:26:34]]> GMT</pubDate>
				<author><![CDATA[ Bad_Sheep37]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ Hey, <br /> only one mob per army can be upgraded to 'ard boys<br /> <br /> or are you playing some house rules that differ.]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 23:08:54]]> GMT</pubDate>
				<author><![CDATA[ Darth Balls]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ The nobz are S4, by taking a power fist you double their strength and reduce their initiative to 1, now you have a S8 I1 model whose profile is not actually changed, but these are the stats you use, you now charge someone gaining furious charge, adding +1S and +1I for that turn you then add your S+1 to your S8 resulting in S9 and add the I+1 is negated by the power fist rule stating it ALWAYS strikes at I1, so 4 S9 hits on the charge, 3 S8 if you get charged.]]></description>
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				<pubDate><![CDATA[Mon, 14 Sep 2009 02:31:48]]> GMT</pubDate>
				<author><![CDATA[ iamthecougar]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ it says in thbe rule book:<br /> "If a model has a combination of rules and wargear that both add to and modify one of it's characteristics, <u>first</u> multiply the basic value and then add the extra points."<br /> <br /> so nobz with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4  x2+1 has <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span>.<br /> <br /> i am the cougar nailed it.   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> also to Garuss: i hear gearing up your nobz with all different wargear is a good way to spead their wound around and keep em goin.]]></description>
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				<pubDate><![CDATA[Mon, 14 Sep 2009 03:50:05]]> GMT</pubDate>
				<author><![CDATA[ Norwulf]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ <blockquote><div><cite>Darth Balls wrote:</cite>Hey, <br /> only one mob per army can be upgraded to 'ard boys<br /> <br /> or are you playing some house rules that differ.</div></blockquote><br /> <br /> my bad its meant to be Ard Armor, for 5pts for the Nob, I was made a mistake in the writing, bust as it is, the list is still legit s I had 3 pts left over and 3pts are needed to turn Ard Boy to Ard Armor on the 3 squads(1 point for each squad).<br /> <br /> as for eveyone else, thank you for clearing that up quickly. now I just need to find a War Boss ing Mega Armor, thinking I just might buy Graz and using him as a War Boss in Mega armor, the Nobs in Mega Armor look too small, and not to mention they only come with kombi weapons.]]></description>
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				<pubDate><![CDATA[Tue, 15 Sep 2009 07:11:32]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>Re:1500pts Foot Slogging Orks</title>
				<description><![CDATA[ Using ghaz as a mega armor warboss is a great idea, you can use him as ghaz when you feel like it.<br /> <br /> Have you considered running a big mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> garuss? seems to be good for this list.]]></description>
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				<pubDate><![CDATA[Tue, 15 Sep 2009 07:34:10]]> GMT</pubDate>
				<author><![CDATA[ Norwulf]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ actually, you cant change a whole squad to ard boyz with only 1 point. you need around 120 points to make them an ard boy mob if your talking about a 30 ork mob]]></description>
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				<pubDate><![CDATA[Tue, 15 Sep 2009 13:10:02]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ <blockquote><div><cite>big mek crazygit wrote:</cite>actually, you cant change a whole squad to ard boyz with only 1 point. you need around 120 points to make them an ard boy mob if your talking about a 30 ork mob</div></blockquote> the difference between 4 and 5 is 1. so I have to add 1pt to each sqaud for the nob to get Eavy Armor, not the entire squad.<br /> <br /> @Norwulf:thought about it, but its not a big interest for me, I only plan to have a 1500pt list, maybe add another Kopta to the lone kopta squad and maybe a min squad of Mega Nobs with scrochas and thats about as far as its going. might run Gaz but at 225pts he is a huge point sink, and at 1500pts it just doesn't fit unless I want to toss out the nobs. maybe in slightly larger games I could bring him.]]></description>
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				<pubDate><![CDATA[Wed, 16 Sep 2009 15:04:28]]> GMT</pubDate>
				<author><![CDATA[ Garuss Acine]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ the eavy armour on the nob costs 5 points]]></description>
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				<pubDate><![CDATA[Wed, 16 Sep 2009 16:26:25]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ <blockquote><div><cite>big mek crazygit wrote:</cite>the eavy armour on the nob costs 5 points</div></blockquote><br /> <br /> That's what he said. Before on his army list he made the mistake of calling it 'ard boy for the upgrade to give the 4+ save to just the nob and that it was 4 points. He realized his mistake and so added 1 point to each thing to equal a total of 5 points for the 'eavy armour upgrade to the nob. ]]></description>
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				<pubDate><![CDATA[Wed, 16 Sep 2009 23:16:51]]> GMT</pubDate>
				<author><![CDATA[ Icehawk18]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ oooh ok]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2009 05:08:34]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ <blockquote><div><cite>Garuss Acine wrote:</cite>@Norwulf:thought about it, but its not a big interest for me, I only plan to have a 1500pt list, maybe add another Kopta to the lone kopta squad and maybe a min squad of Mega Nobs with scrochas and thats about as far as its going. might run Gaz but at 225pts he is a huge point sink, and at 1500pts it just doesn't fit unless I want to toss out the nobs. maybe in slightly larger games I could bring him.</div></blockquote><br /> Ghaz pays for himself. Never, ever, ever regretted running the Big G himself. For 2 turns he will be an immortal unstoppable badass. For 2 turns your boyz will be a threat to anything within 18' of them. <br /> <br /> The guys I play with have only one strategy against any ork force with Ghaz: <b>Kill Him Before Turn 2!!</b> Well actually turn 3 is when I pop it, because you will definately get more benefit out of his Waaagh!!! upgrade.]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2009 06:43:48]]> GMT</pubDate>
				<author><![CDATA[ Eyclonus]]></author>
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				<title>1500pts Foot Slogging Orks</title>
				<description><![CDATA[ i got ghaz too, but i took him to school and he chipped, the bosspole falled off from the mounting, he got overglued and so on, but hey, hes 3 years old, i didnt knew better. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 17 Sep 2009 08:30:37]]> GMT</pubDate>
				<author><![CDATA[ Freddie Gibbs]]></author>
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