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		<title><![CDATA[Latest posts for the thread "Ork Boyz"]]></title>
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				<title>Ork Boyz</title>
				<description><![CDATA[ What is better 30 boyz that run or 12 ard boyz in looted wagons? Also wht is better shoota boyz or slugga boyz (and can shoot boyz have blades on the end of there gun?)<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 23:54:44]]> GMT</pubDate>
				<author><![CDATA[ legosuperelf]]></author>
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				<title>Ork Boyz</title>
				<description><![CDATA[ I wouldnt waste points on ard boyz, cover provides a much more effective save, and its free <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> With units it depends on your playing and army style.<br /> <br /> You can go with the large units running over the battlefield 9hugging cover) and using big meks force fields to keep them alive.<br /> <br /> General layout tends to be 3-4 units of boyz, 30 per unit, nobz with a klaw and bosspole.<br /> a unit or 2 of gretchin for mobile cover and kamakazi.<br /> 2 meks with kustom forcefields to provide cover for the army.<br /> then a screen of killer kanz at the front to crush anything in the way.<br /> also, you can take a warboss instead of a mek for the waaagh! move.<br /> <br /> <br /> Or you can go with a mobile force of trukks and wagons, with either buggies/trakks or koptas for support.<br /> This general consists of 12 boyz per unit in a trukk with red paint, a nob with klaw and bosspole.<br /> Nobz in battle wagons along with a warboss or 2.<br /> Meganobz in wagons for some heavy hitting power.<br /> Flanking units of buggies, trakks or koptas for ranged anti-tank or simply to get in the way if needed.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 12 Sep 2009 00:00:23]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ Wow thats very helpful JD! But is it more of a preferance thing or is one style more competitive than the other? also,  is it better to take both nobz and meganobz or one or the other? I'm running a Nobz mob right now but im thinkin about stickin em with my boyz indiviually and buying some meganobz.]]></description>
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				<pubDate><![CDATA[Sat, 12 Sep 2009 00:15:05]]> GMT</pubDate>
				<author><![CDATA[ Norwulf]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ Thank you JD that helps alot jsut some quesitons on the boyz in the wagons. One is it worth it? Two still no ard boyz? Three Slugga vs Shoota?]]></description>
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				<pubDate><![CDATA[Sat, 12 Sep 2009 00:26:03]]> GMT</pubDate>
				<author><![CDATA[ legosuperelf]]></author>
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				<title>Ork Boyz</title>
				<description><![CDATA[ Norwulf: It all depends really mate.<br /> Of course, both lists are competative in thier own right, but the way they both work are very different.<br /> <br /> One simply washes the field with an unstoppable green tide.<br /> If you play this way, then it wont bother you when a unit get blown apart each turn <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> with a mobile army you will have less models on the table, and it doesent look as daunting.<br /> but, the speed mixed with orks natural fighting skills means they get into combat quickly, and with alot less deaths.<br /> <br /> I usually take normal nobz in wagonz kitted out.<br /> But i have used meganobz from time to time since they have a nice 2+ save and all have klaws.<br /> against monsterous creatures with over 4 attacks i would use normal nobz, as klaws strike last they tend to get ripped apart before attacking, so a normal nobz unit with painboy, waaagh! banner, cybork boddies, a few klaws and the rest with big choppas works better.<br /> but against dedicated combat units like the space wolf bloodclaws i would take meganobz.<br /> You will take a beating when hit 1st, but you can instant kill most things in return with ease.<br /> allthough, due to not having a bosspole option meganobz run away alot, so if you take them then have a warboss with a bosspole in mega armour (with an attack squig) in the unit to stop them running away so often.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> lego:<br /> <br /> 1: i love a mobile ork army.<br /> You can launch fast assaults getting you into combat quickly.<br /> which against armies like guard and tau will win you the game.<br /> <br /> 2: nope, ardboyz are a pure waste of points really.<br /> the armour costs nearly as much as another boy, and provides little help when there is cover present, or they are in a vehicle.<br /> <br /> 3: I allways take sluggas only, this is for 2 reasons really.<br /> <br /> 3a: If your using vehicles then you will be aiming to get into combat, so you wont be shooting.<br /> The choppa and slugga give you an extra attack, which with 12 boyz makes a big difference.<br /> <br /> 3b: In foot slogging ork armies you will be using run in the shooting phase to get into combat quickly.<br /> when you run you cannot shoot, so the choppas and slugga bonus once again helps to no end since you wont be shooting anyone.<br /> <br /> <br /> <br /> <br /> also, a note on a 3rd style, i havent tried this yet, but it does work well by all accounts <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <br /> <br /> Firebase orks.<br /> <br /> Idea here is simple.<br /> <br /> Heavy support: 3 battlewagons all with killkannonz.<br /> elite: 3 units of 12 lootas (they sit in the wagonz)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: shokkattack gun meks.<br /> troops: a few units of boyz, nothing special, but with gretchin units as shields. (boyz take shootas here)<br /> <br /> The plan is to simply sit back and shoot the other army to death.<br /> Not very orky, but effective.<br /> <br /> The killkannonz provide 3 high strength large blasts each turn and a hiding place for the lootas (dont move them atall)<br /> <br /> The lootas throw out 36 - 108 S7 shots per turn! enough to kill allmost anything in your way.<br /> <br /> The shokk meks sit back behind or in cover and shoot at other units, giving you another 2 large blasts per turn.<br /> <br /> <br /> Only real problem with this army is objective games.<br /> You dont really have any units you can run forwards quick enough to capture them.]]></description>
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				<pubDate><![CDATA[Sat, 12 Sep 2009 00:26:18]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ Ok sounds awesome i was thinking about 4 looted wagons carrying 2nob (with warboss and painboy) squads and 2 boy squads then ahve 2 squads of lootas camping in cover for support fire and then i was thinking of having another squad of kommandos for my last elite but idk wht is better another loota squad or another kommando squad?]]></description>
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				<pubDate><![CDATA[Sat, 12 Sep 2009 03:28:56]]> GMT</pubDate>
				<author><![CDATA[ legosuperelf]]></author>
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				<title>Ork Boyz</title>
				<description><![CDATA[ this is how shoota boys where explained to me.<br /> <br /> And yes, shoota boyz are really nice. Sure they've got a <span class="glossaryitem" onmouseover='gp(14);'>bs</span> of 2, but they've each got the firepower of a space marine firing at long range, and can fire on the move. A space marine gets 2/3 of a strength 4 hit with one shot from his bolter on average (<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 = 2/3 chance to hit times 1 for one shot) and a shoota boy likewise gets .66 of a strength 4 hit from his shoota (<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2 = 1/3 chance to hit times 2 for two shots.)<br /> The difference here being that space marines cost 16 points each compared to 6 points each for an Ork means that Orks get 2.7 Boyz for every marine, and correspondingly 2.7 times the firepower. And 2 attacks each base compared to 3 attacks each base means that you're still getting 2/3 of the attacks that slugga boyz have and 3/4 of their attacks on the charge, which is a minor loss for the benefit you're getting. A shoota mob still wipes out most units in close combat pretty handily.<br /> Shootas are also effective out to 18" (12" to really get the whole mob shooting at the same thing) whereas assaulting is only effective out to 6". This means that the shoota mob is effective more quickly than a slugga mob, and doesn't have as much of a need for repositioning after their first target is dealt with.<br /> There are also units out there that you don't really want to assault without softening up with shooting. Units like genestealers, khorne berserkers, black templars, and other dedicated assault units you definitely want to deal with or weaken from range before assault. Genestealers in particular since their armor saves tend to be weak, leaving them quite vulnerable to shooting.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 02:26:12]]> GMT</pubDate>
				<author><![CDATA[ sickening]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ yeah i wish i had made at least 10 of my boyz with shootas, kinda hard for the other 40 boyz who came from <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span>. with my experiance just using slugga boyz gets alot of your dudes shot before they can bonk people. The next thing im investing in is a few shoota boyz, i think 3 mobz of sluggas and 2 mobz of shootaz is a good balnace. (what i mean by that is 1.5% more sluggaz, sry my math-hammer is hella weak).<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> do the little blades on shootaz actually do anything? i believe the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> asked that and i dont know myself.]]></description>
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				<pubDate><![CDATA[Mon, 14 Sep 2009 04:02:58]]> GMT</pubDate>
				<author><![CDATA[ Norwulf]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ Soudns excellent but if im rolling nobz, and boyz in trukks might as well go slugga boyz for extra close quartrer dice. Right]]></description>
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				<pubDate><![CDATA[Mon, 14 Sep 2009 23:19:59]]> GMT</pubDate>
				<author><![CDATA[ legosuperelf]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ <blockquote class="uncited"><div>What is better 30 boyz that run or 12 ard boyz in looted wagons? Also wht is better shoota boyz or slugga boyz (and can shoot boyz have blades on the end of there gun?)</div></blockquote><br /> <br /> As for 30-boy footslogging mobs vs. 12-boy mobs in looted wagons (or trukks for that matter), I'd suggest neither.  Footslogging boyz are too slow and subject to all of the same terrible things that happen to units not in transports: lash, large blast templates, etc.  12 boyz in looted wagons or trukks are too fragile and too small to really deliver a devastating blow when they get there.  A happy medium is units of 20 boyz in a battlewagon.  Battlewagons provide mobility and durability and 20 boyz is definitely scarier than 12.<br /> <br /> I agree with everyone else who says 'ard boyz are a waste of points.  Unless you slap Dok Grotsnik in there to give 'em <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, in which case a 4+/4+ makes for some awfully durable orks.  <br /> <br /> Shoota boyz can have whatever they want on the end of their guns (blades, squigs, squirrels, go nuts), but it would of course have no in-game effect.<br /> <br /> Happy hunting!<br /> -<span class="glossaryitem" onmouseover='gp(305);'>GK</span>  ]]></description>
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				<pubDate><![CDATA[Tue, 15 Sep 2009 00:02:52]]> GMT</pubDate>
				<author><![CDATA[ GiantKiller]]></author>
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				<title>Re:Ork Boyz</title>
				<description><![CDATA[ My gears have shifted to foot slogging. I think slugga boyz are better for that. Is this smart?]]></description>
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				<pubDate><![CDATA[Tue, 15 Sep 2009 01:03:42]]> GMT</pubDate>
				<author><![CDATA[ legosuperelf]]></author>
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