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		<title><![CDATA[Latest posts for the thread "1500 Ork Mech Spam"]]></title>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ Need so advice on Ork mech horde<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 2 Big Mek w/ <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. 170<br /> <br /> Troop<br /> 11 boyz. 147<br /> 1 nob w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> & boss pole <br /> Trukk w/ boarding plank <br /> <br /> 10 boyz. 141<br /> 1 nob w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> & boss pole <br /> Trukk w/ boarding plank <br /> <br /> 10 boyz. 141<br /> 1 nob w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> & boss pole <br /> Trukk w/ boarding plank <br /> <br /> 10 boyz. 141<br /> 1 nob w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> & boss pole <br /> Trukk w/ boarding plank <br /> <br /> 10 Gretchin w/ Runtherder. 40<br /> <br /> Fast<br /> 3 x 3 warbuggy <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits.  315<br /> <br /> Heavy<br /> 3 x 3 Killa kanz w/ Grotzookas  405<br /> <br /> Summary<br /> 22 vehicles on the board should be pretty tuff to deal with. Gretchins would be for late game objective taking. Everything else would move forward and swarm my opponent.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 04:39:38]]> GMT</pubDate>
				<author><![CDATA[ mrfantastical]]></author>
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				<title>Re:1500 Ork Mech Spam</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the kans don't really fit with this list. I mean, whats the point of them in an all trukk force?If you shield your trukks, they can shoot your guts out while you move slowly accross the board. If the trukks zoom ahead (as they should) the kans will be left in the dust, and will make little impact for the 400pts your spending. You would be far better off running the meks in some cheapo battlewagons with lootas. It fits better with the speedy mech theme, and you get a good ranged unit]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 04:47:02]]> GMT</pubDate>
				<author><![CDATA[ orkboy232]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ I think its quite nice actually, since your enemy will most likely focus on the first wave(trukks!), and the walkers with some running will get there eventually.<br /> I mean really dude, 2 <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> will stop most bullets anyways, orks are cheesy that way]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 06:13:47]]> GMT</pubDate>
				<author><![CDATA[ Tony the guardsman]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ I would get rid of the kans and buy more trukks.  6 or 7 ork trukks could be awesome.  The kans will not preform like the boyz will.]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 06:25:04]]> GMT</pubDate>
				<author><![CDATA[ Geemoney]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ Looked pretty good until got down to the Kanz. Walkers do not go with faster moving vehicles. Replace with Deffkopers for alpha strike and more fast moving targets and maybe Kannonz for long range fire support or Lootas. ]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 15:51:22]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ The problem I have with trukks is that they don't survive very well (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 and open top), so putting more in the build would drive the cost up, and bring the survivability factor down.<br /> <br /> On the flipside killa kanz survive very well (AV11 not open top, sqaudron). and they are cheap, points wise. Yes they are slow, but combined with the buggies ( that can engage turn 1), and trukks ( that can engage turn 2), the kanz can be in firing range by turn 2-3, and are arguably more deadly then their equivalent points in trukk boyz. <br /> <br /> The theme here  is not speed freak, but Mech Horde. 22 vehicles on the board is going to saturate the playing field, all with a 4+ cover. My other thought would be to drop the trukks and go with 3 x 30 boyz squads, 18 vehicles and 90+ infantry models)]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 18:51:37]]> GMT</pubDate>
				<author><![CDATA[ mrfantastical]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ <blockquote><div><cite>mercer wrote:</cite>Looked pretty good until got down to the Kanz. Walkers do not go with faster moving vehicles. Replace with Deffkopers for alpha strike and more fast moving targets and maybe Kannonz for long range fire support or Lootas. </div></blockquote><br /> <br /> +1  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 19:01:45]]> GMT</pubDate>
				<author><![CDATA[ Skarshak]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ Being a squadron makes kans less survivable, since a immobilized result turns them into a wreck.<br /> If I were your opponent I would focus fire your trukks down which isn't that hard (like you said open topped av10) then worry about the rest later (since its not even a threat until turn 2 or 3).<br /> I think you you would be better off running everything together. Either more trukks or like you said more boyz behind the kans(which would make you better in the assult phase)<br /> Also I don't think you need 9 grotzookas....rokkits are better most of the time.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 20:46:59]]> GMT</pubDate>
				<author><![CDATA[ Geemoney]]></author>
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				<title>Re:1500 Ork Mech Spam</title>
				<description><![CDATA[ My thoughts exactly. The way the focus of this army is split the whole thing would suffer against anything shooty. Trukks would mostly be killed before the kans were even close. By that time, the rest of your opponent could focus their fire on hurting the only units you have left, ie. the kans]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 21:17:43]]> GMT</pubDate>
				<author><![CDATA[ orkboy232]]></author>
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				<title>Re:1500 Ork Mech Spam</title>
				<description><![CDATA[ You should replace 7 kans and keep 2 as seperate slots since they most likely wont be targeted until midgame.  Make that gretchin mob at least 3 figures bigger, and add a battlewagon with armor plates, <span class="glossaryitem" onmouseover='gp(629);'>rpj</span>, grot rig and no more than 3 big shootas. Wagons are target priority so need those weapon destroyed counters to prevent immobilization. With the remaining points add a mob of boyz to go in the wagon with a <span class="glossaryitem" onmouseover='gp(107);'>pk</span> nob keep it at 19 or less so your mek with <span class="glossaryitem" onmouseover='gp(163);'>kff</span> can go in too.  Kan wallz are made for green tides mainly and so might I suggest kommandos since they infiltrate.  Take 3 squads with 2 rokkits a piece and they will become a threat.  Keep in mind not to upgrade them to nobs as these will usually be the first of your boyz to bite the dust.  I really recommend kommandos if you can spare the points as they dont need 20 boyz for 2 rokkits (YOU ONLY NEED 5)  ]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 23:38:44]]> GMT</pubDate>
				<author><![CDATA[ Defeatmyarmy]]></author>
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				<title>Re:1500 Ork Mech Spam</title>
				<description><![CDATA[ Issue I see (as many pointed out) is you'll be restricted to how quickly the kans move. If your trukks/buggies take off, you lose the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> on the kanz. The list also lacks punch aside from the buggies/kanz. I think something like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> would tear this apart]]></description>
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				<pubDate><![CDATA[Mon, 21 Feb 2011 23:43:21]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(69);'>IG</span> cant really tear it apart.They have <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, which really stops those annoying autocannons and lascannons.Plus parking lot generals have more templates, which will be pretty much useless on them trukks]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 03:16:39]]> GMT</pubDate>
				<author><![CDATA[ Tony the guardsman]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ Ok what about changing the Grotzookas to Rokkits? 18 Rokkits on turn one is going to hurt.<br /> <br /> That way the kanz can fire turn one. Tactic wise I'd move the wall of vehicles up at the pace of the kanz until everyone can get into range for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> I still think that 22 vehicles on the board is going to be nasty for anyone to deal with. At hire points and with opponent permission i can bring grot tanks for even more weenie vehicle madness (potential for 18 more vehicles with grot tanks).<br /> <br /> I'll have to try this list out and let you guys know how it works.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 03:37:08]]> GMT</pubDate>
				<author><![CDATA[ mrfantastical]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ This.Army.Is.Murder.]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 04:28:24]]> GMT</pubDate>
				<author><![CDATA[ Tony the guardsman]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ <blockquote><div><cite>mrfantastical wrote:</cite>The problem I have with trukks is that they don't survive very well (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 and open top), so putting more in the build would drive the cost up, and bring the survivability factor down.<br /> <br /> On the flipside killa kanz survive very well (AV11 not open top, sqaudron). and they are cheap, points wise. Yes they are slow, but combined with the buggies ( that can engage turn 1), and trukks ( that can engage turn 2), the kanz can be in firing range by turn 2-3, and are arguably more deadly then their equivalent points in trukk boyz. <br /> <br /> The theme here  is not speed freak, but Mech Horde. 22 vehicles on the board is going to saturate the playing field, all with a 4+ cover. My other thought would be to drop the trukks and go with 3 x 30 boyz squads, 18 vehicles and 90+ infantry models)</div></blockquote><br /> <br /> What? I totally agree that Trukks are rubbish and should be avoided like the plague but you're not getting the idea of target saturation. If you have a single Trukk it won't last long, if you have 10 Trukks they're going to last a whole deal longer making them a lot more survivable, not worse.<br /> <br /> Kanz aren't any more survivable than Trukks because in squadrons if they're immobilised they become wrecked and you're still not getting the point that they lumber behind and get picked off, this makes your army be dealt with in two waves. The fast moving Trukk wave and then the slow walker wave which means your opponent can deal with your army in halves at their leisure and target prioritise even better.<br /> <br /> Mech horde doesn't include Trukks..it's mass walkers because you can then have about 130 Ork models not a total of 50+ hardly a horde at all. <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Tony the guardsman wrote:</cite><span class="glossaryitem" onmouseover='gp(69);'>IG</span> cant really tear it apart.They have <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, which really stops those annoying autocannons and lascannons.Plus parking lot generals have more templates, which will be pretty much useless on them trukks</div></blockquote><br /> <br /> It doesn't stop autocannons and lascannons, it has a chance of stopping them, they still get through and cause damage. A good Guard player with plenty of medium range weapons would stop this list easily. ]]></description>
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				<pubDate><![CDATA[Tue, 22 Feb 2011 13:47:50]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ Hmmm yes lascannons and autocannons...but with a 4+ cover save they can block half the shots...HALF!And with a bit of smart driving at least 1/3 of the surviving trukk units should be in combat ripping guards up.<br /> Although orders might be killy against the trukks...but still..]]></description>
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				<pubDate><![CDATA[Thu, 24 Feb 2011 03:07:05]]> GMT</pubDate>
				<author><![CDATA[ Tony the guardsman]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ I've run a similar list at 1500 points:<br /> <br /> 2x <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> Big Mek<br /> 2x 20x Boyz, 2x Big Shoota, Nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> 3x 5x Loota<br /> 3x 3x Killa Kan, 3x Rokkits<br /> 3x 3x Warbuggies, 3x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> <br /> The purpose of this list isn't mech spam, it's targeting confusion.  Everything in this army is a high priority target, which means that your opponent has no optimal choices to shoot at.]]></description>
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				<pubDate><![CDATA[Thu, 24 Feb 2011 16:51:39]]> GMT</pubDate>
				<author><![CDATA[ Heffling]]></author>
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				<title>1500 Ork Mech Spam</title>
				<description><![CDATA[ I'd say differentiate the weapons on the Kanz.  Each of the three squadrons, 1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, 1 Rokkit, 1 grotzooka.  Or else each of the three squadrons has a single type of weapon, each different.  Utilize the Kanz for shooting more than <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, since they're probably the best in the Ork codex for that.  Big shootas and rokkits can fire turn one, 'Zookas turn two or three.  There'll be enough trukks the way it is that at least SOME of them will survive, and they'll pester the enemy and keep them occupied until the rest get there.<br /> <br /> I think a lot of folks forget just how Many four trukks, 9 Buggies, and 9 Kans is.  Mechanized alone, you've got 22 vehicles, which means Armour, which means only 2/3 of the hits'll do anything, with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, meaning a further 1/2 of those won't even hit.  Which means the enemy will need to decide whether to concentrate on the four Trukks, leaving your Kanz and Buggies free to shoot, or else concentrate on the rest, leaving the Trukks to get their boyz all up in there, or split the fire, meaning they do neither very well, and you've got shooting AND Boyz at the same time.]]></description>
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				<pubDate><![CDATA[Thu, 24 Feb 2011 17:51:47]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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