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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ After battle testing and doing some heavy searching I have what I beleive is my final list ready now.  Only thing I was not 100% on was thinking about cutting 1 battle wagon to get 2 trukks, not sure if good idea or not and was thinking about cutting to put a burnam on mek.   I would like feed back and if you think I need list changes please give me a sample and reason why for changes thanks.  Also one more thing some one said that a battle gives squad in it a 26 inch assualt? is that true.<br /> <br /> Big Mek-<span class="glossaryitem" onmouseover='gp(163);'>kff</span> and cybork<br /> Warboss-squig,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,cybork,bike<br /> <br /> Loota(5)<br /> Loota(5)<br /> Kommandos(10)snikrot and 2 burna<br /> <br /> Gretchin(10)runtherd<br /> shoota boyz (20)nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits<br />     battle wagon-riggers,<span class="glossaryitem" onmouseover='gp(14);'>bs</span>,deffrolla<br /> shoota boyz (19)nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits<br />     battle wagon-riggers,<span class="glossaryitem" onmouseover='gp(14);'>bs</span>,deffrolla<br /> shoota boyz (20)nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits<br />     battle wagon-riggers,<span class="glossaryitem" onmouseover='gp(14);'>bs</span>,deffrolla<br /> Nob Bikers(8)banner,painboy,pole,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,4 big choppa,2 runts,4 kombi rokkits<br /> <br /> Stormboyz(20)zagstruck<br /> Deffkopta-<span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits<br /> Deffkopta-<span class="glossaryitem" onmouseover='gp(126);'>TL</span> rokkits<br /> <br /> Gretin to hold ojectives, big mek in with boyz, only 1 1 <span class="glossaryitem" onmouseover='gp(107);'>pk</span> in nobz becasue of warboss with them.<br /> thanks for help  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 27 Jul 2011 23:36:27]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Need to bump it and get feed back please, unless its flawless in design  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 28 Jul 2011 17:50:52]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I think the 'Wagons need Armor Plates, and the Koptas need Saws. ]]></description>
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				<pubDate><![CDATA[Thu, 28 Jul 2011 18:37:12]]> GMT</pubDate>
				<author><![CDATA[ wtwlf123]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ armour plates are 10 pts per not sure were to get points, I tried saws on kopters didn t seem to be worth the points.]]></description>
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				<pubDate><![CDATA[Thu, 28 Jul 2011 19:18:36]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ If you can't take Buzzsaws on koptas...I wouldn't even bother running them.]]></description>
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				<pubDate><![CDATA[Thu, 28 Jul 2011 19:58:40]]> GMT</pubDate>
				<author><![CDATA[ Erudog]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ OK then ill try saw again on koptor but what to change? Also can battlewagon assault 26"?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 03:22:58]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ How do you get a BW assaulting 26"?  I am curious to hear this.<br /> <br /> I don't know about DeffKoptas with buzzsaws either it is going to be my first time useing them as well..I am hopeing they are worth there points and <span class="glossaryitem" onmouseover='gp(316);'>KP</span>'s.  We will see I guess]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 04:15:11]]> GMT</pubDate>
				<author><![CDATA[ balsak_da_mighty]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ They usually are worth their points for me.  Look at this this way, for 70 points you get:<br /> <br /> a.) potentially crippling, or at least very advantageous alpha strike potential (scout 24", move 12", assault 6" on a vehicle that has not yet moved on your first turn - or maybe a pack of longfangs)<br /> b.) potentially crippling, possibly advantageous outflank potential (contest late game objectives/blow up enemy armor, etc)<br /> c.) 70 point distraction for your opponent if you zip them around with a 3+ cover save and soak up fire, if there are no potential targets for it.<br /> d.) If you run them as a unit, attach a Boss Biker to them for some extra killyness and fortitude.<br /> <br /> Moral of the story?  Deffkoptas have got some potential for 70 points <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 05:35:10]]> GMT</pubDate>
				<author><![CDATA[ Erudog]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ The 26" Assault thing is true but here's the math<br /> <br /> Battlewagon w/ Red Paint Job, Waaagh! called...<br /> <br /> 13" Movement from BW, 2" disembark, 1-6" Fleet of Foot from Waaagh!, and 6" assault. Total= 22-27" range.]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 06:10:13]]> GMT</pubDate>
				<author><![CDATA[ Dark_Angels_Sav]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Deffkotpas needs buzzsaws and Storm Boyz are rubbish because they're too expensive, can kill themselves and just normal Boyz. ]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 13:49:37]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Agreed about the Stormboyz. I would definitely drop them and spend the points on ...pretty much anything else. ]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 13:59:18]]> GMT</pubDate>
				<author><![CDATA[ wtwlf123]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ My thought on the stormboyz was deep stirkeing more worth it then kopta, is this not true?  even if I take 3 casuatlies inroll for deep strike, zagstruck has int 4 and 5 attacks on charge.  Other boyz it would be at worse 16 boyz with int 3 and 4 attacks (one more for pitol and sword) for a todal of 64 attacks! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  Is having a koptor that much better?]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 15:46:40]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Why would you deep strike a Kopta when they can outflank and scout? Can they even deep strike?]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 16:11:02]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ If your gonna assault from the battle wagons, go slugga choppa boyz. also boarding planks  and armor plates on wagons are nice. i would kick the koptas for a mek with a shokk attack gun and a boss pole. pop him in with one of the lootas squads. also, if your gonna run kommandos with snikrot (my fav unit) run it at full 15. <br /> <br /> The reason i say use boarding planks, you can slam your deffrolla into a transport. if that doesnt pop it, boarding plank it with a nob with <span class="glossaryitem" onmouseover='gp(107);'>pk</span> inside. next turn hop out and assualt the unit. orks are sweet on the assault, bad if they get assualted. ]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 16:14:42]]> GMT</pubDate>
				<author><![CDATA[ Kalzruk]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Mercer:  not kopta to deepstrike, the stormboyz <span class="glossaryitem" onmouseover='gp(84);'>lol</span> sry for confusion  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0">  zagstruck allows stormboyz to deepstrike but take d3 in wounds <br /> <br /> Kalzuk:  I would love to run 15 kommandos but alas I only have 10  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> I don't like boarding planks think they are a waste, was only wondering about the assaulting just incase I have to but not planing on it<br /> <br /> besides koptas what do you all think about the rest of list, should I add another squad of greatin or maybe cut a wagon to get a suad of 30 boyz.]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 16:44:17]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Keep in mind that Kommandos will not be able to outflank in 2 of 3 missions the way that things currently stand.]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 16:49:08]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ yeah I thought about that I was going to have them in reserve its only reason to play snikrot <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> should I cut 1 bw and turn it into 2 trukks and boyz in them?]]></description>
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				<pubDate><![CDATA[Fri, 29 Jul 2011 17:11:01]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Just got done reading all 3 scenarios should I move my bw to heavy rather then desinated transport to save battle point? What would I loose?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 12:42:47]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Nah, it changes nothing.  They're Heavy already, since Boyz can't take BW as <span class="glossaryitem" onmouseover='gp(458);'>DT</span>.]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 13:33:31]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Cut the Kommandos for more lootas and upgrades. And wheres Ghazkull? This is 'Ard Boyz not sissy boys!]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 13:57:14]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Not cutting Kommandos, like there flexability to be a pain, I would add more lootas just not sure, thought about adding 10 more but unsure if its worth it.  Gaz is good but more for foot slug I think thats not what am going for, trying to do speed freaks really.  I have stupid question then since am still a bit new, do the shoota boyz start outside wagons or can they start inside?]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 14:35:04]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Kommandos can't use their special rules in two of the missions since infiltrate and outflank aren't allowed. Something to keep in mind.]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 16:38:54]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Snikrot has ambush whats all i really care about <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> don t care about infiltrate or outflank <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 16:54:30]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ <blockquote><div><cite>pretre wrote:</cite>Keep in mind that Kommandos will not be able to outflank in 2 of 3 missions the way that things currently stand.</div></blockquote><br /> <br /> you are right they can't outflank but they can ambush which is way better<br /> <br /> I like the stormboyz. on turn 2 you can possibly have snikrot coming from behind and the stormboyz assaulting. this can really put a dent in the space wolf long fang garbage or the guard gun line. <br /> <br /> i am going to go full horde in my hard boyz list as everybody will be loading up on tank killing guns. 250 orks for the win]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 17:17:18]]> GMT</pubDate>
				<author><![CDATA[ skkipper]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ If your deep strike rolling is as bad as mine the stormboyz won't get to assault the turn they come in play (the wounds taken count towards combat resolution...be carefull). They can only assault when they come in (no shooting or fleeting). So I would recommend more lootas. Better chance to open all those <span class="glossaryitem" onmouseover='gp(27);'>DE</span> raiders, ork trukks, and rhino/razorbacks (chimeras are a bit harder) that WILL be seen. If you're gonna drop the deffcoptas take rokkit buggies, you can get 2 for just a few points more (MOAR DAKKA!).]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 19:21:24]]> GMT</pubDate>
				<author><![CDATA[ Viagrus]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Doesn't ambush use the outflank rules with choice of board edge?]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 19:31:30]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ <blockquote><div><cite>pretre wrote:</cite>Doesn't ambush use the outflank rules with choice of board edge?</div></blockquote><br /> <br /> no<br /> <br /> " if snikrot is put into reserve he may come in on any table edge."<br />  <br /> <br /> no mention of outflank the joys of a 4th edition codex]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 19:50:34]]> GMT</pubDate>
				<author><![CDATA[ skkipper]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Wow, good to know.]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 20:56:59]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Ok I re added my army found out I was off in my points <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> so here it is  once more:<br /> <br /> Big Mek - <span class="glossaryitem" onmouseover='gp(163);'>kff</span>,cybork - 95<br /> Warboss - squig,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,cybork,bike - 150<br /> <br /> Lootas(5) - 75<br /> Lootas(5) - 75<br /> Kommandos (10) - snikrot,2 burna - 215<br /> <br /> Gretin(10)runtherd - 40<br /> Shoota Boyz(20) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits - 180<br /> Shoota Boyz(20) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits - 180<br /> Shoota Boyz(19) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits - 174<br /> Nob Biker Squad - 503 (all have cybork al well)<br /> nob biker - painboy<br /> nob biker - waagh banner<br /> nob biker - pole<br /> nob biker - <span class="glossaryitem" onmouseover='gp(107);'>pk</span><br /> nob biker - bc<br /> nob biker - kombi rokkit<br /> nob biker - bc,kombi rokkit<br /> nob biker - runt,kombi rokkit<br /> <br /> Kopta - rokkits,saw - 70<br /> Kopta - rokkits,saw - 70<br /> Kopta - rokkits,saw - 70<br /> <br /> Battlewagon - rolla,kannon,rigger,plates - 135<br /> Battlewagon - rolla,kannon,rigger,plates - 135<br /> Battlewagon - rolla,kannon,rigger,plates - 135<br /> <br /> comes to 2302, I was thinking about if I should add trukk boyz or 2 more nob bikers thoughts  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 31 Jul 2011 16:56:51]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ bikers or trukk need some feed back please]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2011 15:51:13]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Trukk boy for Mission 2. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2011 16:19:18]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ thinking trukk boyz just ofr 2nd mission?  Thats they objects with spearhead right?]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2011 17:14:40]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ 5 objective, spearhead.<br /> <br /> Plus, your nob bikers are already pretty buff. Putting more points there is just more eggs in one basket. You're two leadership checks away from losing 600+ points of your army in one round.]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2011 17:15:53]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ ok so ill add they trukk then thanks  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> I was thinking with thinking that with xtra points but <span class="glossaryitem" onmouseover='gp(629);'>rpj</span> on wagons and a burna for mek and some orderlies for pain boy and oilers for mek (just in case <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">)]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2011 18:37:41]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Big Mek - <span class="glossaryitem" onmouseover='gp(163);'>kff</span>,cybork,burna - 115 <br /> Warboss - squig,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,cybork,bike - 150 <br /> <br /> Lootas(5) - 75 <br /> Lootas(5) - 75 <br /> Kommandos (10) - snikrot,2 burna - 215 <br /> <br /> Shoota Boyz(12) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,rokkit, trukk(ram) - 162<br /> Gretin(10)runtherd - 40 <br /> Shoota Boyz(20) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits - 180 <br /> Shoota Boyz(20) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,2 rokkits - 180 <br /> Shoota Boyz(19) - nob,<span class="glossaryitem" onmouseover='gp(107);'>pk</span>,pole,1 rokkits - 174 <br /> Nob Biker Squad - 503 (all have cybork al well) <br /> nob biker - painboy,3 orderly <br /> nob biker - waagh banner <br /> nob biker - pole <br /> nob biker - <span class="glossaryitem" onmouseover='gp(107);'>pk</span> <br /> nob biker - bc <br /> nob biker - kombi rokkit <br /> nob biker - bc,kombi rokkit <br /> nob biker - runt,kombi rokkit <br /> <br /> Kopta - rokkits,saw - 70 <br /> Kopta - rokkits,saw - 70 <br /> Kopta - rokkits,saw - 70 <br /> <br /> Battlewagon - rolla,kannon,rigger,plates - 135 <br /> Battlewagon - rolla,kannon,rigger,plates - 135 <br /> Battlewagon - rolla,kannon,rigger,plates - 135 <br /> <br /> Todal:2500<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Aug 2011 16:21:51]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Just a minor point mate, you can't take 2 rokkits on a squad of 19 boyz. It's only every 10th guy.]]></description>
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				<pubDate><![CDATA[Tue, 2 Aug 2011 16:48:36]]> GMT</pubDate>
				<author><![CDATA[ Ranting Fool]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Good eye sir I forgot about that completely  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> thats were mek is going]]></description>
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				<pubDate><![CDATA[Tue, 2 Aug 2011 16:52:56]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Ok then anyone else have feed back on my final list then?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 16:05:11]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ i would run the wagons with big shoots, rollas, red paint, boarding planks.  i would also run the boys as slugga boys  not shoota.  I like the nob bike squad,  but i would find a way to run ghaz with nobz in a wagon. Ghaz was made for battle wagon rush.  his waaaaaagh will guarantee a 6" run move, hes a monster to deal with. <br /> <br /> you can also attach him to the kommandos for ambush shenanigans.   Ghaz is that good,  find a way to run him.  thats my 2c.]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 17:03:22]]> GMT</pubDate>
				<author><![CDATA[ zachwho]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I agree he is good <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> but seems to more of a footslugger base army, shoota are better unit then slugga 18 in with 2 shoots is sweet trust me, i have found slugga are better in trukks.  I would have put <span class="glossaryitem" onmouseover='gp(14);'>bs</span> on wagons but had 15 pts left and thought well y not but a 36in rookkit on them to use up points.  I have never had good luck with boarding planks just not able to get good use from them, rather use koptas to take out vechiles  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 17:28:43]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ how is Ghaz for foot slogging???  he has slow and purposeful...  he belongs in a wagon!!  <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 17:42:07]]> GMT</pubDate>
				<author><![CDATA[ zachwho]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I understand he has s&p but you can use wagons and have most troop foot slugga it]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 18:15:15]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ He also has Move Through Cover, meaning he rolls <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> take the highest for his <span class="glossaryitem" onmouseover='gp(489);'>SnP</span> roll.  Not really that slow.]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 19:15:09]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ indeed however I don t think he would be good with the army I have to play <span class="glossaryitem" onmouseover='gp(258);'>atm</span>, I think I would have to redo it and I think this looks pretty good <span class="glossaryitem" onmouseover='gp(258);'>atm</span>]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 19:38:50]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Said it once, and I'll say it again...Ghazzy is always an ideal <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice in every Ork army except Kan Wall or Bikers <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Mech/footslog...don't care.  He's just that good. <br /> <br /> But use what you feel works for you.  I started using Ghazzy and never looked back.  Hes 75 points more than your current choice, which may be difficult to cut corners but I would definitely try.  Just my opinion.  I'd easily lose a Kopta and another 5 points in a heartbeat to fit Ghazzy.  Getting Ghaz alone is enough for me to not have to rely on bosspoles in my units even.  That's a ton of points saved right there just by taking him.  I can seriously write walls and walls of text praising this guy <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> Anyway...good luck with whatever you go with.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 20:52:06]]> GMT</pubDate>
				<author><![CDATA[ Erudog]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Personally, I look at three single deffkoptas, and I see three easy killpoints for the opponent, but it looks like you are pretty set on using them.<br /> <br /> I would also change out the warboss for a Ghaz.  That guaranteed 6 inches in the shooting phase is nothing to sneeze at, and the +2 invul through your and your opponent's turn can really make a good tarpit.<br /> <br /> Wanna be a complete nutbag?  Attach Ghaz to the Kommando squad....Snikrot in your backline is one thing, Ghaz in there will make people soil themselves.]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 21:40:59]]> GMT</pubDate>
				<author><![CDATA[ Lord Shag]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ agreed ghaz is good but again then I could not have nob bikers or would have to cut my trukk which isn't too bad of a deal.  However with army/units I have at the moment I think I would need to run all 15 kommanods to make it a real threat.  I have to buy another battlewagon <span class="glossaryitem" onmouseover='gp(258);'>atm</span> so not sure when I will get new ghaz model.  Dose anyone have the new resin plastic models?  how are they to make and paint?]]></description>
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				<pubDate><![CDATA[Wed, 3 Aug 2011 22:54:22]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I'm tempted to say bikers.<br /> <br /> 6 bikers, Nob upgrade w/<span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>BP</span>= 190 points<br /> <br /> They can run independent of the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> while retaining their cover save.<br /> <br /> 12 boyz with a Nob <span class="glossaryitem" onmouseover='gp(107);'>PK</span>/<span class="glossaryitem" onmouseover='gp(260);'>BP</span> upgrade and a Trukk w/<span class="glossaryitem" onmouseover='gp(271);'>RR</span> is 152 points.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2011 09:49:51]]> GMT</pubDate>
				<author><![CDATA[ Brother Taurinus]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ My problem with this list, its kinda all over the place. Orks win with redundancy. Certain lists will see certain things in your army as a threat, other as a minor nuisance. I would scrap the Warboss and Nob bikers. Im thinking one squad of nobs in a BW with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> Mek, another squad of Nobs in a BW, 3 squads of choppa slugga boys and 3 BW. Throw in 2 squads of Lootas, one headed by a Mek with <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> and Bosspole. Then have Snikrot with 14 Kommandos (2 with burnas for <span class="glossaryitem" onmouseover='gp(486);'>PW</span> melee). Fit the BWs with Deff Rollas, Boarding Planks, Armor, and 1 Big Shoota. The Boarding planks are almost a necessity agins groups like <span class="glossaryitem" onmouseover='gp(27);'>DE</span> were if you try to tank shock them with wagons, they just move out of the way. No running from 3 S9 hits from that Nob. The key to Orks is being able to throw out lots of attacks, and get kills based on odds. Melee Orks do this best because the numbers they need are much lower than their shooting ones are, and <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> only allow invul saves. The Shokk Attack gun is an underestimated means of mass destruction for the Orks. This list will be tough (5 BWs full of Nobs and Boys, most with 4+ saves from the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Snikrot just waiting to come in from a table edge which A) forces your opponent (if hes smart) to keep his stuff away from table edges (at least 13 inches) and B) when they come in, they can at minimum tangle up your opponents support units. With all your opponents stuff in the middle or super spread out, you can now begin to swarm your opponent. The Lootas and <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> both have awesome range, so nothing can really hide from them. Also <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> prevents cover saves from things trying to hide from you (IE Plaguebearers of Nurgle, which on a good roll denies them their bread and butter <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>) and can pop transports and speeders with little effort. When I build an Ork army list, i try to have 2 <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> per 500 points as i feel this is needed to stay competitive. They can pop most vehicles, even Land Raiders when charging, and as stated before, deny non invul saves. Hope this lil tid bit helps. WAAAAAAGH!!!!!!!!!!! ]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2011 16:47:29]]> GMT</pubDate>
				<author><![CDATA[ Kalzruk]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ You're suggestion for an army sounds good however the 2 shoots you can take with a shoota before you charge makes them better then slugga, at least what I think.  This army is basicly speed sfreaks but I wanted to use more bw then trukks.  nob bikers are the best unit orks have besides koptas, in fact they have won me more figts and drawn more fire then any other unit.  normakky I do take <span class="glossaryitem" onmouseover='gp(14);'>bs</span> on bw but had 15 pt xtra so thought well how about it, same stats and rokkit and makes wagons another tempting target  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 14:45:17]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ cant have 2 rokkits in a group of 19 boyz, mek doesnt count if its added to the group. but you could put one attached on the battlewagon in that group, no big deal.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 16:07:50]]> GMT</pubDate>
				<author><![CDATA[ tkrettler91]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ thought I had fixed the rokkit any way not sure what you mean by adding the bigmek and him not counting, the bw only holds 20 models]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 16:29:43]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ If this is your final list, I would caution against taking ghaz. He is a fantastic <span class="glossaryitem" onmouseover='gp(56);'>hq</span> choice, but he is not going to do nearly as much for you as your biker boss will. Consider this scenario: the nobs go flat out turn one to get their 3+ cover save putting themselves within range of every gun your opponent has to shoot at them. Your opponent throws templates, massed infantry fire, heavy weapons nd anything else they can at your nobs. When the dust clears, you've lost three guys by a combination of bad rolling and sheer number of wounds dealt to you, forcing a <span class="glossaryitem" onmouseover='gp(82);'>ld</span> test. You take the test and roll a 10. No problem, your bosspole will give you a reroll. This time you roll an 8. Thanks to nobz unusually low <span class="glossaryitem" onmouseover='gp(82);'>ld</span>, you fail and flee a full <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>. Now as your turn comes up you must test again to see if you run further or turn around and get back in the fight. No matter which, you've just had a huge part of your army put out of comission for at least one turn. Now consider you'd taken the boss instead. They still would have failed their first test, but they would have passed the second and gone on in your following turn to cause huge losses to your opponent wherever you decded to use them (much better than sitting around near your deployment zone doing nothing) ghaz is great, but there are often better choices for different armies and generals style of play.<br /> <br /> 2 units of 5 lootas are a point sink and not going to help you at all. They'll run if they lose two from shooting (which if they're not in cover, they will the first turn they're shot at) and there aren't enough of them to be a serious threat. 1 unit of 10 is better, but a full unit of 15 is best. <br /> <br /> The koptas are a point sink as well. 3 killpouints that are as fragile as they are aren't going to make back their points most of the time. Plus, 3 strength 7 power klaw attacks is certainly nothing to write home about if your target has moved at all. Dropping one or two of them would make room for far more warbuggies that will do probably as much and are much more survivable. Plus if you want an annoyance factor, koptas with rokkits are normally more than enough to get your opponent flustered.<br /> <br /> Boardin planks don't sound like much, but after getting charged by a furioso dreadnought that missed every attack against me and then proceeding to immobilize him and knock one of his arms off with my Nob without ever leaving the comfort of my own wagon, I swear by them. Plus they're awesome against any mech as if your deffrolla doesn't get the job done, your <span class="glossaryitem" onmouseover='gp(107);'>pk</span> will give you a second chance which against lower armor should finish the job against most things. Plus they're a must have against skimmers for reasons previously mentioned. ]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 17:29:15]]> GMT</pubDate>
				<author><![CDATA[ JackalLegion]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ <blockquote><div><cite>jbuzzsaw wrote:</cite>the 2 shoots you can take with a shoota before you charge makes them better then slugga, at least what I think.</div></blockquote><br /> <br /> That depends. If they're both shooting and then charging in the same turn, they have the same number of attacks. <br /> <br /> Shootas: 2 shots in shooting phase, 3 attacks in close combat = 5 attacks total. <br /> <br /> Choppas: 1 shot in shooting phase, 4 attacks in close combat = 5 attacks total. <br /> <br /> Except the Shootas are taking one of their attacks at BS2 instead of WS4 in combat, so they're less likely to tally up the same number of wounds. <br /> <br /> Shootas are better if you're going to spend multiple turns shooting at the same squad before charging, but if you're planning on running until you get into combat, or you're being delivered by a vehicle into assault range, Slugga/Choppa boyz are preferable.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 17:48:28]]> GMT</pubDate>
				<author><![CDATA[ wtwlf123]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I was thinking that a rolla is better then a boarding plank and you were more exposed on a plank, am I worng?  also I only have 10 lootas <span class="glossaryitem" onmouseover='gp(258);'>atm</span>, I had them in one uniot but was told by several people this was a bad idea]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 18:08:36]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ The 'Rolla can be better than a Plank, but the Plank does give you 4 extra S9 attacks against adjacent vehicles rear armor for 5 points. And you're not "exposed" when using a Plank at all. I don't know what you mean by that. <br /> <br /> I'd also rather have 2 squads of 5 Lootas than 1 squad of 10, unless I need the other elites slot. You don't lose all the models to a single <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test, you don't lose the ability to shoot all 10 if one squad gets wrapped up in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, you can divide your fire against multiple targets, and it makes it harder for your opponent to position their units to be screened from your Lootas. I usually run 2 squads of 5 or 2 squads of 9. ]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 18:11:45]]> GMT</pubDate>
				<author><![CDATA[ wtwlf123]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ by exposed i mean no cover from being in the vechle]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 18:33:49]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ they dont get to attack you back with planks, and your still in the vehicle, so they have to pop it before getting at whats inside ]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 19:56:52]]> GMT</pubDate>
				<author><![CDATA[ Kalzruk]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Nice Ill have to try the plank again sometime]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2011 20:50:09]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ add da red paint to those wagons, i suggest more boyz.]]></description>
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				<pubDate><![CDATA[Sat, 6 Aug 2011 15:45:48]]> GMT</pubDate>
				<author><![CDATA[ stileprojekt]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(629);'>rpj</span> kinda a waste of points in my opinion, as for more boyz it would be nice but trying  to get there in a few turns means I need transporteres and not sure what you would ahve me cut to do this]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2011 22:09:45]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ <blockquote><div><cite>jbuzzsaw wrote:</cite>My thought on the stormboyz was deep stirkeing more worth it then kopta, is this not true?  even if I take 3 casuatlies inroll for deep strike, zagstruck has int 4 and 5 attacks on charge.  Other boyz it would be at worse 16 boyz with int 3 and 4 attacks (one more for pitol and sword) for a todal of 64 attacks! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  Is having a koptor that much better?</div></blockquote><br /> <br /> It's over 300 points for 21 models, up to 3 of which might outright die the turn they arrive, they have the EXACT same statline as a normal ork boy, and they are led by a sergeant who frankly is rubbish except for the round he charges. <br /> <br /> I've played my share of stormboyz, and they're practically never worth their points, and Zagstrukk is actually an overpriced downgrade from a normal Nob, in my experience. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2011 01:18:25]]> GMT</pubDate>
				<author><![CDATA[ ork_smash]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ Go with the trukk. It's a great little distraction or an objective holder. <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> why not combine the 2 squads of lootaz it's better than two squads plus you need the elite choice for the nobs. They aren't fast attack]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2011 08:48:32]]> GMT</pubDate>
				<author><![CDATA[ Funnyguy2112]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ trying koptas out for Ard boyz but with think that stormboyz are pretty good and much better then what most people think,I have alsways had good luck with them.  I once made a sm army move 15 termies, a crusader, and 1o man assualt squad move to fight them becasue they had cut down a thunderfire cannon and another assualt squad in one turn. so agian they are better then most think so there <span class="glossaryitem" onmouseover='gp(84);'>lol</span>  <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2011 16:09:12]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I'd much rather have 2 squads of Trukkboyz instead of those Stormboyz. Any day of the week. Hell, I'd rather have 1 squad of Trukkboyz and a suicide Kopta instead of those Stormboyz. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2011 16:39:14]]> GMT</pubDate>
				<author><![CDATA[ wtwlf123]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>lol</span> like I said they have never failed me yet  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2011 18:22:28]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Re:2500 orks Ard Boyz v3.o</title>
				<description><![CDATA[ I would just like to tank everyone for helping with posts, I will post results after Ard Boyz  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 10 Aug 2011 21:21:35]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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