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		<title><![CDATA[Latest posts for the thread "Possible 'Ard Boyz 2500 List - Orks"]]></title>
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				<title>Possible 'Ard Boyz 2500 List - Orks</title>
				<description><![CDATA[ Dakkadakka is telling me that it's been a while since I posted, so I figured I'd put up my idea for a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Orks list, possibly to be used in Ard Boyz. The way I looked at the list is thinking about Orks strengths (Close Combat) and attempting to maximize that output as much as I could. Generally the Nobz, Warbosses, and Ard Boyz pile into their trukks and roll on the opponent, while the Boyz provide backup, arriving in the Battlewagons. Please let me know what you think.<br /> <br /> Warboss w/ Mega Armour, Cybork Body, Attack Squig<br /> Warboss w/ Mega Armour, Cybork Body, Attack Squig<br /> <br /> 10x Nobz (for first Warboss)<br /> Painboy<br /> Cybork Body (for whole unit)<br /> Trukk <br /> <br /> 10x Nobz (for second Warboss)<br /> Painboy<br /> Cybork Body (for whole unit)<br /> Trukk<br /> <br /> 12x Ard Boyz Orks<br /> Stikkbombz<br /> Rokkit Launcha<br /> Nob w/ Power Klaw<br /> Trukk<br /> <br /> 20x Ork Boyz<br /> Stikkbombz<br /> Big Shoota<br /> Rokkit Launcha<br /> Nob w/ Power Klaw, Eavy Armour, Boss Pole<br /> <br /> 20x Ork Boyz <br /> Stikkbombz<br /> Big Shoota<br /> Rokkit Launcha<br /> Nob w/ Power Klaw, Eavy Armour, Boss Pole<br /> <br /> 14 Gretchin w/ Runtherd (mostly a points fill)<br /> <br /> Battlewagon<br /> Ard Case (Considering removing, but would like advice - is it worth it to sacrifice open-top?)<br /> Deff Rolla<br /> Grot Riggers<br /> Armour Plates<br /> Wreckin' Ball<br /> 2x Big Shootas<br /> 2x Rokkit Launchas<br /> <br /> Battlewagon<br /> Ard Case (same as above)<br /> Deff Rolla<br /> Grot Riggers<br /> Armour Plates<br /> Wreckin' Ball<br /> 2x Big Shootas<br /> 2x Rokkit Launchas<br /> <br /> 3x Trukks (Transport for the Warboss units, and the Ard Boyz)<br /> Stikkbomb Chukka<br /> Grot Riggers<br /> Wreckin' Ball<br /> <br /> Deff Dread<br /> 1x Big Shoota<br /> 1x Dreadnought <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (in addition to the others)<br /> Grot Riggers<br /> Armour Plates<br /> <br /> 5x Deffkoptas<br /> Twin Linked Rokkitlaunchas<br /> 1x Buzzsaw (Was I right in thinking this should be treated like a Power Klaw in a regular mob? One needed?)<br /> <br /> 10x Lootas<br /> All with Deff Guns<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 15:54:24]]> GMT</pubDate>
				<author><![CDATA[ Captain_Amalgama]]></author>
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				<title>Re:Possible 'Ard Boyz 2500 List - Orks</title>
				<description><![CDATA[ Hate to say it but you need a Big Mek with a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. He improves the survivability of your whole army for only 85 points. Plus you need to make all your nobs different for wound allocation. Finally in a trukk they will simply get blown up first turn and now you spend the whole game foot slogging. So they need battle wagons. ]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 16:44:00]]> GMT</pubDate>
				<author><![CDATA[ Billythekid256]]></author>
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				<title>Re:Possible 'Ard Boyz 2500 List - Orks</title>
				<description><![CDATA[ agree with Billythekid256 you need Big Mek, I would also cut one group of nobz also get different gear on other nobz.  Only upgrade trukks need is a ram anything else is waste of points, battlw wagons need riggers, plates, <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, and rolla.  I would put in gaz as well to replace other warboss since his waaagh is so freaking sweet.  Also one have 1 kopata per squad is better to hit transport and light armour and give the saws as well, that makes them 70 pts per]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 17:01:18]]> GMT</pubDate>
				<author><![CDATA[ jbuzzsaw]]></author>
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				<title>Possible 'Ard Boyz 2500 List - Orks</title>
				<description><![CDATA[ Lose the 'ard boyz (I know the tourney is named after them) because of the plethora of ap4 weapons in the game it makes them far too expensive and none too surviveable. Also lose the stick bombs that's 40pts across the 2 squads. Make the boyz squads either 2 big shootas or 2 rokkit launchas, when I footslog I go with 29boyz+1pk'd <span class="glossaryitem" onmouseover='gp(260);'>bp</span>'d Nob with 3 rokkit launchas. If you're not gonna fill up the squad to footslog go with the tried and true boyz delivery system of battlewagons. Since the grots are filling in points lose them to get the boyz squads up to snuff. I agree with the two learned gentlemen above me about the wound allocation nobz and the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> big mek (you can stick him in one of the trukks if you want but keep all the trukks nice and close by).  <br /> <br /> Edit:<br /> As far as Ghazzy I don't use him much, I use his model as a mega-armored warboss though. And consider losing the deff dread unless your plan is for him to protect the lootas, if so give him a scorcha, out of the 3 shots 1 will hit, that's not effective.]]></description>
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				<pubDate><![CDATA[Sat, 30 Jul 2011 19:39:06]]> GMT</pubDate>
				<author><![CDATA[ Viagrus]]></author>
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