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		<title><![CDATA[Latest posts for the thread "Best way to tackle GK as an Ork Player"]]></title>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Hey, upcoming tournament soon, never played any Grey knights players, and i can see a few posts regarding how dangerous <span class="glossaryitem" onmouseover='gp(305);'>GK</span> against orks etc <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> wondering if any special tactics / things i should particularly watch out for? <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 17:50:30]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Re:Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ For specifics, what list are you thinking of running? That can provide a more tailored answer to the specific army you're running.<br /> <br /> The main thing you need to worry about are Purifiers. If you can find a way of shooting them  then you should be able to handle the army just fine, since mass Force Weapons don't really scare Boyz as their armor save is already bad.  ]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:10:34]]> GMT</pubDate>
				<author><![CDATA[ AresX8]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ My list basically consists off 2 deff koptas to tie up units, 3 battlewagons, 1 with 10 nobz, 2 with 20 boyz each, big mek <span class="glossaryitem" onmouseover='gp(163);'>kff</span>, 2x 5 loota's, and 10 kommandos + snikrot and a warboss, oh and 3 deff rolla's <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:11:36]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> seem to have a tough time with the BW's AV14.  So, you've got a good foundation.  In my experience, stay in the Battlewagons as long as you can.  If you're taking shoota boyz, shoot from inside the wagon.  Also, I've had good success with a BW full of Burnas against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span>.  Good luck.  ]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:20:30]]> GMT</pubDate>
				<author><![CDATA[ Madmax1]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ I would say against Purifiers avoid assaulting them with large units because of Cleansing Flame. Try to focus fire on the low model count, and focus fire on one unit at a time until its dead and gone. They've got small units, so if you get them running, make sure you keep troops within 6" if possible to keep them running.<br /> <br /> If you face paladins, or otherwise too i guess, stock up on instant-killyness, ie power klaws galore. You wont ever strike first, so might as well spread as many hits as possible to make sure as many paladins. <br /> <br /> Also, Tank shock, dont underestimate it. Get them running, and keep them running, and you can focus your efforts on the ones not running <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> But, to summarize, its really hard with orks, especially if you play a skilled player.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:22:37]]> GMT</pubDate>
				<author><![CDATA[ Tjolle79]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ So would a spearhead work? 3x Deff Rolla's just deff roll etc etc for a turn or two, whilst loota's provide cover support, and kommando's assault a standard grey knight squad for a while? As it is i have slugga boyz packing the holds of my Battlewagons, so the park and shoot wont work, also its supposed to be a balanced tournament list <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> so burna boyz arent viable as they die too much against other armies too quickly, so i am in a rather bad dilema D:]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:26:16]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Your list looks pretty good, BattleWagons with the ever compulsory Deff Rollas. Mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> is a must for this type of army so that's a good choice, outflanking Snikrot and the 10 Kommandos should make a mess of enemy units sitting back and might be useful for objectives in that area if they live long enough. Warboss is good for making the Nobz troops choices (I have a list built around that sort of thing) and Deffkoptas and Lootas provide some nice support and tie up units ok, if the Deffkoptas have buzzsaws, they're pretty good against vehicles too (<span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>).<br /> <br /> By the way, what is the tournament that you're attending?<br /> <br /> I have never actually played against a Grey Knights army before but I do know that as they are rather expensive on the points side of things they are likely to have significantly less numbers (duh! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">). What you'd be best to do is just hit the larger units with the BattleWagons Deff Rollas before jumping out and swamping some of the smaller units with the boyz, as they are not going to have enough attacks to kill all of them, and at worst, your boyz are going to at least hold them up for a few turns while the rest of your army manouvres and/or takes objectives. If you aren't hitting them with your boyz, but your Nobz instead, you have a good chance of killing the unit.<br /> <br />  Hope this helps and sorry I can't be of any more use. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:32:58]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ You know you <i>can</i> shoot with the Slugga, even if you're not assaulting.  And you'll almost certainly be within pistol range if you're deffrolla-ing them.<br /> <br /> But that's the thing, is that Orks vs. Grey Knights, you need Shooty Orks.  Which they can do well, just with quantity over quality.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:33:32]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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				<title>Re:Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Yes, slugga's work ;p but not well, if i roll well i could kill 10 tho, so! <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> I quite like the idea of deff rolling them twice, then finishing them off with the boyz, ill send a 3x <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nob squad at they're toughest unit and win, as nobz normally do (unless they have 5x <span class="glossaryitem" onmouseover='gp(80);'>LC</span> Terminators, im going to run).<br /> <br /> 1 Deffkopta does indeed have a buzzsaw, they aint great but they're good, outflank with 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 suicide attacks on the whizzy rhino? Yeah!<br /> <br /> Im attending the local D.W.A.R.F 1750pt <span class="glossaryitem" onmouseover='gp(3);'>40k</span> tournament thats being run in dover, SE kent (England) ^^ Basically my first ever competitve tournament against people i dont really know, as been part of a 30 strong small gaming club for a few years now, used to them, but have no idea what to expect with this tournament, one guy walkedin with chaos daemons the other day and i won, i won knowing that he massively failed and i shouldve died, however this grey knights tactic we are developign wouldve worked against them, bloodletter cant take out a battlewagon very easily, so i can deff roll it the whole game.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:40:43]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Burna boyz in a Battlewagon are fantastic against any infantry in pretty much any army.  As long as they stay in the Wagon.  Don't get out and assault with them if you can avoid it.  Deffrolla a squad then light them up with the burna template.  If your template can manage to hit 4 or 5, you will annihilate the squad.  ]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:42:56]]> GMT</pubDate>
				<author><![CDATA[ Madmax1]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ True true, searched my rulebookf or a while, how far can the BW go and still allow all passengers to fire? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> And same question for a trukk?]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:45:58]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Orkaswampa wrote:</cite>True true, searched my rulebookf or a while, how far can the BW go and still allow all passengers to fire? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> And same question for a trukk?</div></blockquote><br /> <br /> 6" on all accounts, unless they feel like getting out and unloading]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:54:46]]> GMT</pubDate>
				<author><![CDATA[ jdjamesdean@mail.com]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Dakka dakka dakka. Orks shoot more, get him to make lots of saves! Take those deffkoptas and make him pay for those armor saves!]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 18:55:56]]> GMT</pubDate>
				<author><![CDATA[ deffskulla]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Right okay thanks for the advice <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 19:27:00]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ remember: shoot da choppy onez!<br /> <br /> problem solved<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Orkaswampa wrote:</cite>True true, searched my rulebookf or a while, how far can the BW go and still allow all passengers to fire? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> And same question for a trukk?</div></blockquote><br /> <br /> 7" with red paint 6" without<br /> <br /> if you go 7" they can only hit the bw on a 6 in melee]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 20:46:41]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Actually I think the Nobz should go for more boyz and another Battlewagon, since those Force Weapons can ignore your wound allocation shenanigans.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 20:53:20]]> GMT</pubDate>
				<author><![CDATA[ Juvieus Kaine]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>G00fySmiley wrote:</cite>remember: shoot da choppy onez!<br /> <br /> problem solved<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Orkaswampa wrote:</cite>True true, searched my rulebookf or a while, how far can the BW go and still allow all passengers to fire? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> And same question for a trukk?</div></blockquote><br /> <br /> 7" with red paint 6" without<br /> <br /> if you go 7" they can only hit the bw on a 6 in melee</div></blockquote><br /> <br /> This doesnt make sense to me and I dont have the codex to look at.<br /> <br /> If you go 7 with <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> does it count as going 6?<br /> <br /> and so if you count as going 6 why on earth would you need a 6 to hit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 20:53:53]]> GMT</pubDate>
				<author><![CDATA[ jdjamesdean@mail.com]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ It counts as going 6" for the <i>Orks</i>...]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 21:19:21]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>jdjamesdean@mail.com wrote:</cite><blockquote><div><cite>G00fySmiley wrote:</cite>remember: shoot da choppy onez!<br /> <br /> problem solved<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Orkaswampa wrote:</cite>True true, searched my rulebookf or a while, how far can the BW go and still allow all passengers to fire? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> And same question for a trukk?</div></blockquote><br /> <br /> 7" with red paint 6" without<br /> <br /> if you go 7" they can only hit the bw on a 6 in melee</div></blockquote><br /> <br /> This doesnt make sense to me and I dont have the codex to look at.<br /> <br /> If you go 7 with <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> does it count as going 6?<br /> <br /> and so if you count as going 6 why on earth would you need a 6 to hit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span></div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(329);'>pg</span> 93<br /> <br /> orks are wierd... says you may move +1 inch to movement but not incur penalties ]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 21:33:46]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>!<br /> Lots of Shootas and Lootas to blast them!<br /> Purifiers=target #1<br /> Killkannons and Boomguns!<br /> Warbikes for lots of dakka, speed, and extra toughness.<br /> Burnas for <span class="glossaryitem" onmouseover='gp(486);'>PW</span> goodness!<br /> Flash Gits would be interesting. They are AP3 or less half the time.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 22:02:48]]> GMT</pubDate>
				<author><![CDATA[ Tzeentchling9]]></author>
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				<title>Re:Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Orkaswampa wrote:</cite><br /> I quite like the idea of deff rolling them twice, then finishing them off with the boyz, ill send a 3x <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nob squad at they're toughest unit and win, as nobz normally do (unless they have 5x <span class="glossaryitem" onmouseover='gp(80);'>LC</span> Terminators, im going to run).<br /> <br /> </div></blockquote><br /> <br /> I have a need to single this statement out. <b>Never</b> send nobs headlong into a paladin squad. Note the bold. <b>Never</b><br /> <br /> I have watched multiple ork players foolishly throw nobs into Paladins expecting them to win hand over fist as they usually do, and then proclaim <span class="glossaryitem" onmouseover='gp(305);'>GK</span> to be 'broken' simply because thier nob squad got crushed. <br /> Paladins are WS5, S4, T4 models, all armed with Force Weapons and multiple attacks per model. You will only ever get a 5+ invul against them (if you paid for it), and then they will activate the squads <span class="glossaryitem" onmouseover='gp(39);'>FW</span>'s and insta-kill every nob that fails a wound. Paladins are also typically attached to an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> with Psychotroke and Rad grenades, which will make you do ridiculous things and be reduced to toughness 3. <br /> <br /> edited multiple times for being bad with quoting. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2011 22:19:39]]> GMT</pubDate>
				<author><![CDATA[ ork_smash]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Juvieus Kaine wrote:</cite>Actually I think the Nobz should go for more boyz and another Battlewagon, since those Force Weapons can ignore your wound allocation shenanigans.</div></blockquote><br /> Nobz pretty much slaughter anything without terminator armor, even and especially purifieres. While you might lose one or two, you blow their squad away. Terminators and especially Paladins with WS5 get too many attacks in though. If you're facing an all terminator/paladin list, just have them go after the psyflemen.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>ork_smash wrote:</cite><blockquote><div><cite>Orkaswampa wrote:</cite><br /> I quite like the idea of deff rolling them twice, then finishing them off with the boyz, ill send a 3x <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nob squad at they're toughest unit and win, as nobz normally do (unless they have 5x <span class="glossaryitem" onmouseover='gp(80);'>LC</span> Terminators, im going to run).<br /> <br /> </div></blockquote><br /> <br /> I have a need to single this statement out. <b>Never</b> send nobs headlong into a paladin squad. Note the bold. <b>Never</b><br /> <br /> I have watched multiple ork players foolishly throw nobs into Paladins expecting them to win hand over fist as they usually do, and then proclaim <span class="glossaryitem" onmouseover='gp(305);'>GK</span> to be 'broken' simply because thier nob squad got crushed. <br /> Paladins are WS5, S4, T4 models, all armed with Force Weapons and multiple attacks per model. You will only ever get a 5+ invul against them (if you paid for it), and then they will activate the squads <span class="glossaryitem" onmouseover='gp(39);'>FW</span>'s and insta-kill every nob that fails a wound. Paladins are also typically attached to an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> with Psychotroke and Rad grenades, which will make you do ridiculous things and be reduced to toughness 3. <br /> <br /> edited multiple times for being bad with quoting. </div></blockquote><br /> <br /> Don't forget <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and potentially counterattack for 4 attacks each if charged. Don't ever charge them until they lost almost all their important guys.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 10:12:37]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Re:Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Orkaswampa wrote:</cite>Im attending the local D.W.A.R.F 1750pt <span class="glossaryitem" onmouseover='gp(3);'>40k</span> tournament thats being run in dover, SE kent (England) ^^ Basically my first ever competitve tournament against people i dont really know, as been part of a 30 strong small gaming club for a few years now, used to them, but have no idea what to expect with this tournament, one guy walkedin with chaos daemons the other day and i won, i won knowing that he massively failed and i shouldve died, however this grey knights tactic we are developign wouldve worked against them, bloodletter cant take out a battlewagon very easily, so i can deff roll it the whole game.</div></blockquote><br /> <br /> Ah, ok thanks, just wondering, as I'm attending a local tournament in the <span class="glossaryitem" onmouseover='gp(134);'>UK</span> at around the same time and was just wondering if it was the same one. Good luck with it anyway, and if I were you I'd keep the Nobz, they are very nasty and much more worth it than the number of boyz that you can get with the same number of points.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 12:13:35]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Re:Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Wait, Purifiers will kill "one or two" Nobz? I've no illusions that the Nobz will probably win, but it'll most likely be a Phyrric victory. Your Nobz are going to be badly mauled and certainly won't survive another such combat.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 15:11:45]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Mine do.<br /> <br /> Let's just assume that the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player is not suicidal and wants to use the <span class="glossaryitem" onmouseover='gp(379);'>NFW</span> activation rather than flame or hammerhand.<br /> <br /> Unwounded purifiers(unlikely) have a puny 20 attacks, 10 of those miss, 5 fail to wound, 2 will be saved by cybork. Of that remaining 3, there is a 41% chance of one not holding a <span class="glossaryitem" onmouseover='gp(379);'>NFW</span> and a 17% chance of them failing their activation test alltogether.<br /> <br /> While it might be two or three dying rather than "one or two", there are now two or three <span class="glossaryitem" onmouseover='gp(107);'>PKs</span>, plus whatever is left, hitting regular marines on a 3+. They are not going to survive that, including the 17% possibility of them not killing a single nob at all. It gets worse for them with every demon hammer they wield and every model they lose before the fight.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 15:34:12]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ I like those statistics <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> Remember 3 <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> = 15 Attacks, (waagh banner = hitting on 3's), and wounding on 2's....just the <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves really.<br /> <br /> <br /> How wyould you lot suggest my deff rolla mech list deals with a paladin list then? consta deff roll tank shock until they all flee off table / die, or get out and mob them? The reversing on and off them works, with loota fire.<br /> <br /> Maybe even add a <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>? Just gotta roll 6 in total and its wounding on 2s with only <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves allowed <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>? And a hit &gt;_&gt; Could use the grots in the list as bubblewrap / loota's]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:01:01]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Re:Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ I would consider trying to find a way to put Ghazghkull in there. He alone with his Waaagh!!! can take on a purifier squad maybe even a paladin squad with 2 turns of a 2++ save.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:07:18]]> GMT</pubDate>
				<author><![CDATA[ y0disisray]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ The solution to <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is simple:  Rawhide it!(Rollin' Rollin' Rollin')<br /> <br /> Deff Rolla them until they are grey goo.  Apply boyz to flavor.  Serve over ice.  <br /> <br /> -cgmckenzie]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:22:33]]> GMT</pubDate>
				<author><![CDATA[ cgmckenzie]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Orkaswampa wrote:</cite>I like those statistics <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> Remember 3 <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> = 15 Attacks, (waagh banner = hitting on 3's), and wounding on 2's....just the <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves really.<br /> <br /> <br /> How wyould you lot suggest my deff rolla mech list deals with a paladin list then? consta deff roll tank shock until they all flee off table / die, or get out and mob them? The reversing on and off them works, with loota fire.<br /> <br /> Maybe even add a <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>? Just gotta roll 6 in total and its wounding on 2s with only <span class="glossaryitem" onmouseover='gp(162);'>inv</span> saves allowed <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>? And a hit &gt;_&gt; Could use the grots in the list as bubblewrap / loota's</div></blockquote><br /> 12 attacks, as <span class="glossaryitem" onmouseover='gp(107);'>PK</span> don't gain any benefit from the second close combat weapon. Still, enough to kick some shiny beakies out of the window.<br /> <br /> Problem with tank-shocking is your BW dying next turn if they hold, as your AV10 is pointing towards them. It might work if you unload all the passengers out of assault range and then start tank-shocking. Better option though would be staying in your BW and shooting them dead.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> is great against <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, just keep in mind that you will face other armies than <span class="glossaryitem" onmouseover='gp(305);'>GK</span> in that tourney, and we usually need our warboss to take care of things like leman russes, landraiders and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. If you want to field the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>, put him with the gretchin, you don't want lootaz and the <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> shooting at the same targets.<br /> <br /> <blockquote><div><cite>y0disisray wrote:</cite>I would consider trying to find a way to put Ghazghkull in there. He alone with his Waaagh!!! can take on a purifier squad maybe even a paladin squad with 2 turns of a 2++ save.</div></blockquote><br /> Ghazghkull is always a great option with that many <span class="glossaryitem" onmouseover='gp(305);'>GK</span> flying around, as he can't be instant-deathed, unlike the regular warboss. Evaluate if you can spare the points carefully, as 100 additional points can do a lot of stuff in an ork army.<br /> <br /> However, don't expect Ghazghkull to take out a whole squad of Paladins, possibly including Draigo and/or a Librarian by himself. While he will take a chunk out of them, he has no chance of winning that fight - paladins just get too many attacks.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:23:15]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ I have 2 words for you.... BURNA BOYZ!!!!! Drop those damn kommandos and sinkrot and get your self another wagon and dem burna boyz!! All armies fear burna boyz <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:40:17]]> GMT</pubDate>
				<author><![CDATA[ Gray1378]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Except for Avatars of Khaine.  They're immune to Burnas.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:44:24]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ And, ironically, paladins. Even a perfect hit won't kill the unit.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 16:55:34]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ Cant really ditch the snikrot mandem, in this tourney, against gunline armies that will be key, as the warboss benefits from ambush rule, so he can come on from the enemy edge, anhillate a manticore, a fire prism battery, the broadsides, whatever sits back and pops off the battlewagons for the rest of their army to chew at, since im only fielding 40 boyz, need a bit o protection <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> Burna boyz are pretty cool but cant really fit them in, the only way i think i would soundly fit in ghazghkull is by ditching the defkopta's, that way i have a <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> and a ghazghkull at the same time, but then i lose the turn 1 tank popping and holding up units which is very useful <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> And against a full paladin squad with draigo in there, im fethed without him and his 2+ save, that squad is the hardest squad i could imagine in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, its horrible, however SAGing it with double 6, although i have more chances of winning the lottery than doi9ng that, would be cool.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 17:10:14]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Gray1378 wrote:</cite>I have 2 words for you.... BURNA BOYZ!!!!! Drop those damn kommandos and sinkrot and get your self another wagon and dem burna boyz!! All armies fear burna boyz <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> Yes, Burna boyz in a BattleWagon without 'Ard Case is a very effective unit, however I'm not sure about using them in this list, although I know the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> has already said that it's not possible. <br /> <br /> The reason for this is the possibility of coming up against a player that overestimates the capabilities of 10 Kommandos and Snikrot, as they'll just see a big scary unit with a big scary upgraded sergeant that outflanks, so they might decide to push board centre when deploying so that they aren't going to get hurt to badly by the 'big scary unit'. As the opposing army will now be squashed into a smaller section of the board to avoid the table edges, life will be a whole lot easier for the BattleWagons with the Deff Rollas to move in and crush the units that are sort of castling up in the centre of the opponents deployment zone, as the Rolla will be able to crush 1 unit after another as it will not have to move too far to find its next victim. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 18:45:53]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<description><![CDATA[ Its good for them to be scared by snikrot, and he doesnt outflank, they're arent scouts <span class="glossaryitem" onmouseover='gp(298);'>AFAIK</span>, they have the "ambush" special rule, meaning they can enter from reserve from on any table edge, so if the palyer is scared into the middle, he's goign to get swamped, so its better for me <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> and the burna boy tactic works, but i think that tactic would be suited for a different list, not really room in mine :/ kinda doesnt fit in with the army but nice idea ;p]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 19:15:31]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<description><![CDATA[ Ah yes, sorry, I know Kommandos have outflank but with Snikrot's Ambush ability that's even better, as they'll want to stay away from the back of their deployment zone as well, pushing them close towards you. Good catch.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2011 19:31:08]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>Gray1378 wrote:</cite>I have 2 words for you.... BURNA BOYZ!!!!! Drop those damn kommandos and sinkrot and get your self another wagon and dem burna boyz!! All armies fear burna boyz <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> Yes, Burna boyz in a BattleWagon without 'Ard Case is a very effective unit, however I'm not sure about using them in this list, although I know the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> has already said that it's not possible. <br /> <br /> The reason for this is the possibility of coming up against a player that overestimates the capabilities of 10 Kommandos and Snikrot, as they'll just see a big scary unit with a big scary upgraded sergeant that outflanks, so they might decide to push board centre when deploying so that they aren't going to get hurt to badly by the 'big scary unit'. As the opposing army will now be squashed into a smaller section of the board to avoid the table edges, life will be a whole lot easier for the BattleWagons with the Deff Rollas to move in and crush the units that are sort of castling up in the centre of the opponents deployment zone, as the Rolla will be able to crush 1 unit after another as it will not have to move too far to find its next victim. </div></blockquote><br /> <br /> Very true, I guess I really didn't think about the benefit of kommandos + Sinkrot. My bad. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> I just really love dem burnas <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2011 03:16:54]]> GMT</pubDate>
				<author><![CDATA[ Gray1378]]></author>
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				<description><![CDATA[ And i can see why you do <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> however the snikrot combo simply outweighs it in effectiveness :/]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2011 08:19:22]]> GMT</pubDate>
				<author><![CDATA[ Orkaswampa]]></author>
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				<title>Best way to tackle GK as an Ork Player</title>
				<description><![CDATA[ <blockquote><div><cite>Gray1378 wrote:</cite><blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>Gray1378 wrote:</cite>I have 2 words for you.... BURNA BOYZ!!!!! Drop those damn kommandos and sinkrot and get your self another wagon and dem burna boyz!! All armies fear burna boyz <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> Yes, Burna boyz in a BattleWagon without 'Ard Case is a very effective unit, however I'm not sure about using them in this list, although I know the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> has already said that it's not possible. <br /> <br /> The reason for this is the possibility of coming up against a player that overestimates the capabilities of 10 Kommandos and Snikrot, as they'll just see a big scary unit with a big scary upgraded sergeant that outflanks, so they might decide to push board centre when deploying so that they aren't going to get hurt to badly by the 'big scary unit'. As the opposing army will now be squashed into a smaller section of the board to avoid the table edges, life will be a whole lot easier for the BattleWagons with the Deff Rollas to move in and crush the units that are sort of castling up in the centre of the opponents deployment zone, as the Rolla will be able to crush 1 unit after another as it will not have to move too far to find its next victim. </div></blockquote><br /> <br /> Very true, I guess I really didn't think about the benefit of kommandos + Sinkrot. My bad. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> I just really love dem burnas <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"></div></blockquote><br /> Completely understandable, Burnas in a BattleWagon can be a very effective unit <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2011 08:25:45]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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