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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ What tactics seem to have the most success with nobsin 6th edition? Just nobs mind not bikers!]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 11:01:17]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ Haven't played a unit of Nobz since <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> 1.1. <br /> <br /> You now need a boss in there otherwise the painboy is vunerable to challenges, as he is the only character. You can always refuse but losing his attacks hurts.<br /> <br /> I don't think they are worth their points anymore.<br /> <br /> Alternatives are: <br /> <br /> -MegaNobz, 2+ is better now but with no invun their a bit fragile<br /> -FlashGitz, bit better now but probably still not worth it, either they kill lots or nothing in my experience, never troops<br /> -Bikes, doing well in 6th (t5 is nice)<br /> -Boyz, shootas not choppas this edition<br /> <br /> But to get back on topic if I was to run Nobz I would stick them in a b/w and jump out just in front of enemy lines and get into close combat, maybe with something a bit weaker than before the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, and a hell'uva lot weaker than back in 5th.<br /> <br /> CHeers,<br /> <br /> David.]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 11:38:56]]> GMT</pubDate>
				<author><![CDATA[ DacGerm]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ I ran 10 nobz this weekend that did well in 2 games, but got annihilated by Thunderwolf Calvary by the end of Turn1 in game 3.<br /> <br /> They need a boss with them for the leadership, I simply got overrun. Also a squad of 5-7 should do rather than the 10 I was running, make it a little more affordable.]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 12:03:01]]> GMT</pubDate>
				<author><![CDATA[ drorain]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ Cheers from what i've seen of them a squad of six with klaws looks like the best loadout in 6th but yet to give it a shot]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 12:33:20]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ ^^ bit pricey and strikes last, I used to run:<br /> <br /> 2 <span class="glossaryitem" onmouseover='gp(107);'>pk</span> (1 with boss pole), 4 big choppa, PainBoy.<br /> <br /> The important thing above is the PainBoy, <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> is gold. Remember a boss pole too.<br /> <br /> edit: oh ye..... and Waargh! Banner]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 13:33:00]]> GMT</pubDate>
				<author><![CDATA[ DacGerm]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ Equipping all your nobs with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s is far too expensive. <br /> <br /> I run 6; 2 with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s, 3 with bc's, and a painboy. Bosspole, Waaagh banner etc naturally included.]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 13:53:41]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ They've changed from a hammer unit to a countercharge/support unit that needs to use <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking and movement now more then its dead killyness. but if played correctly still pretty fearsom on the table.]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 16:45:53]]> GMT</pubDate>
				<author><![CDATA[ Grimgob]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/48bac4b635fa95a5d689c85d75a8b8a0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/476944/4777504.page"><b>Kharrak wrote:</b></a><br/>Equipping all your nobs with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s is far too expensive. <br /> <br /> I run 6; 2 with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s, 3 with bc's, and a painboy. Bosspole, Waaagh banner etc naturally included.</div></blockquote><br /> <br /> This is what I do as well.  I tend not to include the Waaagh! Banner though unless I know I'll be going up against Marines.  Most of the time I'm playing against Nids, Tau, or Eldar.<br /> <br /> Good point on challenges with the Painboy, but it's pretty much a no-brainer to have the Painboy refuse the challenge.<br /> <br /> Challenges suck across the board for Orks.  The opponent issues the challenge, and either we have to decline because we don't want the Nob leader to die, or we have to accept, and all our Warboss's or Nob's Power Klaw attacks are wasted on one Sergeant.  It's a lose / lose situation for the Orks no matter what.]]></description>
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				<pubDate><![CDATA[Mon, 17 Sep 2012 17:18:33]]> GMT</pubDate>
				<author><![CDATA[ Murrdox]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ Do you guys find it worth it to put 'eavy armor on the nobs or does <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and cybork work just fine?]]></description>
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				<pubDate><![CDATA[Tue, 18 Sep 2012 03:32:44]]> GMT</pubDate>
				<author><![CDATA[ Skragdakka Urduk]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ People complain a lot about meganobz not having an invo, but I don't see the problem.  They usually come in a wagon, and the wagon has a <span class="glossaryitem" onmouseover='gp(163);'>kff</span> big mek nearby.  The only thing in the game i can think of thats s8+ ap2 and ignores cover is a deathstrike.  That leaves <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.  The only things s8+ ap2 that strike faster than i1 are <span class="glossaryitem" onmouseover='gp(571);'>dccw</span>.  Even then they are usually only 3a models, and squash easy with a deffrolla.  The only unit they really need to be scared of is <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(221);'>ss</span> termies.]]></description>
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				<pubDate><![CDATA[Tue, 18 Sep 2012 03:56:58]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ <blockquote><div><cite>Murrdox wrote:</cite><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/48bac4b635fa95a5d689c85d75a8b8a0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/476944/4777504.page"><b>Kharrak wrote:</b></a><br/>Equipping all your nobs with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s is far too expensive. <br /> <br /> I run 6; 2 with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>'s, 3 with bc's, and a painboy. Bosspole, Waaagh banner etc naturally included.</div></blockquote><br /> <br /> This is what I do as well.  I tend not to include the Waaagh! Banner though unless I know I'll be going up against Marines.  Most of the time I'm playing against Nids, Tau, or Eldar.<br /> <br /> Good point on challenges with the Painboy, but it's pretty much a no-brainer to have the Painboy refuse the challenge.<br /> <br /> Challenges suck across the board for Orks.  The opponent issues the challenge, and either we have to decline because we don't want the Nob leader to die, or we have to accept, and all our Warboss's or Nob's Power Klaw attacks are wasted on one Sergeant.  It's a lose / lose situation for the Orks no matter what.</div></blockquote><br /> The Waagh! Banner is the single most powerful piece of equipment on the nob mob, never, ever skip it. WS5 means that any other WS5 unit just lost  16% of their hits, considering that most WS5 units have tons of attacks, thats an imense boost in survivability. Against any WS4 the extra point results in more attacks hitting, if you bought 2 <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> you get an additional <span class="glossaryitem" onmouseover='gp(107);'>PK</span> hit for free. Also don't underestimate the leap in survival against WS2 (most of the tau army), getting hit on 5+ allows you to pull of multi-charges without the fear of accidently losing your very expensive models. Boosting your entire units defense and offense for just 15 points is such a great bargain(especially on a 300+ point unit), don't lose out on it.<br /> <br /> <blockquote><div><cite>schadenfreude wrote:</cite>People complain a lot about meganobz not having an invo, but I don't see the problem.  They usually come in a wagon, and the wagon has a <span class="glossaryitem" onmouseover='gp(163);'>kff</span> big mek nearby.  The only thing in the game i can think of thats s8+ ap2 and ignores cover is a deathstrike.  That leaves <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.  The only things s8+ ap2 that strike faster than i1 are <span class="glossaryitem" onmouseover='gp(571);'>dccw</span>.  Even then they are usually only 3a models, and squash easy with a deffrolla.  The only unit they really need to be scared of is <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(221);'>ss</span> termies.</div></blockquote><br /> Agree, with most weapons going up to AP3 or more 2+ armor really doesn't require an invulnerable save to back it up anymore.]]></description>
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				<pubDate><![CDATA[Tue, 18 Sep 2012 07:39:27]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ 3rd time agree. <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> are the gak now. And like said, the things that <i>could</i> <span class="glossaryitem" onmouseover='gp(269);'>ID</span> or/and are AP2 are rare, which means their 2W will keep them in the fight 9 times out of 10. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Sep 2012 11:06:32]]> GMT</pubDate>
				<author><![CDATA[ KingCracker]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ Kinda surprised to see love for meganobs. I always thought they were terrible based on their stats. That said, if you ignore their shortcomings and focus on their strengths, they are a pretty awesome deal. Heck, the klaw alone on those guys is 25pts.<br /> <br /> I may try proxying my normal nobz as them sometime and see how they do. No idea what I'll do if they prove awesome though. A single meganob is 20 bucks. A unit of 6 is worth the same as a couple of battlewagons, which is insane money wise. Maybe I can convert some with plasticard...]]></description>
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				<pubDate><![CDATA[Wed, 19 Sep 2012 00:39:34]]> GMT</pubDate>
				<author><![CDATA[ MrMoustaffa]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ Yea, thats why people just make their own <span class="glossaryitem" onmouseover='gp(710);'>MANz</span>, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is out of their fething minds on the cost of them <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> <br /> But yes, they were actually always pretty decent, but in 5th, Nobz were just better. But now that Nobz lost their only saving grace (doing the wound-hop dance) and power weapons being AP3, well, now <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> are out front. Personally, Ive liked sticking them in trukks or wagons, though trukks get them their faster, and sticking them in reserve or behind a building for a few turns. Then, when everything is in combat or hiding, or ducking for cover or whatever, zip the out to the front lines and tear some gak up. Opponents hate it when mid to late game, a fast moving trukk dumps a few perfectly healthy <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> in their laps. ]]></description>
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				<pubDate><![CDATA[Wed, 19 Sep 2012 11:57:01]]> GMT</pubDate>
				<author><![CDATA[ KingCracker]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ I think Nobz got a decent boost with the changes to <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well.  I used them against Nids for the first time this weekend and they ran pretty well.<br /> <br /> I play against Nids so much unfortunately I don't think I'll be able to work Meganobz into my army anytime soon.  With all <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> able to do a Smash attack at AP2, it's just instant-death across the board for MegaNobz.]]></description>
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				<pubDate><![CDATA[Wed, 19 Sep 2012 16:33:11]]> GMT</pubDate>
				<author><![CDATA[ Murrdox]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ It would be <span class="glossaryitem" onmouseover='gp(269);'>ID</span> for Nobz as well.]]></description>
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				<pubDate><![CDATA[Wed, 19 Sep 2012 22:42:13]]> GMT</pubDate>
				<author><![CDATA[ KingCracker]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ It might just be me but I really don't like regular nobs at all.  The question is, why wouldn't you make them nob bikers?  You could say they're more expensive but really nobs have to be put in a battlewagon and it's fairly even until you get into 6+ mobs.  That's fine though for +1 toughness, a decent twin linked ranged attack, 4+ armor save, and 4+ cover save, and at the end of the game battle wagons are long gone while bikers still have bikes to turbo around for last second objective claims.  <br /> <br /> Call me crazy but I think i'd rather have Flash Gitz over regular nobs but my list is very shooty anyway heh.]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 00:53:41]]> GMT</pubDate>
				<author><![CDATA[ mondry]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ who cares if you lose the painboy attacks, its a unit of nobz...with ws5 and 3 base attacks.  Unless you are fighting 20 terminators you should have enough <span class="glossaryitem" onmouseover='gp(107);'>PK</span> attacks to clean house of any enemy that can reasonably throttle you.]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 01:03:18]]> GMT</pubDate>
				<author><![CDATA[ tgf]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9af7846a096a5f450db088d2af42dbeb.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/476944/4787596.page"><b>KingCracker wrote:</b></a><br/>It would be <span class="glossaryitem" onmouseover='gp(269);'>ID</span> for Nobz as well.</div></blockquote><br /> <br /> Very true, but at least normal Nobz will get their Cybork save.  Mega Nobz will just die.  I actually wish I was playing against other armies where it would actually make sense for me to take Mega Nobz!]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 01:14:54]]> GMT</pubDate>
				<author><![CDATA[ Murrdox]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ Smash halves their attacks, so if you charge them, they don't actually gain anything over just punching nobz regularly besides a higher standard deviation on their casualties. Besides, sacrificing 40-80 points for an almost guaranteed kill of a monstrous creature is still a pretty good trade. ]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 06:17:28]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ Yeah any nob worth his teef should be able to punt a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> into next week, especially with a few <span class="glossaryitem" onmouseover='gp(107);'>PK</span>'s and a good WAAAGH banner backing them up. <br /> <br /> Still kind of sad my regular nobs are now kind of worthless. Think there's still a way to make them work? All I can think of is either shove a 10 man squad in a battlewagon (keeping most of them cheap with just <span class="glossaryitem" onmouseover='gp(596);'>CB</span> and a big choppa for an unholy amount of S7 hits) or keeping a smaller unit to hide in amongst a gunline. Other than that, it really seems like there's nothing to help them stand out against Meganobs and Biker nobs.<br /> <br /> Which sucks, because I don't own those two yet. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> That said, I really like the idea for kombiflamers on all the nobs. That's maybe 20 to 40pts for your average unit to get all of em kombiflamers, and on the one turn you use it, it's pretty much guaranteed to make the points back. Plus it could bail you out against a 30 strong boyz mob, nid horde, or a guard blob. You basically have a T5, 2 wound, Burnaboy unit that can ride around the board shooting stuff with a +4 up cover save. Yeah they only have it for one turn, but usually that's all you would get anyways. ]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 06:48:50]]> GMT</pubDate>
				<author><![CDATA[ MrMoustaffa]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ With vehicles now being hit on 3+, two klaws tear appart about any vehicle in the game, except those that big choppas can't hurt anyways. That is, if all those S5 choppas didn't grind it to dust before. So I'm no longer spending points on big choppas.<br /> <br /> My unit looks something like this now:<br /> <br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>BP</span>, W! Banner, Combi-Skorcha<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>BP</span>, Combi-Skorcha<br /> 5x Choppa, Slugga<br /> Pain Boy, Cybork<br /> <br /> Just make sure to keep the <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> in the middle of the mob <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 07:19:50]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ But hold up, Nobs with Choppas are str6 - str7 on the charge... not str5.<br /> <br /> Not that that really changes your point, though <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> I personally like to keep the choppas in - though interestingly it seems statistically you're getting the same amount of wounds against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, since the extra attacks vs extra strength tend to weigh themselves out - so I suppose Big Choppas find their use more so against opponents with higher toughness. ]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 10:01:07]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ Choppas != Big Choppas <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> Nobz with choppas are always S5 against a vehicle.]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 11:42:23]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>Ork Nob Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1c516b71979ddd46cecadbff95bc51d6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/476944/4789330.page"><b>Jidmah wrote:</b></a><br/>Choppas != Big Choppas <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> Nobz with choppas are always S5 against a vehicle.</div></blockquote><br /> Doh!]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 12:04:06]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Re:Ork Nob Tactics</title>
				<description><![CDATA[ Yea, a bone stock nob can really put out the attacks on the charge. I used to run heavy on those when I first started Orks. But hell, I dont even use Nobz anymore, unless they are <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> or in a boyz mob]]></description>
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				<pubDate><![CDATA[Thu, 20 Sep 2012 13:29:20]]> GMT</pubDate>
				<author><![CDATA[ KingCracker]]></author>
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