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		<title><![CDATA[Latest posts for the thread "1850 pts resilient, mobile Ork-Cybork-Force"]]></title>
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				<title>1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ I got this new list I'm currently using and i wondered if DakkaDakka could provide some fine tuning ideas. <br /> I already tested this against Tau and Grey Knights, with the Knights wiping me out and the Tau (Farsight allied, pretty tough list with 2 Riptides) beeing beaten by my orks after Grotsnik killed his Crisis-star on his own.<br /> <br /> It apears to be an endgame-army that has still some punch left in it after the mid-game bloodbath. My opponents were just not used to orks that can survive some abuse without relying to sheer numbers. <br /> <br /> <br /> <br /> *************** 2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> ***************<br /> Mad Dok Grotsnik<br /> <br /> Waaghboss, Mega-armor, Attaksquik, Bosspole, Grotsniks Cybork-Body<br /> <br /> *************** 1 Elite ***************<br /> 3 <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span>, Grotsniks Cybork-Body<br /> + Trukk, Ram<br /> <br /> *************** 4 Standard ***************<br /> 3 <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span>, Grotsniks Cybork-Body<br /> + Trukk, Ram<br /> <br /> 12 Boyz, Nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, Bosspole, Grotsniks Cybork-Body<br /> + Trukk, Ram<br /> <br /> 12 Boyz, Nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, Bosspole, Grotsniks Cybork-Body<br /> + Trukk, Ram<br /> <br /> 20 Boyz, Shootaz, 1 x Big Shoota, Nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, Bosspole<br /> cruisin in the battlewaggon<br /> <br /> *************** 3 Sturm ***************<br /> 15 Stormboyz, Nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, Bosspole, Grotsniks Cybork-Body<br /> in here for their speed and potential ability for a turn one assault, but mostly they redirect the enemy fire to themselfs. (that last part was not intentional, but thats how this works out)<br /> <br /> 1 x Dakkajet, add. Supashoota, Fly-Boss<br /> <br /> 2 Buggies, 2 x Skorcha<br /> Got those to provide some first-turn cover for the other vehicles and potentially smoke up some xenos. That worked out well so far. <br /> <br /> *************** 1 Unterstützung ***************<br /> Battlewaggon, 1 x Big Shoota, Deathrolla, Red Paint Job<br /> <br /> Total: 1849pts<br /> <br /> <br /> so.. have at it<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Sep 2013 15:03:06]]> GMT</pubDate>
				<author><![CDATA[ Subversivus]]></author>
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				<title>1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ I just can't see doubling the price of Trukk boyz for a 5++ to be even remotely worth it. ]]></description>
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				<pubDate><![CDATA[Thu, 5 Sep 2013 21:14:38]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ My take on this is that i not only want to deliver a unit to its target, but to stay there for at least a turn. That had worked out nicely so far. There are so many cover-ignoring weapons out there, that it makes quite the difference when you still have some sort of save. Or when assaulting those pesky Tau. With that invul-save you even have a chance to take down monstrous creatures, because the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> survives long enough to do its work. And boy,... do i hate <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 06:56:56]]> GMT</pubDate>
				<author><![CDATA[ Subversivus]]></author>
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				<title>Re:1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ Wow, that list look so much fun to play!<br /> <br /> My opinion (and I am still very new to Ork and Warhammer) is:<br /> <br /> Switch the buggies and stormboyz for some Deffkoptas, cuz I feel like Deffkoptas are one of those unit that will never let you down. I would change the Ram to Red paint Job too, as a personal preference.<br /> Since I was thinking about buying more Trukk anyway, I could end up using a similar list in the futur just for fun!<br /> <br /> Thank you for sharing <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 13:40:39]]> GMT</pubDate>
				<author><![CDATA[ PandaHero]]></author>
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				<title>Re:1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ I think Rams are something you shouldn't leave home without. As nice as an additional inch of movement is, the worst thing to happen is to be stuck in the first piece of terrain you move through.<br /> That would painfully cripple your assault.<br /> <br /> The Deffkoptas are well worth a shot. I usually bring them a lot, but was looking for a different approach this time.]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 14:56:03]]> GMT</pubDate>
				<author><![CDATA[ Subversivus]]></author>
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				<title>1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ My Variation on Mad Dok Mobile<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Mad Dok Grotsnik (WarLord)<br /> Big Mek/<span class="glossaryitem" onmouseover='gp(163);'>KFF</span>,Cyb,Burna,<span class="glossaryitem" onmouseover='gp(260);'>BP</span>,Eavy<br /> Elite<br /> 3 Meganobz,Cyb.Trukk/RAM,<span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> (MadDok)<br /> 3 Meganobz,Cyb.Trukk/RAM,<span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> <br /> 3 Meganobz,Cyb.Trukk/RAM,<span class="glossaryitem" onmouseover='gp(629);'>RPJ</span><br /> <br /> Troops<br /> 20 Shoota Boyz/Nob,<span class="glossaryitem" onmouseover='gp(14);'>BS</span>,<span class="glossaryitem" onmouseover='gp(260);'>BP</span> <br /> 20 Shoota Boyz/Nob,<span class="glossaryitem" onmouseover='gp(14);'>BS</span>,<span class="glossaryitem" onmouseover='gp(260);'>BP</span> <br /> 17 Ard Cyb Slugga Boyz (BM)<br /> <br /> Heavy<br /> BW/DR,<span class="glossaryitem" onmouseover='gp(14);'>BS</span>,<span class="glossaryitem" onmouseover='gp(629);'>RPJ</span><br /> BW/DR,<span class="glossaryitem" onmouseover='gp(14);'>BS</span>,<span class="glossaryitem" onmouseover='gp(629);'>RPJ</span><br /> BW/DR,<span class="glossaryitem" onmouseover='gp(14);'>BS</span>,<span class="glossaryitem" onmouseover='gp(629);'>RPJ</span>,Stikk Bomb Chukka (Slugga and Big Mek) <br /> <br /> Fast<br /> Dakkjet,<span class="glossaryitem" onmouseover='gp(221);'>SS</span>,<span class="glossaryitem" onmouseover='gp(153);'>FB</span> <br /> <br /> Note the Shoota boyz are not Cyborked ..just inside the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> bubble ..till it goes into Assault<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I also like Cyborked Deffkoptas(<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-RKT)..to scout up and take down armor<br /> And once again the only list I have had difficulty against is <span class="glossaryitem" onmouseover='gp(69);'>IG</span> With lots of <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>'s ..especially the demolishers... ]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 21:54:11]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ 'ard or cybork on the sluggas could work, but definitely not both! Your paying 15pts a model there!]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 06:26:33]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ Another thing I don't like is to have the Mad Dok as Warlord. His rules for movement make him to vulnerable, if your opponent knows how to kite him an take him apart seperatly.<br /> I prefer to use him as a <span class="glossaryitem" onmouseover='gp(545);'>FF</span>-Missile and hve a waaghboss as Warlord, that I can protect if need be.]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 06:55:18]]> GMT</pubDate>
				<author><![CDATA[ Subversivus]]></author>
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				<title>Re:1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ The first thing I noticed in your list was the total lack of heavily armoured targets. I myself tried to run with a single battlewagon for some time but I noticed that without any other 12+ armour around you tend to become nothing but a huge target running around and very seldomely will you be able to actually transport anything across the board. I'd say go all BWs or all Trukks. Trukk have the amazing ramshackle rule and will provide a multitude of targets forcing the enemy to pick andd choose who they want to fire on letting at least some of your orcs get into combat umharmed. That said the power of the armoured battlewagon with deffrolla is undeniable. ]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 11:29:44]]> GMT</pubDate>
				<author><![CDATA[ BobZoid]]></author>
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				<title>1850 pts resilient, mobile Ork-Cybork-Force</title>
				<description><![CDATA[ @ Dakkmite ..good point but I have found the unit to be extreamly resistant the the excess fire that is tossed at it..<br /> <br /> @ Subsersivus aye MAa Dok can be a pain as Warlord ..but he is hard to kill inside a pile of MegaNobz..and so long as he is in his trukk there is no Kiting ..He will catch something and assult it ..Now after the trukk is gone he can be sukked in but by then I am in the end zone already and sending Mad Dokk off to kill tanks and <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s ]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 18:39:59]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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