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		<title><![CDATA[Latest posts for the thread "Meat and Potatoes: 1000 points of Orks"]]></title>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ The List:<br /> <br /> 95 Warboss w/ Powerclaw, Cybork<br /> 147 (12) Boyz w/ Nob powerclaw, Bosspole, Trukk<br /> 147 (12) Boyz w/ Nob powerclaw, Bosspole, Trukk<br /> 147 (12) Boyz w/ Nob powerclaw, Bosspole, Trukk<br /> 149 (19) Sluggaboyz w/ Nob, Powerclaw<br /> 114 (19) Sluggaboyz <br /> 100 Battlewagon w/ Reinforced Ram, Big shoota<br /> 100 Battlewagon w/ Reinforced Ram, Big shoota<br /> <br /> The Tactics: <br /> Rush Forward...preferably before the enemy lays a glove on me...If they have first turn...hide; and then...rush 'em!  Yes I am aware I have no anti-air...nothing available is that good at it anyway.  Win the ground game or die trying!<br /> <br /> Trukks are deceptively good at delivering their troops to the enemy...They only do <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 hits on thier occupants(page 41 of Ork Codex) and may end up closer to the enemy than when they were shot! or further...<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 21 Nov 2013 18:19:14]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ Trukk boyz are Shoota or Slugga?<br /> When I run a list like this i run Shoota boyz in the Wagons as they are often in range to do so just before the trukk boyz unload and assult ..<br /> <br /> Deffrollas are almost a must for wagons ..(the extra <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 hits prior to getting in the thick are well worth it ..beats most power claws for effect..)]]></description>
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				<pubDate><![CDATA[Thu, 21 Nov 2013 18:27:05]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ I for one, approve of this behavior and would like to encourage it.<br /> <br /> I also like recommending 'eavy armor for nobz when the inevitable vehicle explosion occurs.<br /> <br /> EDIT Ya.. Deffrollas might be nice tho.]]></description>
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				<pubDate><![CDATA[Thu, 21 Nov 2013 19:31:07]]> GMT</pubDate>
				<author><![CDATA[ Rismonite]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ I'm not sure does the cybork body alone keep Warboss alive. Also, does trukks have rams?]]></description>
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				<pubDate><![CDATA[Thu, 21 Nov 2013 21:34:25]]> GMT</pubDate>
				<author><![CDATA[ Sivious]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ Trukks are, I repeat...ARE gonna go down...but what they do is deliver powerclaws to the enemy with most of the skwad intact...I like rams on BWs, but for those squads, passing pinning checks is essential.  I'd rather have a second bite at the morale apple than a reroll on dangerous terrain that a fast vehicle should go around anyway.  Leave the crashing through terrain to the big vehicles, I say.]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 04:57:08]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ This is about as basic an Ork list as there can possibly be, and I like it <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I'd second maybe armor on the nobz, and definitely deff rollas! If no other reason than because deff rollas are super Orky, and that's exactly what this list is!<br /> <br /> - WAAGH!!]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 19:46:07]]> GMT</pubDate>
				<author><![CDATA[ VardenV2]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ Deffrollas are required on my wagons. They bust open the rhino 'cans' so you can assault the juicy bits inside!<br /> <br /> The Cybork on the Warboss gives a 5+ invul save. no immunity from explosions.... but a 1/3 chance against fists & such. ]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 20:09:18]]> GMT</pubDate>
				<author><![CDATA[ OrksesNevaLooz]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ Anything particularly nasty that a Warboss has to face would ignore his armor save anyway...Why waste the points when I can bring moar boyz!<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 23 Nov 2013 03:31:57]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ A note on Reinforced Rams, DEY <span class="glossaryitem" onmouseover='gp(25);'>DA</span> SHIZ!<br /> Let me explain:<br /> The ability to about always ignore terrain is a Gork-Send. You thus turn your transport into a ninja. You can hide behind terrain or get a good obscuring at least, and then in the following turn fly over all the fancy stuff right into the enemy, catching them off guard. They expect you to take the scenic route and they plan accordingly, the ram allows you to Ninja-Flip right THROUGH the scenic route right into the enemy.<br /> <br /> Ram-Trukks are renamed Ninja-Trukks for their ability to take advantage of all the terrain. They are fast and can flat-out all over the board with no worries at all. Ninja-flip from cover to cover and then unload all the boys you can.<br /> <br /> I do this often with my freak lists and it does beautifully. It does not matter if you got all those Autocannons primed and ready, you cannot see me until it is too late!<br /> <br /> In regards to Battlewagons, they do the same thing with their deffrollas, just at a much slower rate. You have to do a muffled Ninja scenario, or the Parkour-Wagon. Diving through terrain and then tank shocking into the enemy like there is no tomorrow. Say good bye to all of your tanks and bugs when they come crashing through.<br /> <br /> As far as tank-shocking what you are gonna charge, do you unload the turn before the tank shock? Or can you unload out of the vehicle pre-tankshock and then charge the same turn? I am a little brain-dead right now.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 23 Nov 2013 05:39:53]]> GMT</pubDate>
				<author><![CDATA[ Da Kommizzar]]></author>
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				<title>Meat and Potatoes: 1000 points of Orks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4a472a3c2e5e64b6fba701562f00a2ca.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/564457/6278433.page"><b>Da Kommizzar wrote:</b></a><br/>A note on Reinforced Rams, DEY <span class="glossaryitem" onmouseover='gp(25);'>DA</span> SHIZ!<br /> Let me explain:<br /> The ability to about always ignore terrain is a Gork-Send. You thus turn your transport into a ninja. You can hide behind terrain or get a good obscuring at least, and then in the following turn fly over all the fancy stuff right into the enemy, catching them off guard. They expect you to take the scenic route and they plan accordingly, the ram allows you to Ninja-Flip right THROUGH the scenic route right into the enemy.<br /> <br /> Ram-Trukks are renamed Ninja-Trukks for their ability to take advantage of all the terrain. They are fast and can flat-out all over the board with no worries at all. Ninja-flip from cover to cover and then unload all the boys you can.<br /> <br /> I do this often with my freak lists and it does beautifully. It does not matter if you got all those Autocannons primed and ready, you cannot see me until it is too late!<br /> <br /> In regards to Battlewagons, they do the same thing with their deffrollas, just at a much slower rate. You have to do a muffled Ninja scenario, or the Parkour-Wagon. Diving through terrain and then tank shocking into the enemy like there is no tomorrow. Say good bye to all of your tanks and bugs when they come crashing through.<br /> <br /> As far as tank-shocking what you are gonna charge, do you unload the turn before the tank shock? Or can you unload out of the vehicle pre-tankshock and then charge the same turn? I am a little brain-dead right now.<br /> </div></blockquote><br /> <br /> I believe that you can tank shock as the vehicle's movement, then disembark the boyz inside as their movement, but I am not 100% on that. Tank shocking may disallow disembarkation entirely. I would always tank shock, then flame the new tightly formed enemy squad with 10x burna boyz <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 24 Nov 2013 19:09:29]]> GMT</pubDate>
				<author><![CDATA[ VardenV2]]></author>
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