<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "[1250] - Orks"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "[1250] - Orks"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>[1250] - Orks</title>
				<description><![CDATA[ Recently I have tried out a Battlewagon and it worked prety good, so I've been thinking of a list with Battlewagons on 1250 points:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Big Mek - Mega Armour, <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, Bosspole, Da Fixer Upperz -145 pts<br /> Mad Dok Grotsnik - 160 pts<br /> Mek - 15 pts<br /> <br /> Troops<br /> 10 Gretchin with Runtherd - 35 pts<br /> 10 Gretchin with Runtherd - 35 pts<br /> <br /> Elites<br /> 4 Meganobz - 160<br /> (Dedicated Transport) Battlewagon - Reinforced Ram, 4 Rokkits, Killkanon, Grot Riggers - 175 pts<br /> <br /> Heavy Support<br /> 10 Flash Gitz - 220 pts<br /> (Dedicated Transport) Battlewagon - Reinforced Ram, 4 Rokkits, Killkanon, Grot Riggers - 175 pts<br /> 3 Kustom Mega Kanons - 90 pts<br /> 3 Lobbas - 54 pts<br /> <br /> The idea with this list is to soften up the enemy with the Lobbas and <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> while the Battlewagons advance. As soon as the wagon with the <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> is in range they charge and the Wagon is free to shoot its Killkanon and Rokkits at anything in range. The wagon with the Flash Gitz needs <span class="glossaryitem" onmouseover='gp(224);'>th</span> get in range so that they can shoot their guns and the wagon can shoot the Killkanon. Remaining sationary allows to shoot at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 and to fire all weapons. The grots remain behind the wagons in case of deepstriking, so that the wagon gets some cover. Or gran some objectives along the way.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7203983.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7203983.page</link>
				<pubDate><![CDATA[Mon, 15 Sep 2014 16:21:08]]> GMT</pubDate>
				<author><![CDATA[ hordrak]]></author>
			</item>
			<item>
				<title>[1250] - Orks</title>
				<description><![CDATA[ What are the 2 squads of gretchin doing? They'll never stop deep strikers! One volley of fire and they're breaking and running off the board!<br /> <br /> Your army boils down to 2 battlewagons, which <span class="glossaryitem" onmouseover='gp(325);'>TBH</span> would be pretty easy to take down in 1250. Grotsnik is super tough w/ <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span> but the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> will only cover the vehilce its in and not both. <br /> <br /> You just cant do it w/o the boyz, as great as those <span class="glossaryitem" onmouseover='gp(710);'>MANZ</span> will be they eventually will fail their saves and then your left with 10 flash gitz scratching their butts ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7205806.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7205806.page</link>
				<pubDate><![CDATA[Tue, 16 Sep 2014 04:48:43]]> GMT</pubDate>
				<author><![CDATA[ fcademartori]]></author>
			</item>
			<item>
				<title>[1250] - Orks</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/615193/7205806.page"><b>fcademartori wrote:</b></a><br/>What are the 2 squads of gretchin doing? They'll never stop deep strikers! One volley of fire and they're breaking and running off the board</div></blockquote><br /> Well, these grots are for unlocking <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>. Compare 35pts grot squad and nearly 100pts unit of boys.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> The list looks strange, yet I like it. It can definitely do the trick.<br /> I think that <span class="glossaryitem" onmouseover='gp(613);'>MA</span> Mek  would be better with <span class="glossaryitem" onmouseover='gp(684);'>KMKs</span>, that will allow to mitigate their 36" range by walking 6" a turn and then firing. Perhaps in this case you may replace the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> with some more guns, but maybe I am wrong.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7206000.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7206000.page</link>
				<pubDate><![CDATA[Tue, 16 Sep 2014 08:03:02]]> GMT</pubDate>
				<author><![CDATA[ Cowboy_Jerry]]></author>
			</item>
			<item>
				<title>Re:[1250] - Orks</title>
				<description><![CDATA[ The Grots are not only for minimum troops, they should also give the BWs а соver save from the rare. The Mek is indeed staying with the <span class="glossaryitem" onmouseover='gp(684);'>KMKs</span>, but usilg him as a tanking character for Flash Gitz is something I considered. Besides, if I pace them right  al lwill  have an invul on the first turn. As for Boys - They are just not good enough now. Giving them heavy armour and a Painboy could help them, but this would make them realy expensive. Boys are just to slow and unrelyable if you don't put Grotsnik or Grukk with them. And as for poping vehicles - anything exept an Imperial Knight or some other Super Heavy thing can get exploded by a lucky lascanon, so it's an inevitable risk.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7206257.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7206257.page</link>
				<pubDate><![CDATA[Tue, 16 Sep 2014 11:59:00]]> GMT</pubDate>
				<author><![CDATA[ hordrak]]></author>
			</item>
			<item>
				<title>[1250] - Orks</title>
				<description><![CDATA[ I totally agree about Boyz in this list and love the idea with grots! Perhaps I'll even try it out.<br /> Oh, I might be wrong, but is it worth to take 4 Rokkits? As I know, 2 of them are turrets and the other 2 are just side mounted. Maybe it's worth cutting their numbers to 2 and add something for these 20 points(perhaps a plank for MAN wagon?).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7206818.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7206818.page</link>
				<pubDate><![CDATA[Tue, 16 Sep 2014 15:33:43]]> GMT</pubDate>
				<author><![CDATA[ Cowboy_Jerry]]></author>
			</item>
			<item>
				<title>Re:[1250] - Orks</title>
				<description><![CDATA[ Well, depends on whom you face. Against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> - totaly yes, take 4. Against other forces - 2 rokkits, 2 Big Sootas could be what you need. Kust don't expect much, its still <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7207120.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/615193/7207120.page</link>
				<pubDate><![CDATA[Tue, 16 Sep 2014 18:05:53]]> GMT</pubDate>
				<author><![CDATA[ hordrak]]></author>
			</item>
	</channel>
</rss>