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		<title><![CDATA[Latest posts for the thread "Ork boyz"]]></title>
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				<title>Ork boyz</title>
				<description><![CDATA[ I am new to orks and about to build something like 80 boyz.<br /> <br />  My army has no transports... Yet. Go with shoota boyz only and skip slugga or mix em up? ]]></description>
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				<pubDate><![CDATA[Thu, 17 Nov 2016 13:18:39]]> GMT</pubDate>
				<author><![CDATA[ gainsay]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ Depends what your tactic is:<br /> Shooter boyz increases your ability to drown your opponent in weight of fire, but you're an Ork: everything shooty in your army has a bucket full of shots due to the low <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> Slugga boyz gives you an extra attack on the charge plus you still have the weight of pistol shots from a 20 man unit of boyz. But that would be making a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> army in a shooting meta.<br /> <br /> It is up to you.<br /> Personally I would go full on <span class="glossaryitem" onmouseover='gp(19);'>cc</span> boyz with a power klaw nob since ork boyz are some of the few worthwhile troop choices, especially for a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> army: 4 attacks on the charge for a 6 point model? Stick them in trukks with boarding planks and your looking at a nasty turn 2 assault phase for your opponent.]]></description>
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				<pubDate><![CDATA[Thu, 17 Nov 2016 14:05:14]]> GMT</pubDate>
				<author><![CDATA[ mrhappyface]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ I've always gone half and half, out of the 80 regular boyz I own 40 have slugga and 40 have Shoota.]]></description>
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				<pubDate><![CDATA[Thu, 17 Nov 2016 14:45:50]]> GMT</pubDate>
				<author><![CDATA[ tikhunt]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ Yea I'd go half and half too. Shootas obviously offer decent firepower but they're still alright in combat so you don't lose much, slugga/choppa plays to your strength and provides a bit more focus to a unit<br /> <br /> Plus it's boring modelling them all the same way]]></description>
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				<pubDate><![CDATA[Thu, 17 Nov 2016 16:17:24]]> GMT</pubDate>
				<author><![CDATA[ Snake Tortoise]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(269);'>Id</span> go half and half too. <br /> <br /> If youre footslogging, shootas give you more options tactically. Its easier to bunker down and play a tactic beyond bum rushing the enemy.<br /> <br /> Slugga boyz will suffer more from stayin put on an objective because theyre wasting their potential while shoota boyz can still blast something.]]></description>
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				<pubDate><![CDATA[Fri, 18 Nov 2016 07:22:02]]> GMT</pubDate>
				<author><![CDATA[ MagicMan]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ In a trukk or battlewagon, I go slugga/choppa. When footslogging, though, I prefer Shootas. It's pretty simple why; You get more damage per-point from Slugga/Choppas, but only if you can hit first with them. It's that simple. <br /> (Note: I use 'half wounds' below to denote when it's about a 50/50 shot of causing a wound, for the sake of math and averaging out results.)<br /> <br /> Let's say you have 10 Ork boys versus Space Marines. When you charge, you can either have 20 shots that amount to around 6 hits, 3 wounds, and one dead Marine. Then you charge, lose around 2 Ork Boys, and hit back with 24 attacks. 12 hits, 6 wounds, two more dead marines. A total of three dead guys.<br /> Now, let's try it again with Choppas. You get only 10 shots, amounting to half a dead marine in shooting, but in close combat you get three dead marines, amounting to three and a half dead marines. Is it a huge difference? No, not really, but keep in mind that the Slugga boys are also going to be ten points cheaper for the unit.<br /> <br /> <br /> However, let's rewind, and assume that instead of being in a trukk, your Ork boys are sitting 18" away from a unit of Assault Marines. Suddenly, Slugga/Choppas don't get any shooting because they're too far away, take 3 wounds from pistols when the Marines shoot, don't do anything with Overwatch, and then lose 6 more Ork Boys in close combat before they can even hit. The last ork boy is only S3, not S4, so he can't really do anything. <br /> Swap in shootas, though, and you DO get to shoot, causing the same wound you did before. Then you cause half a wound with overwatch, and since you killed a couple marines,  cause another half a wound before dying. That's still not a GOOD result (Ork boys suck at being attacked one way or the other,) but rather than being wiped out entirely, you caused a little damage. (Also keep in mind that 10 Assault Marines costs over twice as much as the Orks in question.)<br /> <br /> <br /> So, yeah. Shootas do better if you have no way of reliably getting the charge. If you can, though, go Slugga/Choppa.]]></description>
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				<pubDate><![CDATA[Fri, 18 Nov 2016 07:39:34]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ I prefer shootas personally because most things that actually get into combat with them will kill them in droves either which way. At least with shootas I can shoot stuff with them before they go. <br /> <br /> That and I am Dakkaboss.]]></description>
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				<pubDate><![CDATA[Fri, 18 Nov 2016 09:57:22]]> GMT</pubDate>
				<author><![CDATA[ Tibs Ironblood]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ I've noticed that boy'z offence doesn't tend to matter, so i go with choppas cause they're cheaper. But keep in mind that i'm running meganobz from bully boyz formation, so i don't rely entirely on boyz. They are often used as just bullet catchers for the boss and they usually run instead of shooting anywayz cause positioning is more valuable than a few enemy casualties.<br /> If you want to run a greentide formation (10 squads of boyz combined) go with choppas. If you want to run an oldschool greentide (a bunch of regular squads here and there) i'd suggest to make a centerpiece squad of 30 choppas - put boss and dok in there and the rest could be 20 strong shoota squads with special weapons.<br /> If you're going to run boyz with a megaboss than probably shootas as they can't run anywayz.]]></description>
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				<pubDate><![CDATA[Fri, 18 Nov 2016 11:27:59]]> GMT</pubDate>
				<author><![CDATA[ koooaei]]></author>
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				<title>Ork boyz</title>
				<description><![CDATA[ thanks for the replies guys! For now cuz we play small games im going to do 40 with dakka and when I expand I'll get some chappas.]]></description>
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				<pubDate><![CDATA[Fri, 18 Nov 2016 14:27:31]]> GMT</pubDate>
				<author><![CDATA[ gainsay]]></author>
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				<title>Re:Ork boyz</title>
				<description><![CDATA[ If you're not running a bazillion boyz, and especially if you're not dropping lots of points on other choices, choppa boyz do best for me in Trukks with 'eavy armour.  I often also put a Mek with kombi-skorcha in the mob.  You should be hitting the enemy turn two and the armour can help keep them alive in case of a destroyed vehicle.  The extra Mek doubles down on the required character for Mob Rule results and can fix the ride.  <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Nov 2016 19:41:01]]> GMT</pubDate>
				<author><![CDATA[ aushlo]]></author>
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