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		<title><![CDATA[Latest posts for the thread "[1000] - Orks - help"]]></title>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">  hay guys im new to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and am looking to start a ork army but have no idea were to start!!!!!  I no I like the ork boyz swarms ive been seeing so i guess that would  be the style of play i would be looking for. Any help you guys can give would be awesome thanks!!]]></description>
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				<pubDate><![CDATA[Mon, 28 Nov 2016 05:14:15]]> GMT</pubDate>
				<author><![CDATA[ morfubex]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ For a Green Tide list I find there's a few areas you need to make sure your army fills to help ensure success (even if it is only moderate).<br /> Lots and lots of Boyz: 20 man squads, Nobz with Power Klaw and Boss Pole.<br /> You are probably going to strike last against most opponents anyway so the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> is awesome, and your high numbers help you survive footslogging.<br /> Ranged Support: Lootas and Mek Gunz mainly.<br /> Units that can sit in the back and shoot at tanks and transports and generally support your Boyz as they advance.<br /> Fast units: Warbikers, Mega Nobz in a Trukk, Tankbustas in a Trukk, Deffkoptas, even Stormboyz to an extent.<br /> A first wave that goes ahead of your Green Tide to tie up key units and draw your opponent in for the kill.<br /> <br /> My example list would be:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Warboss - 'Eavy Armour, Power Klaw, Boss Pole<br /> Elites:<br /> Meganobz - Boss Nob with Killsaws<br /> Troops:<br /> Boyz - 20 men, Nob with <span class="glossaryitem" onmouseover='gp(260);'>BP</span> and <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> Boyz - 20 men, Nob with <span class="glossaryitem" onmouseover='gp(260);'>BP</span> and <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> Boyz - 20 men, Nob with <span class="glossaryitem" onmouseover='gp(260);'>BP</span> and <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> Fast Attack:<br /> Warbikers - 6 bikers, Nob with <span class="glossaryitem" onmouseover='gp(260);'>BP</span> and <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> Heavy Support:<br /> 3 Kustom Mega Kannons<br /> 995pts<br /> <br /> You could also give up the Warboss in exchange for two stock Painboys if you wanted to throw around some Feel No Pain in your big squads or with the Meganobs.<br /> <br /> Even if it's not perfect, I hope this helps. Perhaps a more experienced Green Tide player (I like my Boyz in trukks, personally) could help you more.]]></description>
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				<pubDate><![CDATA[Mon, 28 Nov 2016 07:39:10]]> GMT</pubDate>
				<author><![CDATA[ TheManWithNoPlan]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ Welcome to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Orks!<br /> I've never had a bad game playing as or against orks!  Playing orks is an attitude and a hell of a lot of fun!<br /> <br /> #1. Boyz... you need a lot of them.  You probably need at least 100.  Most of them should be slugga/choppa boyz with pistols and close combat weapons.  Maybe 20 or 30 can be shoota boyz with the rifles.  Keep them cheap!<br /> #2. Boyz bodies.  Almost all of the special weapons options are based on the same boy body.  You can literally buy a box of boyz and two boxes of Lootas/burnas and make 8 Lootas, 8 Burnas, 2-3 Meks, and still have bodies to spare.<br /> #3. Nobs... nobs make the army go.  You need a Nob with Boss Pole in just about every unit to help fix Mob Rule. Nob Bikers are one of the best units in the codex.<br /> #4. Nob bodies.  The same can be said for Nobs.  Buy a box of Flashgitz and a box of Nobs and you can make 10 Flashgitz or 5 Flashgitz and 5 Tankbustas or 10 Tankbustas.<br /> #5 Deffcoptas are worth their points... and then some.<br /> #6. Meks... meks are a great few points to spend, if nothing else they will take the challenge so that you Nob gets to swing.]]></description>
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				<pubDate><![CDATA[Tue, 29 Nov 2016 15:11:57]]> GMT</pubDate>
				<author><![CDATA[ Anpu-adom]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d334941b79b8d269e93d4f12f8b5fb5a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/709456/9047464.page"><b>Anpu-adom wrote:</b></a><br/>Welcome to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Orks!<br /> I've never had a bad game playing as or against orks!  Playing orks is an attitude and a hell of a lot of fun!<br /> <br /> #1. Boyz... you need a lot of them.  You probably need at least 100.  Most of them should be slugga/choppa boyz with pistols and close combat weapons.  Maybe 20 or 30 can be shoota boyz with the rifles.  Keep them cheap!<br /> #2. Boyz bodies.  Almost all of the special weapons options are based on the same boy body.  You can literally buy a box of boyz and two boxes of Lootas/burnas and make 8 Lootas, 8 Burnas, 2-3 Meks, and still have bodies to spare.<br /> #3. Nobs... nobs make the army go.  You need a Nob with Boss Pole in just about every unit to help fix Mob Rule. Nob Bikers are one of the best units in the codex.<br /> #4. Nob bodies.  The same can be said for Nobs.  Buy a box of Flashgitz and a box of Nobs and you can make 10 Flashgitz or 5 Flashgitz and 5 Tankbustas or 10 Tankbustas.<br /> #5 Deffcoptas are worth their points... and then some.<br /> #6. Meks... meks are a great few points to spend, if nothing else they will take the challenge so that you Nob gets to swing.</div></blockquote> <br /> <br /> Nob bikers are kind of crap at the momment because you can have 2 normal bikers for the cost of one biker. Also force and instant death gimmiks in close combat (they have 0 armor saves against them) are a serious problem.]]></description>
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				<pubDate><![CDATA[Wed, 30 Nov 2016 09:39:08]]> GMT</pubDate>
				<author><![CDATA[ thenewgozoku]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ Ok... if you are required to take a unit of nobs in your force... give them bikes. Give the characters bikes. Why? What else are you going to do for them? You're not going to give them a battlewagon.]]></description>
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				<pubDate><![CDATA[Wed, 30 Nov 2016 13:59:35]]> GMT</pubDate>
				<author><![CDATA[ Anpu-adom]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ If you are required to play nobs you say? I think it's best to have them naked on an objective than throwing  away a lot of points to make the do something. And you better get something really good for that requirement.]]></description>
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				<pubDate><![CDATA[Wed, 30 Nov 2016 14:22:44]]> GMT</pubDate>
				<author><![CDATA[ thenewgozoku]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ A unit of grots has more wounds that the 3 required Nobs in most detachments and would cost less... Nobs make piss poor objective holders.]]></description>
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				<pubDate><![CDATA[Wed, 30 Nov 2016 15:21:09]]> GMT</pubDate>
				<author><![CDATA[ Anpu-adom]]></author>
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				<title>[1000] - Orks - help</title>
				<description><![CDATA[ What formation is worth the nobs?]]></description>
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				<pubDate><![CDATA[Wed, 30 Nov 2016 16:01:14]]> GMT</pubDate>
				<author><![CDATA[ thenewgozoku]]></author>
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