<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "[1500] - Orks - Dread Mob"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "[1500] - Orks - Dread Mob"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>[1500] - Orks - Dread Mob</title>
				<description><![CDATA[ <b>Waaagh! GhazGhkull Formation: Dread Mob</b> 1500pts<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> Big Mek: Kustom mega-blasta, mega armour, kustom force field, da' finkin cap, warlord - 135pts<br /> Painboy - 50pts<br /> <br /> <b>Troops</b><br /> Deff Dread: 2 power claw - 100pts<br /> Deff Dread: 2 power claw - 100pts<br /> Deff Dread: 2 power claw - 100pts<br /> <br /> <b>Heavy Support</b><br /> 3x KIlla Kans: big shootas - 150pts<br /> 3x KIlla Kans: rokkit launchas - 150pts<br /> 3x KIlla Kans: grotzookas - 165pts<br /> <br /> Gorkanaut - 245pts<br /> Morkanaut: kustom force field - 280pts<br /> <br /> total: 1475pts<br /> <br /> So im gathering all the models for the fomation and am wondering how this load out would go... alternatively i can just magnetize all the parts!<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9051593.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9051593.page</link>
				<pubDate><![CDATA[Thu, 1 Dec 2016 13:52:42]]> GMT</pubDate>
				<author><![CDATA[ hypertrophy]]></author>
			</item>
			<item>
				<title>[1500] - Orks - Dread Mob</title>
				<description><![CDATA[ I would personally ditch the upgrades on the big mek and give him the MFF to throw in the gorkanaut. Then I would give the gork and morkanaut extra armor to keep moving. After that I prefer rokkits over big shootas on kans for anti vehicle and space marine. Then add upgrades to taste. I tend to keep the painboy with the big mek as well. Sadly at 1500 points I don't think you'll be able to find a way to add a warboss in easily. If you can it will be worth it if you can keep at least a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. That way all your walkers can run and charge on the WAAAAGH. Turn one in this case you will probably want to move up and run. Then waaaagh turn two to run and charge that turn because for the most part you want to be in combat. Just my two cents for how I tend to run it.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9051710.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9051710.page</link>
				<pubDate><![CDATA[Thu, 1 Dec 2016 14:55:30]]> GMT</pubDate>
				<author><![CDATA[ cranect]]></author>
			</item>
			<item>
				<title>[1500] - Orks - Dread Mob</title>
				<description><![CDATA[ Looks pretty good to me. Only things I would change are the load out on the Big Mek - there's no need for Mega Armour (if his Gorkanaut is reduced to scrap he's as good as dead with or without armour) and the Mega Force Field/Kustom Force Field & Da Fixxer Uppers will serve you much better. The load out on the Kanz is dependant on your meta, if you expect hordes then go big shootas/grotzookas otherwise go rokkits. If possible I would give your Deff Dreads and particularly your 'orkanauts Extra Armour.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9052036.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9052036.page</link>
				<pubDate><![CDATA[Thu, 1 Dec 2016 17:30:30]]> GMT</pubDate>
				<author><![CDATA[ xlDuke]]></author>
			</item>
			<item>
				<title>[1500] - Orks - Dread Mob</title>
				<description><![CDATA[ As above, definitely ditch, like, all the upgrades on the big mek.  If you want another <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, take another morkanaut and put it on that, so you can protect other vehicles to boot.  <br /> <br /> And da finkin kap is a pretty good relic, but most strategic results don't help vehicles, or at least don't help much.  <br /> <br /> Another trick I like is to bring along 2x meks, since you have 2x <span class="glossaryitem" onmouseover='gp(67);'>IC</span>. They can repair immobilize results and ride in the orkanauts.  <br /> <br /> I'd also consider grot riggers on the deff dreads instead of one klaw, and take a free ranged weapon.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9052078.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9052078.page</link>
				<pubDate><![CDATA[Thu, 1 Dec 2016 17:44:47]]> GMT</pubDate>
				<author><![CDATA[ Kap'n Krump]]></author>
			</item>
			<item>
				<title>[1500] - Orks - Dread Mob</title>
				<description><![CDATA[ Strongly suggest Magnetizing..Especially the Dreads..I would not put bg shootas on the kans ..Rokkits or Grotzookas..<br /> and Load each dread with a big shoota instead ..]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9054522.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9054522.page</link>
				<pubDate><![CDATA[Fri, 2 Dec 2016 22:43:46]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
			</item>
			<item>
				<title>[1500] - Orks - Dread Mob</title>
				<description><![CDATA[ Thanks guys for all the input! I will definitely be magnetizing the weapon options and modify my list with your suggestions]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9056239.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/709774/9056239.page</link>
				<pubDate><![CDATA[Sat, 3 Dec 2016 22:51:41]]> GMT</pubDate>
				<author><![CDATA[ hypertrophy]]></author>
			</item>
	</channel>
</rss>