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		<title><![CDATA[Latest posts for the thread "[1500] - Ork - 1k to 1500 expansion"]]></title>
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				<title>[1500] - Ork - 1k to 1500 expansion</title>
				<description><![CDATA[ I am doing a paint and play and we are moving on to 1500 from 1k. Here is my current list:<br /> <br /> 993<br /> <br /> weirdboy 62<br /> <br /> boys x30 choppas big choppa 189<br /> <br /> stormboys x30 big choppa 249<br /> stormboys x15 big choppa 129<br /> <br /> gorkanaut 364<br /> <br /> My plan was boost the small stormboy squad to 30 add a big mek on bike with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, add another 30 man boys squad with big choppa and a smaller squad with big choppa to fill the rest. <br /> <br /> So at 1500:<br /> <br /> 1499 <br /> <br /> weirdboy 62<br /> big mek on bike <span class="glossaryitem" onmouseover='gp(163);'>kff</span> big choppa 110<br /> <br /> boys x30 choppas big choppa 189<br /> boys x30 choppas big choppa 189<br /> boys x13 choppas big choppa 87<br /> <br /> stormboys x30 big choppa 249<br /> stormboys x30 big choppa 249<br /> <br /> gorkanaut 364<br /> <br /> That look like a good add on to my 1k list? It also takes me from a patrol to a battalion for 3 command points. Thinking 1 boys squad should be shootas maybe. Lets them shoot 1 unit then charge another. Means they still do something even if charge fails.]]></description>
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				<pubDate><![CDATA[Tue, 25 Jul 2017 00:56:55]]> GMT</pubDate>
				<author><![CDATA[ Da Squig]]></author>
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				<title>[1500] - Ork - 1k to 1500 expansion</title>
				<description><![CDATA[ You Could make that last Group of boyz  20 Grotz then a Runtherd Elite (Squig..Prod..)..They will shoot as good as Marines once<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 25 Jul 2017 22:59:53]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>[1500] - Ork - 1k to 1500 expansion</title>
				<description><![CDATA[ Or rather than the 13 boyz, for 81 points you could take three kannons.  give you some backfield objective holders while yoru horde rushes forward, and a small amount of shooting to try and break open transports(probably not in one turn, but a couple kannon hits can take out an average transport in two turns or soften it up for whatever charges it, or put some wounds/saves on squishier infantry like the eldars, etc.  <br /> <br /> Alternativly a warboss with big choppa has a good number of attacks, and also lets your boyz advance and charge, and mitigates huge casualties from morale with d3 instead.  or if your wierdboy needs to be kept alive longer a painboy or mad dok is decent on the attack and can stuff the wierdboys brains back in so he can keep jumping or smiting or warpathing, whichever lfavor it is you use him for.    Either fit in thepoints for that last boyz unit.  ]]></description>
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				<pubDate><![CDATA[Wed, 26 Jul 2017 14:00:33]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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				<title>[1500] - Ork - 1k to 1500 expansion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8a0cd50ecce34cfd150d3d512ccf42cf.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/733883/9515435.page"><b>Mephistoles1 wrote:</b></a><br/>Or rather than the 13 boyz, for 81 points you could take three kannons.  give you some backfield objective holders while yoru horde rushes forward, and a small amount of shooting to try and break open transports(probably not in one turn, but a couple kannon hits can take out an average transport in two turns or soften it up for whatever charges it, or put some wounds/saves on squishier infantry like the eldars, etc.  <br /> <br /> Alternativly a warboss with big choppa has a good number of attacks, and also lets your boyz advance and charge, and mitigates huge casualties from morale with d3 instead.  or if your wierdboy needs to be kept alive longer a painboy or mad dok is decent on the attack and can stuff the wierdboys brains back in so he can keep jumping or smiting or warpathing, whichever lfavor it is you use him for.    Either fit in thepoints for that last boyz unit.  </div></blockquote><br /> <br /> Seconded a warboss greatly increases your Boyz mobility and resistance to morale.  Also I've been having great success with half shoota half slugga 30 mobs.  Great overwatch defense and just forces saves on big things even hitting on sixes after advancing.  They add overwatch defense and I usually put the wounds on shoota first in the back because your less likely to get them into combat in the back ranks anyway.]]></description>
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				<pubDate><![CDATA[Wed, 26 Jul 2017 14:45:55]]> GMT</pubDate>
				<author><![CDATA[ Hades]]></author>
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				<title>[1500] - Ork - 1k to 1500 expansion</title>
				<description><![CDATA[ Thanks for the suggestions. Planning on adding a warboss at 2k. The boys are there to fill the battalion and I will be able to fill them out at 2k.<br /> <br /> Here was what I had planned at 2k if that will help make some of my choices make more sense. Weirdboy and banner nob can start in gorkanaught to bring total drops to 9. Gives me a battalion and fast attack detachment for 7 command points.<br /> <br /> 2000/2000<br /> <br /> weirdboy 62<br /> big mek on bike <span class="glossaryitem" onmouseover='gp(163);'>kff</span> big choppa 110<br /> warboss on bike big choppa 95<br /> <br /> boys x30 choppas big choppa 189<br /> boys x30 choppas big choppa 189<br /> boys x26 choppas big choppa 165<br /> <br /> nob with waagh banner 79<br /> <br /> stormboys x30 big choppa 249<br /> stormboys x30 big choppa 249<br /> stormboys x30 big choppa 249<br /> <br /> gorkanaut 364]]></description>
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				<pubDate><![CDATA[Sat, 29 Jul 2017 00:14:12]]> GMT</pubDate>
				<author><![CDATA[ Da Squig]]></author>
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