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Ork 750 point army HQ Warboss [105] Eavy Armor, Cybork Body, PowerKlaw, Bosspole Troops Nobz [170]

2x Big Choppa, 4x Choppa Boyz [130] 14x Slugga Boyz, 1x Nob (PowerKlaw, Bosspole) Boyz [124] 13x Slugga Boyz, 1x Nob (PowerKlaw, Bosspole) Boyz [124] 13x Slugga Boyz, 1x Nob (PowerKlaw, Bosspole) Fast Attack Deffkopta [45] Twin-Linked Rokkits Deffkopta [45] Twin-Linked Rokkits Deffkopta [45] Twin-Linked Rokkits Playstyle: This is a basic footslogging Green Tide. The Slugga Boyz are not ideal for this army, but they are too cheap to pass up. Once you expand the list, they can be put into Trukks and replaced by Shoota Boyz on foot. If youre playing a friendly game, most people wont mind you counting them as Shoota Boyz. Two of the models will be Big Shootas, but we dont have the points to spare, so play them as normal Boyz. Units will be running across the map during shooting phases unless something is in range to assault (or during the WAAAGH turn). Warboss attaches to the Nobz and eats anything that gets in his way. One mob can hang back and claim any objectives on your side of the board as well. Deffkoptas are there for anti-armor and anti-artillery support. They are run in 3 units of 1 each to avoid leadership tests each time one dies. If you are playing for Kill Points, they could be moved into a single unit. They should use their turbo boost during Scout movement to give them an automatic cover save during Turn 1 (especially if your opponent is going first). If you are going first, use the scout move to get closer to side/rear armor on any vehicles you want to shoot during Turn 1. From that point on, they should stay just inside the 24 range of their Rokkits and fire at the highest priority targets each turn. The opponent has to choose which of your units is the most dangerous. The Rokkit Koptas? The Warboss and Nobz? This leaves your 3 angry Boyz mobs and their PowerKlaw Nobz free to run across the board before they take too much fire. Expanding: Deffkoptas Lootas - Excellent range. Potential for lots of dakka. Big Mek with Kustom Force Field Provides a cover save for any unit with a model within 6. Killa Kans - Relatively cheap. Provide a cover save for units behind them. Ballistic Skill 3. Can be magnetized to take Rokkits vs. Armor or Grotzookas vs. Hordes. Kommandos & Snikrot - Comes in from reserves on any board edge. Good disruption of enemy artillery to help your boyz cross the map. Boyz love Trukks and Wagons

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