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 Ork Squadd

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Chuchosky

Chuchosky


Posts : 192
Join date : 2010-10-17
Age : 48
Location : Spain

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PostSubject: Ork Squadd   Ork Squadd I_icon_minitimeThu Oct 28, 2010 8:31 am

Tell me whta to change, if needed...


Boss+ Kust Blasta+Club+ Mech A+ Helm = 110

2 Ard Boy + Club = 51x2= 102

Sne Boss + Shoot + Mech A = 95

Pain B + club = 46

Burn B + flamer = 55

2 Kom + shoo = 56x2 = 112

Gret = 15

5 Boyz + club = 33 x5 = 165

Tot= 700

Thinking in change the Mesh Armour of the Sneaky Boss, the helmet of the boss and the club of the painboy for another Boy with club, or give 2 clubs to all the Boyz and ABoyz.


The tactics is: the Komandos and his Boss infiltrate in cover and try to catch the enemy fire, returning some fire. The others go against the enemy looking for HH combat, in 2 lines, first line the boys, the boss and the living shield (the gretchin) to catch the fire, second line the Aboyz, painboy and burner.

Tell me :-)
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Da Bank

Da Bank


Posts : 2724
Join date : 2009-07-28
Location : Fort Myers, FL (USA)

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PostSubject: Re: Ork Squadd   Ork Squadd I_icon_minitimeThu Oct 28, 2010 7:49 pm

Good start.
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
Age : 50
Location : Elizabeth City, NC (USA)

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PostSubject: Re: Ork Squadd   Ork Squadd I_icon_minitimeThu Oct 28, 2010 8:56 pm

I like your Squad! Pretty good... really.

I used a similar tactic with my Orks... learned that is best to Infiltrate behind Cover (no LoS) and keep there.... on the 1st Turn the enemy would have nothing to shoot, unless you provide something (infiltrators). The enemy will not move, but stay put and shot at them. If you hide them, you force your enemy to move... but they would do it AWAY from the Kommandoz, which you can use them to funnel them to your advantage.
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PostSubject: Re: Ork Squadd   Ork Squadd I_icon_minitime

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