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Warhammer 40,000/10th Edition Tactics/Orks
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=== Gordrang's Gitstompas (Combat Patrol) === <div class="toccolours mw-collapsible mw-collapsed"> The stuff you're forced to play in Combat Patrol format. <div class="mw-collapsible-content"> '''Composition:'''1 Warboss Gordrang, 2 units of 10 Boyz, 3 Deffkoptas, 1 Deff Dread. * '''Warboss Gordrang:''' Just your basic Warboss in Mega Armour. * '''Boyz:''' Both units must take 3 Shoota Boyz and 5 Slugga Boyz. Then Unit 1 takes a Big Shoota and gives the Nob a Big Choppa, while the other takes the Rokkit Launcha and gives the Nob a Power Klaw. * '''Deffkoptas:''' One takes the Mega-blasta while the other two have the rokkits. * '''Deff Dread:''' Must have 3 Dread Klaws and Rokkit Launcha. <u>'''Enhancements'''</u> You can take only one. * '''Grizzled Skarboy:''' Default. The Warboss takes half damage from ranged attacks. * '''Tellyporta:''' One of the Boyz units gains Deep Strike. <u>'''Secondary Objectives'''</u> * '''Stomp 'Em:''' Default. From second battle round onwards, at the start of each battle round pick an enemy unit on the field. If the unit is destroyed by melee attacks from your models, you gain 3VP. * '''Proper Lootin':''' At the end of each Command Phase, you can roll for every objective marker outside of your deployment zone that hasn't been looted yet, is in range of one of your units and has no enemy units in range: on a 2+ the marker is looted and you gain 3VP (5VP if you rolled a 5+). <u>'''Stratagems'''</u> * '''Get Stuck In (1CP):''' During Fight phase, you can pick an Ork unit that hasn't been selected to fight and allow it to move 6" when it Piles in or Consolidates. * '''Brutal But Kunnin (1CP):''' During Charge phase, one Infantry unit in your army can charge after it Fell Back. * '''Krump Da Gitz! (1CP):''' During your opponent's Shooting phase, after an enemy unit finished shooting at one of your units, your targeted unit moves D6" towards them. </div> </div>
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