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===Fast Attack=== *'''Stormboyz:''' Essentially slugga boyz plus. You are trading away special ranged weapons and the option to buy better armour for the ability to go ''fast.'' Use them as they are meant to be used: to tie up and/or distract key enemy units as you move the rest of your boyz into position. *'''Deffkoptas:''' As strong as a boy, harder than a Nob, faster than a Stormboy: it's the Deffkopta. Given the ludicrous speed of jetbikes and the versatile loadout of Deffkoptas, these are not too shabby but a tad expensive. You start with a twin-linked big shoota but you can take a twin-linked rokkit launcha if the desire takes you. You can also replace the big shoota with a non-twin-linked kustom mega-blasta but that option is ill-advised. See the Mek Weapons Table to see why. A buzzsaw can be nice, especially on this relatively tough platform. Keep in mind, with its speed and ability to be anti-infantry or anti-vehicle/MEQ, Deffkoptas can fill in any holes that develop in your lines and/or plans *'''Warbikers:''' Known and loved/feared by all. You are paying a nob's price per bike. Potentially useful but do not over-dedicate to the unit. The costs will soak up valuable points and the heavy cover will ensure that superior mobility will be stumped by walls aplenty. *'''Warbuggies:''' Pretty cheap for a vehicle with outflank and twin-linked weaponry. Having a Twin-linked Big Shoota at base, it can replace it with a twin-linked rokkit launcha for free. For some points you can give it what amounts to be a reinforced ram: trakked. For a few points more, you can get a skorcha alongside trakked. A unit of Warbuggies can be mixed and matched and hold up to five. Potentially useful and game-changing ''if'' they arrived from reserves, ''if'' they arrive on the side you want, and ''if'' they hit what you want them to hit.
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