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===Troops=== *'''Boyz''': Basic unit and right proppa. Remember this, Boyz before Toyz. You can swamp armies with them and remember: Run. Run, Waaagh (it's usually how it works). Weak point is a 6+ armour save; odds are you'll never be able to take the save in the first place, let alone pass it, but you've got so many Boyz you can afford to take a few casualties. Flamers will ruin your Boyz' day, though. If you bring a Nob, give him a Bosspole and a Power Klaw. There are three things you need to think about when you're making a Boyz mob: **'''Slugga Boyz:''' Boyz with a Slugga and a Choppa. They're not too great in the Shooting phase, the Slugga's only there to give them +1 Attack and to give them something to do as they charge toward the enemy. Awesome in the Assault phase, especially if they get the charge; 4 Attacks per model, at Strength 4, will handily rip apart infantry of all flavors. Also, the world's greatest [[Tarpit|tarpit]]. **'''Shoota Boyz:''' Sure, every other git shoots better than you; don't cry, all your weapons are Assault. Who sez we're stupid; shoot 'em, charge 'em, let the Grots clean up the mess. Also, Shootas are Assault 2, and have an 18" range, meaning you can still bring the dakka even if those gitz with Rapid Fire weapons can't. If you have a mob of 30 boyz with Shootas, bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+ wounds. Bring some Big Shootas along for even more fun. Put 'em in a Trukk with Reinforced Ram and Red Paint Job. Watch your opponent cry as your effective range goes from 18" to 31" with 24 shots. **''''Ard Boyz:''' Just like regular Boyz, but with a 4+ armour save, making them much more durable. Can get expensive, however, especially in high numbers. Also, you can only take one 'Ard Boyz mob in your army, so don't waste them. This upgrade is better for the Slugga boys, who are more likely to be shot at. A full mob of slugga boyz charging down at something with +4 armour saves protecting them will bring down even Bezerkers, Genestealers, and Lychguards. *'''Gretchin''': Dirt-cheap and expendable, usually used as screening units for infantry, holding objectives while your Boyz do the fighting, or for tying up more dangerous units in assault. Their ranged attacks can actually do a decent amount of damage to enemy infantry, owing to the grot's higher ballistic skill, as well as the volume of shots coming from a large unit. If you're fielding big units of footslogging boyz, you NEED to field gretchin to protect them from incoming fire.
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