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Warhammer 40,000/7th Edition Tactics/Orks/Dred Mob
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=== Troops === *'''[[Ork_Boy|Spanna Boyz]]''': The sucktacular cousins of normal Boyz. You can only take up to 20 of them, they don't get the 'ard Boyz option, and they're led by Meks. The Mek gets interesting shooty upgrades, but you have other units for that. They can still swarm, swamp and [[tarpit]] like normal ork bolbs, but you're running a Dred Mob list, so that's not as fun or effective as usual. The best part; they're a mandatory unit for the Dred List. Yeah. Never take Scrap Trukks for these guys. Those things suck ''worse'' than these guys. Put them in a Warkopta so the Mek can patch it up, the Spannas can Snap-Fire (you game them Shootas, right?) and you can keep these guys out of the way of the real fighters. ** '''Point Holding:''' So ''that's'' what these guys are good for. A cheaper source of Meks than Burna Boys are, give them all Shootas and watch them go Shoota Boy from a normal Trukk or heavier transport while the Mek keeps it running. Then park it all on a point and camp like there's no tomorrow. *'''[[Gretchin|Gretchin Scavengers]]''': See Gretchin entry. These guys die even faster than normal due to their Firebombs. The bombs give them Assault and Defensive grenades, which go boom-boom, but they die in D3's whenever that comes into play. More annoying for all sides involved. They do still [[Tarpit|tarpit]] well, and can point-camp in cover. *'''[[Deff_Dred|Dred Mob]]''': This is the reason you play a Dred List. 1-3 Deff Dreds, in a squad, as ''Troops Choices''. You may now cry and whine and soak your pants as I send wave after wave of 3-Drednaught-CCW-and-Big-Shoota-armed Dreds at you. These guys are amazing and full of win, but '''''GORK'S BALLS''''' are they expensive! (They now cost exactly the same as standard codex dreads) But you're still running CORE TROOP CHOICES of '''THREE DEFF DREDS'''. You need to use these guys wisely. Standard rules for Deff Dreds apply here, but it can work to your advantage to take one cheap or cheapened heavy weapon on all three Deff Dreds. Three Rokkits or 9 Big Shoota shots can get lucky sometimes. Remember that while you still have other walkers in your squadron, all Stuns will slow you down majorly. So when taking Grot Riggers or Armour Plates, both can be useful for keeping those Dreds alive and chopping. Also prepare to lose some hull points from 4+/6+ krak grenades (not much, though - statistically it would be 0.83 per turn against 10-man marine squad, and there would be MUCH lerss marines on the second turn). On the other hand this means they cannot run away from you per "our weapons are useless" rule. The bad news that stupid update just had to wrote the words Non scoring in this unit entry ...
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