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=====Orruk Decks===== *'''Grind-Out Orruks:''' With four tough-as-nails boyz that actually like to take damage, you've got no reason not to throw them into the fire and let them roast. The main difference between you and most Warbands is that ''you'' can take it; they usually can't! This deck-type needs a keen eye for opportunities and openings to exploit, as well as a tactican's mind to utilize your Ploys and Upgrades well. For example, don't burn Power Cards on a dude who's probably gonna die soon, and never think that even Basha or Hakka can't do their share; even a single Wound of Damage can make a great difference. This deck uses Brutal but Kunnin' (Make a Move after an Attack), Kunnin' but Brutal (Take a guess), 'Avin' A Good Time (50/50 chance of making an extra attack) to squeeze the most value out of each dude, as well as upgrades like Daemonic Weapon (Dude gets a nasty-ass attack) and 'Ard Head (Hakka or Basha takes a permanent -1 Damage) to boost Basha and Hakka to true killyness. *'''"You On Da List?":''' Also called Board Orcs or Bouncer Orcs, this is a deck based on three Objective Cards that can give fucking '''8''' Glory Points by the end of the game, with the same requirements basically! These three are Denial (Enemy models didn't end on your board), Contained (Enemy models ended in their Board entirely) and Conquerors (All your models ended in the enemy board), which, as you can imagine, can win you almost any game immediately. Here's the issue - Almost all players who've lost to this before will do ''everything'' they can to stop you, Sprinting to the end of your board side to ruin your life. This is why you'll want to make like Blood Bowl and wall the fuck up at the No-Mans Land between the boards, hopefully stopping any intruders. Your deck should also be filled up by defensive and supportive Ploys and Upgrades like Great Toughness (+1 Wound), Unkillable (When Gurzag is killed, 50/50 chance he lives), Healing Potion (Heal 1 or 2 Wounds) and 'Ard Head (Hakka or Basha takes -1 Wounds) to increase your staying power. Note that most of the Nightvault Warbands have a hard counter for this: the Thorns of the Briar Queen can pass right through you, the Eyes of the Nine can summon their Horror into your starting hexes, and Zarbag's Gitz can make mass moves on top of the fact there's twice as many of them as there are of you. [[File:Shadespire-WarbandsSkeletons.jpg|right|250px|Sepulchral Guard]]
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