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DISTRACTION CARNIFEX
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====[[Orks]]==== *'''DISTRACTION [[Deff Dred|DEFF DRED]]''' Just kit it out with a few scary looking weapons, let it stumble forward with the boys. This is really effective when your enemy takes less anti tank because you are playing a mainly infantry army. This is also better used in smaller games, as this thing looks like a scary, choppy hulk of metal (which it is). *'''DISTRACTION [[Ork Boy|BOYZ]]''' Letβs face it, as 8th is Horde Edition, a good old-fashioned Boyz mob and a [[Weirdboy]] using the psychic power Da Jump means you can deposit said Boyz Mob (almost) exactly where you want it. Just make sure the mob is 20-30 strong and they might actually survive past the DISTRACTION period. Also make sure you have several more 30-Boy mobz heading across the board. [[Ork Kommando|Kommandos]] also make an excellent DISTRACTION unit, especially being (in 9th) only 3 points more expensive than Boyz; a deep strike and first turn charge in the backline is pure cancer to Tau and IG gunlines. *'''DISTRACTION [[Ghazghkull Mag Uruk Thraka|THRAKA]]''' - Ghazghkull is now the definition of absolute unit, being both dead 'ard and dead choppy - he's got a S14 melee weapon with -4 AP and 4 flat damage, plus a 2+ to hit - and, since he is a GOFF ORK and his captain aura benefits GOFF ORKS, he's re-rolling ones. He also takes a maximum of 4 wounds a turn, he's rocking a 2+ save with a 4+ invuln, and - with Makari - a 6+ Feel No Pain on top of all of that. Ghaz can go toe-to-toe with Guilliman and win somewhat consistently - he's most definitely a DISTRACTION if he wants to be. Granted, he's got a steep points cost, but if you stick him in the Tellyporta, he'll DISTRACT the hell out of his enemies and then proceed to krump the closest Knight.
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