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===Other=== *'''Gargantuan Squiggoth (Forgeworld):''' A fun but strange unit. Gargantuan Creature and counts as an open-topped transport that moves 20 boyz straight into the thick of the fighting, then beats up on people with super-high strentgh attacks at ''WS 2'' (thank Gork for the Stomp attack). Ignores strength 4 and below attacks, making [[Awesome|bolters useless]], and since it's a gargantuan creature, poison and sniper weapons can only hurt it on a six. Can carry bigger artillery pieces and two of them to boot, as well as 6 passenger-fired Big Shootas. Armor save poor for what will come its way, but Grotsnik can give it a 5+ invo save, making this guy super-goofy. The only big downside is the huge fire magnet taped to its back. Deathmarks, Vortex Grenades, Railguns, Hammer Blows, Dreadnoughts, and pretty much any other high-strength weaponry will ruin it's day though. Fuck, [[Autogun#Autocannon|Autocannons]] will ruin your day. Three Defilers, Ironclad Dreadnoughts, or enemy Deff Dreads will butcher you. *'''Big Squiggoth (Forgeworld):''' Dirt cheap transport, except it's a Mosterous Creature. Carries a small artillery piece and is a good wall of meat, but it's vulnerable to Instant Death and sports crappy armor. Take Grotsnik to give it the 5+ invo save it desperately needs. As a non-Apocalypse unit, Squiggoths will be the biggest fire magnet on the table, and at WS 2 they can't defend themselves in close combat (despite their high strength), where they really ought to be. Put the full ten Boyz inside, send the Squiggoth towards the enemy, and assault out when near any enemy squad. *'''Flakka-Dakka Gun (Forgeworld):''' This is the primary orkish ground based anti-aircraft unit, instead of having two twin linked heavy 2 guns like the Hydra, the Flakka-Dakka gun just has a heavy 4 weapon. It's very useful against infantry in a pinch, just like its imperial counterpart, but its lack of twin-linked goodness causes it to suffer somewhat in accuracy. The reason you don't just go straight to a guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka Gunz can move flat out ''and'' fire their weapons, provided their target is a flyer. This can let you keep up with a flyer or, more likely, let you move across the board to hit some rear armor next turn. The front and side armor is also higher than a trukk, and you can get a co-axial bolter to spot for you, giving you that twin-linked goodness you so desperately need (and trust us, with orkish aiming skills, you need it.) Put on a troll face for when you blast those hideously expensive Thunderhawks out of the sky for a fraction of the price.
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