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Warhammer 40,000/3rd Edition Tactics/Orks/Kult of Speed
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==== General Overview ==== Compared to the likes of 9th Edition, Ork Boyz in 3rd Edition're only Human Strength, so you're not going to hit as hard in melee as you might be used to, though the Choppas Special Rule does help in this regard. Exceptions to note're Skarboyz, who get S4 standard, but that's only one unit, so you can't rely on them too heavily to fill the [[-4_Strength|Strength 4]] gap in your heart. Also, since many of your heavier force elements, such as Battlewagons and Looted Wagons, are all limited in terms of how many you can take in an army, large tank formations or artillery batteries aren't really possible. A much more mobile force than the green hordes of Codex: Orks, though one with a smaller model count, which comes with its own advantages and disadvantages. Your turns'll go along a lot quicker, but each casualty'll hit your overall force harder. And with less in the way of infantry to screen your vehicles with, you're going to want to surround them with Warbikes instead, which you should have in abundance anyway. You also don't get any walkers, so the stompiests you're going to get's a mob of Meganobz in a Battlewagon, and that'll be quite a pointsink in an army full of vehicles. With mob size limited to twenty or twelve models in order to fit inside a Battlewagon or Wartrukk, '''Mob Rule'''' isn't going to be as effective as it used to, so invest in other ways to keep morale up, such as Big Horns, Iron Gobs, and Bosspoles.
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