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Warhammer 40,000/10th Edition Tactics/Orks
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===Infantry=== *'''[[Burna Boyz]]:''' 1 in 5 of these Boyz must be a Spanner, which means this unit is ''absolutely ideal'' for riding a Trukk. 10 of them is 8 Burnas: R12 AD6 BS('''Torrent''') S4 AP0('''Ignores Cover''') D1 plus, as a practical matter, 2 Kustom Mega-Blastas: R24 A3 BS5+ S9 AP-2 Dd6 with '''Hazardous''' for letting you deliberately crack your own transport open during the Shooting Phase. Unfortunately, your only valid Leaders for this unit are a Big Mek with KFF, which completely wastes the re-roll 1s to hit ability, or a Painboy/Grotsnik, both of which cost too much to be worth it on anything less than a 15-boy mob, which won't fit in a Trukk (and a Battlewagon is better with 2 sets of 10 anyway), so expect to field this unit unled. *'''[[Flash Gitz]]:''' *'''[[Gretchin]]:''' *'''[[Kommando]]s:''' *'''[[Lootas]]:''' A ranged unit crippled by several rules, including being forced to take members who have short-ranged non-heavy weapons, this unit has no genuine purpose in your army - hard pass. *'''[[Meganobz]]:''' *'''[[Nob]]z:''' Kombi-skorchas are gone, so you have no way to take guns on this unit that have a chance of hitting; on top of that, Ammo Runts are now a ''nerf'' to Kombi-Weapons. They're a pretty ok bodyguard for a Warboss thanks to having a -1 to be wounded ability while they're led by one, but stick to sluggas and big choppas (or power klaws, if you have a very specific meta). *'''[[Tankbustas]]:''' *'''[[Stormboyz]]:'''
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