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==Krunch== On the tabletop, these are your primary Ork cavalry units. They are pretty durable (T6 and 3 Wounds each) and quite strong as well, and between the Ork's stikka and the squig's own jaws each model is a serious threat to MEQ equivalents, monsters, and vehicles alike. Even the saddlegit is able to provide some extra melee and dakka punch. The Ork's stikka (which, as previously mentioned, is actually a rocket-assisted spear) can also be used as a ranged weapon that becomes a [[Eradicator|Gravis]]-wounding Strength 6 at 6" or less. It's Damage 2, so each unsaved jab is one dead Space Marine, and each Squig rider gets to dish out three attacks a turn with them! The whole mob can also be accompanied by a Bomb Squig for every three hogs, which is a really nice way to keep some mortal wounds in your back pocket for those clutch moments. The Nob on Smasha Squig has reasonable killing ability with its Big Choppa and Squig Jaws, but the real reason you take them is to dish out an average of 2.5 (max 5) Mortal Wounds to anyone you charge or Heroically Intervene with: think of it as less of a single melee champion and more a forehead-based melee Smite that can be used to leave a big dent in anything with [[Custodes|ridiculous saves/invulns]], or even finish off [[Morvenn Vahl|a big durable enemy.]] If you get lucky and manage to finish off the entire unit on the charge. you can let the Smasha Squig [[Awesome|charge again]] with the 1CP '''Unstoppable Momentum''' Stratagem, which lets it keep going and dishing out Mortal Wounds as a reward for trampling that last Custodes. The best part, however, is that for every unit of Squighog Boyz, you get to take not one, but TWO of these living battering rams in your army without taking up an Org slot! [[Category: Xenos]] [[Category: Orks]] [[Category: Feral Orks]] {{Orks-Forces}}
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