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==== Your Army and You ==== When it comes to mustering your [[Hordes|horde]], all your units can be roughly divided into four broad categories. First, you have Da Boyz, these're all the ground-pounders, your Shoota Boyz, Slugga Boyz, Nobz, Stormboyz, even Grots. The watchword here is still quality in quantity. Da Boyz're primarily a melee powerhouse, if they're not in close combat then you're muckin' about, but their generally poor armour leaves them vulnerable to gunlines, so you need them in large mobs to maximise the number of ladz that can get stuck in when they reach the enemy after taking fire. Your various specialist mobs, the likes of Tankbustas and Burna Boyz, are the exception to the rule, as they want to hold back out of combat and lay down fire at whatever target their specialism dictates. Second, you have Da Wheelz, pretty self-explanatory, it is everything the Orks have stuck wheels or tracks onto, Wartrukks, Warbuggies, Wartrakks, a lot of other things starting with "War", you get the picture. Like most Ork units, their armour is their Achilles' heel, with most only sporting AV10, so don't expect then to slug it out with Imperial Guard tank regiments. They are however with very few exceptions '''Fast''', usually heavily-armed for their size, and low to the ground with small profiles. So for them its best to try and avoid incoming fire as much as possible, skirting around available cover in support of Da Boyz as a pesky sort of distraction, either keeping to terrain features or using Grots as '''Living Shields''', and keeping the enemy pinned down until the footsloggers can reach them. Third, Da 'Ard Stuff, like Killer Kans and Ork Dreadnoughts, again does what it says on the tin. Da 'Ard Stuff has better armour than other Ork units, so they can take a beating, and can give back as good as they get when it comes back around to their turn. The enemy usually needs to dedicated serious firepower to take out these guys, and if they try to just ignore them and send those shots elsewhere they risk having their forces devestated, but Da 'Ard Stuff will go down if focussed on. The trick to keeping them alive and kicking (and punching, and shooting, and...) is to mingle them with Da Boyz, forcing your opponent to split their fire and giving both a better chance of weathering the storm. And fourth, Da Big Gunz, which get their own category because they act differently to any other units, and should be treated as such. Your own [[Heavy Weapons Squad]]s pack the meanest punch in the codex, barring some Looted Vehicles however they aren't Orky tech so it doesn't count, but they lack any sort of mobility, so positioning is key. They are glass cannons, which you wouldn't put it past the Orks to take literally, and are vulnerable to both shooting and assault in equal measure, so they need protecting with terrain and infantry to block charges and absorb counter-battery fire.
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