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===Heavy Support=== *'''Lootas''' One of the main issues Orks have is that most their weapons are very short-ranged. When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], [[Warhammer 40,000/Tactics/Tau|Blue Gits]], or [[Warhammer 40,000/Tactics/Imperial Guard|Squishy Umie]], this is annoying, as the bad guyz tend to Dakka on your army. Lootas for da win. You only get three squads at most (less, if you wish to take any other Heavy choice), but they are also the most point-efficient source of Strength 7 shooting ''in the game'', even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in the majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your footsloggers or Trukks. Lootas work quite well on pretty much ''anything'' (without 3+ saves) nowadays, since three Glances will bring down most vehicles soundly, and with their volume of shot they are bound to throw out enough to cripple even heavy tanks, Armor 14 is the only thing they can't touch. Overwatch means they can react to charges well, but they will still die in one turn if they don't kill what charges them first. They can also Snapfire on the move now, so they're not totally stationary. Also, they do a reasonable job of Anti-air. Don't be afraid to go to ground with these guys when they're at risk of getting blown off the table. As said before, snap firing isn't that big a deal for a BS2 army because of its ridiculous shot density, but the added coversave is. Now cheaper and competing with other Heavy Supports... The fuck? Can upgrade up to 3 lootas to mekboyz for free, if you so desire. < (Could keep a Battle Waggon or Big Trakk going for you..) **Alternative take: Take a Big Mek or Warboss with Mega Armour and Da Lucky Stikk and stick them with a fifteen man Loota squad. Suddenly you've got a 2+ re-rollable armor save tanking for your beloved Lootas, which also have Slow and Purposeful so they can now move and shoot (doubling their firepower)! You can't Overwatch, but 45 WS5 attacks still kills 3 MEQs on average and then your Warboss can mop up with his re-roll to hit and wound Power Klaw. Remember that Lootas get Stikkbombs, so you do have Assault Grenades for what they're worth. *'''Flash Gitz:''' New dex took them from "could be good if they were half the cost" to "better than they used to be, for half the cost." They no longer have heavy armor and can no longer take any upgrades to their Snazzguns, but what they do have is being 3 points per model cheaper, and the Snazzguns are now s5 apd6 ASSAULT 3 (this means that half the time a squad of five is a -1S Vulkan Mega-Bolter or better), meaning you might actually hit something with them now. Speaking of hitting something, Gitfindaz now grant BS3 if you don't move. Could be tricky to pull off, but the joy of watching your opponent shit bricks at the amount of low AP, quasi-accurate dakka these guys can throw out will be worth it. Keeping them in vehicles or near a Kustom Force Field (or preferably both) is highly recommended, as 6+ armor is not fantastic an a 22pt model. **A few tricks to try with these guys include: Giving them a Painboy to help offset their poor 6+ save; Giving them a Mega-Armored leader to give them all Slow and Purposeful and trying to claim that Gitfindas work regardless of whether you move or not; Replacing Lootas with these guys in the KFF/Mega-Armored close-support Big Mek strategy (and throwing a Painboy in there for fun) and seeing how it stacks up to a Warboss/Nob Squadron with Battlewagon transport. *'''Mek Gunz:''' A wonderful unit. Brutal in lower point games (1000 points) and still very effective in high end games. We '''USED''' to be limited to just 3, but now (thank Gork and Mork) we can take 5 in whichever variety we wish. Just shut up and field a battery of these guys. "But what if-". No, shut up, just do it. Get the full number of cheap-ass Grot bodies for absorbing wounds, and cheap Ammo Runts to help offset your average Ballistic Skill, all at 3 points a pop. Note that when we say "average" ballistic skill, it is a relative term. Orks have BS2, while Grots always have a more average ''BS3 statline''. BS 3 units might as well be a giant sniper rifles in an army book of BS 2 blunderbusses! To make it even better, the new artillery rules state that the crew now uses the guns' toughness. T7 Grots? Yes, please! Want to be a jerk with these guys? Put a normal unit of Grots out front for that sweet cover save. The main problem with fielding Mek Gunz is that they take up a Heavy Support slot, which may or may not pose a problem for your list. You can choose to mix and match the guns below, and if you're only taking one Mek Gunz squad you might want to. Having a pocket Traktor Kannon is a must for a take-all-comers list. However, if you're able or willing to take more than one squadron of Mek Gunz, you'll probably want them to be grouped by the type of target that squad should be shooting at. Bubblechukkas, Lobbas, and Kustom Mega-Kannons are can be grouped against infantry, with Traktor Kannons, Zzap Gunz, Smasha Kannons in the anti-tank role. Kannons can mix in just about anywhere. GW being who they are they overcharge like fuck for these things (like ''Β£28 for a forty-point model'' overcharge). If you're poor, then in true orky fashion build your own: stick together a bunch of other guns you have lying around and putting them amongst a squad of Grots. **'''Kannon -''' For 18pts, you get a 36" Missile Launcher(Shells) unit with BS3. It can switch to Frag rounds that are Str4 AP5 Small Blast; very versatile good if you don't know what you'll be facing. Be the bane of Space Marines: 135pts for a fully manned semi-twin-linked Str 8 artillery battery is peanuts. Take 5. **'''Lobba -''' The Lobba provides ''perhaps the best anti-infantry'' Orks have to offer. 48-inch range and Barrage allows you to hide behind terrain and fire safely all day long. S5 AP5 Small Blasts are awesome to drop around for a midrange army; park your Lobbas behind a building and start sniping sergeants. Less utility than kannons, but greater range and much easier to keep alive for the exact same price as Kannons. A true Morksend. Take 5. **'''Kustom mega-kannon -''' S8 AP2 Plasma Cannons, what's not to like? You also get a nice Blast area. Morksend 2, plasma boogaloo. Take 5. And bring 2 extra Gretchins per gun, to ensure survival of the dreaded Gets Hot! rolls. **'''Traktor Kannon -''' Perhaps the most beautiful, unique creation Games Workshop/Gork/Mork has created. This is, by some, considered '''THE BEST ANTI-FLIER WEAPON IN THE GAME''' (although Tau and Skitarii players will disagree). Orks used to have to rely on Lootas aiming upwards for AA fire, but now we have something ''OH SO MUCH BETTER''. 30 pts per kannon (but you generally want some extra Grots or Ammo Runts too) gets you a Krak Missile with Skyfire adn the new Traktor rule, which can be semi-Twin-Linked using Runts. 2-3 Traktor Kannons with some Ammo Runts is all you need to mess up any Flyer/FMC you're likely to face in a single round of shooting. ***The Traktor rule makes it so that for every glance or pen from this weapon, a Flyer also suffers an Immobilized result (which as of 7th has a 1/3 chance of auto-killing Flyers), and against FMC's, when they take a grounding test, they take it at a -3 (so a 6+ to succeed) It's the glorious reverse-Lifta Droppa. ***The new Skyfire rules also state you can shoot at Skimmers without having to Snap Fire. That means these gunz are must-takes against Tau, Necrons, and all flavors of Eldar. ***You can add one or more of these things to any of your batteries, since you upgrade on a per-gun basis. Meaning you won't be stuck with a useless anti-air battery half the time, but instead you can just slap one of these babies in your Kannon gun line for some added anti-air duty should the need arise. It's cheap enough to not be missed if it can't fire at flying things. That said, split up the anti-air and artillery when you can for the most efficient barrages. ***In my experience, these are the most passively effective weapons in the game. People know what they do, and most of the time will do whatever they can to keep their flyers out of range. With some clever deployment you'll force opponents to second guess their movement and gain a big advantage on the table without even firing the fucking things. Imagine seeing that Flyrant across the table float around aimlessly in the backfield and hard flank, having to pick on some placeholder Grots instead of ripping apart the mobs of Boys in the center of the table, all at the mere sight of a couple Traktor Kannons. I have. It rules. **'''Zzap Gun -''' The 1st of the Random Guns. The Zzap Gun's variable Strength (averaging at 6.889), low AP, and potential to ''kill its own crew'' makes it too unreliable for tank-hunting. '''IF''' you really like randomness in your army (or are going for some sort of theme): sure, take them. But compared to the other options for 18 points a gun, this isn't worth it, regardless of what anyone tells you. Don't take 5. Or any. People will tell you that this might be useful against Riptides and Wraithknights, but they're wrong. Why? Because Gork and Mork said we could do better with the Smasha Kannon. ***'''Alternative opinion:''' In this authors opinion, these guns are a perfectly viable alternative to Smasha Kannons - with Smasha Kannons you are basically paying 6 points to lock the second D6 at a completely average number: it's average strength is 7.5, which is only 0.6 higher than the Zzap gun. The Smasha Kannon's AP1 is offset by the Zzap Gun's extra Range and automatic Crew Shaken inflicted on ANY glance, and Gets Hot! doesn't matter as much when you have Ammo Runts. **'''Smasha Kannon -''' The 2nd Random Gun. The so-much-more-effective version of the Zzap Gun. This is the new answer for Orks dealing with AV14 ''without'' running up and hitting it. S4+d6 and AP1 makes this gun like the Zzap Gun, but INFINITELY more reliable. No chance to fry your own crew, and your margin of Strength error is much lower. Plus, every now and then the unit decides to become a 5 man unit of Rail Guns, and that's just awesome. Take 5. **'''Bubblechukka -''' The 3rd Random Gun. Did you like how random the Zzap Gun was? Well Games Workshop knew you did! And gives you the [[AIDS | ''absolutely fantastic'' ]] Bubblechukka! Note sarcasm. As with the Zzap Gun, there's really no reason to take this outside of the "Fun" or "absolutely-pissing-around" area. One d6 determines both Strength and AP simultaneously. When you can slice through that terminator armor like a hot knife through butter, you need 6's to wound, but when your strength is high enough to wound on a 2, everybody and their pet Kroot get an armor save. That said, with up to 5 large blasts you will throw out enough wounds to cause quite a few deaths anyway, even on terminators. You could do worse, but you could also do so much better. Maybe, but probably not, take 5. ***Final Note: As with Lootas, feel free to attach an IC with Slow and Purposeful, like a Big Mek in Mega Armour, to move and shoot these guys. Hint, hint. *'''Killa Kans:''' As a general rule, Walkers in armies are either horribly fragile gun-platforms, or are taken in single squads. Blurring the line between these two extremes is the [[Killa Kan]]. Not as durable as a normal Dreadnought or Deff Dread, but with thicker armor than other squadded Walkers, lacking extra guns, but packing a strong Combat Weapon, the Kan is a rather versatile unit. Mobile and accurate, pretty much every weapon choice is viable for this unit. Armor Plates and Grot Riggers are always a good option, keeping Penetrating Hits from slowing you down and getting lost Kans back on their feet. In many armies, you cannot go wrong with a squad of Kans. Just remember that you only have two Hull Points. ''Only two.'' More importantly, if 25β of Kans in a unit are destroyed the remainder have a chance to suffer Crew Shaken - they're still Grots at heart, after all. If you can, always take 6 if only to make six pack jokes. If you have room in your Heavy Support, Kans now work amazingly with Deff Dreads, with the Kans providing a cover save for the Dread, and the Dread giving the Kans a boost an their "don't be a cowardly grot" check. **'''Loadout:''' Every Killa Kan has a Kan Klaw by default, making it effectively S7 AP 2 in melee; their low WS and lack of attacks unfortunately mean they're a supporting unit at best. Aside from the Klaw, each Kan has its choice of gun: The Skorcha can be ignored since it doesn't take advantage of the Kan's BS 3 while the Kan is too slow to truly use it. The Big Shoota, Rokkit Launcha, and Mega-Blasta are all options for taking advantage of BS 3, though the Rokkit Launcha is probably the best option since you *need* anti-tank and don't want to blow yourself up too much. That said, the final option (and the main one if you're considering Kanz) is the Grotzooka: Two Strength 6 blasts at 18" are enough to force saves. **'''Krumpa's Killa Kanz (Stormclaw)''' - 3 Kanz with a Grotzooka, a Shoota and a Rokkit Launcha. It's a slight more expensive than normal, but it allows the Grotzooka-firing Kan to be a Deff Dread so they can regroup around him. The grotzooka kan also is a character, meaning he can issue and accept challenges. Perfect for crippling enemy leadership by sniping the sergeant. *'''Deff Dreads:''' A dedicated close-combat Walker, the Deff Dread is able to dish out a ton of S10 hits in an assault, with the right upgrades. Of course, being an Ork, it's got abysmal ranged capability, so it should usually spend its Shooting phase running at whatever needs to be krumped. Be careful, having only 3 Hull Points and Armor 12 means it can't take much anti-tank punishment. Armour Plates and Grot Riggers also highly recommended. As a Heavy Support choice it's often overshadowed by more versatile choices, like Killa Kanz or Battlewagons. And unlike Dreadnoughts or Penitent Engines, ''you cannot take squadrons of these things;'' one Deff Dread eats up a Heavy Support slot and that's that. The only thing saving him is the amount of attacks he can dish out and how cheap he is, making him useful in smaller games. Get him stuck in the assault an' keep 'im dere. **'''Loadout:''' The Deff Dread comes with two Dreadnought Close Combat Weapons by default, and must take its choice of two additional weapons. Slapping on extra Close Combat Weapons is one option as is extra Skorchas, but you end up locking yourself into a "short-range only" role. You "could" take Big Shootas, but a pair of Rokkit Launchas also provides additional utility; finally there's taking a pair of Mega-Blastas if you're feeling lucky. For most purposes though, this choice is fairly superfluous; if you're taking a Deff Dread, you're probably not 100% concerned about optimization anyway. *'''Gorkanaut:''' New big walker. It's pretty well armored with 13/13/12 and 5 hp, has 2 rokkits (meh), 2 twin link big shootas, a scorcha, and the Deffstorm mega shoota, which pumps out a whopping 3d6 s6 ap4 shots a turn. This loadout is very nice on the overwatch, with lots of dakka being supported by a template. Also is s10 ap1 with 4 attacks and rampage in CC, so it'll shred most things it comes into contact with. Overall, it's an infantry wrecker. Has a 6 man transport capacity with no assault vehicle or firing points for...reasons, so don't use it to transport anything that wants to assault or shoot. *'''Morkanaut:''' New big walker. Shares the armor, hp, strange transport capacity, and some of the weapons with the Gorkanaut above. What's different is the lack of rampage, a kustom mega-blasta instead of a scorcha, and a kustom mega canon (think s8 plasma cannon) instead of the deffstorm shoota. What truly sets this thing apart is the ability for it to take a kustom force field, if you want to take advantage of a 6" radius KFF extending from a fatass base. ** Both the Gorka/Morkanaut can take grot riggers, which cost 20 points and grants IWND. ** Wanna know what to use that Transport Capacity on? Pay for a Gork or Morkanaut. Give it Extra Armour and Grot Riggers. Then buy a Big Mek and pay for both Da Fixer Uppers and a Kustom Force Field (if you picked the Morkanaut, you can pay for it's Forcefield instead). 360pts minimum, but the 'Naut will absolutely refuse to die thanks to a 5+ Invulnerable against shooting, It Will Not Die, ignoring Crew Stunned & Shaken results and the ability to fix either Weapon Destroyed, Immobilized or Hull Points on the roll of a 3+. ** You can do a discount version of the above by using Burna boys with maxmimum meks, or even the slotless meks each HQ choice unlocks. ** While not what you should ever be doing at all, you can take a squad of meganobz along as portable cover if you want to run your 'Naut as a long ranged weapons platform. vomit the fuckers out right in front of you, fire, then dare your opponent to try and charge through your TEQwall. *'''Looted Wagon (White Dwarf 21):'''Av 11 front. 37 point tank that can buy a 30 point killkannon without losing transport capacity. Can take up to 3 smaller weapons (scorcha/rokkit/big shoota) in any combo for 5 pts a pop. Other than that, can take anything from the vehicle equipment list pretty much. Good for a cheap, '''24" s7 ap3 Large 5" blast''' marine killing template or for getting a more durable transport than a trukk, if it weren't for the fact that heavy support is probably the biggest fight for space with the new dex. **'''Alternative take''' Don't see the looted wagon as some old nostalgic choice that likes to eat up heavy support slots, see it as a 7 point upgrade for that turns trukks into open topped rhinos with no gunz. And who would not want that. Just try to imagine the face of a space marine player when he realized that the only thing he had to do to make it an assault vehicle was to cut off the top. ====Forgeworld==== *'''Big Trakks:'''AV 12 front. Can be taken in squadrons of up to 3. This is the variable-use workhorse of the Imperial Armour 8 vehicles list and the next step up in durability from a Looted Wagon. The Big Trakk can also take 'ard Case, which makes it a inferior as a transport, but tougher as gunboat. Your first choice should be to give one of these a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody with Orky Earthshakers (which you do). Remember that you can have three in a squad to manage your Heavy Support slots. They will probably be dead by endgame, too, so try not to deck them out too hard. **'''Transport:''' These vehicles are somewhere between a Battle Wagon and a Trukk. They give a significant armor bonus, and can mount 4 infantry-portable weapons just like a Battle Wagon. If they are Open-Topped, they make a good assault transport, but they are still vulnerable to Lascannons in ways that Battlewagons just aren't. Due to the changes to scoring in 7th Edition, using a Big Trakk as a point-taking cavalry is a good idea, particularly because of how well it deals with terrain. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing onto a point, and drop out a 12-ork squad of Burnas with a Mek to point-guard while the Trakk deals metric tons of lighter Snap Shot firepower. The greater ruability of the Big Trakk paired with a mek or two could really earn their points. This strategy is untested. **'''Dedicated Anti-Tank-Weapon:''' You can slap a Big Zzappa on this thing (works just like a regular Zzap gun, but with more range and d3 shots), along with up to ''4'' Rokkit Launchas. That's potentially 7 shots per turn, 4 spelling doom for light armour, d3 being anything from s5-10. ***While a Big Trakk with just the Big Zzappa is actually ''cheaper'' than an un-upgraded battery of Zzap guns, it also has a random number of shots each round, has to deal with the drawbacks of not being crewed by Grots (namely, BS2; but then again, you also can't fry said Grots) and is a lot easier to destroy. On the plus side, it can be repaired, and if you choose to pay for the upgrades, you can slap the aforementioned 4 Rokkit launchas on it (note that it comes with 2 Big Shootas inbuilt, so you already have a good measure of protection against 'Weapon Destroyed' results). Best set up behind an Aegis line, with a squad of Lootas (including a Mek or two) nearby to facilitate repairs. *'''Mega-Dread (Imperial Armour Apocalypse II):''' This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death. The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and has base strength 10 making for a tasty HoW. Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Twin-linked Supa-Skorcha that will make MEQs do the burny dance like there's no tomorrow, but the Killkannon can eat Marines at farther ranges. Don't even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24"), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers. *'''Kustom Meka-Dread (Imperial Armour Apocalypse II):''' A more badass cousin of the Mega-Dread. It can take a Kustom Force Field, freeing your Big Mek to be doing other things, and providing more sorely-needed 5++ protection for your force. The Mega Charga allows you to have Fleet, which is nice because the Meka Dread should be in close combat all the time (rolling a 1 really sucks, though). The Rokkit-Bomb Racks counts as Lobba that can fire D3 shots a turn, but it has 1/3 chance of running out of ammo any time you fire it, so it tends to be a waste of points. Remember, then, to only take the KFF. It can also replace one of its Rippa Klaws with a heavy weapon (Rattler Kannon recommended), though you may want to keep the close combat krumpiness. And holy shit those Fixin' Klaws! It adds '''2''' attack on the charge, ''and'' the Meka Dread can attempt to repair itself. An AV 13, 3 HP, 5 S10 AP1 attacks, self-repairing monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and needs at least one other Mega-Dread in your standard Ork army to be taken. **'''Vanilla Kan Mob:''' If you don't wanna play around trying to get a version of Imperial Armour 8, get a taste of what you are missing by making the most of your Kustom Meka-Dread's Kustom Force Field (which you took, right?) by surrounding him in Killa Kans. The Kans can screen shots for the Meka-Dread, which will inevitably draw a lot of fire anyway (so circling the wagons isn't exactly a worse attention magnet). The Meka-Dread will give the Kans a 5++, which makes them much more survivable and gives them more time to make good use of their BS3 weapons. Since cover saves stack, your Meka-Dread will be getting 4++, on top of all of its already impressive durability. **'''7th Ed Shenanigans:''' With the revision to how Grot Riggers work, its possible that you could give the Meka-Dread the ''It Will Not Die'' special rule, instead of the older 5th Edition version of Grot Riggers that Imperial Armour 8 assumes. This means that, in addition to the Fixin' Klaws repairing the Dread, you have a 1/3 chance to automagically regain an HP at the end of your turn. *'''Gun Trukks (Forge World):''' These are bog-standard AV 10 all-around Trukks, but with bigger guns in them. Big Lobbas are great for softening up those shooty units that won't stand still long enough for you to charge them, and the large blast makes those scatters a little less painful. You can also take a Supa-Scorcha, creating a fast vehicle with a s6 ap3 template weapon that HAS to be dealt with, taking attention off your important units. Note that these trukks can be put in a squad of up to 5 in a single force organization slot. **'''The Mek Gunz Comparison:''' With the advent of the 7th Edition codex, the orkish field artillery got a whole lot better. When choosing between the new Mek Gunz and the older Gun Trukks, you will need to consider their place in your army. Gun Trukks bring a different variety of weapons to your army than vanilla Mek Gunz, namely kannons and mortars. Mek Guns the benefits of the Artillery unit type namely a large pool of expendable crew, while Gun Trukks enjoy greater mobility. *'''Flakk Trukk (Imperial Armour - Aeronautica )''' This was the primary orkish ground based anti-aircraft unit before Traktor Kannons, it is still not bad. Instead of having two twin-linked Heavy 2 guns like the Hydra, the Flakka-Dakka gun just has a single 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 ''and'' 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. **'''Alternative take''' Just use loota's in a trukk. They also use a heavy support slot and you get more dakka for your points. **'''Anuver Alternatif?''' Why chase fliers all over the table? Stick a Big Mek with KFF and Gitfinda in an Aegis Defense Line with an Icarus Lasscanon. Up to three ammo runts for to-hit re-rolls, if you feel like it. That's between 175 and 184 pts but it can give a red nose to any enemy flyer AND to any enemy AV14 vehicle virtually ANYWHERE on the table within LOS. Remember that your orks will also allways need effective long-range anti-armour support. 175/184Γ·2= 87/92 pts for each capability (AA and AT). You can drop the KFF if you still think it's expensive (125/134Γ·2=63/67 pts) and it will remain more survivable than any Flakk Trukk or Flakk Trakk. It can't move but it doesn't have to either, because of the 92 inch Icarus fire range and because you wanna shoot every turn with BS3 anyway. Place it on an objective in your backfield. It is a relatively small and difficult target for even large-blast barrage weapons and at the same time is not too expensive so as to be considered a DEFFSTAR. This set is by no means a game-winner either, but after you popped his first Stormraven/Land Raider (maybe even on turn one if you're lucky), it will become a huge distraction for your oponent and would have already redeemed its points-value. This is a virtual heavy support that doesn't compete with other heavy support choices for a slot in the FOC and threatens flyers and tanks at the same time from the very begining of a game. Oh! By the way: Scratch-build the Aegis and Icarus models in orky fashion, out of a discarded lascannon and some unused imperial dozer blades. It'll be money-wise more economical than any FW/GW product. Now you tell me: how's that for a combo? *'''Flak Trakk (Forge World):''' AV12 front. Just imagine a Flakka-Dakka gun on a Big Trakk and you are done. *'''Gun Wagon (Forge World)''' Av13 front. It's an AV13 Battlewagon with half of its transport capacity and less gun options, that can be bought in squads of 3 for twice the cost of a Trukk. This thing might be called Gun Wagon but it doesn't have to take a Big Gun, and it is actually not bad transport capacity for its point cost. These guys are a venerable Forge World model, from days long past. *'''Lifta Wagon (Imperial Armour Apocalypse II):''' AV14 Front. An other unit that took a huge hit with the IA Apocalypse update. It's a Battlewagon with ''motherfucking titan weapon'' strapped to its back. Unfortunately the Lifta Droppa got nerfed into the ground. Now, in contrast to the proppa version of a Lifta Droppa, it gently moves vehicles a few inches. It only hit on 5+ now (but Mork save you if you roll a one), but it deals d3 Glancing Hits or a single Explodes! result regardless of what you roll on the scatter die to move the vehicle. The enemy can take Cover Saves against the Lifta Droppa, so be wary of terrain, smoke, sneaky Eldar Fields and Jink saves. It can also target Flyers now, but snapfires. Almost too random for its cost, even for the most mental mekaniaks. *'''Big Squiggoth (Imperial Armour Apocalypse II):''' A monstrous transport, this is an odd one. Check your rulebook nope you are not mistaken that creature type does not exist so expect a lot of strange rule situations with this one. FW makes 'em but they can also be made out of old dino toys, green stuff and plasticard if you're the inventive sort. It's a big dumb beastie that's part angry dinosaur, part tank. Treat it like a support Carnifex that can eat almost all the dakka sent at it with impunity (although the [[Dark Eldar|spiky panzees]] will love you for fielding it), then dive into a squad of (nearly) any infantry and mulch it while the 15 boyz up top either hang out the top shouting expletives or pop out and support it. Unfortunately the daft thing needs some encouragement to not run away with its pathetic LD 5, so your Boyz may need to get stuck in with it, if only to provide ''emotional'' support. It can carry a small artillery piece (in the Kannon, Lobba or Zzap gun variants), and it has Dead Space Marine<sup>TM</sup> barding providing a nice 3+ save. At WS2 they don't hit much in close combat, but conversely with Toughness 7 it also takes a lot to wound it back. That said it has a few tricks up its sleeves to offset the poor Weapon Skill: Trample gives you d3+1 Hammer of Wrath hits when you charge in, and the Wild Rampage rule gives it d6 additional attacks (much like a Chaos Spawn) on top of the measly 2 it has base, after losing at least 1 of its 6 wounds. Lastly, for 15 points more, the Snakebitez can jam-pack it full of <s>[Doomrider|cocaine!]</s> dodgy drugs that send it into a tizzy, letting you roll once on this chart after deployment: # Start the game with one less wound! Unlucky, but thankfully can only happen once. On the plus side Wild Rampage is now active from turn one. #The drugs make the Squiggoth go all red, gains Fleet. Very useful, but maybe not worth 15 points. #Lets you re-roll the dice determining the amount of attacks for both the Trample and Wild Rampage rules, vastly improving ability to dish out damage. #Preferred Enemy (Infantry). Being a bit more reliable in close combat isn't a bad thing, but it's not ''that'' great either. #FNP (5+), aww yeah! You can't get much tankier than that! #You lucky git! You get to roll on this chart again, ''twice''. Any more 6s are re-rolled until you get any other result though, no exploding dice. *'''Grot Bomm Launcha (Imperial Armour 8)''': Forge World still produces these. Used to be unknown where they fit, but ITC places them here in Heavy Support, squadrons of 1-3. Basically a Buggie with a Shoota and Grot Bombs: 24-72" S8 AP3 Barrage Ordnance pie-plates, which count as Twin-Linked but can only fire once per game. Hilariously cheap for something that can evaporate entire squad of marines in a heartbeat, or blow holes in any vehicle. Once they launch all their bombs, you can Flat-Out the buggies into the middle of battleground, blocking enemy paths and LoS like those pesky Humie Land Speeders.
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