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Age of Sigmar/Tactics/Old/2e/Destruction/Orruk Warclans
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===Cons=== *DATZ A LOT OF GREEN PAINTS YA GOT DERE BOSS (though made a lot easier with Ork Flesh and other green contrast paints) *No Greenskinz specific Warclan rules. You can use them in The big Waagh! faction, as all they need is to be is {{AOSKeyword|Orruks}}, but you don't get any special synergies and they are in danger of vanishing from the next GHB or GHB FAQ. Until then they are perfectly valid to use. *Your units don't tend to have much rend. -1 is about as good as it gets unless the unit costs 400+. *If you are playing Ironjawz you are likely to have a low model count. It's an elite army and you are prone to being outnumbered, making it hard to secure objectives. *If you are playing Bonesplitterz a lot of your synergies and abilities are based around the opponent having '''Monsters'''. If you're fighting an army that isn't bringing any (such as many variants of Cities of Sigmar, Kharadron Overlords, Daughters of Khaine, any chaos faction that didn't bring their Greater Daemons or Daemon Princes, and so on) you'll feel like you're only using 70% of your kit, and you're entirely correct about that. *If you're playing Great Waaagh, the two halves of the army don't really play too nice. Ironjawz abilities can't go on Bonesplitterz units, and vice versa. Not to mention, your allegiance has absolutely no effect whatsoever until you start getting some Waaagh points. *Not having dedicated hammer and anvil can make this faction challenging for experienced players, as not even your cavalry hits harder than your normal dudes, its just faster and hurts a little on the charge. *LOTSA DICEZ! Playing as a bonesplitzer only army means that you have something on the line of 3 attacks for model in hordes units, with always the possibility to generate some more. Expect to play with almost the double amount of dices than your adversary.
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