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=== Troops === *'''[[Boyz]]''': 7 points per model. They hit on a 3+ and S4 in Melee. Sadly, they have 5 inches of movement. '''Mob Rule''' makes Morale checks easy to pass; max sized mobs will ignore morale until 13 Boyz die. Ork Boyz are fragile, so make sure they attack first by charging and using the Counter Offensive stratagem. Ork Boyz' special rule '''Green Tide''' boosts big mobs, giving +1 Attack per model if the Boy mob in question numbers 20 models or more. In short, the only reason not to run your Boyz in mobs of 30 is when you want to put them in a Battlewagon or Trukk. Remember: VOLUME! you don't have fancy gear, you simply have the most S/T 4 around. Boyz capitalize on buffs more than others, but fall apart when your army unravels. **The boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. Mob Up and have 2 of them and they will happily kill units by themselves. With warpath, they are kicking out 6 attacks each when they have a full squad in support. **'''How To Get 3+ Saves''': By using the "Loot it" and "Ard Boyz" stratagem on a big unit of Blood Axe Boyz you can have a unit of ladz with a 3+ save against shooting from things 18" away and a 4+ any other time. Effective? Debatable. Fun? Sure thing! **For every ten Boyz, one can take a Tankbusta Bomb, which is free and also nearly useless, so you might as well. **'''Sluggaz and Choppas''': Pistols for everyone! And, of course, 3 S4 attacks per model (4 if the mob has at least 20 Boyz) with WS3+. Many ways to buff the amount of attacks (Ghazgkull, WAAAGH! Banner, Weirdboyz, clan Traits). This is key to most ork lists. **'''Shootas''': Instead of Choppa/Slugga you get a 2A 18" shoota, losing +1 A in melee. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting 60 shots form 30 boyz is not that good against anything other than chaff due to lack of ap. Also donβt shoot what you intend to charge (unless it's a knight, but why would you charge a knight with boys?). You will make your charge harder. **'''Mob Up!''': If you're planning to use Mob Up to merge two squads of Boyz, it can be advantageous to make the squad of 10 equipped with shootas before the two squads merge. This allows the merged squad to fire off some pot-shots before hitting melee, and you can use the shoota boyz to soak up enemy fire with less of a loss to your melee ability. {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Slugga Vs Shoota Boyz to Hit Ratios: |- ! Unit Type !! Melee Chance to Hit !! Successful Hits (30 Boyz) !! Ranged Chance to Hit !! Successful Hits (30 Boyz) |- | Slugga Boyz || 67% || 80 out of 120 || 39% || 11.67 out of 30 |- | Shoota Boyz || 67% || 60 out of 90 || 39% || 23.33 out of 60 |- |* Last Updated: Chapter Approved 2018 |} *'''[[Gretchin]]''': They don't get ''''Ere We Go!''', '''Clan rulez''', or '''Mob Rule''', Runtherds are near-compulsory if you want them to last more than a single turn, but is only cost-effective if you have multiple large units of Gretchin. Don't worry about buying one unless you've got quite a few Gretchin in front of your army, luckily Runtherders don't take a Force Org slot. ** '''Surprisingly Dangerous in Large Numbers''' nets them +1 to all hit rolls if the unit has 20 models or more. Yes, you can get [[derp|Grots with Space Marine levels of accuracy,]] and that is awesome. However, they are still Grots, and can only take an S3 Pistol, so they're only really good for peppering enemy infantry with shots (hopefully bringing a few down) before the Boyz show up and actually get shit done. ** Gretchin are one of the few Ork units that needs to be concerned about morale. Either take them in small enough squads that they'll die out right or maxed out with a Runtherd/Warboss to kill a couple to auto-pass. ** With grot shields strategem it seem it is viable to put some grot units before your main army, especially of you predict heavy anti infantry fire turn 1. For 1 cp you can basically save one of your pricy units from enemy fire. On the other hand you can use it once (unless open play) so positioning is a key.
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