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Warhammer 40,000/5th Edition Tactics/Orks/Dred Mob
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===HQ=== *'''Zhadznark 'Da Rippa':''' Many people call this guy the better Wazdakka. He has twin Big Shootas, a power klaw at normal initiative (Space Marine no less!) and he can choose to Turbo Boost ''and then Tank Shock'' a unit. He also gets to take warbikers as troops, no surprise. But, he comes with a catch: No Deff Dreads, Kans, or Big Gunz. This rules out Basic strategies and forces you into Vehicle territory. You can still have Mega-Dreads, though. This means he must be used as a close combat shock unit, and needs a warbiker retinue. All well and good, but he pushes your army so far into the Diluted end of the scale that you might as well just play codex orks. Which you can. He and Buzzgob can be used as HQ choices outside of this list. *'''Mek Boss Buzgob:''' Hoo boy, its Buzzgob. The poster boy of the entire IA volume, this dude is full of win. He is dirt cheap, first off. His entire statline is better than a Big Mek. He comes with 'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the charge ''in addition'' to the +1 he gets normally. This makes him a close combat monster against hordes and unarmored units. But, he lacks Cybork Body and Eternal Warrior, which means he dies to railguns very quickly. Put him in a transport with retinue to ensure his success. ** Oh wait, did I forget to mention he takes his Dreads with him? That's right, if this guy [[Troll|trolls]] his way into your standard Codex Orks army, he must take a Deff Dread Mob, as a troops choice, in the army. No Spannas needed. *'''Big Mek:''' A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun lets him lay down AP2 Large Blasts with variable strength, turning Marines, Terminators, and any other high-armored single-wound models into goop. It's prone to mishaps, though, which can make it a risky (if really funny to watch) choice. The Kustom Force-Field allows the Mek to bestow cover saves to nearby units, although it doesn't improve his offensive capabilities at all. An absolutely vital choice to a vehicle-heavy army. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible. And that he'll have only one CCW, and can't take the rather cheap Big Choppa. On the plus side, he is only one model and can fit a 5+ invo save, burna, and a Mek's Tools roll into any vehicle with transport capacity. *'''Painboss:''' Really similar to Grotsnik, but without the crazy. Is roughly a basic Painboy, with some cooler gear. Feel no pain is good. Give Spanna Boys a 5+ invo for 3 pts apiece. However, in a properly played Basic or Vehicle Dred List, this guy has no squad to attach to and no real reason to be here. Also, he can only give invos to one squad of Spannas. This guy should be in the basic Codex.
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