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Warhammer 40,000/7th Edition Tactics/Orks
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=== Cons === :* Extremely point inefficient. The rest of the tactica goes into better detail about this, but every model in the entire codex costs almost double the points of similar models and options in other codices, and yet performs less. A great example of this is the '''[http://www.belloflostsouls.net/wp-content/uploads/2013/03/dice_9d2.png?4872cc Random Strength Guns, costing 50 points, and being roughly equivalent to a plasma cannon that costs only 15.]'''. Furthermore, all of your heavy weapons suffer dramatically from a piss-poor Ballistic Skill, meaning the intrinsic value they add to your list is drastically lower than they would be in the hands of something like a Space Marine. :* Among the worst codices in the entire game. This is for a variety of reasons: lack of low AP weapons outside of Power Klaws, overpriced units (Flash Gits), many of your units will die by being breathed on and only a single now outdated and discontinued IA, leaving nearly all our forgeworld models as paperweights or at best proxies. Statlines and special rules have hardly changed even as their worth has diminished incredibly. Note: Furious Charge used to give +1 initiative as well as +1 strength. :* High model count. Even if you try to keep your numbers low, you have to have at least 40+ Boyz in order to stay competitive. Lots of time and effort must be put into painting and putting them together like Imperial Guard and Chaos Daemons. Plus it's a total hassle to put them on the table and move them, basically making Trukks an Battlewagons a must. :*Special characters are not special at all. Mad Dok and Grukk are underwhelming, while specialized characters like Zagstruk or Badrukk are basically buffed Nobs in their respective units. Vanilla Warboss or Big Mek usually suffice for whatever needs you have.
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