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====Getting Boyz Safely to Melee==== This is less of a specific strategy and more of a helpful pointer. ''Protect your infantry until they get into close combat.'' They aren't making their points back if they've been shot off the table. Boyz have a 6+ Armor save; anything with an AP value goes right through it. As an Ork Player it is your job to protect your Boyz so that they can fight for you. Astartes, Tau... Basically everyone can spam AP-1 and flood you with S4/5 shots, get in da fight!!!! * Cover turns 6+ into 5+ and can make a big difference. A mob of 30 will find it difficult to get into cover, but you can try to use Line of Sight Blocking terrain to limit enemy units able to shoot them. * Remember that Mob Rule can't save your 30-strong squad if you lose 15 Boyz in a turn against enemy shooting (Unless they are next to another horde of 30. Which, as a horde army, they should be.) * Get them under a Kustom Force Field, 5++ is more reliable than cover, but it's difficult to keep 30 Boyz wholly within its bubble. * Mob Up a 30 Boy squad with a 10 Boy one. This will give you 40 Boyz and your opponent will have to kill 21 Boyz before you lose the +1 bonus attack from being 20 or more models. * Charge Boyz into melee as fast as possible. If they are in Melee they can't be shot at. * Prioritize enemy anti-infantry. Your Boyz will be grateful if you destroy those high volume shooting units before they get the chance to destroy them. * Don't be baited into charging if you are on an objective. Let the enemy come to you, especially if you have a Nob with a Kombi-Skorcha. It may be worth it to let the enemy charge you, if the alternative is leaving a good position, failing a preventative charge, then getting shot at, and then being charged ''anyway''. **There are targets that can crunch Boyz in close combat if they get the jump on you. While you should 'generally' stay on a good position and make people dislodge you, if it's a choice between trying to make a long-bomb charge against Khorne Berserkers or Genestealers, or letting them get an easy charge on you next turn, the choice is clear. As always, know what is and isn't a threat to any given unit, but that's also basic play. *** If you do charge and are holding an objective, do a conga line and that way you can kill 'em gits and get 'em points! * Identify if a target is worth charging, you don't want to risk a failed charge if the enemy unit is good at overwatch. Instead target a different unit with your Boyz. * Use abilities to Deep Strike; such as Weirdboyz Da Jump, Tellyporta, and Blood Axes' Stratagem. A 9" charge isn't as risky with 'ere We Go allowing one or both charge dice to be re-rolled. *Charge with Trukks, vehicles, grots, or anything else to soak up overwatch. Let the boyz do the real killing and allow them to consolidate and press more and more units into close combat. These sound like basic ideas, but nobody is born a tactical genius, and the impulse to run after whatever is closest is <s>hard to fight</s> '''Orky'''. Keep your Boyz alive, and they will do the rest.
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