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Warhammer 40,000/8th Edition Tactics/Orks
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====Pros:==== *You have an elite, low model count army. *Walkers are some of the best looking models in the Ork range. *Deff Dreads are great for killing Vehicles. *Morkanaut can give out a wide KFF bubble for 5++ saves. *Gorkanaut's 18 shot gun is good anti-infantry. *All Walkers except Killa Kanz have access to Clan Kulturs, Dakka Dakka Dakka, and 'Ere We Go! *Tellyporta allows for a turn 2 charge by most walkers. *Clan Kultures: **'''Snakebites''': Give a nice 6+ Feel No Pain to Walkers. **'''Deff Skulls''': Give a nice 6++ save, which could be good if not within KFF range. Re-rolls to Hit, Wound, and Damage is very powerful. They aren't infantry though so they can't benefit from Objective Secured. **'''Evil Sunz''': Gives a good +1 to movement and charging. This will help them get those deepstrike charges even more. **'''Blood Axes''': Gives cover to all models, normally Walkers would need to be obscured 50% to get that. Fall back and charge allows them to get the initative on each turn. **'''Goffs''': Exploding 6's in Melee is very good, considering that Walkers have high damaging attacks. **'''Bad Moons''': Most walker lists won't benefit much from being more shooty, but the Morkanaut, Gorkanaut, and Stompa will appreciate this if they are used as part of a gunline. **'''Freebooterz''': Always situational regardless of the army you bring. But with a stompy list this can have a great benefit.
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