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Warhammer 40,000/7th Edition Tactics/Orks/Dred Mob
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=== Elites === *'''[[Burna Boyz]]''': Please see the original list for their basic working philosophy. There are other things to discuss in this article. Burna Boyz in the Dred List serve a very unique purpose: vehicle defense. In a 6th Edition world, it is strange to see no other armies having a unit that works in such good synergy with vehicles. Instead of using the vehicle as a transportation system, or the vehicle using the infantry as backup, a small squad of Burnas in a main battle vehicle works in perfect harmony. Fill the tank's minimal transport up with a Burna Squad, or 5 Burnas and a Big Mek with KFF. Make ''at least'' one of the Burnas a Mek, if not the maximum three. The Burna Boyz left will act as infantry defense, protecting from blobs or using concentrated fire tactics to flambe a small infiltration team. The vehicle is now quite unkillable, especially if you let the KFF hitch a ride. Imagine the Orky Basilisk (described later) with a 5+ invo. save, four Meks Tools rolls per turn, and two flamer drops for infiltrator protection. Yep, I feel all warm and fuzzy inside too. **'''[[Mekboy]]z''': The Burna Boy Mob has the option to swap out up to three models for Mekboyz for free; A Mek may be equipped with a Slugga, Big Shoota, or Kustom Mega-blasta for free, or may opt to take a Rokkit Launcha for a slight point-increase. Meks maintain the repair capabilities of their Big Mek counterparts for a fraction of the cost, and a minimal-strength Burnaboy unit is the most point-efficient way to repair vehicles in the game. <strike>On the other hand, the Open-topped nature of most Ork...</strike> Screw this, ALWAYS take Mekboys. If you want to take infantry in a Basic list, a Mekboy leader or two can patch up a Mega-Dred, and the Burnas provide a shield for the hard, crunchy Dreds. In a Vehicle list, the Burnas provide 2-3 Meks inside the ordinance-heavy vehicles, giving your vehicles (and their hueg gunz) a considerable survivability boost. These guys can wedge more Meks into more places than Spannas can, and that can be a good thing when you consider how many vehicles end up with a small troop capacity and no self-defence. *'''[[Cyborks|Cybork Slashas]]''': At first, there's a lot to like about the Slashas, just like Meganobs. Until you realize these guys are just Nobs, with a Painboy, and Cybork Bodies. Use them as such. The only thing "better" about them are the Dok's 'sperements. you either get Fleet, Hammer of Wrath and Move through Cover (and 1/6 chance to selfwound when they run or charge), Toughness 5 (and Slow and Purposeful), or your own choice, with a chance to be stupid for one turn. Good thing they don't cost any more than basic Nobs. *'''[[Junka#Mekboy_Junka|Mekboy Junka]] (Forgeworld)''': This thing ''cannot'' decide what it is. On its face it looks like another Looted Wagon, until you look at it a little harder. Grot Riggers and 3 Big Shootas base, Turbo-Charga making it ''fast'' and Looted-Wagony, BUT WAIT. What's that... Supa-skorcha? Big-Zzappa? Kustom Force Field?! TURRET-MOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some pretty heavy ordinance, and it uses an Elites slot to do it. Junkas eat up points, so they are best kept as ordinance platforms, dumping Shokk Attack goodness onto enemy gits. With its Deff-Rolla potential and Force Field, a Junka could make a good transport for Slashas (which tard out) or other heavy infantry. Just watch this thing, because it could go Looted Wagon any second...
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