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Warhammer 40,000/5th Edition Tactics/Orks/Dred Mob
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===Heavy Support=== *'''Lootas''' One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged. When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], or [[Warhammer 40,000/Tactics/Imperial Guard|Squishy Umie]], this is annoying, as the bad guyz Dakka on your army. Lootas for da win. Yes they're static and get fucked over by Dawn of War, and you only get three squads at most (never take three, get bigger squads, heavy support is important), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in a majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your Orks. They work quite well on Panzee Skimmers. These blokes are a godsend to Basic Dred Lists, letting you shaken-and-stun-lock enemy vehicles which would otherwise hamper your dreds' advance. *'''Big Trakks:''' This is the variable-use workhorse of the Vehicle list. This thing can take EVERY big gun the orks have in this list, INCLUDING the Flakka Guns AND Supa-Kannon. The Big Trakk can also take Deff Rollas (win), and 'ard Case, which doesn't change anything in respect towards transported unit effectiveness. Your first choice should be to give one of these a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody (which you do). Remember that you can only have three, and they will probably be dead by endgame, so try not to deck them out. **'''Transport''' There is a rather odd thing you can do with this unit. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing up, Deff Rolla some point-guarders, and drop out 12 Spannas with mek to point guard while the Trakk deals metric tons of lighter firepower. This strategy is untested, and could just be a waste of a Heavy Support slot. **'''Wait what's this?:''' It says in the entry for Big Trakks that you can take ''squads of 1-3 as a single Heavy Support choice'' in a standard codex ork army. That means a potential for ''nine'' Deff-rollas. Or, wait a minute, ''NINE SUPA-KANNONS!!!'' *'''Looted Wagon:''' No, just no. They've got paper-thin armor, are unreliable (rolling a 1 ''really'' sucks), compete with Deffrolla-equipped Battlewagons (see below) and Killa Kans, and taking a Boomgun ups it considerably as a target while doing little to hide that it's a short-ranged Rhino-equivalent. They're just not worth it. *'''Mega-Dread (Forgeworld)''' This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death (unimportant). The Killkannon, forever too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and having base strength 8 (handy when you're klaw is busted). Careful around prolonged termie throwdowns. This guy can also get a Supa-Skorcha, but the Killkannon can eat marines better at farther ranges. <strike>Do not even bother with the Mega-blasta, the rokkit launcha has the same strength and AP value (8 3 respectively), can fire off the same number of shots (one), has the same range (24"), is 5 points cheaper, and does not suffer from the gets hot rule.</strike> Mega-blastas are AP2, not AP3 like the rokkit launcha is, and vehicles are not affected by Gets Hot. Take the blasta. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota (kinda worthless), and a Mega Charga (helpful until inevitable tard-out). Best against Marines.
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