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====Forgeworld==== * '''Warkoptas''' (6th Edition Dread Mob Update): 1-3 AV10 Skimmers that can carry 10 models (except MANz). The basic guns on these guys are a Big Shoota and a Twin-linked Deffgun. It can swap its Big Shoota out for the other basic heavy weapons, and while that's okay for infantry popping, you're gonna want more. GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but if you roll double 1's, it's automatically destroyed (a Mek can still repair it). Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spare time! **'''Note:''' If you don't like the idea of using AV10 transports, check out the Heavy Support section. The ork codex might give you the idea that this and the battle wagon are our only transport options. But the truth is that we have the most transport options avalable of any codex in the strange thing is most of them are crammed into the heavy support section. *'''Fighta-Bommer:''' Your Focke-Wulf. The '''FOUR TWIN-LINKED''' big shootas are kind of good for hammerin' out dice at everything, but as most flyers tend to have AV 10 somewhere, they'll still ward off most fliers, as long as you attack the weak areas. Additionally as far as aircraft go they are pretty damned tough mofos, but the main reason you want these is the absolutely nasty ordinance they can carry, Grot bombs are more outright destructive but can't be used against aircraft while rokkits can bring the pain to anything in the game. Shame about the limited ammo though. With Imperial Armour Aeronautica, these ground-pounders do best loitering around the battlefield and waiting for the perfect time to strike, then heckling and drawing fire. Honestly, it feels a little underpowered, but can still serve as an anti-armor Burna-Bomma. Use it as a Fighta-Bommer ya git! It's in IA:Aeronautica, and it allows ya to use it in regular games. It's even got amazing Apocalypse-only munitions. Man up and don't use any panzy Burna Bommer. Pretty much to closest thing to a Thunderbolt the Orks will get, while other units can do one thing better, the utility of the Fighta-Bommer allows you to use it in anti-infantry, light anti-tank, and air-superiority duties. *'''Fighta:''' Your Messerschmitt. Pretty useless now since the Dakkajet does everything it did better, can be upgraded to BS3, and isn't Forgeworld. *'''Grot Mega Tank:''' (Imperial Armour Apocalypse II) This is an interesting vehicle. The Mega tank has the same 5+ invul as its smaller brethren, but is still too fragile with 12/11/10 and only 3 HP. It mounts 5 Killa Kan weapons, 2 of which are Twin-linked, and it has BS3 and fires weapons independently, which makes it potent on the battlefield. It's pretty cheap, but its point cost reflects its survivability. Auto-comes with a Dozer Blade, Reinforced Ram, and Grot Riggers, meaning it [[meme|does as it pleases]] and has a chance to recover when the the enemy decides to [[Meme|FIRE THEIR LASCANNONS]], but it ''is'' still Armor 12 11 10. Boom Kanisters help deter those pesky Meltabombers and Haywire-welders, but don't guarantee anything. You need to take a mob of Grot Tanks alongside it, so you already have a cover screen (pray for some 4-ups!). **'''Unit Synergy:''' You need to dish out weapons amongst the Grot Tanks and the Mega Tank equally. Form them up and give them fitting weapons for what you want them to do. Remember you lose 5 of 'em when your Mega Tank becomes shaken. However, as it is able to independently fire all of its guns, adding a mix of various weapons remains a viable possibility. Staying in the middle of the field, it can then rapidly respond to a variety of threats. Modeling note: These are VERY fun to model on your own and are easy to do. I suggest you make your own instead of buying from forgeworld.
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