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Warhammer 40,000/9th Edition Tactics/Weapons
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===Orkz=== The big green boyz. Unless you run a very spammy Guard or Tyranid list, Orks will often have you greatly outnumbered; this is an army where you can easily have upwards of 100 models just from troops. Orks are usually S4 and T4, though generally only the truly big ladz have multiple Wounds. Melee with Orks stings like a motherfucker and this is the bread and butter of most Ork lists. The Ork armoury features ramshackle equivalents of nearly every Imperial melee weapon choice, and practically every unit can take the basic Choppa (the classic extra attack weapon, a welcome thing considering most Orks get three attacks in melee). However you must also not underestimate a green gunline as they will drown you in lead despite the crummy accuracy of the individual shooters. The vast majority of Ork guns are Assault weapons, meaning they can Advance and still shoot at a -1 penalty to-hit, and some don't even have that penalty. However they tend to lack reliable long-range anti-vehicle firepower; there is very little that hits anything past 36", and high AP guns tend to be stuck on a few key units that are also prohibitively overpriced for what you get. Another thing to be mindful of is the lack of armour on most Ork units. Boyz have only a 6+ save, compared to the 5+ Guardsmen get. Despite being T4, concentrated fire will mow the ladz down in short order. Blast weapons especially make Orks suffer in 9E, becoming lethally effective against large squads, but the sad truth is many Ork units simply ''need'' to be taken in big squads just to be worth it. On a more aesthetic note, Orks are an army of looters so you have a lot of options for modelling weapons on your units. You can have Boys brandishing Space Marine chainswords, ornate Aeldari blades, and the severed arms and legs of T'au Fire Warriors, and they all equally make as much sense.
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