Sunday, 5 May 2019

How To: ORKS - GOFF Clan

And the Nuts and Bolts of the Charge and Fight Phase


This post is long. Really long. I had thought about breaking it into several smaller posts, but since I don't care about page views, or clicks or anything like that, I thought having all the information together on one page seemed like a better idea. 

This post is as long as it is because it touches on several different topics including Stratagems, list building, Charge Phase rules and Fight Phase rules and how these things all interact. 

The aim of this post is to help Ork players get the most out of the Charge and Fight Phase in their games. Players who play other Assault style armies will find useful tips and info here (hopefully), but it's really in the Ork units that some strengths get to shine in-game.

The list concept I will be presenting is not unbeatable. That is not the point of this post. Particularly since every turn will be reliant on making a successful 9" charge. 

Some people will point out that Evil Suns would be a better choice since they only need to make an 8" charge. While this part is true, I like GOFFS, and the characters and fluff behind GOFFS.

I am not a competitive player, not do I attend large tournaments. I have no idea what the meta is. And I don't care. The rules are the rules. All I'm going to do is point out what the rules allow you to do. If you don't think it will work in your local gaming group, I guess don't try it.

I like the way that a horde army looks on the table. The things I am going to highlight here are the results of trying to figure out how to make Orks (GOFF Clan) work in 8th edition.

If you finish reading this post and learned nothing new, I'm sorry I couldn't help you more. Take heart in the knowledge you are already ahead of all the players who did learn something new.

I am not claiming to have thought up any or all of these...tactics, moves, plays, whatever you want to call them. What I want is all the information available in one spot, for people who want to access it.


I'll start by taking a look at the Stratagems that will be beneficial to a GOFF horde army. Put back in the box all the Stratagems from other clans, all the ones that affect vehicles and all the ones that won't really help us and we end up with these.

Command Re-roll (1 CP)
Useful for re-rolling failed Psychic tests.

Counter Offensive (2 CP)
Interrputing the enemy's attempt to hit you in the face with an axe is always a good idea.

Get Stuck In, Ladz! (3 CP)
Allows a unit to Fight again. This one is important. It allows more problem solving axes to be utilized.

Grot Shields (1 CP)
Because being able to divert 83% of a brutal shooting attack off a unit of Skarboyz (or an Important Character) onto a unit of Grots is what Grots were born for.

Medi-Squig (1 CP)
Keeping characters alive is important, especially your Weirdboy (or Warphead)

Mob Up (1 CP)
What's better than a mob of 30 Boyz? A mob of 40. Or 50.

Orks Is Never Beaten (2 CP)
Only useful on Ghazzie if he somehow doesn't kill the uber-killy thing you sent him to kill, and it kills him. 

Skarboyz (1 CP)
Makes good axes into great axes. Standard infantry at Strength 5. At worse, you wound everything in the game on a 5+.

Tellyporta (2 CP)
Allows you to put a unit into Tellyporta Reserve. Useful in certain situations.

Unstoppable Green Tide (3 CP)
Being able to replace a worn down unit with a fresh, full-sized unit? Awesome. One use only though, sadly. And not usable on a Mobbed Up unit. Tragic, that.

Warphead (1 CP)
Allows Weirdboy to know and attempt to cast one additional power. Optional, but when you want to kill an Imperial Knight on turn 1, just for shock effect, it's handy. 
Powers: Da Jump, Warpath (Warphead only)

Just for the record, I always upgrade my Boyz to Skarboyz. Just because I think it's fluffy. But really, if your opponent doesn't have anything T8+, you don't really need to spend those Command Points. I don't usually upgrade my Weirdboy. I only do that if my opponent has something that is especially hard to kill.

Important Characters

MOST IMPORTANT CHARACTER. Do whatever you have to do to keep this guy alive. He single handedly lets you put your opponent on his heels and keep him there the whole battle.

Big Mek w/ Kustom Force Field
Helps keep your characters alive, as well as your Tractor Kannons. 

Free +1 Attack, plus late game uber-beat stick unit to capture and hold an objective. With his Warlord trait, his power klaw hits on 2+, D4 AP-4, with 7 attacks (and additional attacks on 6+).

Nob with Waaagh! Banner
Very handy buff unit. +1 to hit rolls in melee, which is right where GOFFS want to be. Solving problems on 2+ on your base Troop unit is pretty nice.

Helps slow down the attrition rate of your Skarboyz, and helps keep your Characters alive. Medi-Squig Stratagem allows him to heal twice in the same turn (either one model or two).

Runtherd w/ Grabba Stick and Squig
Makes your Grots as fearless as your Boyz.

Boss Zagstruck
Always goes into Deep Strike Reserve. Useful fire and forget missile, he can get into the backfield and kill stuff ded. And he's a GOFF, so he's in the list.

Psychic Powers

Da Jump
This power is what makes your army tick. By that definition, the guy who casts this power is the MOST IMPORTANT CHARACTER in your army. Yep, Ghazzie is the Warlord, but that is because I'm fluffy. Da Jump lets you move a unit to anywhere on the board more than 9" away from an enemy (or 12" in the case of omni-scramblers). This is an incredibly powerful ability but most players (from what I see in battle reports) don't really utilize it to its' full potential. I'll go into this in more detail below.

OPTIONAL: Really only needed if your opponent has something that is truly hard to kill. Like 40 or so Cultists buffed with +1T and Feel No Pain (5+). Or Mortarion. Or Guilleman. Or an Imperial Knight. That +1 Attack is really handy, but if you take Ghazzie you get it for free.


I'll try to keep this part simple. The point here is to demonstrate why the buff characters are handy, and worth the points to include them in your list. Also, the average number of bonus attacks (for being a GOFF) have been included in the maths. These numbers are just for comparison purposes. If they are off by a bit, that's okay. I don't expect my dice rolling to be exactly what's here, just close-ish. The numbers are unsaved wounds. Feel No Pain is not taken into consideration.

Unsupported Slugga Boyz (30)
Vs T4 3+ 15.6
Vs T5/T6/T7 3+ 10.4
Vs T8 2+ 2.6

30 Skarboyz
Vs T4 3+ 20.7
Vs T5 3+ 15.6
Vs T6/T7/T8/T9 3+ 10.4
Vs T8 2+ 5.2

30 Skarboyz w/ Waaagh! Banner (+1 Hit)
Vs T4 3+ 25.9
Vs T5 3+ 19.4
Vs T6/T7/T8/T9 3+ 13.0
Vs T8 2+ 6.5

30 Skarboyz w/ Waaagh! Banner and +1 Attack (Ghazzie)
Vs T4 3+ 32.4
Vs T5 3+ 24.3
Vs T6/T7/T8/T9 3+ 16.2
Vs T8 2+ 8.1

30 Skarboyz w/ Waaagh! Banner and +1 Attack (Ghazzie) and +1 Attack (Warpath)
Vs T4 3+ 38.9
Vs T5 3+ 29.2
Vs T6/T7/T8/T9 3+ 19.4
Vs T8 2+ 9.7

As mentioned previously, I don't usually use the Warphead. Taking 30 Slugga from 15.6 average wound output to Skarboyz supported by Ghazzie and a Waaagh! Banner at 32.4 average wound output is pretty decent in most cases. And, as you can see, this unit already does 16.2 wounds to an Imperial Knight, damaging it pretty good.

But what's better than a mob of 30 boyz? 40. Or 50. So, just for your viewing pleasure...

40 Skarboyz w/ Waaagh! Banner and +1 Attack (Ghazzie)
Vs T4 3+ 43.2
Vs T5 3+ 32.4
Vs T6/T7/T8/T9 3+ 21.6
Vs T8 2+ 10.8

50 Skarboyz w/ Waaagh! Banner and +1 Attack (Ghazzie)
Vs T4 3+ 54.0
Vs T5 3+ 40.5
Vs T6/T7/T8/T9 3+ 27.0
Vs T8 2+ 13.5

It only costs 2 CP to get from 30 to 50 Skarboyz. Seems worth it to me. It would have been rather awesome to use the Stratagem Unstoppable Green Tide to be able to bring back a 50 strong unit of Skarboyz, but there's a thing called balance. Oh well.

Moving Models

This little bit is an important building block we have to cover, because I read/watch a lot of battle reports where somebody moves their model in an improper way to escape being locked in close combat. 

What the rules say is that;

Models may not Advance when Falling Back,

A Fall Back move is a normal move, so you can't move through enemy models,

When a model moves, no part of the model may move more than it's Move characteristic.

What point 3. means, in game mechanics, is that you cannot rotate your model during your move in order to try to fit it into a small gap, or when trying to escape being locked in combat, unless you take that rotation into account when measuring your Move distance.

Right now some of you are thinking I'm a bit of a ass. Look, the rules are what they are, and they are that way for a reason. If I move my models thinking I have you locked or blocked somehow, and you move in a...ah, non-rules-conforming manner (not cheating though) to escape, then we have a problem. We aren't playing by the same set of rules suddenly.

The next topic will go into more detail about this, with some pictures to help explain.

Locking Units in Close Combat - Basic 

This is moving your models in such a manner that during your opponents Movement Phase, he cannot make a Fall Back move with that unit, whether it is comprised of Infantry or Vehicles/Monsters.

The basic concept of locking a unit in close combat.

In the above picture, the Marine is stuck. I guess technically I should have turned the orks around so that each of their bases was touching his base just to make the point perfectly clear, but the point remains. The Marine can't move through the ork bases to escape, so this model can't Fall Back during his movement phase.

How to actually lock a unit in game.

In the above picture, we have end of a line of orks who have consolidated around one model in a unit of marines they did not declare a charge against. Totally legal. The Orks didn't have to eat Overwatch. The Orks would have had to declare a charge against something, somewhere, or else they wouldn't have been able to move their charge distance, pile in, or consolidate. I go into that more down below.

A better example of exactly why the locked unit can't Fall Back.

There is no way that the Dread can get away from the three Orks since he can't move through them. Now, the Orks aren't in coherency, so in reality, it would look more like this;

Actual locked dread.

Here's some more pics of other vehicles, and how to lock them in close combat.

Locking an oval base, not in coherency.

Actual look considering coherency.

Basic concept of locking a transport.

Actual look considering coherency.

Locked Land Raider Crusader.

In the last picture, I wanted to point out that you don't have to completely surround a transport to lock it in close combat. The Crusader cannot Fall Back, but it is important to note that by not surrounding the transport completely, any embarked units can disembark through that gap. If you do completely surround the transport, any embarked units cannot disembark, ever. Dead units without having to fight them? Yes, please.

Locking Units in Close Combat - Special

This covers how to deal with those enemy units that are harder to lock in close combat. Things like any unit with the FLY keyword, or anything that has a special rule that lets it move over enemy models when it moves.

Infantry Units w/ FLY

Right off the bat, locking infantry units that can FLY is pretty hard. Like, almost so hard they didn't really want you to be able to do it...that hard. Mostly this difficulty comes from the fact that their movement doesn't degrade as you damage them, and being Infantry, they can fit into pretty small gaps when trying to Fall Back. In the end, it can be done, it just usually isn't worth the effort. 

If the Infantry FLY unit is shooty, just Consolidate into them. They can still shoot, but hopefully you also Consolidated into something else as well, so they can't shoot you.

If the unit is assaulty, just assault them, and kill them before they get to attack.

Vehicles w/ Fly (but not Flyers)

Locking these units in is quite a bit easier, though in some cases, these units have some type of assault protection. 

Lets take a look at the Primaris Repulsor. As an Ork, this thing throws out Mob munching firepower, so it's not fun to try to assault it, and you lose 2" from your charge roll when you try. That's why you don't charge the Repulsor, you charge some nice easy Primaris Infantry unit, and you just lock the Repulsor in combat. See the pictures below.

This type of locking also works on Imperial Knights, who can just move over Infantry, but can't finish their move on enemy models.

Pretend this Crusader is really a Repulsor.

Normally, a vehicle with Fly can just Fall Back and shoot you. Not if you do the above. The tape measure is there to show you how far the Repulsor, in this example, could move during its Fall Back...10", being a heavy tank. If you have a ring of Orks at 10" from the opposite side of the tank, they can't move because they can't end their move on your models. Works the same with Imperial Knights, as well.

This formation is not usually easy to achieve in game, since there are other units around, but it's good to keep it in mind just in case somebody leaves a shooty tank unsupported. With Da Jump, you can surround the tank being 9.1" away (awfully close to 10" to trap him, no?). The tricky part is finding something else to declare your charge against that has an Overwatch with less shots, or no shots at all would be better!

Board Control, Deep Strikers, and Flankers

Orks really have the ability to gain control of most of the board on turn one, and keep it the rest of the game. If Orks get to go first, you can get such a stranglehold on the board, your opponent will be fighting to keep the space he has as you assault him with wave after wave of Orks; he won't have the ability to go capture objectives.

Check this out;

Most units can't arrive within 9" of an enemy.

It only takes 19 bodies from a mob of 30 to stretch across
the width of the board.

You are left with these additional bodies to do whatever you want with.
Running a line back to my HQ and buff units is what I do.

My deployment zone completely zoning out any enemy
from getting behind me, or arriving on my flanks.

That is a 13" gap between the unit which has been Da Jumped
and my front rank, which hasn't been moved forward.
 Nothing can Deep Strike in that gap.

The point here is that Deep Strikers need quite a large gap to land in, and Orks are uniquely suited to deny them those gaps. 

An Infantry unit, for example Inceptors, need 9" on both sides of them plus the width of their bases. That's almost 20" And if you block up the board edges and can get into assault with the marine forces on the table, and get your Orks to within 9" of the enemy table edge, they just can't Deep Strike. That means dead Inceptors at the end of turn 3 if they can't get on the table. And that, is awesome.

Once a unit is put into Deep Strike Reserve (by whatever name it's called), they cannot be transferred to regular Reserves. They MUST Deep Strike. And if you clog up the whole board, they can't, so they die.

The Movement phase (and hence Reserves) comes before Psychic and Shooting Phases. No matter what the enemy does you get another turn to try to close up any holes he made before he gets another chance to Deep Strike.

End of Ork Movement and Psychic Phase of Turn 1.

It's the last picture that really makes the point. The line of Marines is just to show the edge of the enemy deployment zone. The front mob of Skarboyz is just over 9" away from them. If they are successful in making their charge on turn1, that will leave just a 3" sliver of board for enemy Reserves to arrive on. Which is okay for Infantry units, but completely bones most vehicles, since as of the 2019 Spring FAQ you can't have any part of a model off the table edge. 

It also forces Deep Strikers and Flankers to arrive in that same 3" sliver of board, taking away the entire benefit of Deep Striking, which is being able to bring your unit's firepower or assault prowess to bear on a point of your choosing.

Flyers though, are a bit of a concern. There is enough board space available that they could arrive safely and shoot something. But we'll get into how I choose to deal with Flyers in more detail down below.

Charge Phase

Here's what the rules are for the Charge Phase (paraphrased).

     Only units with 12" of an enemy unit can be chosen.
     Units cannot be chosen if they Advanced, Fell Back, or started the Charge Phase within       1" of an enemy unit.

     You can only try to charge enemy units with 12".

     Every time an enemy unit has a charge declared against it, it can Overwatch.
     A unit can Overwatch multiple times.
     An enemy unit cannot Overwatch if it is within 1" of your models.

     Okay, this is the one where some interesting opportunities start to come up.
     Roll 2D6 to determine charge distance in inches.
     Each model in the charging unit CAN move up to this distance.
     The first model moved in the charging unit must end its move within 1" of an enemy unit       it declared a charge against or the charge fails.
     No model in the charging unit can move within 1" of an enemy unit it did not declare a           charge against.

Okay, let's highlight some things.

1. You do not have to move the closest model first, it only matters that the first model moved actually makes a successful charge by contacting the enemy. 

2. The charging unit has to end up in unit coherency, but it does not matter in which order models are moved, so long as they end up in coherency.

3. There is no restriction on what direction the charging models can move, must move, or even that they have to move at all. As long as the first model you move ends up within 1" of an enemy unit you declared a charge against, you can move the rest of the models however you like, as long as they don't move more than their charge distance.

Some of the things you can do because of this will be highlighted a little bit later in the picture heavy section. I know, effing wall of text. It's an instructional blog post, sue me.

Fight Phase

Alright, here we get to the meat of some of the interesting things that large units of Da Jumped units of Orks can do. First, a recap (and paraphrasing) of what the rules specifically allow you to do.

     Must be a unit that has charged or is within 1" of an enemy unit.

     You may move (optional) each model in the unit up to 3" -in any direction- as long as             each model ends it's move closer to the nearest enemy model.




     You may move (optional) each model in the unit up to 3" -in any direction- as long as each model ends its move closer to the nearest enemy model.

As you can see, it's the movement possibilities that I'm interested in. While this extra movement (Pile In) does allow you to get more bodies closer to the enemy, it does way more than that. 

The Pile In lets you get around the flank of a unit, since you don't have to move directly at it, if you don't want to. 

The Pile In lets you move towards other enemy units you didn't declare a charge against, maybe because they were more than 12" away, maybe you didn't want to eat that units Overwatch...whatever the reason, the Pile In move gives you a much larger threat area than your opponent thinks you have.

The Consolidate move lets you tie up units you did not declare charges against, though you may have moved units directly at them, and stopped just over 1" away. Ideally, we want to use the Consolidate move to lock at least one enemy unit in close combat so they can't Fall Back, protecting us from the enemy Shooting Phase.

Ok, here's some pictures highlighting what I'm getting at.

Example of an enemy line.

Deploying first model as close as possible.

Deployment of a mob of 30 Skarboyz
(Unsupported by buff characters)
I've broken the 30 into groupings so they are more easily distinguished in the pictures. We've got 10 Skarboyz on the left, 14 in the middle, and 6 on the right. We only declare a charge against the 10 Marine Infantry, we do not declare charges against the Crusader/Repulsor or the Dreadnought. This minimizes the amount of Overwatch we have to endure, though we don't get to attack them during our Fight Phase. We just have to wait until the enemy Fight Phase, which is just fine.

Assuming we get the minimum roll for a successful charge, 9".

The first model ended its move within 1" of an enemy unit which we declared a charge against. For this example I didn't take off any casualties for Overwatch, but I would take them from the group in front of the Crusader.

Charge moves towards the Infantry.

Charge moves toward the Crusader/Repulsor.

Charge moves toward the Dread.

Making the first Pile In move.

I wanted to point out here that the Orks on the left of the squad are trying to get around the flank as much as possible, just in case they don't wipe out the squad, they might be in a better position to try to lock in one of the surviving models. Or, if there was a squad to the left of the Orks, they could be trying to get in a position to Consolidate into them, to negate yet another units' firing in the opponent Shooting Phase.

The rest of the boyz pile into the Marine Infantry.

The Orks Pile In toward the Crusader, staying more than 1" away.

The Orks Pile In toward the Dread, staying 1" away.

I pulled the Infantry just to make the point about Consolidating
into units you didn't declare a charge against.

The Orks Consolidate into the Crusader and the Dread.
In the last picture, I just wanted to point out a few things. Both the Dread and the Crusader are now locked in close combat and can't Fall Back. The Orks managed to get behind the sponsons on the Crusader. If the Crusader was a Repulsor, it would be able to Fall Back, but it wouldn't be able to shoot this Ork unit, since they are still locked with the Dread. 

Smaller units just can't manage to pull off this kind of move, they just don't have the bodies to cover that much board space.

ORKS GOFF Clan - Philosophy

All problems can be solved by an axe to the face. Bigger problems do not require BIGGER axes, but MORE axes. Bigger axes would result in a more elite army. More axes result in a horde army. And that's what I'm going for.


Take Warboss. Take Weirdboy. Take 3 Mobz of 30 Slugga Boyz. 

Deploy as close as possible to enemy. Close with enemy as fast as possible. Get shot by enemy. Charge enemy. Hopefully have enough axes left to solve whatever size of problem may be in front of army.

While not a bad plan in general, there's a not-unimportant list of things that this plan doesn't do.

It doesn't give you the ability to capture objectives and hold them, since you need to keep feeding your Boyz into the fight. More relevant now that tabling your opponent doesn't give you an auto-win.

It doesn't give you a way to deal with things like Flyers (always a problem, since we can't hit them with our axes) or units that Deep Strike (by whatever name it may be called) or have the ability to arrive from Reserves via a board edge, or be pulled from the board and be placed within a set number of inches from the board edge.

It doesn't give you a consistent way to deal with things that are Tough (T8 or higher) and/or things that have a high number of Wounds (20 or higher).

It only gives you 8 CP to work with. Since I want Skarboyz, I'm already down to 5. But in small point games (800-1000), this army will give your opponent fits, since they just don't have enough guns.

It doesn't let you waste any of your opponents firepower by diverting them into Grots. For a measly 125 points, you can do this at least once, and it's always worth the look on your opponents face.

It doesn't give you anyway to mitigate your opponent's damage output. By adding just one Painboy, you can give your whole army 6+ Ignore Wounds. That the kind of return on investment I like.


Take Ghazzie. Take Weirdboy. Take Big Mek w/ Kustom Force Field. Take Zagstruk.

Hmm. 4 HQ. I am already looking to fill a BRIGADE.

Three Mobz of 30 Sluggaboyz, which I will usually upgrade to <SKARBOYZ>.

Two mobz of 10 Sluggaboyz, for Mob Up Stratagem goodness. <SKARBOYZ> as well.

One mob of Grots, with attendant Runt herder.

Troops all taken care of.

I know I want a Painboy, and the Nob with Waaagh! Banner.

Still need another Elite.

I know I need anti-Flyer capability.

Three units of one Traktor Kannons. Auto-hitting Ork weapons with 48" range. Makes <FLYERS> auto-explode? Yeah, that will work.

Heavy Support filled in.

I know I still need Fast Attack, and I want more bodies, and something that could help out against <FLYERS>. Stormboyz fit the bill, very GOFF.

I add up all those points, and I find I can just squeeze in a Mek, and I can take 2 Deff Koptas with Rokkits. Finishes off my Elites, and lets me use two models that I love, and they help me with board control. That lets me change from 3 mobz of 5 Stormboyz to 1 Mob of 21 Stormboyz, plus 2 Deff Koptas.


Alright. That gives me 15 CP to work with. I know I can put immediate pressure on my opponent if he is a shooty list by Advancing 110 <SKARBOYZ> at him, including dropping a 40 strong unit in his face.

I have enough bodies to fill in the space behind my front line so that no Deep Strikers can get behind me.

If my opponent is also an assault army, I will deploy my Grots as my front line, let my opponent hit them, then counter charge him.

I think I have a chance against shooty and assault. I at least have something to deal with <FLYERS> and I know how to lock most things in combat. 

I Mob Up twice, giving me two 40 strong mobz of strength 5 boyz.

My Stratagems let me bring back one 30 strong mob of Boyz, effectively giving me another unit. It comes on during my Movement Phase, gets Da Jumped right back in the enemy's face and continues to apply pressure.

Depending on how the objectives get placed, I could have bodies on anything from one to all of them, while my opponent has very little chance to get to them with something that could claim them, meaning I'm not as concerned about <FLYERS> in that regard.

Deployment, Army-wide Ignore Wounds, Leadership and Protecting Your Characters

First up, here's how I would deploy normally deploy against a shooting army.

The enemy in our next battle report.

That's 2000 points of very shooty Imperial Fists. I know, they are not all yellow. We're working on it.

Overview of my deployment.

My command group, shown below close up, in in the middle. I am not worried about Deep Strikers of Flankers, though the Speeders can cover ground quickly if they need to. 

My Grots are going to lead the way forward, followed by two mobz of Skarboyz. The Weirdboy will be attempting to Da Jump that squad in the right rear forward, after they have Mobbed Up!

It ain't pretty, but it gets the point across.

Okay. Army wide Ignore Wounds has been achieved because every unit of Infantry is within 3" of the single Painboy, with the exception of the squad in the lower left, but they are in cover, and could have been deployed within 3". It's not much, but it should, over the course of the game, reduce your casualties by 17%.

The Big Mek with Kustom Force Field is providing additional protection for all the characters and the Kannons.

The "tailing" members of all the squads are deployed like that so that as everyone moves forward, there are extra bodies to always leave a tail back to the command group, to ensure everyone gets all their buffs.

The two 10 man Ork units are deployed next to the units they will be Mobbed Up with, so they are ready to get Da Jumped right away.

Zagstruk, his 21 Stormboyz and the 2 Deff Koptas are in Deep Strike and Flanking Reserve, respectively.

The Leadership mentioned above is the multiple different options you have in how you choose to deal with Leadership issues and Morale. You have Mob Rule as an Ork, so as long as you keep each unit within another large unit of Boyz, you can always use that other units model count as your Leadership.

But, if you have suffered something like 30+ casualties to a unit you have Mobbed Up, that Leadership of 30 isn;t going to help you. But Ghazzie does. Take D3 mortal wounds, make your Ignore Wounds rolls, and auto-pass. Thanks, Boss!

Protecting your characters comes from two sources. All the boyz in front of you, and the grots. As long as the grots are closer to the enemy, and within 6" of your characters, you can use Grot Shields. It only protects one character, but if your opponent has gone all in on Snipers, then he won't have enough firepower (usually) to kill your boyz fast enough. And if he only has 1 or 2 sources of Snipers, you should be okay. Just remember, Weirdboy is MOST IMPORTANT CHARACTER. 


I want to thank those of you who have actually read this far. If you have, and you learned something you didn't know when you started reading, then it was worth it.

That is the next battle report. It's Frontline Warfare from the 2017 Chapter Approved. 2000 points. Check back to see how it turns it!

Thanks for reading, and happy gaming!

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