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i'm not an ork player but im thinking about starting, and i was wondering how many boyz can be in a unit?
i suggest flicking through the ork codex first would be a good idea, that will answer your question. i cant answer any specific codex entry rules questions.
Well, it's not like we're posting entire rules and stats to answer his question.
A Mob of Boyz maximally holds 30 Boyz, so if you take the maximally possible 6 standard troop choices filled with Boyz you have a total of 180.
In this context, buying the Green Tide box from GW is an excellent idea.
"Fear not and look up to the sky for salvation, for we have entered orbit."
Blood Angels 2nd Grail Guard Company
Also, if you want boyz in trukks, then the most they can hold is 12. The same goes for looted wagons, they hold 12. A battlewagon holds 20, but they're expensive.
I'm also going to throw in that if you're using orks outside of a transport, I'd never use less than 20 in a group, and 30 is always better. Be sure to give each unit a nob, powerklaw and bosspole as well.
Grax and his bosspoles...
Correct me if I'm wrong in saying this but, don't they become fearless at 11 or more anyways?
Fearless does cover leadership tests right?
the boss pole is there for when the unit gets ripped apart after getting beaten up by shooting or combat where their poor LD means they run since they wont have the numbers to become fearless, and if they need a LD test chances are they are now below half and cant rally, so the boss pole is very useful for keeping them fighting.
From experience, a bosspole usually keeps a unit in the game at least one turn longer than without one, which is especially useful once in close combat. Orks have a much easier time surviving in close combat than they do in shooting, so 10 orks or less can actually survive quite a while during the assault.
Without a bosspole, a unit of 7 orks or less only have a 58% chance of making their panic check. With a bosspole, their chances increase to 84%. In any case, a re-roll on a leadership check effectively raises a unit's leadership by 2. Remember, the units of orks are essentially life support systems for the powerklaws. 5 points isn't much if it means tying up your opponent for one more round, or keeping a small unit of orks alive to claim an objective, assaulting a vehicle, or killing one more terminator.
Bosspoles are the best non-weapon upgrade in the ork army. I'd cut out one of the boyz before I cut out a bosspole.
Just to throw out there, all of these questions (and more I'm sure) are answered with a brief look through the Ork codex. See if your local club or shop will let you browse through the codex so you can get an idea of the army, and also read up on army lists posted here on LO, etc.
Let's try not to give so much information that a codex is not needed.
I think the questions here are best answered if I recite the entire Ork codex from start to finish. On page one it starts with...
Oh wait. Never mind. ^_^
I had a good look at the codex today, and found out that Zzap guns need to roll to hit? in the BIG BIG 5th edition rulebook it clearly said **= Rules of Zzap guns are detailed in the Ork Codex. Zzap guns do not roll to hit.
Dakkaguns arn't too bad either, and I also had a look at Snikrot rules, wow they are awsome.