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Ilmoita käännösongelmasta
As much as it frees you from all the melee (which some grenades if bounced right can quickly clear the round for you) it leaves you a bit open to a wall of shootas and sluggas. Though do keep an eye out for squigs, the explosions can still reach you.
Wave 12 - kill all shootas and squiggs but don't kill anything else and just spam combat roll. That way you won't have to deal with any ranged units and melee units can't hit you when you're combat rolling.
Wave 13 - make sure nothings dies on this wave until you finish capturing the objective. Sometimes a squigg or two may spawn, watch out so that their explosions won't kill the orks otherwise shoota boys will spawn and it's a huge pita to deal with.
Wave 14 - keep the 2 nobs from killing other orks with their melee smash attack. I usually bring stun grenades just for that. Feel free to kill one of the nobs but don't touch anyone else, otherwise shoota nobs will spawn and make your life alot harder.
other waves are the usual kill everything waves and are pretty simple.
I could record a video of this arena if anyone's interested
you did a god job