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Warhammer 40,000/Tactics/Orks(7E)/Kill Team
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==Orky Know-Whats and Gubbinz== Due to the format of Kill Teams, you really need to only look at the Ranged, Melee, and Mek Weapon Tables alongside the Ork Vehicle Equipment if you want to run some Trukks. ====Ranged Weapons==== *'''Shoota:''' Is your Nob using a Power Klaw or Big Choppa? Take the shoota because it's free and you're not getting +1 attacks from the slugga anyway. Possibly consider this even with the choppa. 3 Attacks base is pretty decent and having an extra 2 almost bolter shots is useful in the kill-or-be-killed environment of Kill Teams *'''Twin-linked Shoota:''' Consider the above. Now add the increased reliability of twin-linked. If you have a spare 3 points, nab this. *'''Kombi-weapon with Rokkit Launcha:''' Possibly useful in an all-comers list. Even better if you place it on a specialist that increases the reliability of hitting and/or damaging. *'''Kombi Weapon with Skorcha:''' A boon if you are playing against opponents that are trying to out-swarm you or if you want to flush out some cover-camping enemies. ====Melee Weapons==== *'''Power Klaw:''' All told, not as much as an auto-take as it is in larger games. You're spending 25 points to go last against at worst MEQ. *'''Big Choppa:''' Surprisingly more effective in Kill Teams. It's relatively cheap and will allow you to Instant Death GEQs at their initiative. Combo this with a (twin-linked) shoota in order to get the most out of your Nob. Add melee-oriented specialization to greatly increase the mileage of this blade on a stick. ====Mek Weapons==== *'''Kombi-weapon with Rokkit Launcha:''' Having a spare chance to gib a Space Marine and the ability to shoot at other things is not too bad. *'''Kustom Mega Blasta:''' Unless you are trying to make the vehicles your opponent '''might''' have brought explode, leave this at home and take a rokkit launcha instead. They cost the same, but Gets Hot! is not worth the AP2 in a game without a 2+ armour save. *'''Rokkit Launcha:''' Same pittance as the other three guns, but you are exchanging the versatility of the kombi-rokkit for the killiness of the KMB without the Gets Hot! *'''Kombi-Weapon with Skorcha:''' Costs twice as much as the others and is more circumstantial. Given that the only way you can access this on a Mek is if you take Burnas, consider whether or not the extra strength and AP is worth the points and whether or not you need more flames. *'''Kustom Mega-Slugga:''' Possibly worth it due to synergizing with the close combat weapon a mek is carting around, but do you really want the mek in a scrap? ====Ork Vehicles Equipment==== *'''Red paint Job:''' This is more useful on larger tables than what Kill Teams prescribes. Your mileage may figuratively and literally may vary from what use you will get from this. Take this if you have an early-game blitz planned, otherwise save on paint and points and look elsewhere. *'''Reinforced Ram:''' Kill Teams means a hell of a lot of terrain. Get this if you are taking a trukk. Not to mention, your rams will be even more potent if the enemy has a surprise vehicle and your trukk looks like he might just as well save the day. *'''Stikkbomb Chukka:''' Some change for an extra weapon that tosses a grenade. Most if not all of your units already have stikkbombs, so the redundancy is nigh worthless. Skip out on this and grab something shinier or with more dakka. *'''Extra Armour:''' You need your trukk moving, so you might want to take this. Or acknowledge the inevitable death of the trukk and spend those points elsewhere. *'''Grot Riggers:''' As always, this is wasted on a Trukk. *'''Wreckin' Ball:''' Circumstantial but possibly effective. *'''Boarding Plank:''' You have to weigh the points on this one. It's worth half the Trukk but will give you a sweet bonus to your charge. Works well with an alpha strike, but considering all of your properly green models already have 'Ere We Go and the table size is relatively small, you can probably do without.
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