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==Unit Analysis== Your FOC is as follows *Team Leader: 1 model. *Core: 1-30 models. *Special: 0-5 Models. ===Leaders=== *'''Boss Nob''': He's pretty much straight from the codex with two more wounds and a nice WS 2+. He's pretty much a stand-in for the Warboss in terms of choices, so he's got variety, and with his ability to make Nobz core, you'll be welcoming the opportunity. Get upgrades like the Big Choppa, 'Ard Armour and Metul Skull, and you'll have a raw beast: No, he doesn't have any trick he does or any enemy he kills best, he's just hard and hits hard. **'''Biker Boss''': The boss riding a bike. If the basic boss is tanky as-is, this makes you an even tankier and faster boss with a decent degree of mobility. It also helps that he removes the hardcap on bikers. **'''Stormboss''': The Stormboy boss. You become freakishly fast, and while you lack the Warboss' 2+ WS, you're able to make it to any number of charges with your speed. And then you can let your uncapped list of Stormboyz follow suit. **'''Kommando Boss''': He's actually a fair bit cheaper than the basic Boss. Doing this gives you Core Kommandos, so use if you're going to be leading them. Some favour the Boss Kommando simply for being easy to get into the front lines and for the incredibly strong cover saves. Never, ever place him in some ruin far away from the front lines with a Big Shoota, daring your enemy to try and dig him out. Ever. I dare you. **'''Tankbusta Boss''': Rounding out the specialty-boss list is the Tankbusta, which is here to blow up anything heavy...Yyyeeeash, don't expect to see much use here. You won't be seeing many vehicles beyond the odd sentinel, and seeing that his weapons focus entirely on shooting up heavy AP with a poor BS, you'll be missing more than not. And don't expect removing the cap on Tankbustas to help much either. *'''Mek Boss''': A Big Mek with one less wound. He's got himself quite a hefty list of equipment to make him worth more than the basic mechanic. Alongside the likely-unused repair rule, you grant an aura of 9" where Tactical Actions are forbidden (Awesome for fightan), a gun that teleports models, and another that robs an enemy of cover without needing to shoot a thing. Combine this with a wide list of inventory and the three kustom bitz afforded by being a Mek, and you have a powerhouse of a boss. *'''Weirdboss''': Same as the codex with a missing wound, he's kinda stuck as-is and can only take basic wargear. Not very motivating a take up front, though he's by no means bad Remember that you can use powers, and THEN charge, which is actually really good for a model with a combat statline and a special combat weapon. Then again, he's 52 pts... *'''Kaptin''': A boss taken right from the Flash Gitz, complete with an overwhelming addiction to Dakka and makes Flash Gitz Core. While he loses access to his only upgrades, he possesses access to Kustom Bitz equalled only by the Mek Boss. ===Core=== *'''Boy''': A single boy will be useless, no contest. What you need is a whole bundle of boyz, each bristling with stats which see them crush guardsmen and gaunts. Especially considering that gathering 20+ boyz/'ardboyz/'skarboyz within 10" grants another attack, you'll be needing those bodies to complement your forces. **'''Nob''': For every 10 boyz, you can take a nob. Twice the cost of a boy, but he's generally an ork+1 where it counts. He also provides some special weaponry normally inaccessible to the shoota/slugga boyz. *''''Ard Boy''': A point for a bump to the save. They're otherwise pretty identical to the boyz, though that save lets them withstand bolters and still have a chance at living. **''''Ard Nob''': Also about twice the price, also a straight upgrade for every 10 'Ard Boyz. *'''Skarboy''': These guys are essentially mini-nobs, though their placement lies in between boy and nob. If you need an elite form of infantry and don't have a Boss Nob, these might be a decent stand-in for the Slugga/Shoota mob most would use. *'''0-5 Warbiker''': Already a good use for messing with the enemy, getting a Boss Nob on a bike gives them options for more to form a fleet of bikes and doom. Very, very dangerous if used right - Very, very easy to deal with if not. Use them as flankers, having one on each opposite side of the map, closing in on the enemy and forcing them to bunker up, so your melee powerhouses can get into a massive fight. Don't overestimate them, though - T5 4+ isn't all that survivable, the mobility has to make up for that. *'''0-5 Stormboy''': With the lack of heavy ordnance and other murderous things, these guys get to be more useful, especially alongside a Stormboss so they can get larger numbers. They function much the same as Kommandos, in the sense that they are best at jumping through rubble. Keep the high and keep them coming, and then charge down with all the green fury you can muster. It's still just an Ork, though, so make sure he hasn't got to kill that Sergeant alone. *'''Grot''': So this boy had a big makeover. Gone are the runtherds. Gone is the pseudo-mindlock. Instead, you get a grot and get to add +1 to hit if surrounded by 3+ more grots. The only thing they're good for is padding out extra points in a list so you have some warm bodies...well, that and the specialties: **'''Ammo Runt''': Turns your grot into a supporter, letting an ork within 3" re-roll a bad hit. **'''Grot Orderly''': If a Dok within 3" fails their ability to save a model, then you can sacrifice this guy and re-roll it. Sure, you saved that model and all, but you just gave up a Grot for it. The one benefit of dying this way is that they're not counted as dead in a campaign. **'''Grot Oiler''': Lets a Mek within 3" re-roll a Kustom Job roll, and you still remove this model like you do the Orderly. ===Special=== *'''Loota''': Oh, that the flying ''fuck'', HOR? You see those randomized deffguns? Now you can replace up to two of them with a metric fuckton of heavy weapons from all across the Codices. You pretty much have yourself the premier heavy platform here. *'''Flash Gitz''': These guys remain gun-crazed, though they lack their saves. They can buy that back, at least, and get a Kustom Bit as well. *'''Nob''': They run the same as before, though they do have some options for weapons, a cybork body, and the ability to buy a Tribal Banner for an aura of re-rolling 1s to hit in combat without being the boss. If you take a Boss Nob and need more firepower, you should get more. **'''Nob Biker''': The faster and tougher nob. If you take them, it's for a good fast force to crush GEQs with. **'''MegaNob''': The big killy TEQ, these guys can either go with Kombi-shootaz or replace his hands with killsaws to make murderous noise. *'''0-1 Deff Kopta''': These goofy little things run like they have in the big 'dex. Lots of shooty stuff, but still pretty flimsy. *'''0-1 Dok''': A weaker Painboy, but he remains the roaming bubble of an extra save, even if he lost anything else. Despite what you think, you'll be needing that bubble, and maybe an orderly or two. *'''Runtherd''': With Grots being more useful on their own, the reasons you'd pick this pretty much amount to needing a whole mob of grots actually able to hit someone. This is unfortunately kinda iffy in regards to using the gunz *'''0-3 Ork Gun''': The basic artillery (Kannon, Lobba, Zzap Gun) that give some basic and direct guns for your base grots to pilot. However, you need those grots to operate it, as nothing else can use them. **'''0-3 Mek Gun''': On the same hardcap as Ork Gunz. Twice the price of a Big Gun, but they're a hell of a lot more FUN* in comparison. The Smasha's probably the best of the lot here, as the Bubblechucka's random as hell, the MegaKannon's got overheat issues unless you bring a Mek along, and the Tractor Cannon's useless in HoR, where flyers are nonexistent. *'''Spanner''': A regular Mekboy. He can get a Killsaw for a hand, but it's hella expensive for it. Get him an Oiler instead, it'll help more. *'''Burna Boy''': They're Boyz. With Burnas. Try hiding your Burnas in cover, in places where your opponent rarely looks - With a bit of luck, you can end up with a hilarious "Oh fuck, you had a Burna there all the time?!" moment. *'''Kommando''': Same as the 'dex, with one being able to buy a Burna, a Rokkit Launcha, or a Big Shoota. If you get a Boss Kommando, they're able to get bigger numbers to aid the Leader. Don't underestimate the power of Line of Sight - Your opponent might not want to go out of their way to spot a single, lone Ork. Generally great for hogging objectives and cover. **'''Kommando Nob''': Available for every 5 Kommandos. Bigger, nastier, and able to pick better choppy bitz. *'''Tankbusta''': These are the same as codex, with two out of the five being able to purchase Tankhammers or pistols. Situational, depends on the amount of heavy armour you encounter. It's still best not to run a lot of these, as their tendency to flail around doing nothing is way too high to consider them valuable unless up against sentinels. **'''Tankbusta Nob''': Available for every 5 Tankbustas. A basic stat-up for little benefit besides being a Nob. **'''Bomb Squig''': You can take two for every five Tankbustas. They remain full-on kamikaze units, unable to cap anything while dying means nothing for the Rout check. If you do intend to blow them up, make sure you have plenty of bodies for it. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Orks]]
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