Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(8E): Difference between revisions

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Latest revision as of 22:28, 23 June 2023

Orks are fun in Kill Team, and a suprisingly effective force. Where the main game has and aboundance of S Fuck Off, AP Screw You weaponry and so many guns your 30 Boyz doesn't stand a chance, Kill Team has more cover, less guns shooting at you and fewer high-power guns, which means that Orks can actually take a blow. Boyz have always been a very hardy, if slightly sporadic troop choice, now you have some of the most hardy infantry in the whole entire game, especially if you take 'Ard Armour too. On top of that, you have SO many different troops it isn't even fun, though many are limited to a small number of each, and some of the most tough Team Leaders out there (T 4 W 3 Sv 2+ Nob with Megaarmour? Cruel.) and the Boss Mek, who can take some outright goofy wargear and is fairly good at shooting to.

Your common keywords are Xenos, Orks, <Klan>

General Rules[edit]

  • Mob Rule: With squads being done away with, you'll need some way for your boyz to hold up to a fight. This allows them to replace their subpar Leadership with the number of fellow Orks within 12", so a big mob will be their advantage.
  • Deffskulls: This is amended to give all the benefits they normally get, but not the ObSec. Just as well, really.
  • Flash Gitz/Skarboyz: Lets them act as if they don't interfere with Klan Kulturz. Okay, that's welcome.

Armoury[edit]

  • Iron Gob/Bionik Skull: An extra attack on the charge is one thing that'll be always welcome. This is your job, after all.
  • 'Eavy Armor: A 4+ save is better than what you get in most cases. Especially since Mega Armor is gone for your boss.
  • Pretty Kolour Shield: A refractor field in all but name. A 5++ like anyone else.
  • Stikkfrags: Makes your stikkbombs S4 in the event that you need them to be strong.
  • Cybork Body: Same as before, it's a 6+++ feel-no-pain variant.
  • Blackstab Longtoof's Brand Camouflage: In the event that you don't wanna be a kommabdo, this lets you remain able to benefit from their extra cover bonus.
  • Grippo Bootz: Gives a chance of a mortal wound on the charge. Pretty much a deadlier Iron Gob.
  • Mikrobrew Fungus Beer: Gives a last-minute save for your model if they're about to die, but it won't save them from anything else. If you save this for your boss, do be wary that this might not save them from the weight of attacks against him...or because it only works on a 5+.
  • War Paint: Cheap and can mess with nerve checks, as each kill in melee counts as double. Definitely keep on the choppiest model of the team.
  • Grappling Hook: Pretty much lets you ignore vertical movement. Auto-take depending on the map.
  • Bionik Eye: Ignoring penalties on shooting pretty much limit this to your lootaz and flash gitz.
  • Bionik Arm: Re-roll one attack out of a flurry for 3 points makes this pretty much a steal.
  • Bionik Leg: 5 points for 1" of movement? Pass. The second upgrade giving another inch is a bit more enticing, but still annoying.
  • Personal Tellyporta: Gives you a teleport-shunt like the terminators. Shoving 2d6" in a single direction is pretty nifty for a hasty retreat, and it's good for a charge.
  • Bosspole: IRRELEVANT. References a rule the Nob Boss no longer uses.
  • Lookout Grot/Squig: If targeted by anything that can target characters, this has a chance to force a re-roll. Could be just the thing to ruin a Scout for you.
  • Attack Squig: Brought back from the Index, you get one free basic attack.

Alongside the wargear included in the Codex, every list has their own list of extra Wargear for your models. The Orks have an abundance of awesome gear for their Team Leaders, but not a lot for their Core... Which doesn't matter much, as they are just cannon fodder, after all.

Kustom Biz[edit]

Gives you some direct upgrades for your models. Comes in multiple flavors.

Melee Bitz[edit]

  • Extra Stabby: Cheap-ish add-on for +1 AP.
  • Extra Choppy: 4 points for a point of damage. Acceptable.
  • Squig Poison: Your choppy bit always wounds on a 3+ (Except on vehicles), and if they already could you get a re-roll to wound. Very welcome for a prolonged fight against Primaris and other beefy boys.
  • Rokkit-Klaw/Rokkit-Saw: Removes the penalty to hit on Killsaws and Power Klaws. You may now rely on them as your prime instruments of pain and death.
  • Hackier: Choppa/Big Choppa only. Adds one extra attack on the choppa, which can turn the model into a true whirlwind of attacks.
  • Threadkutta: 10 points lets you force enemies to re-roll Invulns. Hooray.
  • Ded Killy: Negates any save-after-saves like Disgustingly Resilient. Well worth it if combined with something to guarantee the blows like Squig Poison.
  • Daemonik Thirst: Hijacking daemon weapons actually improves your charges. Now whenever you toll a 1 or 2 for charge distance, it's automatically a 3. Well, this is the natural state of the ork, so it's worth it to guarantee the charge bonus.

Ranged Bitz[edit]

  • More Dakka: Guns with Assault/Heavy 2 or higher only. Two more shots on that shoota might not sound like much, but then why aren't you throwing it on a Flash Git so he pretty much has a guaranteed chance of hitting someone?
  • Penetrata Rounds: +1 AP for your gun.
  • Bigga Bore: +1 S for the gun.
  • Gitfinda: +1 BS for your gun, which can make for some actually effective Ork shooting. Maybe even Ork Snipers...
  • More Kombi: Lets you make combi-weapons out of anything. No, seriously, anything...well, except other Kombi-weapons, so no triple-kombis.
  • Portyble: Lets a heavy gun move and fire without issue. Totally worth it on the one loota with a gun you badly need.
  • Promethium Squig Fuel: Skorchas/Burnas only. Adds +1 to wound, which does more than the Bigga Bore will.
  • Deep Pockitz: Unavailable to weapons with random shots. Your ork can now overwatch twice, which is great for shootas.
  • Autoslugga: Turns your slugga into a 5-shot slugga. That's pretty freaking crazy there, and then to stack that on top of your swings? Best of luck, whoever's on the receiving end.
  • Extra Snazz: Snazzguns only. Your Snazzgun now triggers the extra shot on a 3+, meaning more bullets all the time.
  • Fragga Rounds: Assault weapons without random shots only. An extra point of BS within half the gun's max range is usually where your charging range is, and unless you've got some lootas or dedicated shoota boys, that tends to be charging range.

Philosophies[edit]

  • Bigga is Betta!: +1 TP for a team with 10+ Nobz. Three guesses what you need here.
  • Go Fasta!: +1 TP for a team with 10+ models with a move distance of 10+", meaning a majority of Stormboyz or Bikers.
  • Da Ground Shakes: +1 TP for a team where everyone's movement is 6" or less, meaning most average ones.

Tactical Actions[edit]

  • Fire 'Em Til They Glow! (1 TP): One model becomes a centerpoint as every <Klan> model within 3" fires all their shootas and sluggas twice in a turn. Sadly, this is pretty much either for mob removal or trying to drown a tough enemy in bullets.
  • Da Stabby Bitz (1 TP): One model and all <Klan> model within 3" all get to benefit from a Stabby Bit worth 5 points or less for the turn. You've got plenty a few good ideas here, chiefly More Choppy on a Slugga horde or Squig Poison on a Leader.

Unit Analysis[edit]

Your FOC is as follows

  • Team Leader: 1 model.
  • Core: 1-30 models.
  • Special: 0-5 Models.

Leaders[edit]

  • 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[edit]

  • 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[edit]

  • 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.