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==Greenskin== ===Why Play Greenskin=== *'''Pros''' **Even the basic Ork Boy has a minimum of 10 wounds and 3 3/4 damage melee attacks, making him a fearsome force in close range. **Small board sizes let you get into melee faster. **Recreate the days of Gorkamorka! **You can make a team of 1 ork nob and [[Gretchin Revolutionary Committee|20 grots]] for more bodies than any other team can hope for. (Note: ''can'' doesn't mean ''should''.) *'''Cons''' **Your Ballistic Skill is almost universally 5+; most of your damage will have to be done in melee. **Your armour is frail to nonexistent. You'll need to stay huddled in cover whenever possible. **Your Kommandos are usually outclassed by the normal Boyz team, limiting their use. If you wanna play kommandos, look below at their dedicated team. ===GS Wargear=== *'''Skick bomb (2EP):''' Frag Grenade but with +1 Crit damage. *''''Eavy Armour (2EP):''' Operative with 5+ save only. He gains a 4+ save. *'''0-1 Bosspole (3EP):''' {{W40kKeyword|Boss Nob}} or {{W40kKeyword|Kommando Nob}} only. Bearer gains +1 APL; the more actions the better. Either Nob is already going to be the most powerful warrior in your team, making this a no-brainer. *'''Drum Mag (2EP):''' Pick a shoota or Big shoota the bearer has. That gun gains Ceasless. Kind of wasted on a normal shoota, but great on the big ones. *'''Targetin' Fing (3EP):''' One ranged weapon that is neither a burna or a kombi-weapon gets +1 BS to a maximum of 4+. Notably it's useless on a spanner, who already has a 4+ on all of his guns. A good investment on another ranged unit, though. *'''Cuttin' Nozzle (2EP):''' {{W40kKeyword|Burna Boy}} only. Choppa but Lethal 5+ and -1 normal damage. This lets them do melee, a feature they lost upon the switch to 8E. It also works as a defensive tool because it gives the burna an extra attack and therefore an extra opportunity to parry. *'''0-1 Kustom Force Field (3EP):''' {{W40kKeyword|Spanner}} only. Allies within 3"/square gets a 5++ save from shooting attacks coming from outside the bubble. ===GS Units=== A Greenskin killteam consists of any 2 of the following fire teams: <tabs> <tab name="Boy Fire team"> The fireteam is composed of 5 of the following: *0-1 boy boss nob (if you don't have another leader) *5 of the following: **4-5 Boy Fighter **0-1 Boy Gunner **0-10 boy Gretchin (any number of boy fighters can be replaced by two gretchin each) *'''Boss Nob (Combat, Stanch):''' The big guy. Already fearsome in 40k, the Boss Nob is a powerhouse in Kill Team. Note that, as the rules are written, the Nob is added to the team instead of replacing another ork, further cementing his status as the best choice for a leader. With 13 wounds and a plethora a great weapons for shooting and especially in melee, a Nob can go toe-to-toe with almost anything in the game. Just try not to get caught in the open; his 4+ save can only get you so much. **For all intents and purposes, do not bother with a base shoota. You sacrifice your firepower for so little in return. Besides, by grabbing a melee weapon you can grab a kombi-skorcha or kombi-rokkit if you don't want to deal with the slugga's range limitations. While both kombi-weapons give you only one shot of the special weapon, they both give you a shoota as well. The kombi-skorcha gives a short-ranged torrent to deal with mobs while the kombi-rokkit provides a punch with AP1 and deals Splash 1 on a Crit. **Melee weapons are what the nob shines at. The base choppa gives you some impressive damage, and the big choppa one-ups it. The killsaw and power klaw both deal more damage than the big choppa on a crit, with the difference being that the killsaw has Rending on a crit to murderize someone while the klaw has Brutal to overwhelm enemy defenses. *'''Boy Fighter (Combat, Marksman):''' The Boyz. As you'd expect, they're tough, hits hard in melee, and don't really have much else going for them. The can either take a shoota and their fists for some shooting ability, or a slugga and choppa to kill things up close, like a proppa' greenskin. *'''Boy Gunner (Staunch, Marksman):''' Boy Gunners can choose between either a Big Shoota (with a disappointingly low damage score but a great RoF) or a Rokkit Launcha for some powerful splash damage. *'''Gretchin (Marksman, Scout):''' Not as worthless as they are in 9th edition. They're still pathetically weak with a mere 5 wounds and a 6+ save, but the mechanics of the game are more forgiving of individual warriors. They have a GA of 2 allowing them to coordinate together and run circles around their less numerous enemies, and they can perform campaign actions while your Orks do the krumpin'. </tab> <tab name="Clan Kommanando team"> The fireteam is composed of 5 of the following: *0-1 Clan Kommanando Nob (if you don't have another leader) *4-5 Clan Kommanando Fighter *'''Clan Kommanando Nob (Combat, Stanch):''' Similar stats to the Boss Nob, but with fewer options in exchange for some sneaky stratagems and +1 ballistic skill on his slugga for some reason. If you want to play Kommandos, play the dedicated kommando team, because this guy is easily outclassed by the other Nob's improved wargear selection and the fact that the normal Nob is added to the team instead of replacing a boy. *'''Clan Kommanando Fighter (Combat, Scout):''' Exactly like a slugga boy, but with access to a special ploy. He doesn't even get the increased BS that the Nob gets. Just in case it wasn't clear by now PLAY A DEDICATED KOMMANDO TEAM IF YOU WANT KOMMANDOS, they aren't worth it otherwise. </tab> <tab name="Specshulist team (Max 1)"> The fireteam is composed of 4 of the following: *0-1 Spanner Specshulist(if you don't have another leader) *0-4 Burna Boy *0-4 Loota *'''Spanner (Staunch, Marksman):''' Your weakest leader with "only" 11 wounds and a 5+ save, he's not that tough and is a great candidate for 'Eavy Armour equipment. While the two Nobs are melee beasts, the Mek is a shooty leader. He can use a rokkit launcha or big shoota better than anyone else on your team, or get a kustom mega-blasta and live dangerously with AP2 and Hot without a way (or reason) to turn it off. *'''Burna Boy (Staunch, Marksman):''' These green pyromaniacs are a great addition in killteam; their relatively short range doesn't matter in such a closed environment, and the 2+ to hit and torrent let a single burna boy lock down a firing lane on his own. And you can take up to four of them. *'''Loota (Staunch, marksman):''' Your dedicated gunline. Their rate-of-fire and high damage can help them deal a lot of damage, but their poor ballistic skill can lead to some disappointment. Needs some experience or a Tagetin' Fing to really be worth it, but with enough investment he can easily earn his keep. </tab> </tabs> ===GS Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Dakka! Dakka! Dakka! (1 CP):''' Until the end of the turning point, when making a shooting attack and retain any crits, make a fail into a retained successful normal hit. *'''WAAAAGH! (1 CP):''' Until end of the turning point, when a greenskin retains two or more normal hits, one becomes a crit. (how consistent rolling 6s are?) *'''Get Stuck In! (1 CP):''' Until the end of the turning point, when a {{W40kKeyword|Boy}} operative uses the Fight action, they can reroll one attack dice. *'''Skulk About (1 CP):''' Until the end of the turning point, a {{W40kKeyword|Clan Kommando}} operative with the Conceal order can auto-retain one successful normal save. Provides protection for Kommandos if the enemy gets line of sight. </tab> <tab name="Tactical Ploys"> *'''Just a Scratch (1 CP):''' When resolving a successful hits step from shooting attack or combat, ignore damage inflieced by one attack dice. Space marine transhuman physiology but better, and you'll need it with your low armour saves. *'''More Dakka (1 CP):''' If an operative doesn't deal damage with a shooting attack, they can shoot at the target again. A great bit of insurance for lootas and boy gunners. </tab> </tabs> ===GS Strategies===
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