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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(7E)
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== Core == *'''Boyz Mob''': A squad of 5 boyz allows with the option for shootaz for 5 points flat, get 'Eavy Armour for 20 or grant one boy in the mob a Big Shoota or Rokkit Launcha. Use them the same as you'd use a mob of boyz in any other game: as your horde. There's essentially two ways to go Boyz: Go 'Orde or go 'Ard. This goes for both Shoota and Slugga mobs, as in both cases, a few mobs will do jack squat other than die a horrible and messy death (Sluggas tending to be the worse of these options), so you'll need a lot to compensate. The other option is 'Ard Armour, which is a really, really good choice for especially Sluggas: I once had a single Squad run from one side of the table to another, and only lose two models, and ending up krumping what they hit. 'Ard Shootas are a menace to take out of cover, and can be really great for objective camping, or ferrying around in a Trukk, who they'll survive easier than a normal squad. *'''Gretchin Mob''': A mob of 5 Grots, they're the same except for one setback: Unless they're within 6" of a Leader or Runtherd, they have to test Leadership or get Mindlocked. Well, crap. But wait, what is that special rule? "Its a Grot's life" is what makes grots the cutest resource ever. Basically, they provide 4+ cover save to infantry behind them, however whenever cover save succeeds you remove 1 grot as a casuality. Bring them infront of your mob to soften up a blow from enemy shooting at you. **'''Runtherd''': These are pretty much word-for-word from the Codex with the ability to let Grots within 6" use his fantastic Leadership of...7. Yeah. Also note, that you can skip fielding Runtherds at all, since Grot Mobs here do not have require Runtherds to be brought. Just remember about the possibility of a mindlock outside of leader's inspiring presense. *'''Mek Gun''': Get more Grots to shield the artillery. They can also grab an Ammo Runt if you want a re-roll. Otherwise they're identical to the 'dex. You can only pick two guns. While powerful, it can be hindered by cover and buildings, so it can be rather situational, based on the map. This is when lobbas come into play since they have barrage special rule and thus do not require line of sight. *'''Loota''': Hardcapped at 0-3, these gitz are only usable when joined by a Mek Boss who can suitably support them in any way - They are way too limited in range, damage and ''especially'' volume of fire otherwise. Though, if you take a few of these, some Flash Gitz and a Mek with a Gitfinda and More Dakka!, you can create a firebase like no other. '''THE FOLLOWING CHOICES ARE HARDCAPPED AT 0-5 ASIDE FROM CERTAIN EXCEPTIONS. THEY ARE NOT MOBS. YOU HAVE BEEN WARNED''' *'''Burna Boy''': They're Boyz. With Burnaz. Fukkin' A. With the amount of cover in HoR, it's very likely you'll want a Burna or two - The infamous Trukk with Burnas still holds up, and can be hilariously devastating. 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. *'''Tankbusta''': These are the same as codex, with two out of the five being able to purchase Tankhammers for mega-killy. 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 get more of them. *'''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. Is generally used as cover campers, and has the added defense of being able to go places other models (Necrons, Fire Warriors, most Humies) have problems getting to. 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. *'''Stormboy''': With the lack of heavy ordnance and other murderous things, these guys get to be more useful, especially alongside a Boss Nob with a rokkit pack of his own so they can get larger numbers. They function much the same as Kommandoes, in the sense that they are more than usually good 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. *'''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. This author likes to 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 - T 5 4+ isn't alle that survivable, the mobility has to make up for that.
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