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Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(8E)
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==Unit Analysis== Your FOC is as follows *Team Leader: 1 model. *Core: 1-30 models. *Special: 0-5 Models. ===Leaders=== *'''Feral Chief''': An absolute beast in melee with 4 WS2+ S7 attacks at AP-2 D2, but with BS5+ his ranged output is lacking. His special rules let units withing 8" advance and charge, and he can force a rout test to pass by inflicting D3 wounds on a friendly non-grot model within 6". Fairly pricey at 50pts base though. *'''Beastie Boss''': Same stat line as the Chief, but more survivable with and extra wound an toughness, 14" movement and extra attacks from the warbeast. All for only 8pts more. You do lose the chiefs support rules though. *'''Feral Shaman''': Gets some really handy psychic powers, and a pretty great damage output in melee. This is not a psyker you want staying back out of combat where it can be shot at. *'''Feral Warchanter''': A great support leader. Chooses a chant at the beginning of the shooting phase. **'''Stunning Shout''': Choose an enemy unit within 12". That unit and every unit within 4" cannot fire overwatch this turn. Lets you charge masses gun lines, which would normally be a terrible idea. **'''War song''': Targets a friendly unit within 12". That unit hits on a 2+ and rolls 4 dice to charge keeping the highest 2. Hilarious on a big stabba team, very good otherwise. **'''Call to Action''': Choose an enemy unit withing 12". Friendly models may re-roll to hit rolls that target this model for the rest of the phase. As it is written, this only affects the current shooting phase, so not that great. ===Core=== *'''Ork Savage''': A cheap unit at 6 points each, and with an impressive melee damage potential. They lack a decent armour save, but with T4 and 2 wounds they are more survivable then many other army's basic troops. Nearly useless at range, so use your advance move every turn to get them into melee combat quickly. They can take bows, but don't, and don't bother with the shield because it will only put them up to 5+ anyway. *'''Beastie Boy''': Expensive at 25 pts, but for that you get an enormous 14" movement range, T5 and a 5+ save, and two extra attacks from the warbeast steed. Maybe the only core unit in the game that can boast 6 melee attacks, but they will still go down quickly to focused ranged fire, so make sure to keep them out of line of sight until they are ready to charge. Capped at 0-5 without a beastie boss. *'''Feral Grot''': Weak and squishy with S2 and T2, dirt cheap at 4pts each. With assault 2 weapons you can quickly amass large amounts of cheap ranged fire from these, and with +3 to saves when in cover they are the premier objective holders for your kill team. Has the punji trap rule, which means that evey time a model charges it while its in cover, roll at D6, and then on a 6 that model takes a mortal wound. Handy for discouraging charges. === Special === *'''Pigdoc''': Improves the warpaint save of models withing 6" to 5+++ rather than 6+++. Adds come much needed survivability to your team, and decent in melee as well. *'''Huntas''': Ambush Units that can be set up on the battlefield 9" away from an enemy at the end of your movement phase, and gets AP-2 on its attacks if it charges at a unit they couldn't see it. Not that great, but its cheap at 8pts, and can be useful for getting rid of dangerous heavy weapons. But you will usually want to save your special slots for other things. *'''Stabba Team''': Two orks carrying a hilariously large spear. A frankly ludicrous damage potential, especially if they charge a monster or vehicle, in which case they can add the highest number rolled on the charge dice to the weapons strength. This a potential strength of 14. This higher than an imperial knights reaper chainsword. In kill team. The trade off is that it's no more survivable that a base ork savage, so make sure you get it into combat quickly. *'''Skavenger''': 15 pts gets you a big shoota and BS4+, with the opportunity to risk breaking the gun to shoot up to 3 times in a round. A good source of ranged firepower in a team which lacks it. *'''Drumma Boy''': Friendly models within 6" can advance 3+D3" instead of 3. Really useful here. Can take a warbeast but it almost doubles his cost. *'''Banna Boy''': 0-1. Can give friendly units within 12" +1 to hit at the beginning of one shooting phase or fight phase. This makes most of your units hit on a 2+ in melee, but its single use, and he costs 26pts. Can also take a warbeast. *'''Brute Savage''': A great melee beatstick with 3 attacks S5 WS3+, and more survivable than most of your units with 3 wounds and a 4+ armour save. Stick with the 'Uge choppa and let him deal with the things the rest of your team tends to struggle with, or a pair of choppas for dealing with hordes. He can also take throwing spears for 10pts but at BS5+ it's probably not worth it. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Xenos]] [[Category: Orks]] [[Category: Feral Orks]]
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