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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(7E)
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== Building Your Mob == An Ork list in HoR is made in almost the same way as an Ork list in a regular 40k game, but with smaller sizes and scale. This means that you don't need to learn a whole lot to make a proper list, but it also means that you probably don't want to go hogwild and just buy whatever. In that sense, the random aspect of the Orks get overruled by the need to plan ahead and build a list around a sole aspect. No matter what you do with your mob, Orks play to their strength: Sick nasty alpha strikes. Any Ork army wants to cut out the meaty chunk of the enemy force, so it can deal with the stragglers afterwards without fearing being hit in return. Orks cannot afford to use the entire game trying to defeat an entire army at once, because most other armies can deal with Orks over time better than we can them. To this end, a melee unit or two is almost mandatory, but if you have Flash Gitz or a Mek Gun, you can even do it from afar. Above all other things, though, Orks do one thing very, very well: Numbers. Only Tyranids and maybe Imperial Guard can come up with the number of reasonably powerful models Orks can, and it makes us a dangerous prospect to try and strongarm with simple beatsticks. Marines in particular has a hard time keeping up, but other horde armies might have problems as well. As such, play to this strength more than anything else. If you pick, say, a Meganob, make completely sure you know EXACTLY what the fucker's supposed to do, or he's just going to be a load for your entire army. Numbers, raw strength and speed is the Ork way. If you are aiming towards a close combat army, you are in luck - The Orks have the best melee Core choice in the entire game; the beauty that is the Boy Mob w/ 'Ard Armour. This drunken fifty point team of green mofos can beat pretty much anything in close combat, as long as they get the charge. Nothing can fight a swinging, green anvil of 20 S 4 WS 4 hits a turn. The kicker is that an unarmoured mob doesn't have the same kind of staying power as a regular Boy Mob has in the main game, and can't survive the same kinds of punishment the regular variant can through numbers. To make unarmoured Boys useful, you need to buy more than two mobs, which 1) will get expensive to keep alive in a campaign and 2) is way too much allowance used on a singular job. To help the Boys, the Boss Nob is almost mandatory - He can be made absolutely horrifyingly killy and tanky with nothing but a Big Choppa, 'Ard Armour and one of the two upgrades that gives extra defense. After using most of your points to your generally melee army, you can spend a little on more support (Painboy), more hitty gits (Nobz) or some board control (Warbikers), but no matter what you do, get a bunch of 'Ard Boyz and a Boss Nob. You won't be disapointed. If you feel your mind being drawn towards shooty mobs instead, you'll have to work a bit. Shoota Boyz are pretty decent, but have a tendency to do all of jack and shit alone, and kind of need a few extra mobs to help out. This is where Big Shootas begin to be pretty cool as an upgrade, but the Rokkit is still sub-par, due to the low output. Warbikers can be your objective grabbers combined with a pretty damn scary gun (the Twin-linked Dakkagun), and Flash Gitz can often just delete a MEQ at a time and help anchor a gunline. The difficult choice in this kind of army is the Team Leader, since very few Ork Leaders actually have the chops to shoot properly. The Kaptin can be okay to this end, but there's really no true choice. The usual way to describe the armies of the Imperium is that the Guard is the Hammer of the Imperium, the Marines are the Sword and the Inquisition is the Scalpel. The Orks are the big ass mallet that some idiot railway worker picked up and swung at the foreman once. As in, he got one swing before the guards took him down. This holds true with any Ork army: You get one try to pummel the fuckers, and if you know how to handle that thing, it can crush anything. But if you don't, you might break a bone or two trying to balance the thing. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)/Old]] [[Category: Orks]]
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