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Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(8E)
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===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.
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