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===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>
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