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==Orks== ===Why Play Orks=== *'''Pros''' ** <span style='color:green;font-size:200%'>'''''"WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGHHHHHHH!!!!!!"'''''</span><br> **Recreate the glory days of [[Gorkamorka]]! **A lot of the things that give Orks trouble in 40K are absent from Kill Team (vehicles, expensive heavy weapons and characters, footslogging distances) **Still able to drown low model count armies in CC attacks. **Due to the existence of flesh wounds, their low profile and low point cost, Grots are solid troops for contesting, capping, providing soft cover to more valuable units and pouring massed fire into soft targets. For added usefulness, they also double as literal meat-shields that will take wounds meant for more important models. **Gretchin Kill Teams. *'''Cons''' **Orks probably have the worst accuracy in the game. Be prepared to spend whole battles shooting at everything and hitting nothing, or just take burnas- which are still weaker than most flamer equivalents. A Spanner Comms Specialist or the Pyromaniak Tactic can fix this for a fairly reasonable price, but even then you're better off getting into melee most of the time. **Still have terrible saves, even when considering Kill Team cover mechanics. ===Ork Special Rules=== *'''‘Ere We Go:''' Just like in Big Boy 40K, lets all Orks (no grots [except Ammo Runts]) reroll failed charge rolls. *'''Keepin' Order:''' Automatically pass nerve tests on an unmodified 6 for any model within 3" of a friendly model with this ability. ===Ork Faction Attributes=== *'''Goffs - No Mukkin' About:''' Each time you make an unmodified hit roll of 6 for an attack with a melee weapon made by a model in your kill team, immediately make an additional hit roll against the same target with the same weapon. These additional hit rolls cannot generate any further hit rolls. *'''Bad Moons - Armed to da Teef:''' Re-roll unmodified hit rolls of 1 for attacks made in the shooting phase. *'''Evil Suns - Red Ones Go Fasta:''' Add 1 to the Move characteristic of models in your kill team, and add 1 to the Advance and Charge rolls made for them. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a battle round in which they advanced. * '''Deathskulls - Lucky Blue Gitz:''' Models in your kill team have a 6+ invulnerable save. In addition, you can re-roll a single failed hit roll and a single failed wound rollin each phase, as long as the attack was made by a model in your kill team. *'''Snakebites - Da Old Ways:''' Roll a dice each time a model in your kill team loses a wound. On a 6 the wound is not lost. If a model already has a similar ability, choose which effect applies, and re-roll 1s when making these rolls. *'''Blood Axes - Taktiks:''' Models in your kill team are considered to be obscured to enemy models that target them if they are more than 18" away from those models. In addition, models in your kill team can shoot even if they Fell Back in the same battle round. *'''Freebooterz - Competative Streak:''' Add 1 to hit rolls for attacks made by models in your kill team for each other model in your kill team that has taken an enemy model out of action with an attack in this phase. ===Ork Ranged Weapons=== *'''Big Shootas:''' free upgrade but with Orky BS 5+ you get what you pay for. *'''Burna:''' free on Burna Boys and auto-hits. A model holding one should definitely be a Demolitions Specialist focusing on the flamer branch. *'''Deffgun:''' Free on Lootas, but again, it’s twice the cost of a Boy. Keep near a comms specialist, and if you're willing to spend 2 CP, a heavy loota can output 2d3+2 shots a turn. *'''Grot Blasta:''' pfft haha but at least it comes with a 4+ BS *'''Kombi- weapon w/ Rokkit Launcha:''' 3 points that would likely be better spent on half a Boy or a grot shield. Only allowed once per kill team as it’s only usable by the one Boyz Boss Nob you can take. *'''Kombi-weapon w/ Skorcha:''' 4 points, and you can only get 1 per kill team as a Boyz Nob upgrade, but might be worth it if you have a lot of Burnas in yours. Quite literally the best weapon the orks have- perhaps with the exception of a buffed deffgun. With Dakka Dakka, capable of outputting 2d6 autohitting + 4 shots that'll hit on 6's. Being a heavy or demo isn't a bad idea here, since the abilities of either can benefit. Unfortunately, this means one of the two best melee units in your force is now locked into a ranged speciality. *'''Kustom Mega Blasta:''' Orky Plasma gun, only available to Spanners; you love it, you want it.. It’s free, so if you’re running a few Lootas, give this to their Spanner Comms specialist. You have a higher chance of killing yourself than the enemy under common kill team circumstances. It's a one shot weapon, you have BS5+ and you'll usually be hitting on sixes. On average this means assuming that your hit leads to a wound and failed flesh wound rolls, you might kill one enemy a game- assuming you don't die first. *'''Rokkit Launcha:''' 3 points for up to two Boyz or any Spanners. OK if given to a Demolitions Specialist. A demo specialist does almost nothing with this. In fact, unfortunately, while a rokkit launcher has a very high chance of instagibbing nearly any model should it hit, this is contingent on it hitting, bringing up the same, one hit per game average of the mega blasta. *'''Shoota:''' Free with 18” range and Assault 2, but that Orky BS means it’s still best to keep your Boyz with choppas/sluggas. *'''Slugga:''' A Boy’s best friend, this grants an extra CC attack (because it’s paired with a choppa) and comes standard. 12” range isn’t that much worse than a Shoota when your battlefield is only twice that distance. *'''Stikkbomb:''' Free grenades for all! The only Ork Kill-Team models that can’t take/don’t get them standard is Grots. ===Ork Melee Weapons=== *'''Big Choppa:''' These come into their own in Kill Team; they’re cheaper than a PK and more versatile than in regular 40K when you know you’re only going up against infantry. 3 S7 3+ attacks are much more threatening in a small scale game. *'''Choppa:''' Free and gives a model equipped with one an extra attack. When your opponent only has 5-10 models and you’re pumping out several dozen S4 attacks in melee you’ll appreciate the extra attack per model. Also viable on Boss Nobz as 4 S5 3+ attacks are still pretty brutal. *'''Power Klaw:''' Classic wound-stripper still keeps its appeal in Kill Team, even if it’s not as much of an auto take vs a big Choppa. For double the cost, you have a weapon that essentially hits on 4s, has S 10 Ap-3 D3d. Is more likely to put an MQU down than a Big Choppa if it hits. ===Ork Wargear=== *'''Cybork Body:''' Gives you a 1 in 6 chance of avoiding a wound, for 5 points. Can only go on two models in a team anyway. *'''Kustom Force Field:''' ===Ork Units=== *'''Ork Boyz (Leader[Boss Nob Only], Heavy[Gunner only], Combat, Demolitions, Veteran):''' More or less the same as in regular 40K, they’re cheap and tough. Likely to be the core of most Ork kill teams. Paying 8 more points for a PK Nob (12 if you want to give him the Inspiring Specialist Leader trait, which you probably do) is a little rough points-wise but keeping some grots nearby to act as cheap meatshields will help. **'''Ork Boy Gunners (2):''' Don't bother. If you want firepower, take a Loota. ***Alternative Opinion: Two gunners w/ Big Shootas is only 2 more points than a single loota and generates over triple the shoots on average (therefore making it more likely to actually hit something), and while this can be nullified through stratagems, this can prove costly consideringhow hard it is for your Kill Team to generate CP in the first place. If your opponent is bringing targets with a lower armour save, you may actually find yourself doing more damage with these guys rather than the Loota build. However, this only applies under circumstances, and as such should only be taken if the Loota option seems too costly or redundant. **'''Boss Nob (1):''' Cheaper but less customizable than the Nobs taken from the Nob sheet, and he still gets the all important Power Klaw. Even if you skip the Klaw, he can pull his weight pretty well with the standard slugga/choppa. He's strong, he's got two wounds, and he's cheap; never leave home without one. *'''Kommandos (Leader[Kommando Boss Nob Only], Combat, Demolitions, Scout, Veteran):''' Getting an improved cover save in a 40K system where cover matters again are decent for 2 points more than a Boy, with the ability to take a PK Nob that gets the same benefit. The extra inch of movement is a nice bonus as well. A Kommando Nob would be a good choice for the Scout specialist role: a level 3 Scout tactic gives you essentially a deepstriking PK that can set up 3” from an enemy model. Need to assassinate a Specialist? He still gets that good cover sav and is also our most durable character so maybe invest in a gretchin or two to take and hold an objective. **'''Kommando Boss Nob (1):''' Unfortunately the most limited Nob in terms of wargear options, but as mentioned above his better movement and improved cover save make him your most reliable PK delivery system. *'''Burna Boyz (Comms[Spanner only], Leader, Combat, Demolitions, Veteran, Zealot):''' Auto-hitting flamers in a game of close quarters makes them more desirable than in regular 40K. Your opponents will want to keep out of their range so sticking them in cover makes for a dangerous objective holder, especially if one is a Demolitions Specialist with Pyromaniac. Plus, upgrading one to a Spanner gives you the option of making him a Comms specialist. Twice the cost of a Boy, though. On top of that, with paper armor and a flamer that only has 1d3 hits, their effectiveness is questionable at best. Adding insult to injury, these boyz are the only ones among your force that qualify to be zealots. While the extra strength and attack (on charge) is a welcome option, it would be nicer on a nob. **This said tho a Zealot Burna Boy is actually a pretty nice Melee model, multiple strength 5 attacks w/ -2 AP is never anything to sneeze at. *'''Lootas (Comms[Spanner only], Leader, Combat, Demolitions, Heavy, Veteran):''' Probably not worth building a kill team around, but likely worth taking one as they get the same Spanner option as Burna Boyz. A Spanner with the Comms Specialist tree essentially gives one Loota per turn a 4+ BS. Making your Loota a Heavy specialist, use a Heavy strategem to add one to his shots for the round and then use Dakka Dakka for 2d3+2 4+ BS shots. This is the Orks’ best-ranged option by a fair margin, but an expensive weapons platform at 22pts. *'''Gretchin (Leader, Scout):''' Gretchin may be the weakest unit in all of Kill Team, but they are also the ''smallest'' in a game with big emphasis on terrain and cover, are dirt cheap, and can even be the team leader (they mentioned the [[Gretchin Revolutionary Committee]] by name in the previews, so they knew what they were doing). But their main role is to be a literal meat-shield; every attack that's redirected to a Gretchin via Grot Shield is one that doesn't hit your Nob Boss, and they're as cheap as they are expendable. In actual fact, because the models themselves provide cover, you don't need to use the strategy to gain the benefits- simply place grots between your boyz and the enemy, and you become significantly less likely to die. As a side note, tactically, designating a grot as a leader is not necessarily a terrible idea for an ordinary kill team. This is almost entirely due to the fact that they are small and easy to hide and that boy nobz who are more suitable leader designate die embarrassingly fast when they try to do their job. *'''Ammo Runt:''' This lil' bugger will let one model within 2" reroll a single hit roll for a shooting attack per round. Due to a quirk of how the data sheet is formatted, they also get the 'Ere We Go and Keepin' Order that the Nob gets. Hilarious, useful but probably will be FAQ'd away very quickly. Armed with stikkbombs and nothing else. Also gets +1T and +1S over a regular Gretchin. Always take one of these guys: they cost the same as a normal grot except with better strength, toughness, and a better weapon. They are better with stikkbombs then anyone in your team except Flash Gitz, and those guys have better things to do in the shooting phase anyway. *'''Nob (Leader [Boss Nob only],Combat, Comms, Demolitions, Veteran):''' With the inclusion of normal non-boss Nobz in Elites you now have access to as many fun stabby bits as you have points. That maxes out at 5 Nobs with power klaws, however. And with limited options to protect them you probably want to save room for some Gretchin shields at least. Cybork body will also make them harder to take out but further limits the number of models you can take and an elite army is not what Orks do best. A power stabba costs one point for these guys so you'll almost certainly want the stabbas extra AP value. Also, the Kombi-Weapon is a bonus item that a Nob can take in addition to his normal weaponry; a demolitions nob with a kombi-skorcha, a power stabba, and a choppa runs you 23 points for an extremely versatile model that can roast enemies in the shooting phase and rip them apart in melee, essentially becoming an extra large Burna Boy. **'''Boss Nob:''' This guy is not all that useful compared to a normal Nob; while he can be a leader, he's no tougher than the average Nob and will most likely die while fighting in melee. If you do take one, you'll want to grab the kombi-skorcha and keep him a few steps back from combat. The Cybork body is probably not worth taking; 5 points is a steep cost for a 1 in 6 chance to avoid a wound. You'd be better off just taking another grot and having it stand in front of him instead. *'''Meganob:''' 42 points base (with gear) is a pretty steep cost for such a slow model, but if you want the last word in Ork toughness, the meganob delivers. While the lack of any invulnerable save makes the meganob seem vulnerable, keep in mind that it takes an AP of -5 to completely nullify his armor save, and he's functionally got the same save as a terminator against ap-3 or lower. With 3 wounds each, a meganob can soak a whole team's worth of small arms fire and come out standing; just keep him away from plasma and melta. And once he manages to drag his heavy ass into combat, he can wreck pretty much anyone in the game with 3 s10 attacks. If you do take a meganob, be sure to spend the extra 2 points to upgrade his weapons to a pair of killsaws, and consider giving him the combat specialty to really get the most out of his melee skill. And for Gork's sake, keep a couple of grots nearby to intercept enemy plasma. **'''Boss Meganob:''' Even harder to justify than the standard meganob. For +4 points you get 1 extra point of leadership and the option of making him your Leader. You can reach ld 7 with the cheaper boyz or kommando nobz, and a meganob is enough of a fire-magnet without also being your leader. *'''Flash Git:''' These guys really come to their own in the confines of kill team; they punch like a space marine and shoot like a guardsman with a heavy bolter, but with +1 strength in both cases. If you want the best Ork shooting this is the guy to do it, and he's pretty useful in melee to boot. You can take a choppa on one (generally a good investment if you have a spare point) and a slugga on another (it's free, so might as well go for it if you've already given the choppa to a different Flash Git). If your feeling lucky you can take a Heavy specialist to stack Dakka Dakka Dakka, Gun Crazy Show-Offs, and More Bullets all on the same turn for 12 S6 D2 shots in a single turn from a single model! **'''Flash Git Kaptain:''' A modest increase of +1 point buys a flash git the option of being team leader, which isn't a terrible idea considering his ranged prowess allows him to stay out of danger when needed. The kaptain can also buy a gitfinda squig to increase his ballistic skill to a very respectable 3+, [[Celestial Lions|in case he happens upon a space marine apothecary]]. ====Ork Commanders==== *'''Warboss (Ferocity, Fortitude, Leadership, Melee, Strategist, Strength):''' The Power Klaw is not as mandatory here as it is in normal play; the big choppa's S8 and 2 damage make it a reliable tool for wrecking anything short of Plague Marines. More importantly, keeping the default gear gives you more points for levels, which can greatly compensate for this guys shortcomings. A level 4 Warboss with Fortitude can get a 6+ FNP, 6 Toughness, 7 Wounds and the ability to halve all damage dealt to him. With that kind of staying power, you won't mind that he doesn't have an invulnerable save. Also, an attack squig costs as much as an Ork Boy, and delivers fewer attacks while being stuck to the warboss. Pass. **'''Gitzog Wurldkilla:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ***'''Warboss specialism:''' Gitzog Wurldkilla's unique skill tree, with the following skills. ****'''Level 1: Dead 'Ard:''' +1 to Toughness, built into the statline. ****'''Level 2: Redfangz Smellz Yer!:''' No penalties to hit from target being obscured. ****'''Level 3: Krumpin' Time:''' +1 Attack in rounds in which it charged. ****'''Level 4: Loota:''' If he survives a battle, roll a D6. 5+ and you get a free Materiel. *'''Big Mek (Ferocity, Fortitude, Logistics, Melee, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Painboy (Ferocity, Fortitude, Logistics, Melee, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Boss Snikrot (Level 3 Legendary Hunter):''' Boss Snikrot is the only legendary hunter who combines a hard-hitting statline with a force multiplier ability, and a cunning player needs to take advantage of both to use him to his full potential. A whopping 6 s6 d2 attacks all but guarantee that anything Snikrot hits is going to stay down, and when using the Legendary Skill tactic he really lives up to his reputation as a terrifying killer. The combination of 'ere We Go! and Sudden Ambush ensures that he'll show up exactly where you need him and kill exactly who needs killing. But with only a 6+ armor save and [[fail|toughness 4]], he needs to make sure he kills the enemy before they get a chance to hit back. Deploy him with a few kommandos right in the heart of the enemy team before popping the Red Skull Kommandos tactic and rushing into melee. The amount of carnage a strike like this can cause can potentially break the enemy team in one blow, especially with Snikrots Terrifying Killer ability. Snikrot requires a coordinated effort and a team built to specifically capitalize on his strengths, if you're just looking for a punchy commander, you'd be much better of with a generic Warboss. **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book. *'''Da Red Gobbo (WDDec2019) (Leadership):''' Limited to Open and Narrative Play Games. If played in a Gretchin-only army, everyone gets +1 to hit rolls and -1 to Nerve tests. At the beginning of every Movement phase he can give stikkbombs to a Gretchin within 3" on a dice roll: if you roll a 1 the Gretchin takes a mortal wound, otherwise he keeps the stikkbombs for the remainder of the game. ===Ork Tactics=== *'''[Core] Dakka Dakka Dakka (1 CP)::''' A unit that's already fired in the Shooting phase can fire again. **An absolute steal for what it does. Use on a tooled-up loota or flash git for [[Celestial Lions|"Ork Sniping"]] at it's best. *'''[Core] Grot Shield (2 CP):''' If a unit is within 2" of a gretchin, they can deflect any shooting attacks made against them onto the gretchin instead until the end of the Shooting phase, so always keep your grots close to your important boyz. *'''[Core] Krump 'Em (1 CP):''' When a unit in the kill-team fights, it gains +1 Strength until the end of the fight phase. *'''[Core] [[Monty Python|Just A Flesh Wound]] (2 CP):''' When a model in the Kill-Team is taken out of action, roll a d6; on a 4+ that model takes a flesh wound instead. *'''[Core] Gnasher Squig (2 CP):''' At the start of the fight phase, pick an enemy model that is within 1" of any of your models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound. **A bit overkill for your more choppier models, this tactic is actually best suited for Grots as it essentially makes them mortal-wound landmines. Use it to potentially get a gretchin out of a bad position, or even just throw the bugger at a reckless enemy model. *'''[Core] Mek's Special Stikkbomb (2 CP):''' When choosing a model to attack with a stikkbomb, the stikkbomb becomes Grenade d3 and adds 1 to its Strength and Damage. **An almost complete waste of CP. You trade half your possible hits for a slight boost in S&D on something that is arguably never even going to land a single hit. It also lacks any AP, meaning that if you happen to actually hit and wound your target, it is very likely that it'll just shrug off the damage anyways. ( Can be useful on a demolitions specialist in Arena. ) *'''[Krogskull] Joyride (1 CP, Sector Imperialis Killzone):''' When choosing a model that is within 1" of a Galvanic Servohauler, the Servohauler moves with the model as if it was a friendly model. Both models are treated as having 2d6" movement (rolling once for both), may not advance, cannot move vertically, and must end their moves within 1" of each other. *'''[Krogskull\Elites] Pyromaniak (1 CP):''' Use when shooting with a burna; it deals d6 hits instead of d3 hits. *'''[Krogskull\Elites] Itchin' For a Fight (2 CP):''' When selecting a model to fight in the fight phase, gain 1 attack for each enemy model within 1" of the selected model. *'''[Krogskull\Elites] Dead 'Ard (1 CP):''' When a model suffers a mortal wound, roll a d6 for it and all future mortal wounds received. They are ignored on a 5+. *'''[Krogskull\Elites] 'Ere We Go, 'Ere We Go! (1 CP):''' Re-roll one of the charge dice when charging. *'''[Krogskull\Elites] Indiscriminate Dakka (1 CP):''' A selected unit can fire twice for Overwatch. *'''[Krogskull\Elites] WAAAAGH! (2 CP):''' Use on your turn in the Movement Phase. If your Leader is on the battlefield and is not shaken, the whole Kill-Team gets 1" of extra movement and adds 1 to all advance and charge rolls. *'''[Elites] Kunnin' Infiltrators (Reserve) (1 CP)::''' Take up to 3 Kommandos out of reserve and set them up anywhere more than 5" from an enemy. *'''[Toofrippa] Shattered Stone (1 CP, Sector Imperials or Sanctoris):''' If an a model on your kill team shoots in the Shooting Phase, and misses with every shot, choose one of the targets that is within 1" of terrain and roll a d6 for each attack that targeted that model. On a 6, they suffer a mortal wound. ===Ork Commander Tactics=== *'''[Commanders] Mega-Waaagh! (Aura) (2 CP):''' Use at the start of the battle round if your Kill-Team includes a non-Shaken Warboss. For the rest of the round, it gains an aura that allows friendly models within 6" of it to roll 3d6 on charges instead of 2d6, discarding the lowest result. *'''[Commanders] Dok's Tools (Aura) (1 CP):''' Use at the start of the battle round if your Kill-Team includes a non-Shaken Painboy. For the rest of the round, it gains an aura that grants friendly models within 3" a FnP on a 6+ (if they already have FnP, they can reroll FnP rolls of 1). Additionally, at the end of that round's Movement Phase, you can remove a flesh wound for a friendly model within 3". *'''[Commanders] Kustom Force Field (Aura) (2 CP):''' If you Big Mek has a Kustom Force Field, use this at the start of a round. Friendly models within 6" gain a 5++ against shooting saves. *'''[Wurldkilla] Duff 'Em Up (Aura)(1 CP):''' +1 Strength to models within 3" of your Commander *'''[Wurldkilla] Breakin' Heads (1 CP):''' Inflict a mortal wound on a friendly model within 3" of your Warboss, and models within 6" are no longer shaken. *'''[Elites] Red Skull Commandos (Aura) (1 CP):''' Use at the start of the Fight phase. Kommandos within 6" of Boss Snikrot can reroll 1's on hit rolls. *'''[Da Red Gobbo] Raise da Icon! (Aura) (1CP):''' Use at the start of the Shooting phase. Gretchins within 6" from Da Red Gobbo ignore the penalty to their hit rolls for one of their flesh wounds, unless Da Red Gobbo is shaken. ===Ork Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''Ork Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div> ===Ork Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *'''Melee Horde (15 Models, 100pts):''' A straightforward team focused on board presence and melee combat. Keep your hard hitters (the three nobs) surrounded by grots and boyz to soak up shooting while advancing of the enemy. Making a grot as your leader allows you to put your nobs in riskier situations, while the leader-grot can find a small corner of terrain to tuck himself into (preferably with one or two additional grots or a boy nearby to protect him). Any of the grotz (and the ammo runt) can be swapped out for more boyz or vice versa depending on your play style. The ammo runt is mostly there as an accurate grenade-thrower, as you don't really have any guns that can benefit from his re-roll, but he costs the same as a grot and hits harder, so there isn't much reason not to include him. The only Clan Kulture that doesn't work with this team is Bad Moons, but the best would be Goffs capitalize on the melee focus of the team. Evil Suns could be useful, but this team is dependant on using grots as cover for the orks, so you don't want your boyz rushing to far ahead of them. Snakebites, Blood Axes, and Deathskulls all provide defensive buffs for your Orks, but with good placement of your grots the orks shouldn't be getting hit enough to justify the loss of melee damage you can get from Goffs. **''Leader:'' (3 pts) Grot **''Combat:'' (12 pts) Boss Nob [from the boyz sheet] with Big Choppa **''Veteran:'' (16 pts) Kommando Nob with Power Klaw **''Demolitions:'' (24 pts) Nob with Power-Stabba, Choppa, and Kombi-Skorcha **''Da Orks:'' (24 pts) Ork Boyz (x4) **''Da Grotz:'' (18 pts) Grotz (x6) **''Da Runt:'' (3 pts) Ammo Runt (x1) </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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