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===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.
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