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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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====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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