Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(7E): Difference between revisions

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Created page with "Orks are fun in Kill Team, and a suprisingly effective force. Where the main game has and aboundance of S Fuck Off, AP Screw You weaponry and so many guns your 30 Boyz doesn't..."
 
1d4chan>TheWiseDane
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*'''Bosspole:''' Re-roll a 1-3 roll on the Mob Rule Table. Simple, effective, cheap.
*'''Bosspole:''' Re-roll a 1-3 roll on the Mob Rule Table. Simple, effective, cheap.
*'''Rok Solid:''' The model never suffers Concussive and Strikedown. Pretty useless in Kill Team, though has a fun name.
*'''Rok Solid:''' The model never suffers Concussive and Strikedown. Pretty useless in Kill Team, though has a fun name.
*'''Trophy Rak:''' Gains Fear. Meeeeeh. Could be spent I reckon, but still.
*'''Trophy Rak:''' Gains Fear. Meeeeeh. Could be spent worse I reckon, but still.


=== Boss Nob Only Items: ===
=== Boss Nob Only Items: ===
*'''Metal Skull:''' +1 T and gains the ability to do a single attack in melee that forces the enemy to make a Toughness Test or take an unsaveable wound. Nice overall, makes you very tough to deal with, but for 20 pts?
*''''Ard Case:''' Plain Feel No Pain. Good, I guess, will make some enemies simple pushovers.
*'''Spikey Bitz:''' Hammer of Wrath. Also, way to steal the Chaos Marines' MO.
*'''Meaner an' Greener:''' Doubles your Inspiring Precence range. You are a Nob and therefor a lousy leader anyway, so maybe not too useful.
=== Kaptin Only Items: ===
*'''Kaptin's Sword:''' Power Sword with the ability to let all friendly models in teh same combat as the wearer re-roll all Morale tests in that phase. Sweet, but I'd take it mainly for AP 3.
*'''Kaptin's Hat:''' Hats make you a better leader, so it gives a straight-up 1+ Ld.
*'''Kaptin's Cape:''' 4+ 6++ Armour, for 10 pts. Rad.
*'''Kaptin's Booty:''' This wargear allows for one "booty" counter to be placed on one model or Squad on the enemy team - Your Kaptin and his Flash Gitz all gain Hatred against that sorry model, for when you ''really'' need to make sure they die on the first charge.
=== Mek Only Items ===

Revision as of 16:52, 3 September 2014

Orks are fun in Kill Team, and a suprisingly effective force. Where the main game has and aboundance of S Fuck Off, AP Screw You weaponry and so many guns your 30 Boyz doesn't stand a chance, Kill Team has more cover, less guns and less powerful guns, which means that Orks are fuckin' boss. Boyz have always been a very hardy, if slightly sporadic troop choice, now you have some of the most hardy Squaded infantry in the whole entire game, especially if you take 'Ard Armour too. On top of that, you have SO many different troops it isn't even fun, though many are limited to a small number of each, and some of the most tough Team Leaders out there (T 4 W 3 Sv 2+ Nob with Megaarmour? Cruel.) and the Boss Mek, who can take some outright goofy wargear and is fairly good at shooting to.

All is not good, however - With a smaller model-count, the fact that Orks I 2 suddenly hurts. Guardsmen squads, Necron Warriors, even fucking Tau Fire Warriors might kill you if you are on the charge. This also means that climbing isn't fun - Most of the time your Orks will just be standing there instead of moving up. If you must move about, I recommend you use Nobs, as they have more I and the wounds to take the beating when they somehow jumps down head first.

All in all, the Orks have kept their "quirky funny dudes" title in Kill Team - A lot of the new wargear is very entertaining when it works (Bouncy Shield - In Sovjet Russia, Plasma Cannon hits YOU!), but is generally just what you get in the main codex - Which isn't bad, really.

General Rules

  • 'Ere We Go: Same as usual, but worth to mention as it allows Orks to charge through some foilage without too much trouble, as the charge range is halved.
  • Mob Rule: Amended to work with the no-characters game of Kill Team. When a model with Mob Rule must take any kind of Morale or Pinning Test and there are any Team Leader, Nob (Normal or Mega) or Flash Git within 6", you roll a D6:
    • 1-3: Failed, the Mob fails and runs like usual.
    • 4-6: One of the above mentioned models notices how the Boyz are thinking about leaving before the fight gets fun and promptly give them a crumping: The model/squad takes a S 4, - AP hit, and is then considered to have passed it.

Models Availability.

  • Team Leader: 1 model.
  • Core: 1-30 models.
  • Special: 0-5 Models.

Gubbinz

Alongside the wargear included in the Codex, the every list has their own list of extra Wargear for your models. The Orks have an aboundance of awesome gear for their Team Leaders, but not a lot for their Core... Which doesn't matter much, as they are just cannonfodder, after all.

Leader Only Items:

  • Sniffer Squig: If your enemies are trying to avoid fighting, this is the stuff. It makes infiltrators unable to be placed within 24" and negates hiding when within 12" of the model. Keep in mind, the Sniffer Squig is its own model and must be kept close to the Leader at all times - Thise ranges do NOT go from the Leader himself!
  • Bosspole: Re-roll a 1-3 roll on the Mob Rule Table. Simple, effective, cheap.
  • Rok Solid: The model never suffers Concussive and Strikedown. Pretty useless in Kill Team, though has a fun name.
  • Trophy Rak: Gains Fear. Meeeeeh. Could be spent worse I reckon, but still.

Boss Nob Only Items:

  • Metal Skull: +1 T and gains the ability to do a single attack in melee that forces the enemy to make a Toughness Test or take an unsaveable wound. Nice overall, makes you very tough to deal with, but for 20 pts?
  • 'Ard Case: Plain Feel No Pain. Good, I guess, will make some enemies simple pushovers.
  • Spikey Bitz: Hammer of Wrath. Also, way to steal the Chaos Marines' MO.
  • Meaner an' Greener: Doubles your Inspiring Precence range. You are a Nob and therefor a lousy leader anyway, so maybe not too useful.

Kaptin Only Items:

  • Kaptin's Sword: Power Sword with the ability to let all friendly models in teh same combat as the wearer re-roll all Morale tests in that phase. Sweet, but I'd take it mainly for AP 3.
  • Kaptin's Hat: Hats make you a better leader, so it gives a straight-up 1+ Ld.
  • Kaptin's Cape: 4+ 6++ Armour, for 10 pts. Rad.
  • Kaptin's Booty: This wargear allows for one "booty" counter to be placed on one model or Squad on the enemy team - Your Kaptin and his Flash Gitz all gain Hatred against that sorry model, for when you really need to make sure they die on the first charge.

Mek Only Items