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

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Revision as of 16:17, 14 October 2014 by 1d4chan>ThatOneBruvva
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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 mostly have Initiative 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, grab Nobs, as they have more Initiative and the wounds to take the beating when they somehow jump down head first. Also, stay away from flamers. You'll become barbecued the moment they hit you and you get set on fire.

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 foliage without too much trouble, as the charge range is halved.
  • Mob Rule: Amended to work with the limited-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 krumping: The model/squad takes an S4, AP- hit, and is then considered to have passed it.

FOC

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

Gubbinz

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

  • Waaagh! Banner: A 0-1 hardcapped item, you know what this does. Orks within 12" gets +1WS, so bring it for your boyz. Melee lists are not something everyone can do easily in Kill Team, but Orks are one of the few lists who are pretty decent at it, so if you feel like making an all melee-list, grab some Nobs of varying colours, some 'Ardboyz (Because regular Sluggas will be mauled before they can get a hit in most of the time) and this beauty on a Boss Nob in the thick of it and wreck face.
  • More Powa!: Guns get +1S and Gets Hot! If it had Gets Hot! before, they now can get it on a roll of 2 or 1. This isn't strictly necessary for any build, as Orks usually focus on more shots rather than higher strength shots, and as a lot of our weapons are fairly powerful already, the need for this one isn't too obvious. I guess you could take it with a Rokkit Launcher for giggles, but is in no way recommended.
  • 'Uge Choppa: Git with Choppa gets +1S on the Charge. It makes the Ork in question more likely to splat what he hits, but it isn't useful in any other way - If the model can pick one, try a Big Choppa instead - Its strength stays in subsequent fights!
  • Buzzer Squig Stikkbomb: A strange Haywire Grenade, except instead of Haywire, it forces targets to take a Pinning Test at -2I. It's a fun tool to mess with people at least, but unreliable, and if your enemy ends up ducking behind cover even more, it will be hard to kill the git. Have some charging Ork at hand when this happens.
  • Thudbomb: It's a Krak Grenade. Go wild. Buy one, buy more, it's not barred by the rules governing grenades.

Leaders 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 - These ranges do NOT go from the Leader himself!
  • Bosspole: Re-roll a 1-3 roll on the Mob Rule Table. Simple, effective, cheap. Keep in mind that you'll now squash a git more often, so bring more gits to even it out.
  • Rok Solid: The model never suffers Concussive and Strikedown. Those USRs are so rare in the main game that it's not very useful, and in Kill Team they are even MORE useless. If you are facing an Astra Militarum Commander with the Vostroyan Shotgun it's useful, but it's otherwise waste of points. Has a fun name though.
  • Trophy Rack: Gains Fear. Meeeeeh. If you can find something that gives a nerf to enemy Ld it might be fun, but the Dark Eldar use it better.

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. T5 is really freaking tough to deal with in Kill Team, but it's still 20 points, so if you buy it you can't take that squad of Sluggas you might want... Which you do.
  • 'Ard Case: Plain Feel No Pain. Good. It'll will make some enemies simple pushovers and is trolly as hell for enemies dedicated to a few big hits rather than many small ones. Never, ever combine with the Metal Skull and a Mega-armour - Just don't. (Reverse psychology HO!)
  • Spikey Bitz: Hammer of Wrath. Really not necessary for any git other than Mega Armoured Nobs who might want to poke an eye out before everyone get to chop him. Also, way to steal the Chaos Marines' MO.
  • Meaner an' Greener: Doubles your Inspiring Presence range. Why? All Orks are stuck at Ld 7 (aside from Grots), so this is a washout.

Kaptin Only Items

  • Kaptin's Sword: Power Sword with the ability to let all friendly models in the same combat as the wearer re-roll all Morale tests in that phase. Sweet, but take it mainly for AP 3, though rerolling Morale is helpful to avoid getting your gitz krumped prematurely. Kaptins are also good with shooty lists rather than crumby lists, as he has a lot of synergy with Flash Gitz, so reaaally think hard if you need it.
  • Kaptin's Hat: Hats make you a better leader, so it gives a straight-up 1+ Ld... Well, combined with the Sword it can allow you to really hold those gits in place so you won't need to hit them too often, and if you are keeping Flash Gitz around, keeping them from tasting dirt is a good thing, so they can keep the Snazzguns roaring.
  • Kaptin's Cape: 4+/6++ Armour, for 10 pts. Rad. Like the Sword, really think hard if you need this - Isn't 'Ard Armour enough for you? Is that 6++ REALLY that useful?...
  • 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. I'm sorry if I sound like a broken record, but Kaptins are really not melee models, so Hatred is not the most fantastic thing, and especially not for Flash Gitz - Seriously, who would want to have Flash Gitz charge?

Mek Only Items

  • Mega-Rumblah: Replaces his overwatch with a 3" radius of difficult terrain. Shame that it doesn't hurt, but it'll stall like hell and will allow you Mek to stay close to the front lines. Keep in mind that the Mek Boss has the stats of a Nob, and so isn't too tempting to charge, so regular Meks might be better off with this.
  • Bouncy Shield: A 5++ invul that bounces any shots that aren't blasts or templates towards another unengaged unit. This is a neat bonus, but don't forget that blasts and templates WILL hurt you. Funny as hell if used right, it does need you to stay within firing range and often more than what's advisable. No matter what, it's basically our Refractor Field and it isn't even too expensive for that.
  • More Dakka!: Gives models within 6" re-rolls on 1 to-hit. Not shabby, but it's a good support. Though this sound really meager, it's one of the best things to put on your Mek or Mek Boss - put a Mek with this between some Shoota squads and watch as their volume of fire suddenly ups a little bit. Try to use it with Flash Gitz as well for maximum carnage.
  • Boom Time!: If the Mek ever dies, he drops a small blast where he was that gives a S3 AP- hit to everyone inside. Pretty useless, as you won't want your Mek to be that close to anything. Might be a fun upgrade for a Mek Boss geared for melee to give that last FUCK YOU before departing.
  • Kustom Tellyporta: Exchanges charging to get a 2d6" shunt in any direction. Nice escape plan and great for support Meks - That Trukk is too far away? ZZAP. Enemies closing in? WUOP. Need to climb a building without using I? SPROING.
  • Pokkit Rokkit: A Pistol-ranged Heavy Flamer that has only one use. Useful if you wanna surprise an unaware foe, but is it really worth that? A Rokkit does the same and more, though it doesn't have the Flamer rule. If you want it, use it to trip important models and slow them down to a crawl, so your own heavy hitters can finish him off with a charge.

Meganob Only Items

  • Kustom Generata: Gives a 5++ Invul, but if he ever rolls a 1 on that save, kaboom! - Small Blast, S3 AP- hits all around. This doesn't remove the save though, and if you are in combat (which you should be with Meganobs) it's basically Boom Time! without the main requirement - death.

Leaders

  • Boss Nob: He's pretty much straight from the codex with an extra wound. He's not great as a leader, but he's really here for versatility: Taking a bike gives you more bike slots, taking a rokkit pack gives you more stormboyz. He's pretty much a stand-in for the Warboss in terms of choices, so he's got variety, including Ammo Runtz, Attack Squigs, and a Gitfinda.
    • Boss Kommando: For a cheap fee, he gains Stealth and Move Through Cover in exchange for mobility and Mega-Armour. Doing this gives you more Kommando slots, so use if you're going to be leading them.
    • Boss Meganob: 22 Points gives you the options of a MegaNob Boss with the ability to take more MegaNobz. If you want to take a very assaulty build, you can replace his weapons with Killsaws, which is insanely funny to think about.
  • Boss Mek: A Big Mek with +1W/-1Ld, he's about as versatile as the Boss in terms of options barring the rokkit. Enjoy your special tools.
  • Weirdboy: Same as the codex with a new wound, he's kinda strapped in terms of power (Only Frazzle, 'Eadbang, or Warpath) and can only take basic wargear. Not very motivating a take...
  • Kaptin: A boss taken right from the Flash Gitz, a free Bosspole and Gitfinda and armed with a Snazzgun, his upgrades are either one ammo runt (which is weak considering the Boss Nob gets up to 3) and his list of wargear, which gives him better support.

Core

  • Boyz Mob: A squad of 5 boyz allows with the option for shootaz for 5 points flat, get 'Eavy Armour for 20 or grant one boy in the mob a Big Shoota or Rokkit Launcha. Use them the same as you'd use a mob of boyz in any other game: as wounds.
  • Gretchin Mob: A mob of 5 Grots, they're the same except for one setback: Unless they're within 6" of a Leader or Runtherd, they have to test Leadership or get Mindlocked. Well, crap.
    • Runtherd: The only way to deliver Grots to the field (no, seriously, they're hardcapped to be as numerous as there are Grot Mobs), these are pretty much word-for-word from the Codex with the ability to let Grots within 6" use his fantastic Leadership of...7. Yeah.
  • Mek Gun: Get more Grots to shield the artillery. They can also grab an Ammo Runt if you want a re-roll. Otherwise they're identical to the 'dex save for the loss of the Kustom Mega-Kannon and the Tractor Kannon.
  • Loota: Hardcapped at 0-3, these gitz are only usable when joined by a Mek Boss who can suitably support them in any way.

THE FOLLOWING CHOICES ARE HARDCAPPED AT 0-5 ASIDE FROM CERTAIN EXCEPTIONS. THEY ARE NOT MOBS. YOU HAVE BEEN WARNED

  • Burna Boy: They're Boyz. With Burnaz. Run them like normally, though they get more use thanks to the limits on armour.
  • Tankbusta: These are the same as codex, with two out of the five being able to purchase Tankhammers for mega-killy.
  • Kommando: Same as the 'dex, with one being able to buy a Burna, a Rokkit Launcha, or a Big Shoota. If you get a Boss Kommando, they're able to get bigger numbers to aid the Leader.
  • Stormboy: With the lack of heavy ordinance and other murderous things, these guys get to be more useful, especially alongside a Boss Nob with a rokkit pack of his own so they can get larger numbers.
  • Warbiker: Already a good use for messing with the enemy, getting a Boss Nob on a bike gives them options for more to form a fleet of bikes and doom.

Special

  • Nob: They run the same as before, though they do have some options for weapons, Ammo Runtz, bikes, and 'Eavy Armour. Sadly, there's no way to bring more of them.
  • MegaNob: The big killy TEQ, these guys can either go with Kombi-shootaz or replace his hands with killsaws to make murderous noise. If your Nob Boss grabs Mega Armour, you can take them as Core Choices, which is definitely a good idea if you're running against stuff like Deathwing.
  • Deff Kopta: These goofy little things run like they have in the big 'dex. Lots of shooty stuff, but still pretty flimsy.
  • Flash Gitz: While generally similar to codex, they do have their bosspole replaced with a Gitpole: a banner that allows models within 3" to re-roll their Mob Rule on a 1-3. Not bad, since he can definitely reinforce some shoota boyz.
  • Mek: A regular Mekboy, he's a stripped-down Mek Boss, though he can get a Killsaw for a hand, but it's hella expensive for it. Get him an Oiler instead, it'll help more.
  • Killa Kan: While these guys do work the same as the Codex, they're probably worse off now, because they're hardcapped at 0-2, meaning that if one ever goes down, the other's going to have to test for morale, and there's nothing helping him from getting shaken.
  • Dok: A Painboy with a strangely nerfed -1 S/W/I/A, he's a unique model that gives FNP to all Orks within 6", with the option to buy a Grot Orderly to give one git a re-roll on the FNP. Keep him nested in a mob, but keep him from the front.