Edit: Turns out that got an errata, so I think there’s more of an argument for equipping your comms guy with a Big Shoota for the extra hits. It's ultimately up to you if you prefer the extra survivability and movement vs the extra body and 3 more melee attacks. The goal here is to spread your opponent's lines thin and charge during the next movement phase if you're able. PLAY THE OBJECTIVE - Orks are quite good at playing the objective since you'll have a lot of T4 bodies, which can be surprisingly difficult to get rid of by small arms fire (especially in cover). This message was edited 1 time. Kill Team: Commanders is an expansion for Warhammer 40,000: Kill Team, introducing elite war leaders and experts in the art of battle – Commanders. KILL TEAM news, resources and reviews. A Big Mek with Strength can tear up T3 with 4 S6 attacks. Take a Lvl 3 Strategist Big Mek for the following perks: Mission-Critical Mastermind: Your kill team cannot be broken while this model is on the battlefield. Spanners - You can take up to 6 of these guys for some reason. You can have three specialists and should account for that. Okay. In the first of this week’s focuses on the new expansion, we’re treating you to a look at the full contents so you can start planning your new additions straight away! I think this sort of play is why orks are percieved to be weak even though they have good options. This week, Nick joins us in the studio for a great game of Orks vs Tyranids! If you find that your boys are being shot off the table regularly on turn 1, you may be putting them out of position or there isn't enough terrain on the table. it gives me flexibility, it gives me melee, dakka and board control. Kill Team or Kill-Team refers to a singular form of squad organisation, closely related to the universe of Warhammer 40,000.But anyone known to role-playing are familiar with the concept.. Press J to jump to the feed. Note that this guide is more suited for semi-competitive and campaign play since that's how most people play, although the general sentiments apply to comp as well. So, deploy your less important units first, and try to bait them into deploying wrong. They're also the only models that have access to the Comms specialism, which is useful for mitigating some of your morale issues via their level 1 tactic, and he can use the +1 to hit on himself to have a better chance of doing something with his gun (or to help a Loota out). Grots have one purpose and that is to hold objectives. A Heavy Loota can put out a pretty respectable amount of firepower with More Bullets and Dakka Dakka Dakka, and if you're playing in a campaign, a level 3 Heavy Loota can put out 3d3 shots that hit on 4s rerolling 1s with a nearby Comms spanner for 3 CP (DDD and Overwhelming Firepower, doable on turn 1 with a Strategist Commander). I think this might solve the Orks' dilemma for Kill Team, ie. If you don't kill the target and they fall back out of melee, it's great to have a fresh ork ready to charge back in and tie them down rather than a pile of orks who are left exposed and incapable of charging back in. With this Tactic on your side, you’ll be able to ensure your mining lasers hit home. I don’t even play Orks and I appreciate this. Against faster armies that can match you in melee (Nids, Deldar), try and bait them out and get the charge first. Kommandos are a viable way to pad out your team in lieu of or alongside boys, but remember that you can have 4 boys for every 3 kommandos. Kommandos - Similar to boys but they have a 6" move and a -1 to hit when obscured. !Goffik Rocker!! However a little trick that’s been picked up is that GW has allowed gretchin/grots to take the leadership specialism so you can run the gretchin revolutionary kommitte and those of us who don’t mind being a bit down and dirty are taking advantage of that fact to have a Cp pumping machine that can completely hide from LOS in any terrain. Breaking is a very real risk which can make you auto-lose some missions. Kommandos can also help camp late game. koooaei! Usually based on the hulks of destroyed Imperial and Chaos Cruisers, Kill Kroozers are protected by heavy prow armour and primarily armed with lots of Gunz and Heavy Gunz, with some also adding Torpedo Launchas to their arsenal.. Numbers - Like normal 40k, having more numbers means more wounds, more bodies to hold objectives, and more dice to roll. See p43. Ork Killa Kroozer. Most missions detail that in the case of a tie, the player with the lower force wins. I keep mine cheap with a Big Choppa and the Veteran specialism so that he doesn't run the risk of being shaken. ), and brand-new Tactics and Mission cards. Jumping down any vertical distance is free. The Necrons have arisen from their long sleep, only to find their tomb world threatened by the great green menace of the Orks! This article is bad and may or may not require deleting. The second team is Kommandos and Kommando Nob. After reading this, I am going to pull the trigger and get to krumpin! Shooty Ork strategies that work in 40k just don't work in Kill Team, you don't have enough models and DDD is a tactic instead of an army-wide special rule. Nobs. Question for OP - Can you give a little more info about how you bait charges? The other specialisms tend to be "win more" imo, since he'll floor near anything in combat anyway. Here, you’ll find a link to every Kill Team Focus so far. Park him in the middle of a group of Boyz. Press question mark to learn the rest of the keyboard shortcuts. This drastically increases your chances for making those 9 and 10 inch charges which can be crucial to get early on. Warp Charged Gaming 6,296 views. Big Mek/Painboy - These two fill similar roles so I'm putting them together. Hey guys, long time hobbyist, painter, wannabe gamer. For example, the Rokkit guy is probably only going to hit once per game. Last update was at 2017/05/09 10:46:17 : Forum Index » Games Workshop Board Games & Specialist Games : … In my opinion, a good ork list will include a fair number of boys or kommandos, a couple of burnas, 1-2 grots, a grot leader, 2 specialist nobs, and a comms spanner/burna specialist. 2d6 at 9"), take each roll separately (do not add the values together) and for each 5+ rolled, take a mortal wound. 3x Ork Boy [6pts] ++ Total: [100pts] ++ Shooting with an ork list in KILL TEAM. Hey, thanks so much for the excellent write-up! For fluff reasons a boss nob is usually in charge of a mob of boys, or potentially a spanner. “Da first and da best part of da waaagh, iz a gud old mob of boyz!”-Kaptian Badruk of the freebootaz. on Orks but without any luck. Should I just use boyz or are any of … The Kommando Nob can't upgrade his gun (but the "regular" Nob can). Comment on the article's talk page. Again, don't bother with the Big Mek's ranged options. Nice write up. Orks are fairly CP hungry so getting 2 per turn is ideal. We've got a fun Kill Team Battle Report this week with John. Good to have you aboard. With a tiny number of models per side, there was no need to play with unpainted figures (a personal pet peeve of mine). Ideally, you spend your first five or so deployments getting them to commit a valuable model just to get a good shot a a boy or even grot you've "accidentally" deployed in a suboptimal spot. There are however a few sneaky things you can do. He ended up loosing over half his team, breaking and loosing all but 1 objective. By the end of turn 3 he had no way to catch up. USE YOUR TACTICS - Like I've been saying, Orks have very effective tactics that they can utilize. By using our Services or clicking I agree, you agree to our use of cookies. As Orks, you hopefully have more models. The first team is Boyz and a Nob, and they go straight for the closest enemy, cover be damned. Orks in Kill Team are a ridiculously underpowered army compared to what some can do. Astra Militarum. New comments cannot be posted and votes cannot be cast. I don't play Orks but can give you some general feedback: First, Orks have the lowest accuracy, so if you want any Ork shooting to be effective you want to be rolling lots of dice to get at least some hits in. <3 ++ Kill Team List (Orks) [125pts] ++ Leader + Kommando Boss Nob [16pts]: Deathskulls, Power Klaw . A subreddit dedicated to Warhammer 40000 specialist game, Kill Team. If the grot leader bothers you, then a nob leader is an okay choice, although it'll attract more fire than usual (and they already attract a lot fire). New comments cannot be posted and votes cannot be cast. Orcs are really bad at shooting in Kill team, and adding cover and long range to this, they are probably the worst. Bad shooting - 5+ BS is the norm. The Ork Kill Kroozer is as close to a "standard" type of cruiser as Orks get. Good melee - Ork boys are cheap and have 3 S4 attacks (with choppas at least), which is pretty good vs most T3/T4 infantry. Little sparse on commander details but that’s easy enough to figure out yourself. tactic, which lets you roll 3d6 on the charge and discard the lowest for all of the models around him. Melee is your home. In Kill Team large numbers can be a bit of a double edged sword, but you can cause some target priority issues for your opponent especially early on. But hey, if you think orks are awsome, fair and good, by all means. 2 x Boyz - Shootas. A blog dedicated to my Warhammer 40k Ork army, as well as my other endevours: Dark Angels, Tau, and Orcs & Goblins. Adeptus Mechanicus. Home; YouTube; Gallery; Patreon; Painting Services; Monday, July 30, 2018. Today in my faction focus, we're looking at what all of the models do and why you might want to have them in your command roster. Orks are solid! Frag cannons are also very gross and should be avoided if at all possible, although a smart pile in move or counter charge may disable it for a turn if you can manage it. Modeling, converting, gaming, tactics and more! Adeptus Astartes. This guy makes for an amazing distraction unit if you run him along the sides of the board with some boys, kommandos, or burnas. Mostly I am just goingto take model from my collection and put them all into their own Kill team collection. Unless you really, really want to kill something or if you feel that you need the AP-3 in your list, the Power Klaw is optional. As in what boxes to get to fill out a decent KT with Orks? Orks. Their melee capabilities become a bit more scary with the zealot specialism, and the demo specialism helps them in flushing out units hiding in ruins or behind cover. … Primaris Reivers are seemingly designed to hard counter orks, I would try to either charge in with a Nob or spend some CP and burn them with burnas, and even then it's tough. Also, I don't care much about matchups here, just trying to occupy about 3 models for about 2 turns. I like to send 3-4 models along the sides of the board to contest an objective or put pressure on units that they hid away behind cover. Cookies help us deliver our Services. If you run a bunch of boys up the middle of the table with little regard for cover, you will lose. Lead by example and your combat spec tactic is one of the hugest power plays your team can make attacking with 3 huge hitters before your opponent responds. Page 2 of 2 - New Kill Team - Orks - posted in = ORKS =: Thanks for the help! Don't bother with the ranged options since his BS is still orky. Time for some general ork strategy/tips: BRUTALLY KUNNIN - Think more Mork and less Gork. Drukhari 6 x Grotz (gotta love a meat shield) Limited options - Some of your options are just straight-up bad or outclassed. You should submit a post with Ork tactics and strategy :). He's the only Ork commander that can take the Strategist specialism, which gives you another CP per turn. Since Orks are a CP hungry faction, I think Strategist is the best one to take overall. Plus you'll still have a shot with the pistol at range, which is better than nothing. It is definitely meta shifting, being able to hide a group of cultists and swarm attack is much easier and reliable to pull off. The Killzone box sets have what I consider to be the bare minimum amount of terrain for Kill Team, any less and you'll be at a big disadvantage. 1 x Gunner Boy - Rokkit. I really love Orks and it's unfortunate that they aren't in a good position in Kill Team. Sneaky meta game is sneaky. I will kindly disagree. It may take a turn or two before you can find a good opportunity to strike. Resist the urge to dump every possible charge into a target. Space Marines: When fighting a kill team of the Imperium's mascots, it's generally advised to avoid close combat like the plague; only a melee oriented Exarch will perform adequately against them, while even an unspecialized Space Marine can simply flick your average Storm Guardian's head to remove it from existence. Big Choppas are fairly good at wiping out most infantry and Primaris marines (with some luck of course), while the Klaw hits on 4s but has higher strength and better AP. That's about all I have to say. Two boys can become gunners but I don't see any cases where is a good idea, you're better off saving the points to take more boys. 12-16 models is a good number to shoot for, and it may be worthwhile to include a heavy loota in your roster for the surprise dakka option. One kommando can become a... Kommando Boss Nob - Basically a boss nob with all the benefits of being a Kommando, although you lose the ability to take a big choppa and all of the ranged options the normal nob has. The Emperor's most secretive demon-killing battalion have taken a break from their Warp-slaying duties this week, and David set their sights on the infamous Ork legion commanded by Drake! In today’s Kill Team Focus, we’re looking at the unique charms of an Orks kill team, as well as checking out the units and Tactics you’ll be able to use… Orks kill teams are really versatile, with five different units to draw their team members from – from the ‘umble Ork Boy to dakka-spraying Lootas . Press J to jump to the feed. In general you want to use your numbers advantage to put pressure on all sides of the board, and force your opponent to move their models away from each other and out of position. It's definitely an investment and probably not worth running in serious games (you can't in matched play anyways), but the pocket Loota strat is super funny and surprisingly effective vs unwary opponents. I've been into the lore, and hobby for years but only ever played Blood Bowl and a little necromunda back in the day. Don't waste CP on a tactical reroll unless you really, really, think you need it. Burnas - Pay twice the cost of boy for a boy with a flamer that does d3 autohits instead of d6. Not getting blasted into oblivion by heavy weapons on the first turn makes a real difference to strategies in KT. I'll get into this more when I talk about the units. I like running this guy with a Klaw and the combat specialism for the extra attack, although there is something to be said for making him a veteran for the extra move tactic. We’ll be posting a new one every day for the next couple of weeks – so check back each day to learn more when your faction goes live. Get a started ork kill team box (5 burnas) A box of 10 grots A box of 10 boys A box of 5 kommandos. Kombi-skorcha is a must there. Bringing a comms spanner along is generally a good idea in most matchups. In 40k we have mob rule but this is sadly not the case in Kill Team. Consider making one of your grots the Leader and hide him away to get that sweet sweet 1 extra CP. 1d4chan has a write up for every faction. One boy can become a... Boss Nob - A bigger, meaner boy with more melee and ranged options. The siren song of Kill Team. Page 1 of 2 - Kill Team Tactica: Orks - posted in + Kill Team +: Hello I have tried to find some Killteam info. It doesn't quite feel like chucking bodies across the map in Orky fashion but orks are a blast. Also the thing has 6 wounds and a 4+ save so your opponent will have to dedicate some serious firepower to take him out. Back when dinosaurs ruled the earth, my favorite flavor of 40k was Kill Team, a set of rules that GW's specialist games put out for squad-level skirmishes. this stops people sniping your leader and you losing that extra CP per turn. this brings me to 100 points - sometimes ill take a burna as zealot instead of the heavy gunner. Forum adverts like this one are shown to any user who is not logged in. Me, I am staying away from the Kommandos simply because they are resin. Capitalize on your opponent's mistakes by punishing with a counter charge. Anyway, just my thoughts. In Kill team, base size is especially important for melee-focused models, I’d argue it’s at least a notable advantage. Then you deploy your other 8 models to exploit their deployment. This seems like a risky strategy, not sure how you get it to work. The attack squig costs the same as a boy and does less, so hard pass. If you want, you can instead climb down, spending movement for the vertical drop. Good tactics synergy - I don't see this talked about very much, but Orks gain a lot from smart tactics use. Leader - Kommando Boss Nob - Power Klaw and Combi Flamer. Another thing that's worked well for me - My general strategy has been to make three "teams." Just played against orks for the first time, i personally dont like it, its too cringe with them dieing like flies, makes me feel bad for my opponent. There are very few units that can contest Orks in close combat, and since most armies will go for a ranged focused strategy, you'll dominate the fight phase for the most part. While orks are extremely versatile and can be played almost in any flavor, ork boyz are probably the most versatile and most useful unit in the Ork army. Press question mark to learn the rest of the keyboard shortcuts. Tried Arena and I did surprisingly well against an all primaris deathwatch list. Let's start with Ork strengths and weaknesses. You can also take up to 2 nobs which are some of the best melee units in Kill Team.