ork kill team reddit

I was just thinking I was missing information. Kill Team: Elites – The Contents Your kill teams are about to get a whole lot more elite, as this weekend sees the aptly named Kill Team: Elites expansion up for pre-order. The goal here is to spread your opponent's lines thin and charge during the next movement phase if you're able. Orks are solid! We have the tools to work against most things. Hiding them well will often force your opponent to put their units in a bad position to kill them, allowing you to counter-charge with your boys. However, for 6" vertical and above, roll 1d6 plus an additional d6 per full 3" of vertical distance (so e.g. Adeptus Astartes. Kommandos can also help camp late game. I am planing to get a: box of Ork Boyz (all slugga boyz), box of Gretchin aka Grots (don't have options that I am aware of) and a box of Loota/Burna Boyz (I don't know the best way to model them). Genestealer Cults. The second team is Kommandos and Kommando Nob. 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 . With a tiny number of models per side, there was no need to play with unpainted figures (a personal pet peeve of mine). 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). I've been into the lore, and hobby for years but only ever played Blood Bowl and a little necromunda back in the day. 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. Most missions detail that in the case of a tie, the player with the lower force wins. Press J to jump to the feed. This is the first time I've written up something like this so please be critical in the comments. The Ork Kill Kroozer is as close to a "standard" type of cruiser as Orks get. For fluff reasons a boss nob is usually in charge of a mob of boys, or potentially a spanner. This message was edited 1 time. 1d4chan has a write up for every faction. 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. 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. Good tactics synergy - I don't see this talked about very much, but Orks gain a lot from smart tactics use. pretty much, to illustrate my point, i decimated an thousand suns player today while only loosing 3 models because I played to the objectives, made sure to only go into melee to tie up his units before committing the big guns and using my superior numbers to control the board and where he could go. 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). Yeah, I am probably going to start an Ork kill team myself down the road. 2 x Kommando. Little sparse on commander details but that’s easy enough to figure out yourself. The third team is camping grots, who present a Catch 22 for the opponent - usually they don't have an opportunity to deal with them until the end of the game, and for some factions, it's hard to remove the grots without exposing units or even abandoning objectives. <3 ++ Kill Team List (Orks) [125pts] ++ Leader + Kommando Boss Nob [16pts]: Deathskulls, Power Klaw . In Kill Team, obscured foes – that’s anyone who’s hiding behind cover – are much harder to hit. You should submit a post with Ork tactics and strategy :). Bad shooting - 5+ BS is the norm. It may take a turn or two before you can find a good opportunity to strike. I don’t even play Orks and I appreciate this. They're not half bad in melee either with 2 S4 AP-1 attacks. You can do okay with Kommandos, grots, and burnas. 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. 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. For specialists do I just pick three characters to give skills to - leader and two others? So, deploy your less important units first, and try to bait them into deploying wrong. on Orks but without any luck. If your ruleset allows it, the extra cards you get from the Ork starter box are extremely nasty, especially Pyromaniak (which combined with DDD make a Burna put out 2d6 S4 autohits for 2 CP, Orky frag cannons! Hey, thanks so much for the excellent write-up! Good melee - Ork boys are cheap and have 3 S4 attacks (with choppas at least), which is pretty good vs most T3/T4 infantry. Currently playing heretic astartes with a bunch of cultists myself and looking to start orks next. Let's start with Ork strengths and weaknesses. Most Ork vehicles look fast and fragile, a means to reach the enemy. The Kommando Nob can't upgrade his gun (but the "regular" Nob can). and 'Ere We Go, 'Ere We Go makes your charges even better. After reading this, I am going to pull the trigger and get to krumpin! A subreddit dedicated to Warhammer 40000 specialist game, Kill Team. The close quarter nature of the maps seems like a decent power swing for orks in particular since it allows you to sidestep their biggest weakness. 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. Avoid ork boy gunners, I cannot think of a single saving grace for them. Press J to jump to the feed. I go for boys since I prefer having more bodies. I love the orks but I hear from many that they are bad and don’t fit into kill team well. Orks are fairly CP hungry so getting 2 per turn is ideal. Review the general, specialist, and Ork specific strategems and try to tailor your list to suit those. With this Tactic on your side, you’ll be able to ensure your mining lasers hit home. Should I just use boyz or are any of … Warp Charged Gaming 6,296 views. Most of your guys have LD 6, with the highest being 7. If you want, you can instead climb down, spending movement for the vertical drop. Warhammer 40k Kill Team ELITE Batrep 125 pts Orks vs Adeptus Astartes - Duration: 40:52. I picked up Kill Team, and want to build an ork KT, could anyone please advise if this is a decent KT, as I've never actually played a game, so can only go from rule of cool. 1 x Gunner Boy - Rokkit. Orcs are really bad at shooting in Kill team, and adding cover and long range to this, they are probably the worst. I really need to get a hard copy of the rules. I've been having some success with Orks in my local league, and since the general consensus is that Orks are a low tier faction, I figured I'd share some of my strategies with them. Home; YouTube; Gallery; Patreon; Painting Services; Monday, July 30, 2018. Limited options - Some of your options are just straight-up bad or outclassed. 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. By using our Services or clicking I agree, you agree to our use of cookies. As Orks, you hopefully have more models. A subreddit dedicated to Warhammer 40000 specialist game, Kill Team. 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. 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. It's another Warhammer 40k Kill Team Battle Report! Their small profile makes them easy to hide and my opponents often forget they're even there in the first place, allowing me to rake in the victory points on progressive scoring missions. If you dropped a Gretchin and made him a Loota with the Heavy specialization, and then used the More Bullets and Dakka Dakka Dakka strategems he could be shooting up to 8 times per turn and get quite a lot more hits in. I keep mine cheap with a Big Choppa and the Veteran specialism so that he doesn't run the risk of being shaken. Kombi-skorcha is a must there. Comment on the article's talk page. It's a stressful team to play but it's a lot of fun. 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. Press question mark to learn the rest of the keyboard shortcuts. Grot Shield makes your important guys more survivable, Dakka Dakka Dakka makes Burnas and (maybe) Lootas an actual threat, and Insane Bravery is a godsend late game. As in what boxes to get to fill out a decent KT with Orks? ... diving into the various clans and their lore and color schemes, and looking at how big a commitment an Ork kill team would be — and how fun the KT-eligible units would be to paint. Kommandos - Similar to boys but they have a 6" move and a -1 to hit when obscured. Time for some general ork strategy/tips: BRUTALLY KUNNIN - Think more Mork and less Gork. Last update was at 2017/05/09 10:46:17 : Forum Index » Games Workshop Board Games & Specialist Games : … I am planning to set a few Burna boys aside for a kill team. 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. Nice write up. Tyranids. See p43. A blog dedicated to my Warhammer 40k Ork army, as well as my other endevours: Dark Angels, Tau, and Orcs & Goblins. 3x Ork Boy [6pts] ++ Total: [100pts] ++ Shooting with an ork list in KILL TEAM. Get a started ork kill team box (5 burnas) A box of 10 grots A box of 10 boys A box of 5 kommandos. 40:52. 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. Instead, hide your boys in ruins or behind cover or some sort and bait out your opponent with your burnas and/or nobs (preferrably also in cover). Not getting blasted into oblivion by heavy weapons on the first turn makes a real difference to strategies in KT. Don't bother with the ranged options since his BS is still orky. 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. The siren song of Kill Team. Press question mark to learn the rest of the keyboard shortcuts. If they're running away then you can hide your models near an objective and start getting points uncontested. You've sold me on an ork team sir, great write up! Since Orks are a CP hungry faction, I think Strategist is the best one to take overall. Anyway, just my thoughts. 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. Lootas seem pretty terrible on paper and you have to do some work to make taking one a viable option. "Bait" may have been the wrong word. For a new player like myself, do you have a suggestion on a purchase path? In progressive scoring missions, you should always be scoring points with your grots. koooaei! The choppa/slugga loadout is the obvious take here since you'll likely be hitting on 6s with shootas, making the extra melee attack on the choppa more likely to come into play. Cookies help us deliver our Services. KILL TEAM news, resources and reviews. !Goffik Rocker!! Again, this isn't necessarily a competitive guide, but it should give you pointers for performing well with Orks in casual/league play. Tau sure love to shoot things. Aura of 5++ Extra CP. r/killteam: A subreddit dedicated to Warhammer 40000 specialist game, Kill Team. A Big Mek with Strength can tear up T3 with 4 S6 attacks. Numbers - Like normal 40k, having more numbers means more wounds, more bodies to hold objectives, and more dice to roll. Reason: separate pages have been made for Imperium, Chaos, and Xenos factions, this one is now redundant Question for OP - Can you give a little more info about how you bait charges? But hey, if you think orks are awsome, fair and good, by all means. The first team is Boyz and a Nob, and they go straight for the closest enemy, cover be damned. We've got a fun Kill Team Battle Report this week with John. 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! Orks in Kill Team are a ridiculously underpowered army compared to what some can do. Against faster armies that can match you in melee (Nids, Deldar), try and bait them out and get the charge first. Bringing a comms spanner along is generally a good idea in most matchups. Warboss - Not only is this guy a complete monster in melee, he also gives you the Mega-Waaagh! 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. Times and dates in your local timezone. Again, don't bother with the Big Mek's ranged options. 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. Ahhhhh, that makes sense. Melee-wise you can keep the choppa to get 4 S5 attacks, which isn't too shabby, or you could take a Big Choppa or a Power Klaw. Sneaky meta game is sneaky. It may seem like a hard pass at first but if you combine them with some of the tactics I mentioned above, they can be surprisingly annoying models that serve well in holding objectives and flanking around the board. Resist the urge to dump every possible charge into a target. 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. Can't buff yourself with comms. This is where I really choose my matchups carefully, and if I'm gonna win outright, it's these guys who will carry the day. Grots - Does anyone actually call them Gretchin? You'll often get more mileage out of tactics like DDD, Insane Bravery, Decisive Move, Up and At 'Em!, and Grot Shield to name a few. These guys exploit their movement, cover, and the distraction of the Boyz to hit the opponents where it hurts. Big Mek/Painboy - These two fill similar roles so I'm putting them together. It doesn't quite feel like chucking bodies across the map in Orky fashion but orks are a blast. Capitalize on your opponent's mistakes by punishing with a counter charge. Drukhari I will kindly disagree. Leader - Kommando Boss Nob - Power Klaw and Combi Flamer. Even if you only get the charge with 1 model that's still enough to disable their shooting. You'll spend a lot of the game with your guys grouped together and you can expect at least a couple of models to become shaken by turn 3 or 4. USE YOUR TACTICS - Like I've been saying, Orks have very effective tactics that they can utilize. In 40k we have mob rule but this is sadly not the case in Kill Team. 2d6 at 9"), take each roll separately (do not add the values together) and for each 5+ rolled, take a mortal wound. Don't waste CP on a tactical reroll unless you really, really, think you need it. Ok, let’s break it down for you guys. Stagger charges. Nobs. New comments cannot be posted and votes cannot be cast. … By using our Services or clicking I agree, you agree to our use of cookies. 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. The attack squig costs the same as a boy and does less, so hard pass. Chances are your opponent will want to either get closer and risk putting themselves out of position, or move away because they're scared. I'd like to hear what y'all think in case I missed something as well! Park him in the middle of a group of Boyz. How did you get him to shoot 8 times that sounds amazing I can’t seem to get him past 3/4 times at most. Morale - Orks are utterly garbage in the morale phase which makes them difficult and unforgiving to play. Grots have one purpose and that is to hold objectives. Also the thing has 6 wounds and a 4+ save so your opponent will have to dedicate some serious firepower to take him out. 2 x Burner Boyz. The other specialisms tend to be "win more" imo, since he'll floor near anything in combat anyway. Okay. Lootas - Similar to burnas but instead of the discount flamer you get a discount autocannon. He ended up loosing over half his team, breaking and loosing all but 1 objective. Plus you can take as many as you want, although I don't run more than 2 or 3 in any given list. Subscribe to get the very latest - news, promotions, hobby tips and more from Games Workshop. 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. Subscribe . Subject: [SWA] Outfitting an Ork Kill team. I also feel that Orks get a bad rap, but have played well so far in my hands. So we've established what Orks are and aren't good at. Page 1 of 2 - Kill Team Tactica: Orks - posted in + Kill Team +: Hello I have tried to find some Killteam info. 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.. Adeptus Mechanicus. Make sure you aren't able to draw a line from one side of the board to the other without hitting some sort of terrain piece along the way. This drastically increases your chances for making those 9 and 10 inch charges which can be crucial to get early on. 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. I picked up Kill Team, and want to build an ork KT, could anyone please advise if this is a decent KT, as I've never actually played a game, so can only go from rule of cool. 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. 2 x Boyz - Shootas. Then you deploy your other 8 models to exploit their deployment. ), Indiscriminate Dakka (again, nasty on Burnas), and Waaagh! If you run a bunch of boys up the middle of the table with little regard for cover, you will lose. Nerve tests and breaking. Hey guys, long time hobbyist, painter, wannabe gamer. All of the melee options are viable, but if you take the klaw I'd recommend making the nob a Combat specialist so you get the bonus attack. You can unsubscribe at any time this stops people sniping your leader and you losing that extra CP per turn. 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. For example, the Rokkit guy is probably only going to hit once per game. 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. 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.. 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. Though I wouldn't have to drop the grot as I'm 4 points in the green (pun intended) by not upgrading boss gun right? Modeling, converting, gaming, tactics and more! If you're hiding around objectives then you can often get you opponent to move out of position from their own objectives, especially vs kill teams with low model counts. As far as specialisms are concerned, Ferocity is decent on both, while the Painboy can benefit from Melee and throw out 5 power klaw attacks that hit on 4s. 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. That’s the thing with 40K, even without knowing a lot about the game mechanics, you can still get a good gauge on an army by looking at it; like I was saying with Orks. Breaking is a very real risk which can make you auto-lose some missions. Me, I am staying away from the Kommandos simply because they are resin. Mostly I am just goingto take model from my collection and put them all into their own Kill team collection. Cookies help us deliver our Services. Or anything really. Page 2 of 2 - New Kill Team - Orks - posted in = ORKS =: Thanks for the help! I think this sort of play is why orks are percieved to be weak even though they have good options. An expansion for Warhammer 40,000: Kill Team, this box includes 5 plastic miniatures, a scenery set (with exclusive rules! That being said, I think that it's totally possible to win or at least give your opponent a fair shake. 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. New comments cannot be posted and votes cannot be cast. In Kill team, base size is especially important for melee-focused models, I’d argue it’s at least a notable advantage. Plus you can reroll failed charges! Melee is your home. 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. He starts with a Big Choppa/Kustom Shoota and that's a pretty ideal starting loadout. I like. 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! I'll get into this more when I talk about the units. Plus you'll still have a shot with the pistol at range, which is better than nothing. Good melee - Ork boys are cheap and have 3 S4 attacks (with choppas at least), which is pretty good vs most T3/T4 infantry. By the end of turn 3 he had no way to catch up. Good to have you aboard. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you: No adverts like this in the forums anymore. Both have aura tactics which boost the survivability of your models and both have decent melee options (although the Painboy certainly has the edge with his Power Klaw). It will make things much easier. Consider making one of your grots the Leader and hide him away to get that sweet sweet 1 extra CP. it gives me flexibility, it gives me melee, dakka and board control. Kill Team: Commanders is an expansion for Warhammer 40,000: Kill Team, introducing elite war leaders and experts in the art of battle – Commanders. Let's check out which units play to our strengths and/or mitigate our weaknesses: Boyz - A tried and true staple of many an Ork team. You can also take up to 2 nobs which are some of the best melee units in Kill Team. “Da first and da best part of da waaagh, iz a gud old mob of boyz!”-Kaptian Badruk of the freebootaz. My plan is to build an ork Killteam and then hopefully still be motivated to paint a 40K ork army. T4 and 2 wounds is surprisingly tough despite the terrible armor save. Another thing that's worked well for me - My general strategy has been to make three "teams." 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 seems like a risky strategy, not sure how you get it to work. Burnas - Pay twice the cost of boy for a boy with a flamer that does d3 autohits instead of d6. This guy makes for an amazing distraction unit if you run him along the sides of the board with some boys, kommandos, or burnas. One boy can become a... Boss Nob - A bigger, meaner boy with more melee and ranged options. There are however a few sneaky things you can do. 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. One more tip I feel is worth mentioning - You can draw the enemy offsides during the deployment phase. This article is bad and may or may not require deleting. Spanners - You can take up to 6 of these guys for some reason. That's about all I have to say. 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). Included: 5 Burna Boyz: supplied on green plastic, these can be used to represent Krogskulls Boyz, or your own Orks kill team.

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