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New Kill Team - Orks


Cyrox

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Thanks for the help! 
I was just thinking I was missing information. I really need to get a hard copy of the rules. It will make things much easier. 

 

I am planning to set a few Burna boys aside for a kill team. Mostly I am just goingto take model from my collection and put them all into their own Kill team collection. I have lots available. 

 

S, now the real question is ...Power Klaw for the nob or not.

All the excuse I needed to make some Orks, this game. No Gorkamorka but it'll do for now!

 

Just going for a random selection really Nob with a Klaw, Spanner, Loota, couple of Burnas, some Boys and a Grot. I did get the Gentleork top hat heads from Kromlech for them though.

 

"I say good sir, care for a scrap what?"

I unfoortunately won't have a chance to try it out until the end of the month but I'm keen on trying this list out:

 
++ Kill Team List (Orks) [100pts] ++
 
+ Leader +
 
Boss Nob [12pts]: Big Choppa, Leader, Slugga
 
+ Specialists +
 
Burna Boy [12pts]: Veteran
 
Burna Boy [12pts]: Demolitions
 
Ork Boy Gunner [7pts]: Big Shoota, Heavy
 
+ Non-specialists +
 
Burna Boy [12pts]
 
Gretchin [3pts]
 
Ork Boy [6pts]: Shoota
 
Ork Boy [6pts]: Shoota
 
Ork Boy [6pts]: Shoota
 
Ork Boy [6pts]: Shoota
 
Ork Boy [6pts]: Shoota
 
Ork Boy [6pts]: Shoota
 
Ork Boy [6pts]: Shoota
 
++ Total: [100pts] ++
 
Not that I think it'll be amazing or anything but it should be fun. Consensus seem to indicate that a grot should be the leader of the ork kill team but I just refuse to do that unless I go for an all grot kill team (which then also maxes out at 60 points unless they have experience)

Realistically speaking slugga&choppa is probably more useful than shootas but now everything advances turn 1 and still gets to fire a decent amount of shots. Hopefully weight of fire means that I'll get a few 6's
 
In regards to Warhead01: I think the big choppa looks a bit better. It'll still wound on 2's against a lot of things without suffering a -1 to hit and is 2 points cheaper. A guaranteed 2 damage is also preferred over D3 damage in my opinion. Who knows? We'll have to try it out. Shame you can't put kombi-skorchas on spanners though as that weapon seems really solid in Kill Team.

My only complaint about the Ork armory is the KMK. In 40K it no longer overheats on a 1. I have no idea why it overheats in KT. It's annoying me because I have 6 of them already and was thinking about using them. I may still use those spanners.  

Regarding your list. why don't you think that will be very good? I would say if your thinking about the shooting being  "poor" trade a few shootas out for sluggas and choppas.

 

For my Nob I was actually thinking to just keep his choppa for the extra attack at ST5. Still wounds on 3's. 

Unless I think I will be more luck with the power Klaw. But believe it or not I'm considering using him at range more than hand to hand. Even still he should never be in combat by himself.

Orks work best when they have their 3 to 1 advantage. 

 

Edit. after looking again I see that there is no Kustum Shoota option. so I have decided to go with a Kommando Nob and a power Klaw.

I had also misread the lootas and Kommands a bit, it's silly. I read the 3 Spanners as only 3 Burnas or 3 lootas in the list. Which we know fromthe named kill team set isn't the case.
 

This is turning into a really good thread!

My only complaint about the Ork armory is the KMK. In 40K it no longer overheats on a 1. I have no idea why it overheats in KT. It's annoying me because I have 6 of them already and was thinking about using them. I may still use those spanners.  

 

Regarding your list. why don't you think that will be very good? I would say if your thinking about the shooting being  "poor" trade a few shootas out for sluggas and choppas.

 

For my Nob I was actually thinking to just keep his choppa for the extra attack at ST5. Still wounds on 3's. 

Unless I think I will be more luck with the power Klaw. But believe it or not I'm considering using him at range more than hand to hand. Even still he should never be in combat by himself.

Orks work best when they have their 3 to 1 advantage. 

 

Edit. after looking again I see that there is no Kustum Shoota option. so I have decided to go with a Kommando Nob and a power Klaw.

I had also misread the lootas and Kommands a bit, it's silly. I read the 3 Spanners as only 3 Burnas or 3 lootas in the list. Which we know fromthe named kill team set isn't the case.

 

This is turning into a really good thread!

I don't think my list will be bad mind you, just not super optimised. I honestly wonder if having that lone grot on the field isn't a drawback due to their terrible morale. I also sort of wonder if they'll update our kill team rules when the codex drops. As of right now a burna is 12 points whereas a guardsman with a flamer is 8 points. Those guys are roughly as durable, significantly worse in CC but a normal flamer is d6 shots rather than d3.

 

At some point I'll probably try and switch some gear on the boyz around but drowning the opponent in shots while still advancing seems fun. Regarding choppa/big choppa/power klaw. A normal choppa  on a boss nob is going to do good work I think. But due to the injury system in Kill Team that Damage 2 on the big choppa is super useful.

 

I also lamented the lack of kustom shootas so the boss nob got a normal slugga instead. I'm not sure about single shot weapons for orks though, it'll be a cold day in hell if we actually get to fire anything at 5+ since there are just so many ways of getting at least one negative modifier to hit. I hope I'm wrong here and would love it if people find success with KMB or rokkits. 

 

Edit: I also recommend rolling for demeanours before building any additional specialists (or any members if you want) and then trying to build them thereafter. I'm snickering to myself as I'm trying to make both a light-fingered burna and a foul gob one as well. It's super fun!

I don't normally use burna boyz in big 40k so I completely forgot that they are only D3 shots at S4 Ap-, I was really excited for them to be swinging skorchas around D6 S5 Ap-1 but alas its not to be, I'm kicking around 2 lists at the moment

 

Kommando Boss Nob w/ Klaw - leader

 

Boss Nob w/ big choppa and kombi-skorcha - combat (3 S7 ap -1 2D attacks in melee plus the skorcha!)

Burna boy - demo

Burna boy - veteran

 

Gretchin

Gretchin

Kommando

Kommando

Kommando

Ork gunner w/ big shoota

Ork gunner w/ big shoota

 

11 models the two nobz both have a bullet magnet grot along, 100pts on the nose

 

second list is

 

Boss Nob w/ slugga & choppa - leader

 

Burna boy - demo

Kommando Boss Nob w/ slugga & choppa - combat (comes out to 4 S5 attacks in melee)

Loota - heavy

 

Burna Boy

Burna Boy

Gretchin

Gretchin

Gretchin

Gretchin

Kommando

Kommando

 

12 models, each specialist and leader gets a bullet grot, 100pts on the nose

 

 

any thoughts welcome

Well after finishing my death watch then a few more death guard, my skitarri and my main guys I'd love to play the genestealer cult. I'm looking at orks, but I like the burna boys with a Gretchin leader.

 

This team will be a fun team, nothing serious. The Gretchin leader will be a insane pyro and so convinced a bunch of burna boys to go out as a toward kill team to burn the way through to help the big up coming waaaaagh! Maybe a few other gretchin, but I like kommandos so maybe add a few of them. On a command roster I'll add some lootas as a spanner for the heavy weapon.

 

Just a side project to work on, waiting on what they release as new models for codex Orks, and I'll work off the Ork KT box because of the terrain and it's great value.

How about:

 

Kommando Boss Nob: LEADER. 12pts

Boss Nob: COMBAT SPEC. Kombi-scorcha, power klaw. 18pts

Burna Spanner: COMM SPEC. kustom mega-blasta. 10pts

Burna Boy: ZEALOT SPEC. burna. 12pts

6 Kommandoes 48pts

 

Dead on 100.

Or just dead? Short on numbers? :D

I could do 8 boys instead of 6 Kommandoes...

List wise, my Freebootaz are going for numbers, so I can pair da Boyz up to grab objectives

 

Kaptain Fat Sparra - Nob w. Kombi Skorcha / Shoota - Leader

Gruk Barbossa - Loota - Heavy (or Veteran not 100%)

Klunk Turna - Loota Spanna (Comms specialist)

Blacksquig - Burna - Demolitions

 

5 x Grots

5 x Boyz with Sluggas + Choppas

1 x Boyz Gunner with Big Shoota

From 3 games played i have some insights. Hitting on 6 is hard. So much easy hit mods and i cant roll 6s. No more lootas for me. Boys rock. 6 pts is a steal. Gretchen leader works fine! Hide him all alone in the back somewhere making cp biscuits out of squig pats. Burna boys seem overcosted. 19, 16, 11 are ideal model counts for scouting. Big melees are a pain with counters everywhere. Watch out for space clownz. Seriously

Another fun list I've thought about running is

 

Boss Nob w/ Big Choppa & skorcha - leader

 

Burna Boy - Demo

Burna Boy - Zealot

Burna Boy - Combat

 

Burna Boy x 4

 

total of 100 pts for 8 models but all come with automatic to hit weapons!! And all the burna boyz get an Ap -2 weapon in melee! The only problem is that 8 models with 6+ armor saves will die fast but the auto hitting weapons will really ruin someones day!

I am considering dropping a burna boy for 3 grots to get some bullet shields around (plus a few more models for break tests & objectives)

Played a campaign against Death Guard and the difference in shooting ability reaaaaaaaaly shows...

 

The Lack of any real armour save means the ladz drop like flies. Then there are so many dead that Nerve tests become almost unpassable. Shooting back does squat (that was expected, although my sniper Loota is ace!) so it's a real struggle to win games.

 

Burnas are disappointing and I can't imagine a Loota without a helpful specialism will ever hit anything, it's tough!

 

Still damn fun to play though, so much so that I'm going to pick up Speed Freaks and then probably expand into a small Ork Army :)

Ok, so played a couple of basic games using a 10 man mob with:

 

Nob with power claw and slugga

9 Boyz with Shootas

Gunner with Big Shoota

 

Whilst a very basic list I thoroughly enjoyed myself and I did think that Orks felt and played in KT how Orks should!

 

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