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Made in ca
Fresh-Faced New User




I recently won some store credit at a Guild Ball tournament, and having seen my LGS's local scene, decided to pick up the basic Ork Kill Team Box and a Box of Gretchins.
I've only really played casual 40k years (and years) ago, and my grasp of the kill team rules so far, is shaky at best....
Anyway, there is a learner league starting up soon, and I want to make the most fun/function out of a basic list . I will be going up against fellow newbies and some experienced full army players.

Where are some good places to learn more about building a solid list?
Is there a viable Gretchin inclusive (or even heavy) list?
What kinds of things should I build into a competitive list?
Tips for solid or entertaining play?
Is the starter box setup (flamer team, lootas, or mixed) ideal, or should i be mixing in some needed pickups?
   
Made in ca
Gargantuan Gargant






The reddit thread for kill team is a good place to check out different ideas and general tips.

Besides that, there's a thread here already for Orks if you haven't seen it.

Unfortunately, an all grot list is pretty terrible. You have numbers but with T2, pretty much everyone is wounding you on 2's and 3's, and your lack of range and damage capability means you're going to suffer heavily from being stunlocked via Nerve tests and being broken after suffering your inevitable casualties. I would only ever suggest having a maximum of roughly 3 grotz in a Kill Team. One as a possible Leader (assuming Matched Play) since he's super easy to hide and avoid getting shot at. The others can be used as mobile cover for your big hitters like Nobz and be used as a Grot Shield in a pinch.

Generally speaking for Orks you want to play to our strengths, which is close combat. Boyz and Kommandos are going to be your bread and butter. Some prefer more boyz than kommandos, but if your group uses enough terrain like mine does then the -1 to hit really makes a difference, especially against shooting oriented Kill Teams. Having a couple of Ork Gunners with Big Shootas isn't too bad for 7 ppm, and having some form of shooting to aim across the board isn't bad for potshots. Personally, the Nob is a must-take since he gives you Ld7 for your Break tests, is 2W (which is huge in KT) and has access to one of our best shooting weapons, the Kombi-Skorcha. I typically make him my Demolitions specialist since most of the time you'll be shooting at obscured models, letting him wound on 2's (or you can pop the demo stratagem if you really want them to die) and with the Dakka Dakka Dakka! Stratagem you can shoot twice! Just be careful about advancing and shooting with him as your opponent will Ready nearby models so they can try to snipe him before he shoots.

Kommando Nob is optional, though personally I like bringing him with a PK and making him a combat specialist to help take out armoured targets like Plague Marines, where the extra AP will do more work.

Burna Boyz are a good choice to give the Zealot specialist to (they're also the only ones...) and contrary to their name, do better in CC than shooting their burnas. I would go for a max of 2-3 per list, simply because of how expensive they are and how they die just as easily as a boy.

For Lootas I've had mixed feelings about. They really require you to invest in them to make them work. I used a combo of a Loota as a Heavy specialist alongside a Loota Spanner as a Comms specialist to give him +1 to hit and then used Dakka Dakka Dakka to put out long ranged firepower. It's very hit or miss but its the best we have. I wouldn't say its optimal, simply because it's very RNG dependent, though it is one of our better ways to handling multi-wound models in shooting versus rokkits which I find are a waste of time.

One big suggestion from me in general play is to try and make sure your kill team is divided into groups and avoid splitting them unless you need to bolt for the objective/take out a priority target. This is because of Nerve tests which get increasingly difficult to pass as your casualties mount and the only way for Orks to deal with it is having friendly (non-shaken) models nearby. It also helps us emphasize our numbers advantage.

Personally, I would say get a boyz box if you don't already have one, and you can use the loota/burna box bits to kitbash kommandos from the leftover boyz you don't use.
   
 
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