Switch Theme:

[Killteam] Ork Tackticks: The Little Waagh  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. 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.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Infiltrating Broodlord





England

Can you run a team entirely of Gretchin? Or are they so ducky it is even fun?

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in us
Longtime Dakkanaut




You're limited to 20 models on the board, so you'd be leaving quite a lot of points on the board. There's one player in my LGS who runs a gretchin-heavy force. It can work and be hilarious when one of em splats something like a plague marine or Primaris with their popgun, but you're gonna get shot off the table pretty damn easily.
   
Made in us
Regular Dakkanaut





Can you build a viable team with just kommandoes, burnas, big shoota boyz (guess they could be spanners?), and a grot leader? I don't have any lootaz or rokkit-boyz (my tankbustas are actually modeled as grots wielding rokkits, and i'm guessing the size difference will be more objectionable in KT than in 40k where they're mostly riding around in a trukk anyways), but I'm building up some kommandoes that I figure will run dual-duty for KT depending on what weapons they've got.

This message was edited 1 time. Last update was at 2018/09/27 19:18:17


 
   
Made in us
Oozing Plague Marine Terminator





Kommandos are the best way to run Orkz in Killteam. They can survive the first turn or two, but once you lose out on the -2 or -3 to hit thats been protecting you, they get chewed up real quick. In CC they have a decent ammount of attacks, but no ap, and no rerolls to wound so are not always hitting hard enough to cause a good wound or injury..

But, IMO Kommandos are one of the most fluffy units for a Killteam, so I always load up and just WAAAAGH.
   
Made in be
Orc Bully with a Peg Leg




Hasselt, Belgium

Sterling191 wrote:
You're limited to 20 models on the board, so you'd be leaving quite a lot of points on the board. There's one player in my LGS who runs a gretchin-heavy force. It can work and be hilarious when one of em splats something like a plague marine or Primaris with their popgun, but you're gonna get shot off the table pretty damn easily.

Terrain can also work as a downside. Grots are so small they can't see over most obstacles.
This keeps them safe, but also prevents them from shooting anything.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Orks seemed to fare pretty decently in NOVA, there was even a team in top10. Anyone have any idea what sort of a rosters were successful?

7000+
3500
2000 
   
Made in gb
Fresh-Faced New User




Played Orks at a 3 round event today, my list was

Nob with Slugga and Big Choppa
Spanner with Kustom Mega Blaster
Gunner with Big Shooter
Gunner with Rokkit Launcher
3 Burna/Loota depending on terrain/mission
3 Shoota/Slugger Boy depending on terrain/mission
2 Grots

Facing 2 Grey Knight and one Death Guard probably didn't help matters but it was a lot of Orks dying and not doing a lot of damage unless the Loota's and Rokkit Launcher actually hit something or I somehow made it into combat. The Burnas and Lootas do seem rather over costed as each is worth 2 boys and they die just as easily and their damage output is so much more random. Is the green tide the way to go and just fit as many boys as you can in the force and leave the toys at home as they suck up a lot of your points and numbers making you much easier to break, and when you do break you aren't passing may of those nerve tests.
   
Made in be
Orc Bully with a Peg Leg




Hasselt, Belgium

How did the Kustom Mega Blasta do?
The damage output is decent but I'm not sure it's worth the chance of having a relatively high price Spanna blowing up.
   
Made in gb
Fresh-Faced New User




 Arnizipal wrote:
How did the Kustom Mega Blasta do?
The damage output is decent but I'm not sure it's worth the chance of having a relatively high price Spanna blowing up.


The Kustom Mega Blaster didn't blow up, and while it did kill a Grey Knight in one game it spent most of its time missing things, the BS of 5+ really hurts the single shot weapons.
   
Made in us
Regular Dakkanaut





How did the burnas do?
   
Made in gb
Fresh-Faced New User




Coh Magnussen wrote:
How did the burnas do?


They did better in close combat than using the flamer, but that was probably because I was facing marines so the -2 AP was more useful than the auto hit. The main issue was that 1 Burna Boy is worth 2 Shoota/Slugga Boys and they die just as easily, especially depending on the terrain and if they have to break cover to get to somewhere they can actually use their burna.
   
Made in us
Regular Dakkanaut





A silly question -- why do Spanners cost 10 points vs Ork Boy Gunners at 7pt? Statline looks identical, though the spanner has more weapon options -- you pay more poitns for upgraded weapons though, so am I missing something here?
   
Made in us
Wicked Warp Spider





Coh Magnussen wrote:
A silly question -- why do Spanners cost 10 points vs Ork Boy Gunners at 7pt? Statline looks identical, though the spanner has more weapon options -- you pay more poitns for upgraded weapons though, so am I missing something here?


Access to more stuff like Comm. I disagree with such design choice BTW, at least in this extent. But there you go.

This message was edited 1 time. Last update was at 2018/10/07 18:29:02


Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in ca
Gargantuan Gargant






I think it's also to prevent as much Big Shoota spam in lists, though IMO, our shooting sucks so much already there isn't much point in making them more expensive than boys.
   
Made in gb
Dakka Veteran





A spanner with coms is an excellent choice to boost a rocket or big shoota, sure on its own its not much cop but the ability to let a gunner hit on 4s is really a boost. (Half range 18" and in the open) sure it wont happen every game but when it does dakka dakka splat.
   
Made in ca
Gargantuan Gargant






Skullhammer wrote:
A spanner with coms is an excellent choice to boost a rocket or big shoota, sure on its own its not much cop but the ability to let a gunner hit on 4s is really a boost. (Half range 18" and in the open) sure it wont happen every game but when it does dakka dakka splat.


It's very unlikely to be 4's since the vast majority of the time, enemy models are in cover. Furthermore, this assumes your gunner doesn't have any flesh wounds, which gives further negatives to hit. I find that comms isn't really worth it for an ork kill team, since all it does is give us the ability to shoot at basically our normal BS, but at the cost of a specialist.
   
Made in us
Wicked Warp Spider





 Grimskul wrote:
Skullhammer wrote:
A spanner with coms is an excellent choice to boost a rocket or big shoota, sure on its own its not much cop but the ability to let a gunner hit on 4s is really a boost. (Half range 18" and in the open) sure it wont happen every game but when it does dakka dakka splat.


It's very unlikely to be 4's since the vast majority of the time, enemy models are in cover. Furthermore, this assumes your gunner doesn't have any flesh wounds, which gives further negatives to hit. I find that comms isn't really worth it for an ork kill team, since all it does is give us the ability to shoot at basically our normal BS, but at the cost of a specialist.


Perhaps for those that want a combo with a shooting-twice loota. Not sure it's worthy.
How do people feel about Rokkits?

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in ca
Gargantuan Gargant






Haven't tried rokkits yet in my games, not sure it's worth it either. I like the idea of 3 damage and it wounding practically everything (bar Plague Marines) on 2's but given that's it's one shot, it seems like quite literally a hit or miss weapon given that a lot of missions can end on T4. You're also only hitting on 6's the vast majority of the time, so maybe if it was for free I would consider it. At 3 points...I think I'll stick to my kombi skorcha.
   
Made in fr
Tough-as-Nails Ork Boy






I wanted to try a shooting mob but after re-reading the rules, it appears just terrible, so for my first game this is what I will try :
1 Kommando Nob (Leader)
1 Nob Big Choppa, Scorcha
1 Loota
1 Burna
1 Spanna Big Shoota (Comms)
4 Kommandos
1 Boy

I want to use a bit of everything to see how they perform.
Spanna and Loota stick together in the back field, and the Comm strat will use for moral I guess.
The rest is a big CC blob.
Do you guys have any idea for the third specialist ?

Gretchins seems more a liability than anything to me (and I can't resolve to make one my leader) since they count for moral (I don't get why).
If the little shooting I'm bringing ends up useless I will ditch it to load up on kommandos and burnas.
   
Made in ca
Gargantuan Gargant






IronSlug wrote:
I wanted to try a shooting mob but after re-reading the rules, it appears just terrible, so for my first game this is what I will try :
1 Kommando Nob (Leader)
1 Nob Big Choppa, Scorcha
1 Loota
1 Burna
1 Spanna Big Shoota (Comms)
4 Kommandos
1 Boy

I want to use a bit of everything to see how they perform.
Spanna and Loota stick together in the back field, and the Comm strat will use for moral I guess.
The rest is a big CC blob.
Do you guys have any idea for the third specialist ?

Gretchins seems more a liability than anything to me (and I can't resolve to make one my leader) since they count for moral (I don't get why).
If the little shooting I'm bringing ends up useless I will ditch it to load up on kommandos and burnas.


A leader doesn't count as a specialist btw, they're in addition to the 3 specialists you have for a Kill Team. So as far as other specialists go, the Burna is pretty good as a Zealot candidate, the Loota (if you want to go full ham on the Spanna Comms combo) can be a Heavy Specialist so that way you have more mobility and don't waste the +1 to hit from the Comms guy if he relocates. The Nob with the Big Choppa and Skorcha is a pretty good choice for a Demo guy since he'll be wounding the vast majority of models on 2's if they're obscured. He's also a good choice for a Combat specialist, it depends which part you want to emphasize more on.
   
Made in gb
Nasty Nob





UK

I've played 3 games so far against mostly marines and Tau and the orks have performed terribly. Points spent on fancy weapons and gubbins is just wasted, as they are just blown off the board as soon as they are exposed. 6+ armour brutal.
I've tried combos of kommanos, burnas, lootas and nobs, and the shooting and melee output is frankly pathetic and just not worth it. So I'm going full mini waaagh for my next game...

99pts

Leader
Gretchin

Specialists
Kommando boss nob, choppa, combat
Loota spanner, big shoota, comms
Ork boy gunner, big shoota, demolitions

Non specialists
2x Gretchin
5x Ork boy, shoota
4x Ork boy, slugga choppa
Ork boy gunner, big shoota

16 bodies on the table, all as cheap as possible, kill 8 before any morale tests, Gretchin as meat shields and plenty of boys to grab objectives and runabout in clumps. The theory is target saturation and volume of fire and attacks to overwhelm my opponents.
Hopefully get a game this weekend to try it out.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Dakka Veteran





My general team is

Boyz nob claw and slugga as leader
2×shoota boyz
2×gunner boyz with big shootas
Kommando nob claw slugga and combat spec
3× basic kommandos
Burnna spanner kustom blasta and comms
Burnna boy with a burner and demolishion spec.
Spot on 100 pts

I usually split into 3 parts the sneeky boyz go one side da proper boyz down the other and the gunners and spanner as back field support with the burnna as a wild card. Of course haveing the kommando nob as leader would be a better choice as there built in -1 to hit is good, But what self respectin greenskin would trust a sneeky gitz who doesn't charge screaming and firering wildly at the nearest visible enemy.

Played a few games against nurgle, crons and marines, and they have worked well the claw is an excellent choice against most teams and the kommandos are faster than the boyz which on the smaller sized zone in kill team can come as a suprise to opponents.
Over all i like the orks and seem to do quite well.
   
Made in be
Orc Bully with a Peg Leg




Hasselt, Belgium

Volkmair wrote:
Coh Magnussen wrote:
How did the burnas do?


They did better in close combat than using the flamer, but that was probably because I was facing marines so the -2 AP was more useful than the auto hit. The main issue was that 1 Burna Boy is worth 2 Shoota/Slugga Boys and they die just as easily, especially depending on the terrain and if they have to break cover to get to somewhere they can actually use their burna.

Having recently played against Tyranids I'm inclined to field more Burnaz.
Them also being a close combat faction, and with high speed troops to boot, autohitting on Overwatch shots isn't bad at all.
And with a Demolition specialist with the Pyromaniac tactic, you can efficiently burn stuff out of cover.
   
Made in gb
Battleship Captain




Anyone else tempted to do a killteam of Ulg Lotsarms and his boyz?


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Deadshot Weapon Moderati




MI

locarno24 wrote:
Anyone else tempted to do a killteam of Ulg Lotsarms and his boyz?

Hell's yeah! That bit reminded me of my old Deathwatch campaign that featured some Blood Axe hybrids. Good times
   
Made in us
Regular Dakkanaut




Skullhammer wrote:
My general team is

Boyz nob claw and slugga as leader
2×shoota boyz
2×gunner boyz with big shootas
Kommando nob claw slugga and combat spec
3× basic kommandos
Burnna spanner kustom blasta and comms
Burnna boy with a burner and demolishion spec.
Spot on 100 pts

I usually split into 3 parts the sneeky boyz go one side da proper boyz down the other and the gunners and spanner as back field support with the burnna as a wild card. Of course haveing the kommando nob as leader would be a better choice as there built in -1 to hit is good, But what self respectin greenskin would trust a sneeky gitz who doesn't charge screaming and firering wildly at the nearest visible enemy.

Played a few games against nurgle, crons and marines, and they have worked well the claw is an excellent choice against most teams and the kommandos are faster than the boyz which on the smaller sized zone in kill team can come as a suprise to opponents.
Over all i like the orks and seem to do quite well.


I get a 102 points with this
Boss Nob Leader base 10 pts +4pt claw 14pts

BurnaBoy Specialist with demo 12pts
Burnaboy Spanner with comms 10pts
Kommando Boss Nob with Klaw and combat 16pts

3x Kommando at 8pts (24)
2x boyz with shoota (12)
2x Boy gunner with big shoota (14)
   
Made in gb
Dakka Veteran





Damn.... oh well da boss loses the claw and has a big choppa instead, good job hes not been used yet, da previous boss with big choppa died to a flesh wound (face palm).
Either way the tatic stays the same.
   
Made in us
Regular Dakkanaut





Given this team, what sort of strategies would you guys recommend?

1x Boy Boss Nob (big choppa, kombi-skorcha)
1x Boy Gunner (big shoota)
2x Vanilla Boy (slugga/choppa)
1x Boss Kommando (klaw)
5x Kommando
1x Burna
1x Grot

Leaning towards grot leader, kommando nob as a combat specialist, either burna or skorcha-nob as demolitions, and either the gunner as a heavy or the skorcha-nob as veteran.

Other than a pile of gretchin that's basically all the models I have built so far (technically I haven't actually built the boy boss nob yet so I could outfit him differently), so rather than list building I'm looking for advice on how to actually play them.

I'm a brand newbie to both 40k and killteam, having never played a game of either.

thanks!
Coh

This message was edited 1 time. Last update was at 2018/10/13 01:40:21


 
   
Made in be
Orc Bully with a Peg Leg




Hasselt, Belgium

I'm in pretty much the same situation as you Coh Magnussen

Played three games so far and I've had some success with splitting my 12-man kill team into three squads of 4.
That gives you enough manpower to swarm enemies while still being able to make optimal use of cover.

Can I ask why you have a single Gunner in your team? All the rest seems mostly focussed on Close Combat.
   
Made in us
Regular Dakkanaut





I have a single Gunner because I only have one big-shoota . I'm not averse to swapping him for another kommando, but I don't actually have another kommando yet (kommandos i can build, but I don't have the bits required to make another big shoota yet)
   
 
Forum Index » Other 40K/30K Universe Games
Go to: