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		<title><![CDATA[Latest posts for the thread "200 point ork kill team"]]></title>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Hi dakka, I've been a long time lurker but I'm still relatively new to the game. A friend and I just discovered kill teams and are giving it a go tonight. This will also be my first time playing orks. Here's my attempt at a list I think will do ok<br /> <br /> x20 shoota boyz (2 with big shoota)<br /> x5 storm boyz<br /> <br /> With the remaining 10 points I was planning to upgrade either a shoota or storm boy to a nob<br /> My friend will either be playing tau (most likely crisis team) or eldar (dire avengers+guardians)<br /> <br /> C&C welcome, I'd love to know what you think. Any ork players tried this?]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 16:21:05]]> GMT</pubDate>
				<author><![CDATA[ Frost]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Do nobs get a 4+?<br /> <br /> I know very little of them.<br /> <br /> But without a 4+ there's no reason to take him because he will just get picked out and shot to death.]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 16:35:03]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ No they don't unless I buy heavy armour. He does have 1 more wound and attack though. Is there a better use for those points?]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 16:55:58]]> GMT</pubDate>
				<author><![CDATA[ Frost]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ How about losing some boyz for something more fun and surprising like lootas or kommandos?<br /> <br /> Even grots...]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 16:59:16]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Yeah, because every model acts as an independent unit, upgrading a single nob is just asking for him to get shot in the face.<br /> <br /> I think stormboyz are an excellent idea- they can zip around to maintain cover, then assault from surprising distance.<br /> <br /> I'd also advocate for a deffkopta in there.<br /> <br /> Also, make sure you decide on your specialists!  That can make a huge difference.  Armor bane can turn a big shoota into a legit anti-tank weapon, shrouded makes a bike's natural cover save into a veritable cloak of darkness and choking fumes, etc.]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 17:07:25]]> GMT</pubDate>
				<author><![CDATA[ DaisyWondercow]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Having a Nob to designate as a Leader is not a bad idea<br /> however get him Eavy armour ..or dont bother ..<br /> kommandoes are not bad for Kill team ..nor are tankbustas ]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 17:27:15]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ I was making up an Ork Kill Team list as well. Trying to organize an event at my local store.<br /> <br /> I don't know how good they are, but Burnas might be a fun choice. They will get shot to pieces but a flame template can take out multiple guys and ignore cover, which most Kill Teams are going to desperately need. Lootas are going to be really good too I feel, as they have so much range, power, and can take out basically anything. Plus, because they all operate as a separate unit, you are rolling a lot of different d3 to determine their shots, so that could be fun.<br /> <br /> Ultimately, I'd suggest taking as many boyz as you can, and then 5-6 of an elites (nobz, burnas, lootas, tankbustas) to round it off. The great thing about Orks in Kill team is that you can get so many models on the table and negate the Break Test for a longer time than if you were, say, going against 10 marines.<br /> <br /> - VardenV2]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 19:11:28]]> GMT</pubDate>
				<author><![CDATA[ VardenV2]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Thankyou for all the replies! Ok so how does this revised list look?<br /> <br /> x20 shoota boyz (2 with big shoota, nob with eavy armour+ big choppa)<br /> x5 kommandos<br /> <br /> Giving my nob shroud<br /> One big shoota fleshbane<br /> One kommandos hammer of wrath<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 20:04:29]]> GMT</pubDate>
				<author><![CDATA[ Frost]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Question: Do shoota boyz and normal boyz cost the same amount of points?<br /> <br /> If normal boyz are cheaper then why not bait the enemy and run those in front of the shootas?]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 20:07:15]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Shoota boyz and slugga boyz are the same price. With the close-combat oriented Kommandos I'd say keep them all shoota boyz.<br /> <br /> Do you think that maybe you should give one of the kommandos a special weapon? A burna or something might be good at toasting multiple guardsmen in cover etc. and ignoring cover saves, as I am sure stealth / shrouded is going to be a very popular specialist choice.<br /> <br /> You could also give one of the kommandos or the nob Feels No Pain instead of shrouded, which will be useful in and out of close combat as opposed to only against shooting. But having a 3+ in cover or w/e is really good, especially for a big <span class="glossaryitem" onmouseover='gp(19);'>cc</span> character like a nob. Your call <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> - VardenV2]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 20:51:01]]> GMT</pubDate>
				<author><![CDATA[ VardenV2]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ Keep in mind, Kommandos cannot infiltrate or outflank. MtC is useful, but really not worth an additional 4 points over a regular boy.<br /> <br /> Stormboyz can be great, but if you use their main advantage (fastest jump dudes in game) you have to roll 1d6 for each stormboy rather than once for the unit. Ouch.<br /> <br /> Because there is no coherency requirement, template weapons (ie burnaboyz) are of limited use.<br /> <br /> Theres a pretty good <span class="glossaryitem" onmouseover='gp(809);'>KT</span> tactica on here that includes Ork stuff. Can't remember where it is but if you look at my post history I posted in there last night.<br /> <br /> What I'd recommend as a solid team is;<br /> 5x Warbikers<br /> 5x Lootas or Tankbustas<br /> <br /> Stick shrouded on a warbiker for a nice 2+ save (which cannot be gained any other way as 2+ saves are banned), and then Armourbane and Twin Linked onto two of the Loota/<span class="glossaryitem" onmouseover='gp(222);'>TB</span>]]></description>
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				<pubDate><![CDATA[Tue, 26 Nov 2013 21:21:42]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>200 point ork kill team</title>
				<description><![CDATA[ So the game ended half an hour ago, victory for the waaaaaaaagh!!!!! Ended up tabling him. My list was<br /> x20 shoota boyz (2 big shootas)<br /> x3 bikers (it will not die, shroud, fleshbane)<br /> Total of 205 points which he let slide. Twin linked dakka for the win! He ran a crisis team all with burst cannons and missile pods and whatever perk increases the <span class="glossaryitem" onmouseover='gp(14);'>bs</span>. Next game I don't think <span class="glossaryitem" onmouseover='gp(269);'>id</span> bother with the big shootas. Whiffed there shots and died in the first turn of shooting. Thankyou all for the advice and help]]></description>
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				<pubDate><![CDATA[Wed, 27 Nov 2013 05:55:59]]> GMT</pubDate>
				<author><![CDATA[ Frost]]></author>
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