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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(8E)
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===Core=== *'''Boy''': A single boy will be useless, no contest. What you need is a whole bundle of boyz, each bristling with stats which see them crush guardsmen and gaunts. Especially considering that gathering 20+ boyz/'ardboyz/'skarboyz within 10" grants another attack, you'll be needing those bodies to complement your forces. **'''Nob''': For every 10 boyz, you can take a nob. Twice the cost of a boy, but he's generally an ork+1 where it counts. He also provides some special weaponry normally inaccessible to the shoota/slugga boyz. *''''Ard Boy''': A point for a bump to the save. They're otherwise pretty identical to the boyz, though that save lets them withstand bolters and still have a chance at living. **''''Ard Nob''': Also about twice the price, also a straight upgrade for every 10 'Ard Boyz. *'''Skarboy''': These guys are essentially mini-nobs, though their placement lies in between boy and nob. If you need an elite form of infantry and don't have a Boss Nob, these might be a decent stand-in for the Slugga/Shoota mob most would use. *'''0-5 Warbiker''': Already a good use for messing with the enemy, getting a Boss Nob on a bike gives them options for more to form a fleet of bikes and doom. Very, very dangerous if used right - Very, very easy to deal with if not. Use them as flankers, having one on each opposite side of the map, closing in on the enemy and forcing them to bunker up, so your melee powerhouses can get into a massive fight. Don't overestimate them, though - T5 4+ isn't all that survivable, the mobility has to make up for that. *'''0-5 Stormboy''': With the lack of heavy ordnance and other murderous things, these guys get to be more useful, especially alongside a Stormboss so they can get larger numbers. They function much the same as Kommandos, in the sense that they are best at jumping through rubble. Keep the high and keep them coming, and then charge down with all the green fury you can muster. It's still just an Ork, though, so make sure he hasn't got to kill that Sergeant alone. *'''Grot''': So this boy had a big makeover. Gone are the runtherds. Gone is the pseudo-mindlock. Instead, you get a grot and get to add +1 to hit if surrounded by 3+ more grots. The only thing they're good for is padding out extra points in a list so you have some warm bodies...well, that and the specialties: **'''Ammo Runt''': Turns your grot into a supporter, letting an ork within 3" re-roll a bad hit. **'''Grot Orderly''': If a Dok within 3" fails their ability to save a model, then you can sacrifice this guy and re-roll it. Sure, you saved that model and all, but you just gave up a Grot for it. The one benefit of dying this way is that they're not counted as dead in a campaign. **'''Grot Oiler''': Lets a Mek within 3" re-roll a Kustom Job roll, and you still remove this model like you do the Orderly.
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