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===Elite=== The Elites section of the Ork army offers an amazing variety of Kill Team options. It's a real shame you cannot take more than one Elite. So consider first your grand strategy and then pick your Elite. You can only get one, so choose wisely. *'''Burna Boyz:''' Consider this: there's a lot of Power Armour armies in 40k. There's a lot of cover and close quarters in Kill Teams. Burnas are effective against both power armour and cover. The downside is that you are paying a premium for a relatively fragile platform. They can be an effective force-multiplier in a minimum unit with a mek kitted up with a ranged weapon selected for taste. *'''Tank Bustas:''' Being able to spam insta-gibbing anti-MEQ shots can be hilarious. You also will have little to worry about when it comes to enemy vehicles. They are relatively cheap for what they do and making one or two specialists can offset the typical weaknesses Tankbustas carry. *'''Nobz:''' This unit is your Swiss Waaagh! Choppa: It can be built to order and seasoned to taste. Perhaps your best source of a leader by adding a Nob's resilience to the best (for Orks) armour you can afford. Nobz have access to all the melee and ranged weapons listed above (but not, of course, the Mek Weapons.) So look at those tables for some pointers. Since Nobz are armed per model, feel free (actually feel ''encouraged'') to mix shooty and choppy nobz. Since this is Kill Teams, each will be operating as a separate unit anyway. ** For the love of Mork, leave the Bikes at home. The price per-Nob is already expensive. *'''Kommandos:''' An average unit has become even more useful. For the price of an 'eavy armoured slugga boy, you are trading that superior armour save for infiltrate, move through cover, and stealth. That, and you can take up to two special weapons per unit with no minimal model count required for maxing out the special weapons allotment. Keep in mind that infiltration means you have the potential to position those speacial weapons somewhere prime in order to hit the enemy where it hurts the hardest. **'''Rokkit Launcha:''' All-around OK weapon against MEQs and the light vehicles that you can expect to encounter. Set him up somewhere we he can do maximum damage with minimum chance of death **'''Big Shoota:''' Decent range and firepower begs for this gun to be placed somewhere high so that you can force your opponent to consider where they send their troops. **'''Burna:''' The only other place to get a flamer weapon that is not one-shot only or included in a unit of only burnas. You are paying a high price for it though, so carefully weigh the cost-to-effectiveness ratio. A carefully infiltrated burna can wreak havoc on a GEQ defensive line. **'''Boss Snikrot:''' Due to RAW, you can take the Green Ghost if you take a unit of Kommandos. You are paying a Warboss fee for what is effectively the halfway point between a Nob and a Warboss. You will not benefit from his Ambush special rule, but you are getting a Super Kommando Nob that causes fear and has 6 strength 6 attacks with shred on the charge. You will not be obliterating units, but his natural amount of attacks, strength, and shred will make him effective at multi-charging and the subsequent devestation of gunlines and strongpoints. Use him wisely, because he is still an ork with stealth.
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