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> Kill Team....Wat do?, Makin' the Orkiest A-Team 'dere is!
Grimskul25
post Mar 16 2012, 06:58 PM
Post #1


Yoof


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Me and my buddies are doing a bit of a campaign and so far we've gone to the next phase which is scouting a newly detected abandoned space fortress "Saviour" (I myself wanted to call it Ferrus Invictum or "Da Sparky Boom-Boom Floata" but that's what happens when beakie players take the helm).

We're allowed to take only these slots for our Kill Team:

0-1 Elite
0-2 Troops
0-1 Fast Attack

In any case we're using the Battle Missions Kill Team rules to represent this and since the points limit is 200 points each and I'm facing a Chaos Beakie, Beakie and Tin 'ead opponents I'm wondering what I should use to counteract such a wide variety of foes.

I know the Beakies are likely going to use Termies (Loyal and Traitor) or something like Sternguard or Chosen, whereas the Tin 'ead I'm guessing will either use Lychguard or Immortals. In any case I'm faced with an opposition with likely low numbers but good armour and weapons.

Should I go the typical orky way of quantity vs quality and go mass shoota boyz? Or should I go more elite and grab some tooled out Nobz, Kommandos, Burnas, and/or Lootas? Even perhaps a small deff squadron of koptas, buggies or bikes!

Keep in mind that each model for all intents in purposes are independent models so stuff like hidden PK Nobz and Painboyz don't work very well in this scenario.

Any feedback would be great!


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Nork
post Mar 17 2012, 04:09 AM
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Grot Orderly


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I've played kill teams in a tourny before, while it's nice to pull out the specialists I found that thirty boys will just terrify your opponent, and if you play them well then they're quite effective. For a safe bet i'd go with 30 shoota boys with 3 big shootas.

Of course I found that playing against the other ork players, koptas with twin linked big shootas were quite effective, 2 wounds each, toughness 4(5), 4+ saves.

Of course 5 kommandos with 2 big shootas only weighs in at 60 points and they can infiltrate. Lootas are decent here, swap out 3 for meks and you have some cheap termi killers (Kustom Mega Blasters) if you hit that is.

It occurs to me that i'm offering a lot of variety but not a great deal of advice. Your opponents will be limited in number so larger groups may benefit you, if you take the thirty boys then you can run mobs of 5 or 10 as opposed to their limited sized units.

The thing to work out here is how to tackle the Independant character idea of kill teams, if each model is an IC then can you group them deliberately or do they have to be separate? If you can group them then it's great for assaults and wound allocation when being shot at (not in assaults though as they're still all IC's), if they cannot group up then it may be worth while to use differing forces as you can hide them behind a couple of boys for cover saves.

In short, make sure you work out the details of the rules before you start. Also, ork forces in these games do quite well in almost any loadout, but i'd probably avoid spending too many points on any given model, too many AP4 or better weapons out there.

Good luck and let us know how it goes smilingOrk.gif
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Redtoof
post Mar 17 2012, 06:35 AM
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Loota Boy
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Take 50 Grots and 5 Runtherds. You will win every match as your opponent gives up with boredom having to watch you move 55 individual units of one. pphhtork.gif


Seriously though, your best bet is probably to take a shooty force. Shoota boyz + lootas/koptas sounds good to me.


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big mek tank kru...
post Mar 17 2012, 09:08 AM
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Battlwagon Driver
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pull out imperial armour and take 5 kans as fast-attack!

not sure if vehicles are allowed though.

so assuming vehicles aren't allowed, i'd bring some rokkits to the field and perhaps some burnas. a 5 man burna unit with 3 meks is IMHO better than a 5 man loota unit with 3 meks. assuming this'll be a fairly close-quarter fight, being in a spaceship,. i think burnas are about as good as it gets. perhaps 5 kommandos with 2 burnas and a PK nob, a kopta or two and the rest spent on boyz and grots.

for the lols, you could take an epic suicide unit - the grot scavengers from IA8. each time they use defensive or frag grenades, they lose D3 models from the unit, and if each model is a unit on its own, it'd be pretty amusing to use to distract people laughingOrk.gif


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Senorankka
post Mar 17 2012, 03:03 PM
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Counter termies with your own heavy hitters, Da Meganobs. Fight fire with fire.

Bonus ork bonus: Model your meganobs to have beakie termie helmets on base and lots of looted part from their armour.


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Grimskul25
post Mar 17 2012, 03:43 PM
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Yoof


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Wow, thanks for all the replies so far.

@Senorankka
I've thought about MegaNobz and they definitely seem a more cost-efficient kill choice than taking normal Nobz but I'm worried that they might die before swinging (or during) since unlike the other elites I'm facing (e.g. Lychguard shields, TH-Coward Shields, etc.) I have no invuln. saves. Also in a game where movement is pretty important and no possiblity for a transport they are very unreliable in terms of getting anywhere.

So far the best bet seems to go the shooty route so I'm down with these contenders:

Lootas w/some Meks w/KMB

Burna Boyz w/some Meks w/KMB

30xBoyz w/Big Shootas

Deffkoptas or Warbikes

Lootas would give me mass firepower to (hopefully) overwhelm the enemy with failed armour save rolls but them being static targets seems to be a major weakness that they can exploit. Also if they are all considered units by themselves would they roll seperately for the D3 shots they shoot out?

Conversely Burna Boyz are the opposite where they are very mobile and need to get in close range to do any damage. Seeing as it will be a small board w/lots of terrain I could see how burnas could really "light" up the joint (haha! so punny!).

The 30 Boyz seem like a halfway point between the Burnas and Lootas where they combine the mobility of the burnas with the a lower shooting range of the lootas. The main thing they have over both those groups is numbers, so again pretty hard to decide.

Lastly the Deffkoptas/Warbikes are the best in terms of protection (besides Nobz/MegaNobz which I have already considered) dakka AND mobility. Their weak point of course is again numbers, especially against all the other options.

Argh! So far the boyz might seem to be the best way. Any other suggestions before I go to make a final decision?


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Nosher
post Mar 17 2012, 04:06 PM
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Stikky Fingas
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Years ago I was very successful in a kill team tournament with a mixed force of 'Ard Boyz & Burnas. That game was all about close quarters and there were at least 8 players, so it got pretty vicious. I don't know how crowded your game is going to get, but for hallway fighting you can't beat overlapping burna templates, & 'ard boyz help a LOT when you eventually get stuck in to cc.


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So - whenever dem doks finish staplin' yer arms back on Haky, why don't you an yer boyz come down fer a visit. We'll 'av a few squigaritas, throw a few grots around an' discuss who dis 'ere choppa really belongs to...

These Waaaghs are a cross between a mass migration, holy crusade, looting party and pub crawl, with a bit of genocide thrown in for good measure.

You know Nosher's MO, anything he paints blue is automatically his.



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Grimskul25
post Mar 17 2012, 05:37 PM
Post #8


Yoof


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QUOTE (Nosher @ Mar 17 2012, 05:06 PM) *
Years ago I was very successful in a kill team tournament with a mixed force of 'Ard Boyz & Burnas. That game was all about close quarters and there were at least 8 players, so it got pretty vicious. I don't know how crowded your game is going to get, but for hallway fighting you can't beat overlapping burna templates, & 'ard boyz help a LOT when you eventually get stuck in to cc.


So what ratio of burna to 'ard boyz did you use? Was it something like 5 burnas and 12 'ard boyz? So far you're idea seems great, thanks for the input Nosher!


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My advice to you is to get married, if you have a good wife you'll be happy; if you get a bad one you'll become a philosopher.

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Nosher
post Mar 17 2012, 06:54 PM
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Stikky Fingas
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QUOTE (Grimskul25 @ Mar 17 2012, 06:37 PM) *
So what ratio of burna to 'ard boyz did you use? Was it something like 5 burnas and 12 'ard boyz? So far you're idea seems great, thanks for the input Nosher!


That's the ratio exactly Grimskull. 4-6 burnas so that you've got templates/power weapons, plenty of 'ard boyz to screen the burnas.


--------------------
So - whenever dem doks finish staplin' yer arms back on Haky, why don't you an yer boyz come down fer a visit. We'll 'av a few squigaritas, throw a few grots around an' discuss who dis 'ere choppa really belongs to...

These Waaaghs are a cross between a mass migration, holy crusade, looting party and pub crawl, with a bit of genocide thrown in for good measure.

You know Nosher's MO, anything he paints blue is automatically his.



- Nosher
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Da Kommizzar
post Mar 17 2012, 10:29 PM
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Yoof


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I open this thread forgetting that Killteam is not what is used to be. headbanger.gif .....Klaxons, my dear brute squads, and las-traps....the good ol' times. loveemoticon.gif

Anyways, I would say with the independent character rule and the MEQ opponents, tankbustas. All the Str8 Ap3 shots will ruin their days. Take as many of the tankbustas as possible and fill troops with grots to spam the tabletop with IC grots laughingOrk.gif. To round it off, take deffkoptas with rokkits to hunt down anyfink dat runz fer dem puny lives!

May not be tactically sound in a normal game, but for this? Heck, you'd have a lot of fun while doing it!

My two drakes, DaK

Oops! my bad, I forgot...only 200pts. Scratch the koptas!


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Shabbadoo
post Mar 18 2012, 03:27 AM
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Dakka for the win! There is practically no beating Shoota Boyz + Lootas at this point level, with these restrictions. Tons of lead = death. For some anti-tank, give a couple of your Shoota Boyz rokkit launchas, and be sure to screen them if the enemy fields Elites/Fast Attack armor. You really don't need a Nob w/power klaw at all (he would likely get singled out and killed anyways), as you will have plenty of opportunity to shoot pretty much everything, repeatedly.

So, 20 Shoota Boyz (2 of them with rokkit launchas), plus 4 Lootas, and you're good at 200 points even. cheers.gif


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Da Kommizzar
post Mar 18 2012, 10:45 AM
Post #12


Yoof


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That sure is a lot of dakka Shabbadoo! Pretty much he opposite of mine, lot of dakka instead of lots of booms.

For an A-Team.....

Deffkopta(z) for Mad Murdoc
Nobz or practically any other elite choice for da rest of dem. Kommandoes seems the most on que, then nobz.


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Shabbadoo
post Mar 18 2012, 06:18 PM
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Wartrukk Gunner
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Let's just say that my 500 point list mauled people badly- even those who brought Terminators in a 500 point force (the gits!). laughingOrk.gif:

Orks work surprisingly well at very small point levels. Mostly mobile dakka will come in very handy in a Kill Team game, and even the Shoota Boyz throw three attacks on the charge, so they are still not too bad at banging their shootas over people's 'eadz too. CoolOrkDark.gif


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Nosher
post Mar 18 2012, 08:33 PM
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Stikky Fingas
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Shabadoo's advice sounds really good on a big, open table. If that is what the table will look like, then I endorse his ideas 100%.

I based my advice on this tidbit of what Grimskul told us -

QUOTE (Grimskul25 @ Mar 16 2012, 07:58 PM) *
Me and my buddies are doing a bit of a campaign and so far we've gone to the next phase which is scouting a newly detected abandoned space fortress "Saviour" (I myself wanted to call it Ferrus Invictum or "Da Sparky Boom-Boom Floata" but that's what happens when beakie players take the helm).


If you're playing in a table set up that is reminiscent of Space Hulk (narrow hallways) then I maintain that Burnas & 'Ard Boyz are the way to go. If you're playing in cramped quarters, where opponents can get behind you, you're going to end up in unwanted cc, and that armor save is going to be worth a lot. A handfull of burnas up front with around 10 'ard boyz to smash through obstacles, and a few 'ard boyz trailing them several inches back to delay whoever's coming up behind you - it's worked really well for me in the past.

If you're not fighting in narrow hallways, go all dakka.


--------------------
So - whenever dem doks finish staplin' yer arms back on Haky, why don't you an yer boyz come down fer a visit. We'll 'av a few squigaritas, throw a few grots around an' discuss who dis 'ere choppa really belongs to...

These Waaaghs are a cross between a mass migration, holy crusade, looting party and pub crawl, with a bit of genocide thrown in for good measure.

You know Nosher's MO, anything he paints blue is automatically his.



- Nosher
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Lost Boyz
post Mar 20 2012, 03:23 PM
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I've done some Kill Team (and KillZone, the fan-written alternative rule set)

I liked:

Lootas. Great range, power, and you have a big enough force to keep them sort of protected. I crippled a Dread once with this. hahaha!

Hard Boys. You will not have the numbers you are used to, and you need the saves.

Shootas. All my boys in this are shootas. Our initiative hurts us. You will seldom hit first in assault (you can be beaten by a fish'ead drone!)

Grots. They get your numbers up, so you do not have to check morale as soon. Hide 'em. Or screen your Lootas.

Nob with a Big Choppa. Klaw is too slow.




Once I brought 5 Big Shoota Coptas (one w/ buzzsaw) That was fun.

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Grimskul25
post Mar 21 2012, 10:56 PM
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Yoof


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After much deliberation I went with Nosher's advice as the terrain we used was indeed a closed corridor based scenario.

Needless to say the boyz of Grimskul Gutshredda's Loota Ladz made quite an impression during our Kill Team game. The 'ard boy armour ended up being quite useful as it saved my boyz from a lot of combi-bolter and storm bolter fire from the terminators. Our four kill teams ended up meeting up in the middle of the board where the objective was (control panel of the space fortress) and luckily I avoided most of the defense systems whereas the tin'ead player's Lychguard constantly failed his rolls to see if he tripped any alarms, resulting in him losing half his number by the 3rd turn from the attacks of frenzied defense servitors and laser-wires. Most of my competition came from the terminators but luckily the loyalist and traitors clashed with one another before either could engage me.

I, like any other oppurtunistic Deffskull, ended up dishonourably interrupting their duels to the death; charging in my burnas and flambéing them in hot promethium while my piling in my 'ard boyz to smash in beakie skulls. Although I lost all my burna boyz from the terminators with lightning claws (curse you I4!) The rest of my 'ard boyz cleaned up the majority of the surviving terminators though only 4 of the 12 were left standing in the end.

Surprisingly my Boyz were incredily brave as despite only having a paltry LD7 as my highest leadership I managed to pass my several leadership tests (even with modifiers!) that I needed to take. Good thing their termies had a severe case of "rolling ones syndrome".

I can already see that the next Kill Team game we'll play will have them probably having temporary alliances and taking anti-ork weaponry (OH GOOD GORK HEAVY FLAMERS NO!) after their humiliating defeat from the superior race.

But in the meantime victory goes to the orks! WAAAGH!

Thanks for all the contribution and advice! (especially Nosher! Ya genius git!)


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