Do you prefer to beat your enemies to death with your bare hands? Do you like to make sure your forces always outnumber the enemy? Do you have the table manners of a British soccer hooligan? If you answered “yes” to any of these questions, then Orks may be the Kill Team for you! The original horde force of KIll Team, Orks trade shooting accuracy for melee prowess and heavy armor for high toughness and lots of bodies. In Kill Team they require cunning and strategy to play well, with a careful mix of positioning and Tactics use.
- Melee – Orks make up for their lack of good shooting by having the ability to be real blenders in melee. Your average 6-point boy has two S4 Attacks base, plus a third from their choppa. Your Boss Nobs are even nastier, giving you some real high-AP, multi-damage punch.
- Charges – All of your non-Gretchin models get the ‘Ere We Go ability, which lets them re-roll failed charges. This is fantastic for helping ensure that you make it into combat when you need to.
- Flexible – Post-Elites, Orks have options. They can build around a smaller number of elite models, or they can go for heavier numbers – boyz are pretty cheap at 6/7 points per model depending on how you outfit them, and with Gretchin to fill out rosters at 3 points per model, giving you the ability to decide if you want to be a horde or elite team of 2-wound models. If you’re going for a horde keep your models together so their low Ld values don’t leave you failing Nerve tests.
- Tactics – Orks have a lot of really strong tactics that synergize well with what they’re trying to do. The only downside is that a lot of them cost 2 CP.
- Shooting – Orks are among the game’s least accurate factions, with a BS of 5+ on most models. In standard 40k this is mitigated by the Dakka! Dakka! Dakka! rule giving you extra hits on unmodified rolls of a 6 but in Kill Team that’s not the case (though there is a Tactic with that name that lets you shoot twice). You also won’t have enough models and shots to make up for the lower accuracy, meaning hitting things with guns will be more like a nice bonus for when you aren’t in melee combat.Thundercloud – The exception to this is of course burnas and Skorchas.
- Morale – Low leadership value on all your units means that you have to start worrying about models failing nerve tests as soon as you lose a few gretchin. You’ll want to make sure your Orks travel in groups so they can help each other pass Nerve tests.
- Armor – Orks have decent toughness (most have 4), but tend terrible armor – all of your options in the base kill team book come with a 6+ save. The upside is that you can load your roster with nobz, who have 2 wounds.
- Speed – Orks are a bit slow, having only 5″ movement for most of their models. There are some good ways to mitigate this however, such as with the Evil Sunz Clan Kultur.
Orks can be difficult to play well and how powerful they are depends heavily on the tournament format and how much it favors hordes and having cheap add-on bodies. Ork Kill Teams have seen success in both objective formats like last year’s SoCal Open, and LVO’s updated format with kill/kill more scoring. Orks took a bit of a hit in the Kill Team Annual when the cost of Choppas went up by 1 point, making boyz 7 points per model but they still have room to work with.
Thundercloud – I’ve taken Orks to a tournament final at Warhammer World, so I would describe them as very competitive in the Arena format. This was prior to the release of Elites, but was a boyz list (one Nob with Kombi Skorcha and Big Choppa, One Burna, 1 Grot leader, 1 Grot door opener, the rest boyz). Orks play a very good board control game – I’d say it’s better than Tyranids as Ork boyz are a lot better in combat (and can shoot) compared to Hormagaunts, the favoured unit for Nid board control lists.
Ork boyz are 6 points (7 points with the annual, and I really hope that’s not down to tourney feedback and possibly my fault) and put out 3 strength 4 attacks hitting on 3+ in close combat. This lets you beat up GEQs fairly easily, and overwhelm MEQs with numbers, either pinning them in place with a single model while you achieve objectives, or swamping them with enough attacks to get more than one wound roll.
In Arena you engage at close range, and melee forces are a lot more practical. You have the numbers to score the objectives (board edges, holding objectives, controlling the centre of the board, etc) and can swamp elite teams with attacks.
When playing competitively you are playing a board control game, and dominating the objectives is the way to win. You want to aim for maximum points on the secondaries, and picking as many that you can score without having to kill enemy models as possible is best, in case your opponent tries to hide away.
In Annihilation format they are somewhat less competitive, as you open up your weaknesses to your opponent, who can throw fire at weaker models to clock up kills and give you morale problems, and your numbers are harder to use for board control and secondaries when the enemy can try and pick off your guys sitting in the backfield and scoring obectives.
Note: Never take a Grot leader in Annihilation due to the reserves tricks people can play making leader assassinations fairly easy to pull off.
‘Ere We Go – All of your non-Gretchin Orks get this rule, which lets them re-roll failed charges. This is tremendously useful for an army that depends on its melee abilties,
As a free bonus, your Ork Kill Team can be drawn from one of seven Kulturs, which gives them special bonuses in combat. Note that Gretchin and Flash Gitz do not get the benefit of a Clan Kultur but don’t prevent you from getting the benefits of one, either.
- Goffs: No Mukkin’ About – Each time you make an unmodified hit roll of 6 for a melee attack with a model in your kill team, you can immediately make an extra hit roll against the target with the same weapon. These extra hits don’t generate additional hits. This is going to amount to an extra half attack every time your boyz swing, and is likely to do actual work on your nobz, scoring a few extra hits per game. It’s not amazing, but it’s a solid bonus. B
- Bad Moons: Armed to Da Teef – Re-roll hit rolls of 1 for attacks made by models in your kill team in the shooting phase. This is OK and does decent work on Orks but Ork shooting isn’t going to be the core of your strategy. C
- Evil Sunz: Red Onez Go Fasta – Add 1 to the Move characteristic for models in your kill team, and add 1 to the Advance and Charge rolls for them. In addition, these models don’t suffer the penalty for shooting Assault weapons after advancing. This is fantastic – it does exactly what you want a kultur to do for you, improving your speed, making it even easier to get into combat, and helping you shoot on the move. A+
- Deathskulls: Lucky Blue Gitz – Models in your kill team get a 6+ invulnerable save, and each phase you can re-roll a single failed hit roll and wound roll, as long as the attack was made by a model in your kill team. This is also a solid boost, and helping smooth your hit and wound rolls is pretty nice. A
- Snakebites: Da Old Ways – Roll a dice each time a model in your kill team loses a wound. On a 6 the wound isn’t lost. If they already had this ability, you get to re-roll 1s on whichever one you use. This is OK, but you’re going to be better off with Deathskulls most of the time, even if this is better against AP 0 weapons. B+
- Blood Axes: Taktiks – Models in your kill team are considered to be obscured by enemy models that target them if they are more than 18″ away from those models. Additionally models in your kill team can shoot even if they Fall Back earlier in the battle round. This is really underwhelming – 18″ is a really long distance in Kill Team, and it’s already pretty easy to get obscured in most situations. Falling back and shooting is normally a good ability, but you want your Orks to be the ones murdering things in melee, not shooting as they run away. C-
- Freebooterz: Competitive Streak – Add 1 to hit rolls for attacks made by models in your kill team for each other model that has taken out an enemy model with an attack this phase. This is rather ho-hum for melee, where you’ll need a lot of simultaneous combats going on to make it work, but it can be dynamite for Flash Gitz and heavy ork shooting, creating snowball effects that make the entire team’s shooting more reliable. C+ if you’re melee-focused, A for a shooting-focused team
Thundercloud: I agree, it’s Evil Sunz for a melee build and Deathskulls for a shooting build.
Shane: There is a build involving Freebooterz and Flash Gitz that makes a rather lethal combination for a shooty build Ork list. We’ll talk about it later in the lists section. Bear in mind the only way Flash Gitz benefit from a Kultur is if it is Freebooterz and all models take it.
Shoota – Your default Ork gun. 18″ range, Assault 2, S4 AP 0, 1 damage. You’ll be running and gunning most of the time so being assault is good here.
Big Shoota – The bigger, nastier version of the shoota. 36″ range, S5, Assault 3. Still AP 0 but more likely to get through when it does hit and fewer ranged modifiers.
Burna – Your flamer option, though with only D3 shots instead of D6. The upside though is that burnas also have a melee function, acting as S:User, AP-2 1 damage weapons in melee combat, giving burna boyz some versatility.
Deffgun – The big guns that Lootas carry, these have a 48″ range and are Heavy D3, S7 AP-1, and do 2 damage. It’s a solid profile but the D3 shots aspect makes it real unreliable.
Grot Blasta – Gretchin carry these dinky little pistols.
Kombi-Weapons – These combine a Shoota with another weapon, such as a Skorcha, a S5 AP-1 flamer, or a Rokkit Launcha, a 24″ Assault 1, AP-2 3 damage shot. Of the two the Skorcha will likely do more work for you thanks to Ork BS still be poor on your nobz.
Thundercloud – Kombi-Skorcha is an always include. It’s a heavy flamer on a multi-wound model.
Kustom Mega-blasta – An option for Loota Spannerz, the Kustom Mega Blasta trades out the range and potential extra shots of a Deffgun for more hitting power, with a S8, AP-3, D3-damage punch and more mobility (Assault 1). It’s an interesting trade-off but for Orks you want as many shots as you can get given that you’ll often only hit with 1 in 6 of them. Also, the Kustom Mega Blasta has a chance to kill you when you roll a 1 to hit.
Rokkit Launcha – The other option for Loota Spannerz, the Rokkit Launcha packs a heavier damage payload (3) with worse AP (-2). If you’re picking an upgrade, this is the better of the two options but again, take more shots.
Slugga – The standard Ork pistol. S4 AP0 12″ range.
Stikkbomb – Ork Frag grenades. D6 shots, S3 AP0, 1 damage. A better option than Sluggas when you get to close range.
Shokk Attack Gun – The Big Mek’s option is an absolute nightmare to go up against. 60″ range, Heavy D6, with 2D6 strength (7 on average, and usually 6+). With AP-5 it’ll negate any non-invulnerable saves and if you roll 11+ on the strength it just does D3 mortal wounds for each hit. If you’re taking a Big Mek Commander, it’s to wield this.
Snazzgun – The Flash Gitz’ weapon of choice, This weapon has a great profile – 24″ range, Heavy 3, S6 AP-2, 2 damage, and thanks to Flash Gitz having BS 4+ (and the ability to get +1 with a Gitfinda Squig) and having the chance to shoot twice naturally at the closest target, they’re on models that can actually make use of them.
Choppa – The Ork chainsword equivalent. +1 Attack at S:User, AP 0. Reliable. Elegant. Made of a single slab of metal. As of the Kill Team Annual, these now cost 1 point per model on Boyz, which really stinks.
Big Choppa – The preferred weapon of Boss Nobz everywhere, the Big Choppa is S+2, AP-1, 2 damage and at half the cost of a power klaw, a worthwhile investment. You don’t take the hit modifier from swinging this thing around, making it more comparable to a power klaw (though still mathematically worse against T4 power armor targets). Against T6 or worse saves however the Big Choppa will be almost as good for much cheaper.
Thundercloud – I always have a nob with this and a Kombi-Skorcha. Str 6 -2 AP 2 damage is great, and it’s reliable. I also always make my Nob a combat specialist to ensure enough attacks to get the job done.
Power Klaw – The Ork power fist equivalent. Sx2, AP-3, D3 damage and you get -1 to your hit rolls. It’s your most powerful option for boss nobz against marine armor, and will generally be the play unless you’re saving points.
Killsaw – An option for your Nobz and Meganobz. Sx2, AP-4, 2 damage and you get -1 to hit but if you’re armed with 2 of them you get +1 attack. At 5 points for one and 7 for the pair, they’re very pricey for what they do and give you a very expensive melee model.
Attack Squig – Gives the Warboss two extra attacks at S4, AP-1, 1 damage. A good extra bonus to have, and worth adding to your Warboss to give him extra punching power.
Power Stabba – A toned-down power sword, with a S:User, AP-2 1 damage profile, which makes it even more disappointing in kill team than a regular power sword but at only 1 point it’s not as expensive. It’s better than a choppa for the same cost but if you’re giving your nob weapons you want to give him things that can do multiple damage.
Ork kill teams have added a ton of variety with Elites, and can add some real punching and shooting power to their hordes.
The backbone of the ork kill team, Ork boyz are 6-point models that come armed with a choppa and a slugga, but can swap their slugga out for a shoota (you generally won’t want to do this). They’re solid melee combatants thanks to their S4, 2-attack profile, but they unfortunately got massively screwed when the 2019 Kill Team Annual raised the price of a choppa by 1 point, making them cost 7 points per model instead of 6 for their better loadout. Regular Ork boyz can be specialists but you’ll generally want to save that action for Nobz in your team. Pretty much every team will include boyz and a boss nob, who also makes a solid combat specialist thanks to his S5, 3A, 2W body but doesn’t really need the upgrade – feel free to use your specialist slots on other things.
At 3 points per model, Gretchin are the cheapest models you can field in an Ork kill team. They’ve got garbage stats to show for it, and don’t bring much to the table other than being physical bodies. The one exception however is that a Gretchin can be a Leader specialist, hilariously making them the go-top leader option for your team, since you can spend 3 points on a CP-generating Leader with a tiny model who sits in the back of the board and stays out of sight. Otherwise you probably won’t take many Gretchin since you’ll instead be taking…
Thundercloud – Gretchin are also great cheap door openers and objective holders in Arena.
Special Gretchin referenced on the Nob’s datasheet, Ammo runts are GRETCHIN that can’t be specialists, but once per Shooting phase can help another model within 2″ re-roll one to hit roll. This makes them incredibly useful as add-ons to Big Meks and Flash Gitz, making them ideal Grot Shields who can also turn those units’ shooting attacks into something pretty fearsome. They cost the same as Gretchin, and you’ll want to include the maximum of 2 on every Kill Team roster you build.
The covert operatives of the Ork kill team, Kommandos pay an extra 2 points per model for their Sneaky Gits ability, which gives them an extra -1 to be hit if they’re obscured. This is a pretty solid upgrade given how easy it can be to get the obscured benefit in Kill Team, and can make them much tougher to take out, helping mitigate their t-shirt saves (6+). Kommandos get an extra push from the Kunnin’ Infiltrators Tactic, which lets up to three of them hold back in Reserves before the game and then deploy onto the battlefield anywhere more than 5″ from an enemy unit at the end of a Movement phase, making them significantly more useful as drop-in melee combatants. While overall it’s probably not worth spending +2 ppm to take a bunch of Kommandos over Ork Boyz, taking one or two as extra options on your roster is a solid idea, and you’ll definitely want to include a single Boss Nob to act as a melee fighter on your team. They make solid Combat specialists but you don’t need the specialism to make them worthwhile – just give one a power klaw and let him work.
Thundercloud: Burna boyz combine a D3 hits flamer with an Strength User power weapon with -2 AP. Slightly better than an Ork boy in close combat, I’ve frequently taken a Zealot Burna in Arena for corridor control, as you can both burn things and if you get charged autohit on Overwatch.
Ostensibly the ranged/heavy weapons of the Orks, these Orks have OK power but lack both the BS and the volume of shots needed to make a real impact. Now that Flash Gitz are an option, there’s not as much use for Lootas, though they can have some play in a Freebooterz shooting-heavy list that seeks to use the faction’s Kultur to push them to higher levels of accuracy.
Thundercloud – While the same price as a burna I just wouldn’t take them. Flash Gitz do shooting much better and they are just as vulnerable to fire as an Ork boy while twice the price.
Nobs give you bigger ork fighting options outside of the boyz/kommando/loota/burna squads, with tougher armor (4+ save), and they get a Boss Nob version of your own. All of your nobz have 2 wounds apiece, making them pretty tough to deal with. Nobz make brutal close combat fighters, and give you a path to creating a more elite kill team of orks based around melee combat as opposed to the horde option that the base Kill Team rules gave you. Nobz have 3 attacks each and access to a ton of wargear options, with the primary draws being the choppa (cheapest), big choppa (best power-to-points tradeoff), and the power klaw (most deadly). Boss Nobz aren’t any more deadly, but have 7 Ld which makes a huge difference on Orks.
The toughest units orks have to offer, Meganobz combine the nasty melee prowess of nobs – the 5S, 3A base – with an extra wound and a 2+ armour save. They trade off an inch of movement, making them pretty slow with only 4″, but they help your team automatically pass Nerve tests on unmodified rolls of a 6 and have access to some nasty weapons. Meganobz are your most expensive non-commander unit, but it’s worth having a Boss Meganob on your roster as a Combat specialist just for the brutal damage he can do with a pair of Killsaws. If you go the kombi-shoota route, a kombi-skorcha is the way to go, and these guys love to be Evil Sunz since it can help them get into combat.
The real shooting threats on your kill team, Flash Gitz come with pretty decent guns – Snazzguns – and a BS of 4+, giving them the ability to actually make use of them. They also come with a 4+ save and 2 wounds each, making them pretty damn tough to dislodge without 2-damage weapons. Their Gun-crazy Show-off ability gives them the ability to shoot an extra time at the closest enemy model if you roll a 6 on a D6 after they shoot in the shooting phase (and potentially chain these), which can lead to some hilarious strings. One model in the team can take a gitfinda squig that gives them +1 to their hit rolls; this is a no-brainer for your Comms, Heavy, or Demolitions specialist. Flash Gitz can have the Leader, Combat, Comms, Demolitions, Heavy, or Veteran specialisms and, while they lack Sniper, this gives them a useful set to work with – they make wonderful Comms, Demo, and Heavy specialists, where a Comms specialist with a Gitfinda squig is hitting on 3s before modifiers and giving +1 to hit to a nearby Demo and/or Heavy specialist (though you’ll also want a combat specialist in there somewhere usually). If you’re just taking one as a lone ranged support option, then Heavy is also a fine choice. At 23 points per model with their guns, Flash Gitz aren’t cheap, but they’re not stupid expensive, either.
Thundercloud – If you are going shooty Orks you are likely building your team around Flash Gitz with possibly a couple of boyz with Big Shootas. They’re pricey but your best shooting option and a lot more resilient than Lootas. However bear in mind that a Flash Git with Gitfinda to hit on 3+ is 27 points, the same as 4 Ork boyz and a Grot.
Orks have access to a decent array of Commanders, offering different strengths.
The biggest baddest fighter option you have for a Commander, the Warboss’ chief benefit is that he’s the only Ork Commander capable of taking the Strategist specialization to get you that extra CP every battle round. You can also kit him out to be a brutally effective combat machine, but given that you have easy access to other strong melee fighters, going overboard on his cost probably isn’t what you want to do. If you’re taking the Warboss, make him a Strategist, let him ride with the base loadout of big choppa and kustom shoota or kombi-skorcha, and have him get dug in with the boyz.
While the Big Mek can’t take the Strategist specialization, he has access to the Shokk Attack gun, one of the deadliest gun in Kill Team. His biggest downside is an inability to mitigate his low BS on his own (though Ammo runts and Comms specialists can help here), but you can ensure he sticks around with the Fortitude specialism, and use Dakka Dakka Dakka to have him shoot twice per battle round. He may only hit once or twice per turn, but that’ll be more than enough to delete whatever he puts his sights on. Prior to Elites I might have suggested ignoring the Shokk Attack gun, but with Ammo Runts it’s a different story. If you do decide to go with the Kustom Force Field instead he’s still an OK option, albeit one that’s gonna eat through your CP pretty fast.
The Ork medic can add some extra staying power to your team, but isn’t doing much more for you than the Big Mek and is a much worse fighter than the Warboss.
The special Kommandos Commander, Snikrot is a fun add if you want to do a Kommandos-themed kill team but otherwise he gives you no versatility and doesn’t hit hard enough in melee to be worth that tradeoff.
Orks have an incredibly strong list of Tactics to choose from, though the downside is that a lot of them cost 2 CP. Making smart use of these tactics is key to success with an Ork team.
- Krump ‘Em! (1 CP) – Used when a model in your kill team fights in the Fight phase. They get +1 Strength. This is just great, particularly on boyz where going from S4 to S5 helps them get over a key threshold. At 1 CP, it’s a great deal. A
- Gnasher Squig (2 CP) – Used at the stat of the Fight phase. Pick an enemy within 1″ of one of your models and roll a D6. On a 4+ that enemy takes a mortal wound. 2 CP for a 50/50 chance of doing a mortal wound isn’t great, but those are better odds than attacking against some targets. Keep an eye out for when it makes sense to use this. C+
- Dakka Dakka Dakka (1 CP) – Use after one of your models shoots in the Shooting phase. You can shoot an extra time with that model. At 1 CP this is really cheap for this effect… because it’s linked to Ork shooting. On initial release, it was wasn’t particularly noteworthy but with the addition of Flash Gitz, this has a lot more value, and can give you some really nasty shooting support. It’s also brutal on a Big Mek with Shokk Attack gun. A
- Just a Flesh Wound (2 CP) – Use when a model on your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead. This is iffy to rely on but it’s a very powerful effect when you need it and it can literally save your whole game in Commander. It’s great to have in your back pocket. A-
- Grot Shield (2 CP) – Use at the start of the Shooting phase to pick a model on your kill team within 2″ of a GRETCHIN model. Until the end of the phase, while that Gretchin is on the battlefield, any attacks that target the chosen model are resolved against the Gretchin instead. This is a wonderful way to shield key units and is a very good reason to take a few extra gretchin to act as ablative wounds for more important models. Just watch out for Nerve tests caused by losing Gretchin. A
- Mek’s Special Stikkbomb (2CP) – Use when you pick a model on your team to attack with a stikkbomb. Until the end of the phase, change the weapon’s type to Grenade D3 and it gets +1 strength and damage. The shots tradeoff isn’t great, but the +1 damage ans strength means that using this will nearly double your chances of taking a Primaris marine out of action (to about 11%), but that’s not quite enough to be worth 2 CP. C
- WAAAGH! (2 CP) – Use when it’s your turn to move in the Movement phase, and your Leader is on the battlefield and not shaken. For the duration of the phase, add 1″ to the Move characteristic of all models in your kill team, and they get +1 to Advance and charge rolls. This is great – it’s very helpful for closing the gap early on, and combines extremely well with the Evil Sunz Kultur to give you a lot of 9″+ charges right when they’ll be most devastating. A
- Kunnin’ Infiltrators (1 CP) – Use at the end of the Movement phase to pick up to three KOMMANDO models from your kill team set up in Reserve and set them up anywhere on the battlefield more than 5″ away from any enemy models. Helpful for pushing your Kommandos up the table and setting them up in a flanking position. Especially good if you can put them in cover so they’ll be near-impossible to hit. Well-priced at 1 CP. B+
- Indiscriminate Dakka (1 CP) – Use after firing Overwatch with a model. You can immediately fire Overwatch again with that model. This is fantastic on models armed with skorchas or burnas and decent on something like a Flash Git or Big Mek where you have solid chances of landing 1-2 hits. You won’t be charged that often as orks but when you do you may as well make it as punishing as possible. B
Thundercloud – In the close confines of Arena I would rate this as an A for burna or skorcha equipped models.
- Pyromaniak (1 CP) – Use when you choose a model to shoot with a Burna. You make D6 attacks instead of D3 this phase. Solid way to boost output (+1.5 extra hits on average), but you can still roll a 1 and Burnas aren’t amazing. B
- Itchin’ For a Fight! (2 CP) – Use when you pick a model in your kill team to fight in the Fight phase. You can make one extra attack with that model for each enemy within 1″ of it. At the worst this is 2 CP for +1 Attack, which is a bit too expensive on its own, but if you’re in a large pile getting +2 or +3 attacks can be brutal if you’re attacking with a Warboss or Nob. The cost makes it more situational but it’s powerful when you can trade CP for attacks at a 1-to-1 rate. B
- ‘Ere We Go, ‘Ere We Go! (1 CP) – Use after making a charge roll for one of your models. Re-roll one of the dice. This is pretty situational given that you can already re-roll full charge rolls, but it’s really helpful for when you absolutely need to make that longer charge and you’ve already rolled a 6. A
- Dead ‘Ard (1 CP) – Use when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound that model takes for the rest of the phase. on a 5+ the mortal wound is ignored. This is basically your only defense against psykers and Psybolts and it’s not bad. B
- Joyride (Sector Munitorum Tactic, 1 CP) – Used in the movement phase to ride a Galvanic Servohauler 2D6″. You can’t advance or move vertically, and the Servohauler goes with you. This is good clean fun but it doesn’t matter at all in competitive play or Arena. Or even most casual games. B, but just because it’s rad as hell
- Vengeful Strike (2 CP) – When a Brotherhood Champion is taken out of action the get to fight against before being removed. They already have this ability on their datasheet, so they can potentially fight 3 times that turn. B
- Mega-Waaagh! (1 CP) – Aura tactic. Used at the start of the battle round. While you aren’t shaken, units within 6″ can roll 3D6 instead of 2D6 when making charge rolls and discard the lowest result. Given all the other ways you have to boost and guarantee charges as orks, this doesn’t actually do all that much for you. It’d be fire in some other teams but here it’s going to be less useful than WAAAGH! most of the time. C+
- Duff ‘Em Up (1 CP) – Aura tactic. Used on any Ork Commander at the start of the battle round. As long as that model isn’t shaken, friendly models within 3″ get +1 Strength. This is really good, primarily for getting boyz to S5. Used at the right time, it can turn a normal round of fighting into a slaughter. A
- Breakin’ Heads (1 CP) – Use at the start of any phase to pick another friendly model within 3″ of a Warboss that isn’t shaken (the warboss has to be unshaken). That model takes 1 mortal wound and friendly models within 6″ of the Warboss are no longer shaken (remove their tokens). This can be an interesting way to recover from a terrible spate of Nerve Tests, and the fact that you can do it after moving makes it a lot more useful. B
- Dok’s Tools (1 CP) – Use at the start of the battle round if you have a PAINBOY to give it an aura. As long as it isn’t shaken, each time a friendly within 3″ takes a wound, roll a D6 and on a 6+ it doesn’t lose the wound (if you have two such abilities for that model, pick which one to use and re-roll 1s). Also, as long as you aren’t shaken at the end of the Movement phase, you can remove a flesh wound from a friendly model within 3″. This is nifty for protecting your Orks and being able to take off flesh wounds is handy. B
- Red Skull Kommandos (1 CP) – Snikrot’s aura tactic. Used at the start of the Fight phase, gives re-rolls of 1s on hit rolls for friendly KOMMANDOS within 6″. A decent buff that Orks don’t really get access to.
- Kustom Force Field (2 CP) – The Big Mek aura tactic. Use at the start of the battle round to get an aura that gives friendlies within 6″ a 5+ invulnerable save against shooting attacks. This is really good to have and makes an already insanely good commander option even better. A
Ork Psychic Powers
Orks currently do not have access to a PSYKER unit.
Orks are an interesting team to work with. They really struggled early on in Kill Team, but got a ton of help from Elites and can really shine in formats like Arena that add lots of walls and dense, close-quarters combat or in formats that encourage larger teams like the NOVA missions pack.
Some things to remember:
- Despite their nature in the fluff, playing orks well takes strategy and finesse; if you just run your mob forward you’re going to get shot full of holes and break. Instead, you need to make careful use of cover and look for opportunities to bait opponents out. In missions and events that favor holding objectives over scoring kills, you can use your body count advantage to force an opponent to come to you, and put them in a bad situation. Stay out of sight for as long as you can.
- Remember that while Orks are good in melee, they’re not invincible and you want to try and pick your fights. Especially when you’re charging in with boyz and AP 0 weapons.
- Generally, every Ork Kill Team wants at least one and as many as three Gretchin: One to be the leader, and two ammo runts if you’re going to support heavier shooting. Hide your leader in back and have your ammo runts flank and protect/buff key units. Typically this will be your Flash Gitz. Gretchin Leaders can be less effective when you have to worry about teleporting/outflanking enemy units, so consider having a backup for some matchups.
- On that same note, think about having a few Kommandos on your roster so you can outflank and capture distant objectives or get the drop on unprotected leaders.
- Don’t overstack on combat units. Your boyz and nobz make excellent melee combatants and don’t really need a ton of help outside of their equipment. Don’t worry so much about buffing them up to 5+ attacks and instead focus on using your specialist slots on other units who can support them.
- Get some nobz on your team. You have boss nob options for every squad, plus nobz as a separate entry with their own boss option. You may not always want to go nob-heavy, but this is what gives you the flexibility to move between horde and elite team options as you need. Even with elite options, you’re still going to have a decent model count, relying on some boyz.
- Keep your models together. You max out at 7 Leadership on your top units, which means that once you lose a few models, Nerve Tests can become a real issue.
Shane: Ork teams have some of the most reliable charges as Evil suns, due to having +1 to the charge and re-rolling for Ere We Go.
Kyle Fjerstad’s 1st Place Sunday LVO GT Roster (Freebooterz / Evil Suns) 125pts
Heavy Flash Git w/git finder, choppa Freebooterz
Flash Git Freebooterz
Comms Loota Spanner w/kustom mega blasta Freebooterz
Veteran Ork Boy Nob w/kombi-skorcha, choppa Freebooterz
Ork Boy w/shoota Freebooterz
Ork Boy w/shoota Freebooterz
Ork Boy w/shoota Freebooterz
Ork Boy w/shoota Freebooterz
Ork Boy Gunner w/big shoota Freebooterz
Ork Boy Gunner w/big shoota Freebooterz
Combat Meganob w/kombi-skorcha, power klaw Evil Suns
Veteran Kommando Nob w/power klaw, slugga Evil Suns
Zealot Burna Boy Evil Suns
Nob w/big choppa Evil Suns
Nob w/big choppa Evil Suns
Kommando Evil Suns
This roster is focused on the Freebooterz sub-faction and best utilizing their strengths, but is also able to flex to a semi elite Evil Suns sub-faction for certain match ups. Being able to stack + to hit modifiers makes this team shockingly good at shooting, and should take opponents by surprise.
Emmanuel Mitsinikos’ 1st place Orks Kill Team Roster (Evil Sunz)
Emmanuel tore things up at least year’s SoCal Open events, including the Killzone: San Diego tournament in Late October. The SoCal Open rules used 125-point rosters in 3D Kill Team games with custom missions (you can find the event’s missions pack here). These tend to favor Orks and other horde/”go wide” kill teams because they place an emphasis on holding objectives over killing enemy units. Emmanuel’s list is primarily melee-focused, with the ability to flex in some more elite hitters when going up against heavier armor, trading big choppas for power klaws. The Kommandos also provide an extra infiltrating surprise.
Gretchin – Leader
Boss Nob (Nobs) w/Kombi-skorcha, Power Claw, Slugga – Combat
Boss Nob (Nobs) w/Power klaw, Slugga – Combat
Burna Boy – Demolitions
Flash Git w/Snazzgun – Heavy
Nob w/Kombi-Scorcha, Big Choppa, Slugga – Veteran
Nob w/Big Choppa, Slugga – Veteran
Kommando Boss Nob w/Power klaw, Slugga
Kommando w/Choppa, Slugga
Kommando w/Choppa, Slugga
Meganob w/Killsaws x2
Ork Boy w/Choppa, Slugga
Ork Boy w/Choppa, Slugga
Ork Boy w/Choppa, Slugga
Ork Boy w/Choppa, Slugga
Ork Boy w/Choppa, Slugga
Ork Boy w/Choppa, Slugga
Playing Against Orks
Thundercloud – Playing against Orks you want to exploit their low saves and leadership. How many models do you need to kill/flesh wound to break them? What are the models that are a threat? Have they got a Grot leader they’ve hidden in the back that you can use reserve shenanigans to teleport/drop in and assassinate?
Orks are usually a horde force, and even a fairly elite force will still have invested a reasonable number of points in Boyz/Grotz in order to be able to hold objectives and not break when when a couple of models get knocked out. This means there’ll be some T4 models running around in T-shirts ready to get flamered/boltered/autocannoned to death. Take some Str 5+ shooting that’s AP-1, and hoover up boyz to hit break point. As usual multi-damage weapons (blight launchers, etc) will punch out Boyz and Nobz with little issue, and you want to start stacking up kills as much as possible.
Orks have no flying units, and so are vulnerable to corridor and door blocking, and HODOR in Arena is a viable, if bullshit, strategy, based on exploiting the door mechanics. If faced with flying units or jumpy Harlequins, a smart Ork player will space his models so unless you want to just engage the first model you have to multi-charge and take both more overwatch and strike back.
In tournaments you should have built your list to handle both MEQs and Hordes, and Orks are the toughest of the Hordes (with boyz being much better than Cultists, Neophytes and Hormagaunts by virtue of being Toughness 4), and against hordes you’ll be busting out your heavy bolters, blight launchers, flamers, etc in order to dish out multiple hits. You aren’t going to need your meltas and other high AP guns, because it’s a waste, but multi damage weapons to pick out Nobz is useful. Weapons doing 2 or D3 damage will do the job.
Orks will normally be piling into you on turn 2, and every Ork boy in combat is one you can’t shoot. If your opponent picked Evil Sunz then they’re charging 2d6+1″ and rerolling failures, which is a pretty reliable way to get in. Use terrain and possibly a couple of sacrificial units to stop them tying up your whole team at once, though a sensible player will maximise their force around a few key targets, leaving them something to hit next turn having buried a few of your marines/wyches/firewarriors/guardsmen/neophytes in attacks from multiple boyz to allow flesh wounds to stack and benefit other injury rolls.
In this situation use a bit of social distancing on your models so that if you lose one model then a surviving Ork can’t move to pin you in place when you won’t be able to Overwatch them, and if you break off the odds are other Orks will then just charge you, or they’ll surround you in the movement phase.
A sensible Ork player will pile in to prevent escapes. If you socially distance your models before the Orks hit your lines they won’t be able to start the next turns melee early and then charge to pin, avoiding Overwatch, but will have to charge to engage and run the risk of catching a bullet going the other direction.
As with all games, don’t forget objectives, but bear in mind you probably aren’t going to pile more models into the centre than an Ork player, so don’t try. Objectives for getting close to your opponent, or killing models with shooting, are worth looking at.
Painting and Collecting Orks
Unfortunately, the Kill Team box set for Orks doesn’t do much to get you a full team and you’re ultimately going to need to draw models from several different boxes to make a fully viable team. The Start Collecting: Orks Box isn’t a bad start if you plan on building an Ork army eventually, but you’ll be wasting money picking that up over just getting a box of Ork boyz and Ork Warboss’ Grukk’s Mob, which gets you 5 nobz and a Warboss/Boss Nob. Convert a couple of nobz/boyz to be Kommandos as you like and then consider picking up a box of Flash Gitz to add in some ranged support.
We have an article on how to paint Orks here.
Orks are an interesting kill team that provide players with lots of options but need a lot of skill to play well. Hopefully this guide will help you build a stronger team and set you down the path to winning more of your games. As always, if you have any questions or feedback, drop us a note in the comments below or email us at firstname.lastname@example.org.