![]() ![]() These weapons have the odd 2/5 damage profile along with a six inch range and the Silent trait. Our first melee specialist, this Ork is armed with a pair of Relentless Choppas, and comes with a ranged option in the form of throwing knives. This operative is armed with the nastiest close combat weapon available to the team, AND has the ability to raise the APL of an operative within 6 inches by 1 making him an excellent combination of buffer and more than capable than defeating almost any other operative in combat short of a Custodian. Your obligatory chunky leader who sports a proper 3 wounds over his comrades, and is better at Krumpin’ than your standard Boy. ![]() ![]() The Grot and Squig are both very fragile and having a standard Boy may be more useful, similar to how Navy Breachers can take standard Armsmen in place of their servitor drones. The main reason these guys will come up is when you need to decide to whether you will take the Grot and/or the Squig (more on them later), as they are the more situationally useful of the operatives available. Your non-specialist option, comes with a Choppa and a Slugga, but otherwise has no special abilities. This makes them incredibly dangerous on the table, able to sneak around cover and get the drop on your operatives before you can take them out with shooting. Most importantly, they come with the team-wide ability Throat Slittas, which allows them to make a Charge Action while Concealed. They’re superior to their Compendium cousins in most respects: All of your Boyz hit on BS 4+ with their ranged attacks, while still sporting the Ork penchant for melee with WS 3+ to hit in combat. Kommandos mostly share a common profile of 10 wounds, 2 APL, and a 5+ save. Only Kommando Boy operatives may be taken more than once. Your remaining 9 Operatives are drawn from the following: The team is also perhaps one of the most pre-determined in what players can bring with a Kommando Nob being the obligatory leader option, and the only operative that comes with multiple weapon options, your choices being either a Power Klaw or a Big Choppa. Kommando Kill Teams fall into the grey area of, not-elite but not-horde, with 10 operatives. They lack a medic specialist and have no access to Group Activation 2 in their rosters but otherwise Kommandos have the tools to be capable in any match up. ![]()
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