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2015/01/03 17:27:57
Subject: Looking for your favorite Kill Team (200pt) combinations
My Gaming group decided to start playing with the Kill team rules. I have lots of ideas, but I haven't had any experience with this format yet.
What are your favorite Kill Team combinations ?
Some ideas I'm throwing around
Spoiler:
Eldar
Disco Inferno - Fire Dragons x9
Infiltrate, Ignores Cover, Shred
Space Marine
Road Warriors - Bike Squad - Sgt w/plasma pistol & melta bombs, 2 w/ Grav Guns, 4 regular, 1 attack Bike
Infiltrate, FNP, Fleshbane
One of the Grav Gun Bikers gets Fleshbane, for 3 shots that wound on 2+
Radcheck's Roughnecks - Scout Squad - Sgt, 1 w/ Heavy Bolter (relentless), 5 regular
- Scout Squad - Sgt, 1 w/ Heavy Bolter (FNP), 5 regular
Deploy nothing during regular deployment, deploy 12-18" away after regular deployment, then make 6" scout move, for the entire force
This message was edited 1 time. Last update was at 2015/01/03 17:29:40
Adepta Sororitas 200 pts
Seraphim Squad
-Four extra Seraphim for 9 total Seraphim
-One double hand flamers
-One double Inferno Pistols
-Upgrade to Seraphim Superior, who has a plasma pistol.
Seraphim with the hand flamers picks split fire, the Inferno Pistols infiltrate. The third pick should be Crusader which gets another Seraphim up close fast enough to cause problems.
The dual melta Seraphim can kill pretty much anything it's pointed at and, assuming that they are in range of something else, jump into combat to avoid horrible death from the return fire, then hit and run out to shoot again.
These are all jump infantry, and so are pretty quick, and can also ignore dangerous and difficult terrain. Their act of faith gives shred, the hand flamers ignore cover. Aside from their power armor, they also have a rerollable 6++ invul save, which makes up for their 3 toughness.
2015/01/04 22:31:36
Subject: Looking for your favorite Kill Team (200pt) combinations
6 acolytes with plasma guns
11 acolytes with bolters
4 acolytes with lasguns
3 death cult assassins
200pts
That's a tremendous amout of firepower for a kill team game and if anyone gets through it you have 3 DCAs with 4 st4 I6 WS5 powersword attacks each on the charge.
Give the 3 usrs to whoever you feel like...
2015/01/04 23:21:08
Subject: Re:Looking for your favorite Kill Team (200pt) combinations
Let a billion souls burn in death than for one soul to bend knee to a false Emperor.....
"I am the punishment of God, had you not committed great sin, God would not have sent a punishment like me upon you"
2015/01/05 07:29:26
Subject: Looking for your favorite Kill Team (200pt) combinations
6x Seraphim, 2 with hand flamers.
5x Celestians, 2x meltaguns.
Give one Handflamer girl Sniper, the other poison.
Preferred Enemy on one of the meltaguns.
Sisters of Battle in general are insanely nasty at Kill Team. Really, any unit of theirs works.
Eldar, Scorpions are nice, as are Fire Dragons. Dire Avengers are cool too, you can trick up the exarchs cheaply with power weapons and hand out flesh bane to overcome S3.
Avoid using warp spiders special jump if possible. One guy wiped half his team out over 2 turns. Individual rolls+doubles=lots of dead expensive guys.
My experience.
My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
2015/01/05 12:32:31
Subject: Looking for your favorite Kill Team (200pt) combinations
Hi Adam, hi guys. We've been playing a lot of Kill Team, since even before the Mini-Supplement that came out a year ago. Previously, we used the Warhammer World Event rules, which was a start. We had a Tactica for 6th ed, but with the new Kill Team ruleset, with 7th ed rules, and new army codices...I'm revising it. Because it's my birthday, I actually want to get it out TODAY, my present is to share these experiences with you.
There are plenty of great ideas. Just a few comments 1st:
adamsouza wrote:
Eldar
Disco Inferno - Fire Dragons x9
Infiltrate, Ignores Cover, Shred
Space Marine
Road Warriors - Bike Squad - Sgt w/plasma pistol & melta bombs, 2 w/ Grav Guns, 4 regular, 1 attack Bike
Infiltrate, FNP, Fleshbane
One of the Grav Gun Bikers gets Fleshbane, for 3 shots that wound on 2+
Radcheck's Roughnecks - Scout Squad - Sgt, 1 w/ Heavy Bolter (relentless), 5 regular
- Scout Squad - Sgt, 1 w/ Heavy Bolter (FNP), 5 regular
Deploy nothing during regular deployment, deploy 12-18" away after regular deployment, then make 6" scout move, for the entire force
Eldar with their Fleet of Foot, Meltaguns, Bikes of any sort but especially White Scars, and Scouts with Imperial Fists Bolter Drill are already top notch. I'll be honest, it looks like you already thought this through, so I doubt I can add much more information.
adamsouza wrote:
Just picked up the Tryanid Codex today. Going to have to see what I can cook up with that.
L1ttle wrote:
Broodlord
10 genestealers With uprades.
infiltrate, fleet, rending, a psyker. These suckers are nasty!
We had a Tyranid player that is a Kill Team regular and, after much rules discussion, Genestealers are probably the only viable choice because they don't need Synapse creatures. Yes, you can buy Synapse creatures, but it's like a tax, a heavy levy, for units that will probably be targeted and taken out first. That said, Genestealers as the fast-moving Infiltrating killing machines are actually a great choice for Kill Team anyway, so it's not at all a bad thing.
changemod wrote:Can anyone clarify how exactly a Deathmark's marking ability functions in Deathwatch? Because otherwise, they seem like a very good pick.
Yes...though this is through much pain, it was a very ugly argument, but in the end we went with Rules As Written interpretations. This is kind of broken.
The major advantage in Kill Team - Every model is its own unit. Thus, if you buy a squad of Deathmarks, each miniature can mark a different individual enemy miniature. This is legit and expected, not even much rules wrangling.
The major disadvantage in Kill Team - The clincher is, you canNOT Deep Strike from Reserves in Kill Team. If you have a Deep Strike unit, you have to deploy them as if they were a normal unit without that ability. And the Deathmark ability is applied when you deploy. So while this is a major advantage if the Deathmarks deploy last, a lot of times you can't use it at all. Keep in mind Infiltrate is usable in the Kill Team supplement (it wasn't back when they were free rules), who deploy after everything else. Infiltrate is a very popular ability in Kill Team now...and this is just 1 more reason why. This was what caused the debate, but we believe this interpretation to be correct.
Changemod, not sure on which side you're on, so I hope you don't feel like I'm going against you. I'm just stating what we really have settled on based on RAW after much lawyering. And it turns out there's plenty of great Necron lists without this rule anyway, so we've moved on.
---
A similar issue came up with trying to get Dedicated Transports to Infiltrate with their full squads. You canNOT apply Specialist rules on Dedicated Transports (in fact, not on any vehicle now), but you CAN place it on an infantry unit. That infantry unit CAN ride on the Dedicated Transport it was associated with, which lets it Infiltrate.
Then can the rest of the squad hop onto that Infiltrating Dedicated Transport so that they all Infiltrate?
The answer is: no. The best explanation is it's due to timing. Those units that were along for the ride without Infiltrate have to deploy 1st as every man for himself. Only the Specialist and the Dedicated Transport he was riding in can Infiltrate.
We've yet to have a rule disagreement where we had to go with RAI and not RAW, but we do see stuff like this from time to time.
I've used a full Chaos Cultists squad, with three heavy stubbers and autoguns., and it was very effective. Actually killing 18+ models to break the enemy kill team is harder than you think, and 30+ autoguns are actually scary firepower to face.
A Guard Infantry Platoon with a few assault weapons would work much the same and probably do better - they have better body armour and frag grenades for crowd control of their own.
My other suggestion would be fire warriors. You probably don't need EMP grenades as virtually nothing is immune to pulse fire (even a chimera can be killed with enfilading fire). Stick with rifles, and manouvre in loose 'blobs' so supporting fire applies.
Termagants expended for the Hive Mind: ~2835
2015/01/05 13:30:44
Subject: Re:Looking for your favorite Kill Team (200pt) combinations
Sisters have some really good units, but are held back by not having a physical book, and ancient and expensive models. They also have terrible units that could work with only slight tweaks to either the unit or access to things that the codex should have anyways.
2015/01/05 19:13:45
Subject: Looking for your favorite Kill Team (200pt) combinations
I've been using GK Interceptors for Kill Team since 5th, with great results. The 12" move is dominating, and Shunt is awesome to either chasing or breaking away. The free Hammer of Wrath, however, is the shining star of Interceptors, almost making up for the changes to NFH we got with 6th and 7th. Relentless Psycannon is a must since Psybolts were lost. Falchions are great for Kill Team, more so than our other weapon options other than a Hammer.
These guys are fast, very dynamic, and great fun to play. I'm almost always pitted against shooters or monster spam, so being able to shoot-n-scoot or bounce-charge is very helpful. Most of the time I will argue for the squad to either be able to roll once per Psychic phase to cast Hammerhand or activate Force as a group, or let the them each count as their own PML1 Psyker (because BoP/S is ignored in Kill Team) Sometimes I win the argument, sometimes I don't.
SJ
“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
2015/01/05 20:17:15
Subject: Looking for your favorite Kill Team (200pt) combinations
I hadn't thought about how to resolve Brotherhood of Psykers situation. Letting them cast as a group, as originally intended, would probably be the least problematic.
If they were to do it indiviually they would accumulate many more warp charges.
It's probably the most boring kill team you'll ever come across, but the one I always ran was something like....
2x Tactical squad
6 marines apiece
missile launcher in each
Since we always play it on a 4x4 the missiles can hit anything on the board, just park them on a building in one of the corners if you can. One has MC, one has PE.
For the third I can never decide, so I've started throwing infiltrate on a marine and using him as counter-infiltrate. If you infiltrate first, you can block off a section of the board from them. If you infiltrate second, go for an objective or try to get a first turn kill on their warlord. I've even dropped them behind an army that did all infiltration and used them for an easy line breaker.
Again, it hasn't got much flare, but it's one of the most reliable setups I've used. I tend to prefer my plasma veterans in a rhino/razorback, but the problem with them and a lot of the high damage output builds is that they can't do squat against a horde of 30+ models.
2015/01/05 22:53:21
Subject: Looking for your favorite Kill Team (200pt) combinations
Keep in mind, as 1 model units, Mob Rule is pretty useless in Kill Team.
Also, no FNP from Painboyz either.
If they manage to gun down 16 of the boyz, which anyone with bolters should be able to do, the Orks will be rolling agasint Ld7 EVERY turn for the rest of the game to avoid fleeing the field.
I love a good KT game but I haven't quite figured a good one out for Tyranids (most of the time my opponents allow me to "ignore" the synapse rule for fun's sake)
KT - Farsight Enclave
Crisis Suit: TLMP - Preferred Enemy (have they changed this to be only cc now?)
Crisis Suit: TLMP - ignores cover
Crisis Suit: TL Burst Cannon x 3 - 1 w/ Shred(is this cc only as well?)
I hope this is something we can grow together over time. I've found I do have to keep entries short. I'll probably add a Rules Interpretation part.
Icculus wrote: I've never played Kill Team, but if I did I would probably go with a big horde of Orks.
15 Slugga boyz
15 shoota boyz, 1 big shoota
Or
30 slugga boyz, 1 nob, and 2 big shootas.
I just think sheer numbers would win out with a list like this.
Yes, this was close to my original setup. It was very successful and can still be successful, except...people wised-up to it.
That setup worked great at the beginning, when people were taking IG Veteran Squads with Sgt. Harker, because they thought Kill Team was just supposed to be 5 to 10 models.
Over time, I found it less effective, but MAINLY because my local meta started to see KT as pointed out above, a game of numbers still. It got outdone by 12+ MEQs, like the below:
kingbobbito wrote:
2x Tactical squad
6 marines apiece
missile launcher in each
One of my Kill Teams is very similar (I only took 1 missile launcher so I got 13 Marines), for the reasons you mentioned. It's very dependable.
Currently, though, I'm starting to favour a similar approach, but with Bolter Drill Scouts. Mainly because the new Kill Team missions and meta favour Infiltrate. It's also a really fun team to play.
digital-animal wrote:I love a good KT game but I haven't quite figured a good one out for Tyranids (most of the time my opponents allow me to "ignore" the synapse rule for fun's sake)
I like the idea of "waiving" the synapse rule for these quick games. What I also liked was you took 6 Warriors anyway, which is totally legit and needs no permission as they're synapse creatures anyway, that's very sportsmanly of you.
But on that note, while we were talking about the all-Genestealer Kill Team above, I've yet to lose to a Genestealer Kill Team. Beaten them with Marines and Orks, even though they can be really good against other armies maybe.
Brotherhood of Pyskers don't apply in KT, they lose the rule, no powers for them.
Lots of bodies on the field is more effective then say 5, but most of the cheap guys have bad leadership, and it hurts. We had a game where a guy with 20+ Kroot forced break tests from killing half our guys, and we won because a turn later we did the same to him, and his guys evaporated faster. Leadership 8-9 easily beats 7, so it's not always numbers.
Just what we've found.
My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
2015/01/06 18:08:29
Subject: Re:Looking for your favorite Kill Team (200pt) combinations
No Deep Strike in Kill Team.
The Deathmark's gun does not cause pinning, unless I'm doing it wrong.
And remember that reanimation protocols require you to be within 2" of another friendly model.
It's still a good team, but you're going to have to foot slog it into battle, which is something most Deathmark's probably aren't used to do doing.
JSJ is incredibly effective in Kill Team Games as there is usually a lot of space to jump away into. I know you don't normally TL weapons on suits, but in Kill team all those saved points allow you to field an extra suit, which considering you can only target one model a turn anyway is more cost effective imo.
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
No Deep Strike in Kill Team.
The Deathmark's gun does not cause pinning, unless I'm doing it wrong.
And remember that reanimation protocols require you to be within 2" of another friendly model.
It's still a good team, but you're going to have to foot slog it into battle, which is something most Deathmark's probably aren't used to do doing.
Thanks for the info buddy. To be honest deep striking in Kill Team would be very risky anyway.
Probably mistaken but sniper weapons have pinning and rending?
I love that I cna give a a tranddimensional beamer to a relentless wraith. Probably the most useful combination in Kill Team!