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Made in us
Slaanesh Chosen Marine Riding a Fiend





Hi All,

I hope you are all good on this dreary Sunday.

A way, I am going to start playing Kill Team (had the rules for some time).

I would be interested to know what faction you use, how you run them and if you generally find games of Kill Team fun?

Please note, for those of you who play Chaos Daemons as a faction the term "Daemon" is potentially offensive. Instead, please play codex "Chaos: Mortally Challenged". Thank you. 
   
Made in gb
Hallowed Canoness





Between

Kill Team is great fun.

I play Sisters and Thousand Sons counts-as, and both factions are great in KT. Way better than you'd expect, especially in the case of the Thousand Sons.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Humorless Arbite





Hull

Kill Teams are just fun and fluffy as hell.

The games are quick and brutal. If you don't want a larger army, you can just have 200pts of a particular race for KT's. Also they're quite easy to set up fun scenarios for.

One of my favourite recently was a 4 way KT where each player wrote down two objectives on two slips of paper and dropped them into a pot. Then they were shuffled and each player drew one objective. The objectives were the main way to win but in case of a tie, whoever had more points left alive would be the winner. The objectives turned out to be quite amusing, one of them was "Kill 3 models and only 3 models, no more and no less." The player who got that one killed the 3 models and spent the rest of the game running away and trying to avoid close combat in case another enemy accidentally died


   
Made in us
Whiteshield Conscript Trooper




Have any of you played with the Heralds of Ruin Kill Team rules? I have never played with either so I was wondering what people's opinion on them are. I am fairly interested in making a kill team force or two in place of another army.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

KT is the way to play 40K if you still want a game where the result is as much down to your decisions as your list IMO.

It is such small scale it is near impossible to break, it makes units you'd never normally consider in full sized games viable, and some rules (like Fear for instance) suddenly become a lot more useful.

Heartily recommend it.

This message was edited 1 time. Last update was at 2015/03/29 18:20:40


We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Shadowy Grot Kommittee Memba






DEFINITELY use heralds of ruin. The GW official rules are boring as heck and incredibly broken.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ca
Fixture of Dakka




Vanished Completely

I highly encourage playing Kill teams, and honestly find it to be a far more entertaining experience them a normal game.

This game style makes it so whole lists are built around one or two members of a simple infantry squad, creating far more atmosphere then a list built around a core unit. I find these models quickly taking on more character then 'guardsman 94821358293051123 a,' never did understand what the a meant, ever will as he is mowed down beside 2000-per-hour other guardsmen in that gun alone last Tuesday. Not only does the loss of these specialized models start to kink your plans, keeping them alive can quickly become a little personal as you will want to boast that your personally named-Sargent has survived a dozen direct encounters.

So to answer your first two questions seeing I jumped to the third:
Faction - Tau
Style - Kroot raiding pack, code named: "We have a taste for your flesh"

At least one Rapid shot anti-material weapon, in case someone is cute and brings an APC
Sniper rounds, if possible to squeeze them in, as psudo-rendering can be useful against marines
As many Kroot and hounds, one should easily field ~30 men if I am remembering the point costs correctly

Style - Pathfinders, code named: "We have more then just marker lights"

Pulse carbines are not the worse infantry level weapons by a long shot
Ion rifles allow for anti-APC and anti-horde in the same weapon system
Burst cannon drone, even with a sub-par Balistic Skill it is not a bad machine gun platform as it moves and shoots by default

This message was edited 1 time. Last update was at 2015/03/30 14:20:15


8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures.  
   
Made in au
Hissing Hybrid Metamorph





'Straya... Mate.

I suggest house ruling using no grenades on infantry. It gets very boring watching MEQ just grenade each other to death lol


Automatically Appended Next Post:
Oh but I love Kill Team.
Tau normally rock it, as do scouts from SM.

This message was edited 1 time. Last update was at 2015/03/30 08:01:53


 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

What everyone's been writing here is completely true, but mu experience with HoR Kill Team had also lended me some very important lessons...

- Necrons are unsuited for Kill Team interely. No ifs or buts, Necrons simply doesn't work. Unless you have Fire Dragon-esque levels of Melta, regular Warriors are way too hard for this game. Marines go because of them only hsving a single wound and a 3+, but Warriors have 4+, 5++. They are even harder in melee, where their WS 4 comes inyo play. Just do not use them.

- Heavy Weapon Platforms are key. Where Heavy Bolters are largely useless in the TT, they will do most of the killing in Kill Team. Make sure they are protected and that you have at least one in each list - it'll suit you well.

- Melee is generally not the best idea. No matter if you have a Power Sword and S 4, Melee will usually just end being a three-turn slapdance with a victor coming out late in the game, if ever. The exception to this is Squads in HoR, who can readily beat heads in in a turn.

- Astra Militarum is a bit underpowered. This is mainly because of them lacking any regular punch, so if you want to have success with these guys, I reckommend heavies, vets and a Hellhound, if it's allowed.

There's more, but generally, this is what I've learned throughout my games.
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

Eldar are not very good for Kill Team, they are very expensive and get killed quickly, however Jet Bikes are great!

A tactical squad also makes for a good kill team (heavy bolter guy with relentless is amazing) plasma guns are great too.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in ca
Longtime Dakkanaut





Toronto

Herald's killteam is the way to go. Much much MUCH better than GW's rules, and takes care of stupid things like infinite grenades and flooding the field with low-cost bodies (IG vets are the worst things ever)
-more in depth rules like climbing, jumping, falling, hiding, supressive/pinning fire, etc etc
-new army lists that are constructed in a way that makes sense (buy models individually), and totally new armies like deathwatch and arbites.
-awesome campaign rules (the most fun way to play!). build your force, level up your guys, watch them get crippled and retire!
http://heralds-of-ruin.blogspot.ca/p/kill-team-rules.html

   
Made in us
Shadowy Grot Kommittee Memba






I disagree on melted being weak, but you really have to coordinate your attacks if you want to win. In HoR, any models that charge together and get charged together act like a "squad" until the assault ends. This means that for example a pair of assault marines can get in and beat someone's face in. Also, power fist style weapons, while expensive, are often totally worth it on units like Nobz or sergeants over power weapons.

I would also advise trying to bring high toughness models like bikers over vehicles. An AV10 vehicle is way easier to kill than a T6 infantry model.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in hk
Warwick Kinrade





Hong Kong

I love Kill Team - the fact that every action has a consequence really forces you to think about what you are doing, rather than going into faction autopilot as often happens in the big brother version. I play:

Tau:
- (FSE) 5 man Crisis suit team (just awesome, but a bit tough on your opponent)
- Pathfinder/fire warrior mix (surprisingly effective, and lots of bodies)
- Kroot + Hounds

SM:
- 15 Scouts, mix of HB/CCW/Snipers on serg's
- LSS+scouts x2 - super mobile, HF ruins a lot of peoples day
- LoTD - don't get many of them, and they are slow as hell on account of not being able to run, but still fun

Nids:
- 'Stealers (actually quite difficult to play, but very rewarding when you catch up the with enemy in groups)

Haven't played HoR Kill Team yet but am looking forward to giving it a go, regular rules do get a little boring after a while.

If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in fr
Wing Commander






HoR Kill Team is loads of fun, and a great way to get in to the game or take a break from the core ruleset. My group has always enjoyed the games we've played; it's harder to cheese up and quick to play. Problem is interest never lasts more than a day or two; people like to use their great piles of models more than skirmish stuff.

Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
 
   
 
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