30875
Post by: Popsicle
Hey, Dakkaites,
I thought it'd be interesting to have a 'Collective Thread' on what you Dakkaites are running for a Kill Team. That way, we can see the likes of what everyone else is running. So, I'll kick off.
7 Sternguard Veteran Squad 200
- Sergeant (Modeled with Servo Skull as a Head, a Bolt Pistol, and a Chainsword, in an 'American Football Charge'. You know, with the shoulder dropped, in a running pose.)
- Two Heavy Bolters (One modeled with Servo Arm Heavy Bolter, one with Standard Heavy Bolter.)
- Three Combi-Meltas (Yet to be modeled.)
- Bolter (Yet to be modeled.)
They're a Work-in-Progress in terms of the actual Models, but the Team is pretty sweet. Sentinels are no problem once I either get the Combi-Meltas into range, or the Heavy Bolters into a Firing Position to pepper them with shots. I learned that against the Guard Player at my Club.
Over to you!
Martin
24267
Post by: akaean
for Eldar I was considering just running
9 warp spiders. Comes out to 198 points.
Lots of s6 shots for any purpose, a solid 3+ save... and very fast, especially if you are feeling lucky with doubles  .
32098
Post by: Comintern
before the nerf?
A small squad of Khorne Berzerkers! Screw stealth...just run in and hack everything up!
now?
A single Deathleaper. (its very fun)
31553
Post by: LordWynne
A 10 man Raptor Squad armed with plasma pistols and chain swords, a champion with power weapon and power fist. Close up and personel very fast and shock and awe.
30875
Post by: Popsicle
Deathleaper sounds interesting. As for the Raptors, I considered an Assault Squad myself, and I might do so eventually.
9246
Post by: QuietOrkmi
6 Stealth Suits, 2 with Fusion Blasters. Team Leader with a Gun drone...
Think about it...
30984
Post by: Brutii11
6-bike ravenwing squadron with landspeeder tornado with heavy bolter.
It would be ok.
9246
Post by: QuietOrkmi
Ork wise...
9 Tank Bustas, 9 Boyz with Shootas, 1 boy with a big shoota....
30875
Post by: Popsicle
Brutii11 wrote:6-bike ravenwing squadron with landspeeder tornado with heavy bolter.
Now, that sounds fun! It's almost tempting to pursue...
30021
Post by: Xeonicfront
My current favorite killteam?
10x Chaos space marine, meltagun, autocannon, aspiring champion with power weapon.
Close runner up was 8 scouts,  Telion, camo cloaks x8, heavy bolter. Mixed sniper and ccw scouts there. Less of an effective setup, more for fun though since it relies on my opponent not having an armor value.
What I want to try is a IG vet list with autocannons and meltaguns all around, as well as more BS4 shotguns than you can shake a stick at.
31375
Post by: stompydakka
10x Shoota boys, PK nob
10xShoota Boys, PK nob, 1x rokkit
 2 PK nobs with 4 attacks on the charge-smashes marines.
also, having 17 assault almost-boltguns can never be too bad....
and the rokkit can take out marines. single-minded, but good.
24289
Post by: acidchalk
For eldar i use
I use 3 harlequins 2 with fusion pistols and 1 with harlequins kiss a death jester a shadow seer and a troupe master with a power weapon.
For my angry marines i use a dread and 5 mehreeenz
14152
Post by: CT GAMER
Here in the group shot of my Kill team you can see the orks have used some giant ferns to "hide" their trukk and wartrakk:
I also thought it would be amusing to add "Gilli suits":
33195
Post by: Daemon Eater
Squad of 15 blood claws with wolf priest
30875
Post by: Popsicle
Gilli Suits look hilarious! Great work, nice idea to post a Picture! Keep the Kill Teams coming, guys!
32685
Post by: Reprisal
10 Nobz, 2 PKs, 2 Big Choppas, 1 kombi-skorcha, 1 painboy, 2 bosspoles. Throw them in a trukk, and go crazy all over the battlefield.
30021
Post by: Xeonicfront
Quotin' myself.
Xeonicfront wrote:...What I want to try is a IG vet list with autocannons and meltaguns all around, as well as more BS4 shotguns than you can shake a stick at.
Had a peek at the IG 'dex, this fits:
Veteran Squad
Veteran Sergeant with laspistol and CCW
Veteran Weapons Team with Autocannon
5x Veterans with Shotguns
2x Veterans with Meltaguns
-100pts
Veteran Squad
Veteran Sergeant with laspistol and CCW
Veteran Weapons Team with Autocannon
5x Veterans with Shotguns
2x Veterans with Meltaguns
-100pts
13909
Post by: Icehawk18
Pst...Reprisal, a kill team is 200 points.
What you listed is 340 with no upgrades on the trukk.
If you did want that kind of thing you could do:
5x nobs
1. PK and slugga
2. BC and slugga
3. BC, bosspole, and slugga
4. Choppa and shoota/skorcha
5. Painboy
All with cybork.
200 points.
But probably not the best orks could field for a kill team.
7150
Post by: helgrenze
Icehawk18 wrote:Pst...Reprisal, a kill team is 200 points.
200 points.
Just for reference.... where is this points value limit listed? It's not stated in the OP, so.... where does it say a KT is 200 points?
30021
Post by: Xeonicfront
In the Battle Missions book where you find the killteams rules. Combat patrol is a 400 pt limit IIRC, but that's got totally different rules that can be found in the 4th edition rulebook.
9246
Post by: QuietOrkmi
I also believe that the KT rules prohibit the following:
non-Walker Vehicles, Named Characters (no Telion otherwise the Tyranid Player picks the Doom and gives him Eternal Warrior) and I think that is all...
15930
Post by: I-bounty-hunt-the-elderly
Eh, I haven't had a chance to play the newkill team yet. There are 2 big problems I see with the rules: first, there are so few restrictions on what you can take. So even more than normal 40k, it becomes a sort of stone/paper/scissors game to see who can show up with the nastiest gimmick. Second problem is that models are their own units, and can be targeted individually. That means that armies which rely on special/heavy weapons can be neutralised very quickly, especially if their opponent brings vehicles.
Example: my opponent is the OP, with his sternguard squad (a fluffy and flexible kill team). I bring a collection of sentinels, say 2 armoured and 1 scout. I can target the melta-carriers independently, so the moment they fail cover saves, I've more or less won the game.
IMO they should have excluded vehicles, monstrous creatures and possibly 2+ saves as well. Just too hard to deal with balance at that points level.
But anyway, here's my killteam, based on the IG models I've just been building.
PCS - 4 flamers
Infantry squad, plasma gun and autocannon
Infantry squad, plasma gun and autocannon
200 points, I suppose I'd give one plasmagunner relentless, one HWT stealth and one FNP.
11060
Post by: Phototoxin
Crisis suit, plasma rifle, ionblaster
6 Firewarriors 3 carbines, 3 rifles
4 path finders 2 with rail rifles
14152
Post by: CT GAMER
QuietOrkmi wrote:I also believe that the KT rules prohibit the following:
non-Walker Vehicles, Named Characters (no Telion otherwise the Tyranid Player picks the Doom and gives him Eternal Warrior) and I think that is all...
Incorrect.
The kill team rules Don't mention excluding any of those things per se.
The rules state you have 200pts. and that you use the following force org chart:
0-1 elite
0-2 troops
0-1 fast attack
Thus as orks I could build a kill team made up of kommandos and could include snikrot as he is mentioned in the kommando entry as an optional addition to a kommando mob, etc.
Also If I buy a boyz mob I can buy the trukk that they are allowed to buy as a dedicated transport, however since all models in Kill Team act as "individual units" I can only transport one model at a time as you can't transport multiple units, etc.
Beyond this force org and the inherent restrictions it brings, no other restrictions exist as far as army build. Automatically Appended Next Post: Reprisal wrote:10 Nobz, 2 PKs, 2 Big Choppas, 1 kombi-skorcha, 1 painboy, 2 bosspoles. Throw them in a trukk, and go crazy all over the battlefield.
FYI: You can only transport ONE model at a time in Kill Team, as each model is an "individual unit" as per p.91 of the Battle Missions book.
The 40K rules prohibit transporting multiple units in the same transport.
30021
Post by: Xeonicfront
Well killteam, like most of the missions in the battle mission book is designed for fun, not for powergamey munchkins who take a single baal predator and call it good.
Should there have been more limits as to what you could take in killteam for a competitive environment? Sure, some lists like the Doom, or the Ven dread list frankly break killteam in ways it was never meant to be broken, but none of those lists is undefeatable.
A few of the stronger lists I've seen on the table:
10 fire dragons, exarch with tank hunter and maybe the super meltagun(?). 10 BS4/5 meltas on the board, one feel no pain, one stealth. Punishing for any MEQ or armored list.
1 Venerable dread, AC, DCCU w.hflamer, ex. armor. Did you bring enough melta?
1 Baal predator, AC w/hbolters and I think EA(?). Just punishing, and can outrun most effective AT at this level, and kill vast swathes of infantry.
15+ DE warriors with 6 dark lances and some (?)leader guys. This was nasty for the armored lists too.
Any list consisting of bikes, jetbikes, or the like. Mobility trumps all, depending on the size of the table.
Some of the more fun lists I've seen:
Mini green tide(waaaagh!)
Full IG infantry platoon(so many flashlights...)
largeish mixed BT crusader squad(for the emperor!)
Terminators!
Scouts lead by Telion. Telion is a beast at this points level but he has to do a lot to make up his points cost.
Genestealers lead by a broodlord. Scary, but you can deal with it. A feel no pain broodlord is one of the more frightening models you can field in killteam IMO.
Best thing about killteam? Low cost/time overhead. Plus it's great fun if you have good opponents that aren't just in it to spam dark lances. Overall it's fun and most of the "overpowered" lists can be beaten if there's enough terrain(eldar meltaspam and DE darklance spam is difficult though). One thing to remember though is that once you get to half your force you start taking leadership tests. What's the LD on a sentinel again? Oh right, it doesn't have one.
28997
Post by: Alastergrimm
nvm, I missed the rules
24341
Post by: Riddick40k
7 Scouts-
Missile Launcher
7 Camo Cloaks
Sergent Telion
4^Close Combat/ Bolt Pistol
2^Sniper Rifles
Total = 195
Telion, the missile launcher, and the snipers provide cover fire while the Close Combat scouts move in for the kill and with camo cloaks depending on what terrain is used, they will have either a 3 plus cover save or even a 2 plus cover save.
30021
Post by: Xeonicfront
That list is a fun one(played similar myself), but there's little point to taking scouts that are point for pointas expensive as sternguard.
A couple points against it are that Telion has stealth already, so it's silly to buy him a camo cloak, and you're forced to by the unit entry wording... in a regular army the waste of the 3pts isn't a big deal, in killteam it's essential, and you can just give selective stealth to the missile launcher via the USR rule in killteam. The CC scouts won't get much mileage out of it and the sniper scouts won't really need it, as they'll die last.
7 camo cloaks is 21 pts where extra scouts are only 13 pts apiece.
Your math appears to be slightly off(or mine is!), I count that with your list you could actually field an 8 man team with cloaks all around( 75+50+[3x13=39]+10+[8x3=24]=198).
Without cloaks this list is possible:
10x scouts with: Telion(feel no pain), Scout with Missile Launcher(stealth), 3x sniper scouts, 5x BP+CCW scouts(one with furious charge)
With this list you gain durability from 3 more bodies, your important weapons are still just as well protected, and you have a nice skirmish line of CCW fodder to tie up or hopefully kill incoming hostiles.
I've been wanting to try this scout list, however the models are a bit useless in the regular TT game so it's unlikely I'll ever do them:
5x scouts, 3x CCW+BP, sarge with PW(furious charge), missile launcher(stealth)
5x scouts, 3x CCW+BP, sarge with PW, missile launcher(feel no pain)
Alternately combi melta/shotgun sarges would make the list more killy vs anything with an AV value at range.
32768
Post by: Nocternal_1988
IG Kill Team
Infantry Platoon 200 Pts
PCS: Laspistol, CC Weapon, Flamer x2 40 Pts
IS(1): Laspistol, CC Weapon, GL 55Pts
IS(2): Laspistol, CC Weapon, GL 55Pts
SWS: Lasgun, Flamer x3 50 Pts
33307
Post by: Gutsnagga
I would personally just go for 33 shoota boyz. simple as that.
27682
Post by: tldr
Vendetta with Special Weapons Squad containing 2 plasmaguns and a demolitions charge.
30021
Post by: Xeonicfront
tldr wrote:Vendetta with Special Weapons Squad containing 2 plasmaguns and a demolitions charge.
Don't SWS have to be taken as part of a platoon according to the codex?
If so, that's not a legal list.
Also, the vendetta can in this case only carry 1 guy at a time since they count as seperate units.
24341
Post by: Riddick40k
For my scout list its a 7 man scout squad with Telion meaning 8 models total so cuz the the 2 snipers, the 4 close combat guys, and the 1 missile launcher, so i didnt say to buy Telion a camo cloak..
and i have another list,
Grey Knight Justicar
4^Grey Knights
2^Psycannons
200pts exactly
Or another verision is
Grey Knight Justicar
5^Grey Knights
1^Psycannon
195 pts
or you could add in incinerators if you wish on any of these lists but i would say the psycannons would be more effective
The focusis that the Justicar and the normal Knights will move in and squash enemys in close combat while the psycannons stay in the back area shooting and using the shrouding to their advantage
32277
Post by: phyrephly
Eldar KT:
5 Wraithguard and a Warlock.
200pts
Lots of 6 toughness dudes that can kill anything
16164
Post by: berglin
Heh,
I've done a couple of lists, most for fun.
1: Vendetta and a vet squad: 200pts
Vendetta runs around shooting at anything that is harder than a fleshie and the vets keep low for as long as possible.
Results: 1-0-1
2: 10 Storm Troopers and a Sentinel: 200pts
AP3 FTW! :-D And the sentinel can draw and take some fire.
Results: 1-0-1
3: 1 PCS, 3 IS, 1 upgrade to LC: 200pts
PCS commander hangs back with the LC, giving 1 order per turn while the other 33 guys charges and fires madly as fast as possible!
Results: 2-0-0
32700
Post by: woodbok
necron kill team
1.4 destroyers
2.4 wraiths, 3 scarabs
8620
Post by: DAaddict
2 Ork Deffkoptas with Buzzsaw upgrades and TL Rokkitlaunchas + 1 with TL Big Shootas and Buzzsaw.
Should be 200 on the nose. I go first? Scout move 24",
1 blast with the gun and then some S7 powerfist love.
30915
Post by: Coyotebreaks
my kill team:
Wolf lord on thunder wolf mount with:
2 x wolf claws, belt of russ, wolf tooth necklace
4 x Thunder wolf cavalry with:
Storm Shield, power sword
storm shield, melta bombs
storm shield,
standard equipment
They love eating their way through armies.
26190
Post by: fox40
im not sure of the exact rules but from what i have read here id either go for 5 sanguinary guard or probably corbulo with 4 death company (1 with an infernus pistal)
corbulo is a real surviver with his feel no pain special rule.
33298
Post by: Lanandorf
5 Man Space Marine Bike Squad With Power Fist on Sergeant, meltagun and plasmagun on regular guys, Fast, Tough, can turbo boost for a cover if needed, and can take most vehicles that are used in kill team.
30875
Post by: Popsicle
Get lost, Babilon. Thanks to everyone else for contributing; the Thunderwolf Cavalry must be enjoyable to field!
18896
Post by: Norbu the Destroyer
5 Crushers are rough, but deepstrike is sort of iffy at KT.
For Crons
5 Scarab Swarms, 5 Immortals. Scarabs can turboboost and threaten shooters right off the bat, and they arent bad in HtH either. The Immortals are rough at those low points.
For Orks I like 5 Lootas, and the rest Ard Boyz, as bolters dont just zap the orks into oblivian, and the 5 seperate lootas give the orks shooting control over the battlefield.
I have also seen a broodlord and the rest of the points on genestealers (9 or something) be tough for some opponents.
30875
Post by: Popsicle
Norbu the Destroyer wrote:5 Crushers are rough, but deepstrike is sort of iffy at KT.
For Crons
5 Scarab Swarms, 5 Immortals. Scarabs can turboboost and threaten shooters right off the bat, and they arent bad in HtH either. The Immortals are rough at those low points.
For Orks I like 5 Lootas, and the rest Ard Boyz, as bolters dont just zap the orks into oblivian, and the 5 seperate lootas give the orks shooting control over the battlefield.
I have also seen a broodlord and the rest of the points on genestealers (9 or something) be tough for some opponents.
You could always agree to House-Rule DS on the Crushers. That's what I'd do, with the opponent's consent, of course. After all, Kill Team's all about the Cinematic Appeal, and what's more Cinematic than a pack of Bloodcrushers bounding over the Grassy Plains or through the City Ruins towards their targets?
Crons sounds interesting, but I don't have much experience with them at all, I wouldn't really know
Orks-Wise, if I were going to field an Orky KT, I'd go for Snikrot and some FW Kommandos. Nice Models, nice and Fluffy.
As for the Nids, it'd certainly be a nice way to use some of the SH Minis, yeah.
31336
Post by: Kyric
Soo....Correct me if im wrong...and i am probably wrong from the looks of all this....but.........
In KT, i thought that multiple wound models were not allowed?
Crisis suits, Necron lords, Tomb spyders, ETC.
Am i wrong about this? (i dont have the book, but from what i heard, this is right?)
30875
Post by: Popsicle
Kyric wrote:Soo....Correct me if im wrong...and i am probably wrong from the looks of all this....but.........
In KT, i thought that multiple wound models were not allowed?
Crisis suits, Necron lords, Tomb spyders, ETC.
Am i wrong about this? (i dont have the book, but from what i heard, this is right?)
Not officially. This was true in Combat Patrol, and so to balance things, most people House-Rule the Combat Patrol Rules into Kill Team. It's just personal preference, though, so it can be done either way.
31336
Post by: Kyric
Cool...My kill team then would be.....
Necron lord with D-body, scythe, orb and phylactry.  -195
i think hes capable ^^
33057
Post by: AndrewB
10 Flash Gitz with Kaptin Badrukk. Mounted In a Battlewagon with read paint job grot riggers rienforced ram, 2 big shootas.
31375
Post by: stompydakka
ummmm thats definnietely not 200 pts... that looks more like 500.. you do know killteam is 200 right?
30021
Post by: Xeonicfront
Also no HQ or heavy support options allowed so no Necron lords. Could take Pariahs though(if they fit pointswise!).
I had a friend spring an all immortal killteam on me, that my poor chaos marines did not survive.
33033
Post by: kenshin620
I remember when Kill Team was rereleased, people were bragging about turbo boosting dreadnoughts.
24341
Post by: Riddick40k
Ironclad Dreadnought -(185)
2^Heavy Flamers
Seismic Hammer
2^Hunter Killers
Assault Launchers
(Fleet or Furious Charge)
27682
Post by: tldr
Xeonicfront wrote:tldr wrote:Vendetta with Special Weapons Squad containing 2 plasmaguns and a demolitions charge.
Don't SWS have to be taken as part of a platoon according to the codex?
If so, that's not a legal list.
Also, the vendetta can in this case only carry 1 guy at a time since they count as seperate units.
The SWS is a special weapons squad. You can pick them up in a vendetta once deployed. A platoon is not a squad. It counts as one option on the force organization chart.
16164
Post by: berglin
The point was that you cannot take an SWS on it's own. You have to pick it together with a PCS and at least 2 IS.
Also, in kill team, all models count as separate units, therefore you can only pick up one model in a transporter.
14932
Post by: Norade
I wonder how 5 Burnas, 5 Lootas, and a squad of grots with a Runtherder would do?
30875
Post by: Popsicle
berglin wrote:The point was that you cannot take an SWS on it's own. You have to pick it together with a PCS and at least 2 IS.
Also, in kill team, all models count as separate units, therefore you can only pick up one model in a transporter.
We House-Rule both. IG Squad counts as a viable Troops Choice. Vehicles can transport any Models up to their Maximum Capacity; it just doesn't make sense any other way. As a general rule, if we're having a debate about something Ruleswise, we think about what would actually make sense, in terms of how it would happen in real life.
Keep the Kill Teams coming!
7150
Post by: helgrenze
9 scouts with Sgt, (10 models)
4 sniper rifles
1 missle launcher
4 shotguns
sgt with Powerweapon, melta bombs, and combi melta.
Ml and snipers stay back, Sgt and shotguns go hunting.
24341
Post by: Riddick40k
10^man Stormtrooper Squad - (200)
Plasma Gun
Melta Gun
Power Weapon
(Reconnaissance) - Whole Squad has (Move Through Cover and Stealth)
Plasma Gun Guy gets (Relentless or Feel No Pain)
Sergent with Power Weapon gets (Furious Charge or Fleet)
Melta Gun Guy gets (Feel No Pain or Tank Hunter)
Best Guard Unit Kill Team!
19941
Post by: SpankHammer III
20 Ratlings
14932
Post by: Norade
Hmm, the more I think about it the better the following sounds.
2x Tankbusta Boys w/ Rokkit Launchas and Bomb Squigs
1x Tankbusta Boy w/ a Rokkit Launcha and Tank Hunter USR
1x Tankbusta Boy w/ a Tankhammer and the Fleet USR
1x Nob w/ a PK, Heavy Armor, a Bomb Squig, and FnP
5x Burna Boyz
33033
Post by: kenshin620
SpankHammer III wrote:20 Ratlings 
Norade wrote:Hmm, the more I think about it the better the following sounds.
2x Tankbusta Boys w/ Rokkit Launchas and Bomb Squigs
1x Tankbusta Boy w/ a Rokkit Launcha and Tank Hunter USR
1x Tankbusta Boy w/ a Tankhammer and the Fleet USR
1x Nob w/ a PK, Heavy Armor, a Bomb Squig, and FnP
5x Burna Boyz
No can do. only 0-1 elites (we wouldnt want eldar fire dragons and harlequins would we?)
14932
Post by: Norade
kenshin620 wrote:SpankHammer III wrote:20 Ratlings 
Norade wrote:Hmm, the more I think about it the better the following sounds.
2x Tankbusta Boys w/ Rokkit Launchas and Bomb Squigs
1x Tankbusta Boy w/ a Rokkit Launcha and Tank Hunter USR
1x Tankbusta Boy w/ a Tankhammer and the Fleet USR
1x Nob w/ a PK, Heavy Armor, a Bomb Squig, and FnP
5x Burna Boyz
No can do. only 0-1 elites (we wouldnt want eldar fire dragons and harlequins would we?)
I knew that seemed to easy...
Looks like I'll need to change to this then.
2x Tankbusta Boys w/ Rokkit Launchas and Bomb Squigs
1x Tankbusta Boy w/ a Rokkit Launcha and Tank Hunter USR
1x Tankbusta Boy w/ a Tankhammer and the Fleet USR
1x Nob w/ a PK, Heavy Armor, a Bomb Squig, and FnP
2x Skorchas
33033
Post by: kenshin620
Where are you getting the scorchas from?
14932
Post by: Norade
kenshin620 wrote:Where are you getting the scorchas from?
The Ork fast attack slot...
33033
Post by: kenshin620
Norade wrote:kenshin620 wrote:Where are you getting the scorchas from?
The Ork fast attack slot...
ah. you didnt really say "Ork Warbuggy with Scorcha" so I got confused
14932
Post by: Norade
kenshin620 wrote:Norade wrote:kenshin620 wrote:Where are you getting the scorchas from?
The Ork fast attack slot...
ah. you didnt really say "Ork Warbuggy with Scorcha" so I got confused
The upgrade makes the vehicle go from a Warbuggy to a Skorcha so that's how I wrote it. Much as if I called something a "Firefly" or a "Crocodile" when speaking about WW2. Really a side topic though and I do see your point.
32750
Post by: Jabbdo
Coyotebreaks wrote:my kill team:
Wolf lord on thunder wolf mount with:
2 x wolf claws, belt of russ, wolf tooth necklace
4 x Thunder wolf cavalry with:
Storm Shield, power sword
storm shield, melta bombs
storm shield,
standard equipment
They love eating their way through armies.
this is around 450-500pts... Automatically Appended Next Post: Daemon Eater wrote:Squad of 15 blood claws with wolf priest 
each dude is an independant model, so only the preist would get rerolls. Sorry.
31375
Post by: stompydakka
deffkopta, TL rokkits, buzzsaw
deffkopta, TL rokkits, buzzsaw
deffkopta, TL big shoota, buzzsaw
all three have FNP
16164
Post by: berglin
Sorry.
All specialists on the same side must pick different USRs, and you may not give more than one USR to a single model
31375
Post by: stompydakka
really? i really have to tell that to the people at my FLGS then. we've been playing that you can have the same ones
24341
Post by: Riddick40k
1^Ogryn Bone' Head- (170)
3^Ogryn
Bone Head - (Fleet or Perfered Enemy or Feel No Pain)
Ogryn - (Feel No Pain or Fleet or Perefered Enemy)
Ogryn - (Feel No Pain or Fleet or Perefered Enemy)
33033
Post by: kenshin620
I cant remember, can people run the Doom of whatever with Eternal Warrior?
16876
Post by: BlueDagger
No special characters
Oh and...
Wave Serpent w/ TL Bright Lance - Stealth
Dire Avenger - scouts
Dire Avenger - FNP
x3 Dire Avenger
19588
Post by: mrblacksunshine_1978
that easy
Wolf Lord mount on a ThuderCav w/ Forst Axe and StormShield companied by 4ThunderCav with Thunderhammer and all StormShield x 2
Have a Nice Day
11610
Post by: Tzeentchling9
BlueDagger wrote:No special characters
Is that a house rule you use?
4xPink Horrors(Instrument of Chaos)+Changeling 95 Points
3xFlamers of Tzeentch 105 Points
Changeling - FNP
Flamer of Tz - Furious Charge
Flamer of Tz - Preferred Enemy
16876
Post by: BlueDagger
Could have sworn that was in the BM rules and illegal list mrblack.
Correct me if I'm wrong since i don't have the book on me but it's...
200pts
HQ – 0
Troops – 0-2
Elite – 0-1
Fast – 0-1
Heavy – 0
No named units/characters
Players get to choose 3 models to each receive a Universal Special Rule from the WH 40k Rulebook No model can receive more than one and none of the 3 can be be the same
19588
Post by: mrblacksunshine_1978
BlueDagger wrote:Could have sworn that was in the BM rules and illegal list mrblack
Special character does not applied to Wolf Lords, only named character are deem special character
Plus the post states Post Your Kill Team
10519
Post by: Lokiami
5 Grey Hunters, plasma gun, plasma pistol, power weapon, mark of the wulfen
Lone wolf, terminator armor, 2x Wolf Claws, melta bombs
200 pts exactly
Relentless on plasma gun
Furious Charge on lone wolf
Fleet on Marked Grey Hunter
Made for fun, not to be super competive.
16876
Post by: BlueDagger
mrblacksunshine_1978 wrote:BlueDagger wrote:Could have sworn that was in the BM rules and illegal list mrblack
Special character does not applied to Wolf Lords, only named character are deem special character
Plus the post states Post Your Kill Team
It's an HQ, 0 HQ allowance
19588
Post by: mrblacksunshine_1978
BlueDagger wrote:Could have sworn that was in the BM rules and illegal list mrblack.
Correct me if I'm wrong since i don't have the book on me but it's...
200pts
HQ – 0
Troops – 0-2
Elite – 0-1
Fast – 0-1
Heavy – 0
No named units/characters
Players get to choose 3 models to each receive a Universal Special Rule from the WH 40k Rulebook No model can receive more than one and none of the 3 can be be the same
this is your special post, because I believe that the Post states Post Your Kill Team
16876
Post by: BlueDagger
mrblacksunshine_1978 wrote:BlueDagger wrote:Could have sworn that was in the BM rules and illegal list mrblack.
Correct me if I'm wrong since i don't have the book on me but it's...
200pts
HQ – 0
Troops – 0-2
Elite – 0-1
Fast – 0-1
Heavy – 0
No named units/characters
Players get to choose 3 models to each receive a Universal Special Rule from the WH 40k Rulebook No model can receive more than one and none of the 3 can be be the same
this is your special post, because I believe that the Post states Post Your Kill Team
Oo? that is the kill team rules last I checked. They mean post your kill team as in from the Battle Missions book mission "Kill Teams".
12720
Post by: z3n1st
Kill team has no restriction on special characters (provided they are not HQ or Heavy Support of course)
1 Zoanthrope (FNP or eternal warrior)
14 gaunts with devourers
or
2 Zoanthropes (one FNP; one Eternal Warrior)
16 gaunts (no upgrades)
33482
Post by: hurricane117
does 2 dreads both with multi meltas and CCWs count, its not really a unit though, other than that I would say 5 assault termies and Cassius!
16164
Post by: berglin
Aren't 2 Dreads two elite choices? If so, it's not legal and isn't Cassius an HQ? If so, that's not legal either.
Disclaimer: I'm really shoddy on the SM codex and what goes where so I can very well be wrong.
17279
Post by: Irdiumstern
This could be fun:
Harpy with Adrenal Glands, Regeneration, and possibly the Heavy Venom Cannons
14932
Post by: Norade
Doom of Malan'tai w/ Eternal Warrior
6x Spores
10x Termagants (One w/ FnP, One w/ Tank Hunter)
The Doom will be nasty in a KT scenario forcing each enemy model within 6" to take a test on 3d6 also with eternal warrior he gets nasty. Even if people want to play him without warp field for balance he should be getting a 4+ cover save and after the first turn he'll have a ton of wounds and be at a massive strength. My only questions is can a unit give him more wounds that it has? For example a lone grot takes a test against a target of say thirteen rolls a one and takes seven wounds with no armor saves allowed, does the Doom count this as seven wounds or just one? Making this list even worse each spore can DS on its own really having fun with your deployment zone.
16164
Post by: berglin
How do you get 6 spores? Don't they have to be taken as an upgrade to a brood? And also, six mycetic spores are 240pts, the Malantai dude another 90, so this is a highly illegal list, even without taking the Termagants into account.
What is it that makes people think they can post any weird combination of models that they can think of?
14932
Post by: Norade
berglin wrote:How do you get 6 spores? Don't they have to be taken as an upgrade to a brood? And also, six mycetic spores are 240pts, the Malantai dude another 90, so this is a highly illegal list, even without taking the Termagants into account.
What is it that makes people think they can post any weird combination of models that they can think of?
Did I stutter or something when I typed that? I never said, implied, or did anything else to make anybody think that I was taking Mycetic Spores. Given the point cost and that fact that it breaks the rules that seem a bit less likely than them being Spore Mine Clusters that you can take in groups of six and that cost ten points each. Please put in some thought before posting a reply next time.
19941
Post by: SpankHammer III
Ok Sorry about that my bad
How about
Vets w shotguns, 3 with melta's
10 ratlings
14932
Post by: Norade
SpankHammer III wrote:Ok Sorry about that my bad
How about
Vets w shotguns, 3 with melta's
10 ratlings
Honestly, your meltas die first, then most lists eat you in assault.
16164
Post by: berglin
Norade wrote:berglin wrote:How do you get 6 spores? Don't they have to be taken as an upgrade to a brood? And also, six mycetic spores are 240pts, the Malantai dude another 90, so this is a highly illegal list, even without taking the Termagants into account.
What is it that makes people think they can post any weird combination of models that they can think of?
Did I stutter or something when I typed that? I never said, implied, or did anything else to make anybody think that I was taking Mycetic Spores. Given the point cost and that fact that it breaks the rules that seem a bit less likely than them being Spore Mine Clusters that you can take in groups of six and that cost ten points each. Please put in some thought before posting a reply next time.
Sorry, my bad, I typed too fast. My initial thought was, that can't be legal, and I just spun from there.
Again, sorry.
24341
Post by: Riddick40k
Assault Termi Sergent
4Assault Termies
3^Lighting Claws
2^Thunder Hammer Storm Shield
Sergent with Lightning Claws gets either (Fleet, Furious Charge, Feel No Pain, Perfered Enemy, or Scout)
Thunder Hamer gets either(Fleet, Furious Charge, Feel No Pain, Perfered Enemy, or Scout)
Lightning Claw gets either (Fleet, Furious Charge, Feel No Pain, Perfered Enemy, or Scout)
23991
Post by: themrsleepy
A friend of mine plays 3 lictors. They are amazing. He hasn't lost a game of kill teams yet. I usually go with 3 wraiths and 4 flayed ones, wraiths get usr, fnp, preferrered enemy, hit and run. or four destroyers, cause you can target multiple units with that heavy 3  I totally never thought of giving one wraith infiltrate.... could be awesome. first turn assualt possibilites haha!
24150
Post by: ChocolateGork
3xCrisis-shas'vre,Plasma Rifle, Missile Pod, Multi tracker-196
Fireknives of doom
26190
Post by: fox40
IG:
10 man vets squad
chimera
scout sentinal with multi laser
scout sentinal with autocanon.
like others on here we play that a transport can take upto there troop limit rather than one man.
30875
Post by: Popsicle
Yeah, IMO it's the best way to treat Transports.
As for your Kill Team... you're a little light on the models, considering how paper-thin they are. I'd only need to gun 6 down to have you on Leadership Checks...
24150
Post by: ChocolateGork
Ha my fireknives would beat you
Although my dudes would fail the hell against lictors.
30875
Post by: Popsicle
ChocolateGork wrote:Ha my fireknives would beat you
Although my dudes would fail the hell against lictors.
Me? With my 3 Combi-Meltas, 1 with FNP, and 2 HBs, with Relentless and SAP? Really?
26190
Post by: fox40
Popsicle wrote:Yeah, IMO it's the best way to treat Transports.
As for your Kill Team... you're a little light on the models, considering how paper-thin they are. I'd only need to gun 6 down to have you on Leadership Checks...
dont forget the vets would be in the transport so you need to face off against 6 st6 shots and 2 st7 from the chimera and sentinal. and be able to get close enough to take on av12 or av10.
my other team is 13 ork lootas. 13-29 st7 shots at 48" range.
30875
Post by: Popsicle
True, but I reckon I could still pop the Chimera and rip the Guardsmen to shreds.
As for the Orks, interesting. Question; if I were to use Genestealers, would they still be able to Outflank?
26190
Post by: fox40
i dont think so with outflank. its a form of reserves/deepstriking for me. kill teams is all on the board at the beggining which is where transport is good in my opinion. if you have to walk the board its just not going to be ur day
21829
Post by: Xeroen
My two most common SM lists are
Dreadnought (mm and dccw) and a 5-man Tac squad, the Sgt. has meltabombs. Dreadnough has scout, the Sgt. feel no pain and a marine gets relentless.
5-man Sternguard squad with a TL-LC Razorback. Razorback gets Tank Hunter, a marine gets scout and starts inside the Razorback, and another marine gets relentless.
We house-rule on transports.
A list I'd like to try is 3 Land Speeders, 2 with multimeltas and one with a flamer. Don't currently have the models for it though.
4003
Post by: Nurglitch
3x Tyranid Warriors with Deathspitters, Scything Talons, Adrenal Glands. Stealth, Feel No Pain, Move Through Cover
16x Termagants with Fleshborers.
Something that would be amusing to try would be:
Death Company Kill Team
8x Death Company Crazies (all Bolters)
1^Tank Hunter
1^Move Through Cover
1^Stealth
But yeah, the three Lictor team is pure tentacle-rape.
31553
Post by: LordWynne
Command Squad
Heroic Senior Officer (6)
Missile Launcher
Grenade Launcher
Vox
Special Weapons Team (6)
x2 Snipers
Flamer
Vox
Points: 199
An easy shooty Kill Team I have used and did well with.
2
33033
Post by: kenshin620
LordWynne wrote:Command Squad
Heroic Senior Officer (6)
Missile Launcher
Grenade Launcher
Vox
Special Weapons Team (6)
x2 Snipers
Flamer
Vox
Points: 199
An easy shooty Kill Team I have used and did well with.
How do you field that? or was this from the past edition or something?
31553
Post by: LordWynne
just a 200 pt team lol
28422
Post by: Citizensmith
LordWynne wrote:just a 200 pt team lol
Well yeah but it breaks the no HQ rule, and SWS can only be taken as part of a larger squad.
Not to say you can't house rule both of those, but it doesn't fit the normal kill team rules.
29515
Post by: Wings of Purity
falcon w/ holo fields, EML, stones, vectored engines
31553
Post by: LordWynne
dang lol ok my bad, never played kill team lol
4003
Post by: Nurglitch
Breaks the 0 Heavy Support limit.
24341
Post by: Riddick40k
Techmarine- (100)
Servo Harness
Power Weapon
Combi Flamer
3^Servitors- (100)
Plasma Cannon
Multi Melta
Plasma Cannon gets either(Relentless, Slow and Purposeful, Feel No Pain)
Multi Melta gets either (Relentless, Infiltrate, Feel No Pain, Scout, Tank Hunter)
Techmarine gets either (Feel No Pain, Infiltrate, Furious Charge, Fleet, Hit & Run,Perfered Enemy, Scouts, Move Through Cover, Stealth)
30021
Post by: Xeonicfront
Rapidfire techmarine with a plasma gun, watch as servitors brick their mindlock tests and following ld test?
Strictly speaking the way the killteam rules are worded since each servitor would be a seperate unit you'd have to roll for mindlock(for each servitor) even if the techmarine was there.
Looks like a fun list if you house ruled mindlock though.
24341
Post by: Riddick40k
Where did you get a plasma gun out of that? He'll have a flamer, combi-flamer, and a twin linked plasma pistol.
But yeah when i made the list i forgot about Mindlock lol
Vindicare Temple Assassin - (110)
5^Stormtrooper Squad - (90)
Plasma Gun
Melta Gun
Veteran
Combi- Plasma
Vindicare gets either (Stealth, Eternal Warrior, Feel No Pain, Relentless)
Veteran with Combi Plasma gets either (Feel No Pain, Move Through Cover, Relentless)
Plasma Gun gets either (Feel No Pain, Move Through Cover, Relentless)
30021
Post by: Xeonicfront
I meant that I would be rapidfiring at him with a plasma gun.
Assassins require an Inquisitor to be taken...or did I miss something or do you have a houserule somewhere that lets you ignore FoC restrictions?
31375
Post by: stompydakka
the vindicare won't earn his points back in killteams...
24341
Post by: Riddick40k
House rules man, and he made his points back when he killed 3 Grey Wolves and one of them had Stealth
25798
Post by: Asgeirr Darkwolf
My SW faves? 4 thunderwolves, (or 3 with thunder hammer, plasma pistol and meltabombs)
One venerable dread with 2 autocannnons, xtra armor,
10 wolf scouts with sniper rifles and a rocket launcher.
10 wolf scouts with flamer, mark and 2 power swords.
12720
Post by: z3n1st
Recently played the following:
3 Tyranid Warriors
each with bonesword and lash whip/deathspitters
FNP, Eternal Warrior, Stealth
10 termagants (keep them in hiding and for a counter attack if someone closes on your warriors)
7 models will have to die before you need to check for morale
worked very well, although it didn't face any armor lists (a single dreadnaught could have ruined that list)
21829
Post by: Xeroen
An alternative to the Techmarine list mentioned above would be to take a Blood Angels variant and swap the combi-flamer for a storm bolter - you pay 5 points more on your first servitor, but they don't have the mindlock rule.
I couldn't see either variant doing particularly well though, not enough models.
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