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![[Post New]](/s/i/i.gif) 2010/02/24 23:04:56
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Alluring Mounted Daemonette
Springfield Plaza GW Store
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With the release of the new battle missions came the new BATTLE MISSIONS!
and low and behold....
KILL TEAMS!
here are the rules
- You have 200 points to spend
- 3 models in that army may choose any Universal Rule to add to that specific models (Only 1 UR per model and no repeating, so no Wolf Lords with feel no pain AND preferred enemy and no terminators with 2 of them both having feel no pain)
- Each model moves, shoots, and assaults as an individual unit
- Models do not need to be in coherency
- No Vehicles, but dedicated transports are allowed
- Models can split their shots at different enemy models. (Say a SM scout is firing a heavy bolter, it shoot at up to three things)
- Models in assault with more than one enemy model can split their attacks similar to the shooting rules
- No HQ or Heavy Support Choices
- Once either Kill Team is under half points it must start taking leadership tests at the highest surviving member's leadership at the beginning of each turn with a -1 modifier on subsequent turns. I'm not sure about this part, but I think failing the leadership test results in a loss.
- Unless there are more iterations, it is a simple annihilation mission with the rules above.
- Terrain must fill the entire board unless it is specific, such as roads or sidewalks or lots.
Here are some teams I have already worked out with what I have.
The Assassin
Inquisitor {Infiltrate}
(Terminator Armor, Power Weapon)
Familiar
Familiar
Warrior {Feel No Pain}
Callidus Assassin {Furious Charge}
(Yes he can take infiltrate because in the codex for all purposes a
retinue is considered a gear upgrade, but if I had given it to
something like a single space marine then only that space marine
would get it because he is not considered a gear upgrade for the
sergeant, even if the sergeant had it.)
DOOM! sorry... its the other kind
Doom of Malantai {Eternal Warrior}
Rest Genestealers {Feel No Pain} {Furious Charge}
The Marines From Hell
Sergeant {Preferred Enemy}
(Power Fist)
Damned Legionnaire {Feel No Pain}
(Plasma Cannon)
Rest Damned Legionnaires {Furious Charge}
(Bolters)
Those are mine so far. Here are some posted by others.
26 Gretchin w/ 3 grot-prod armed runtheards, and a unit of 5 burna boys.
5 Wolf Guard Terminators:
2 frost axe
1 Wolf Claw pair
Sternguard squad
-7 models
-1 Heavy Flamer (Crack Shot)
-Lightning Claw for Veteran Sergeant (Preferred Enemy or Furious Charge)
15 Kroot
2 Crisis Suits w/TL MP & Flamer
Storm Trooper Sergeant w/ Plasma pistol, Stealth
Storm Trooper w/ Plasma gun, Feel no Pain
Storm Trooper w/ Meltagun, Tank hunters
7 Storm Troopers
Death Jester (Preferred Enemy)
4 Reg Harlies with Kisses (Feel no pain and stealth)
6 Dire avengers
Crisis Suit, TLMP, TA. Eternal Warrior.
7 Fire Warriors.
11 Kroot.
Techmarine
w/ Boltgun, Servo-Harness (2 servo-arms, TL Plasma Pistol, Flamer - choose two weapons when shooting), Frag & Krak Grenades
-75 pts
Servitors
3 Servitors w/ servo-arms
1 Servitor w/ Heavy Bolter
1 Servitor w/ Plasma Cannon
-125 pts
Add any you think are either effective or just awesome
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This message was edited 1 time. Last update was at 2010/02/24 23:19:34
WAR GAMES ON MOTORCYCLES!!!! |
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![[Post New]](/s/i/i.gif) 2010/02/24 23:26:26
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Growlin' Guntrukk Driver with Killacannon
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5 Flash Gitz w/blastas, more dakka, shootier (Vulnerable to Blasts/Templates, Slow and Ponderous, Rage) Do I win? Dang, HS... I was planning on 5 meganobs for a tournament next week, but it's aweful bland. 4 nobs in a rolla wagon might be fun. I dunno, the format seems awful rock/paper/scissors to me. Which can be fun, in its own way. 10x lootas 10x gretchin w/herder I sort of like that, actually
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This message was edited 10 times. Last update was at 2010/02/27 01:32:03
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![[Post New]](/s/i/i.gif) 2010/02/24 23:42:08
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Alluring Mounted Daemonette
Springfield Plaza GW Store
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Gorkamorka wrote:5 Flash Gitz w/More dakka, shootier, blastas
(Vulnerable to Blasts/Templates, Slow and Ponderous, Rage)
Do I win? Dang, HS...
I was planning on 5 meganobs for a tournament next week, but it's aweful bland.
I dunno, the format seems awful rock/paper/scissors to me. Which can be fun, in its own way.
My mind is confuzzled by your choices of USR
Vulnerable to Blasts/Templates, Slow and Ponderous, Rage
those make YOUR guys those
good luck with those double wounds...
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WAR GAMES ON MOTORCYCLES!!!! |
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![[Post New]](/s/i/i.gif) 2010/02/25 00:28:26
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Growlin' Guntrukk Driver with Killacannon
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Generalian wrote:
My mind is confuzzled by your choices of USR
Vulnerable to Blasts/Templates, Slow and Ponderous, Rage
those make YOUR guys those
good luck with those double wounds...
I assumed it was clear I was trying to build the worst possible loadout.
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![[Post New]](/s/i/i.gif) 2010/02/25 14:15:53
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Rotting Sorcerer of Nurgle
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@Generalian:
-The Assassin:
Well… the assassin shows up and kills one model and then dies…she is not that tough. I’d think FNP would be up her alley.
Str 3 power weapon on Inq is pretty lack luster, I’d think a range weapon would do him better…even with infiltrate, it’s pretty hard to expect to get into combat that early without something like fleet or other enhanced movement, infiltrating is still >12”.
Familiar should be easy to kill unless hiding and not contributing <which is very likely.
So that ends up with 3 actual threats.
The Callidus shows up to contribute, then dies.
The Inq tries in vain to get into combat.
The warrior is crazy slow and has no chance of combat.
-Doom:
EW is good on doom. Though he has to slog it there…
Stealers are ok but how many is the issue.
-Marines from Hell:
Powerfist is crazy not needed…and he’s unlikely to get into combat. And at Ws5, preferred seems a waste.
Plasma Cannon is meh, it’s unlikely to get more than one hit, so something like MM or ML would be cool here, but FNP is a good choice for dudes with Gets Hot! Weapons.
In addition, it’s only gonna be 5 models strong… not hard to focus down 3 MEQs at the least.
-Gretchin + Burnas:
Looks fun, and weight of dice is on their side.
-Wolf Guard Termies:
Pretty tough and combatty, but low speed (coupled with only basic ranged weapons) outside of USRs.
-Sternguard:
7 models is the sweet spot.
I don’t think Crack Shot is a USR in the BRB.
Hvy flamer doesn’t look useful.
Claw vet is meh, as combat is unlikely if the opponent doesn’t want to…esp. without infilitrate.
-Tau:
Looks Decent, something similar to what I want to try.
-Stormtroops:
It looks ok.
-Eldar:
Why preffered Enemy?
He should be shooting lots, which means he’ll want something defensive like FNP or Stealth.
Dire Avengers are cool with the extended range and double shot.
Though in general, stuff isn’t very durable in the sense it’s not a high model count as say Kroot
-Crisis, 7 FW, 11 Kroot:
LoL, that’s the one I was thinking of trying.
-Techmarine:
Seems weird in terms of mind lock rules… it’s not like he’s joined the squad, very hazy ruling there.
Just some random thoughts.> Automatically Appended Next Post: As for the Kill Team I wanted to try.
Crisis Suit, TL MP, Targetting Array, (Eternal Warrior).
7 Fire Warriors
11 Kroot
In general, the USR for the rest of the dudes aren't too helpful.
Maybe furious charge for a kroot.
FNP on one of the Fire Warriors, or Relentless.
The list is pretty much about fire power.
The crisis suit is for any dedicated transports, else just placing wounds on stuff.
The FW are there for essentially flavor and a bit longer ranged shooting.
Kroot is for infiltrating and generally weight of shooting.
The idea is to keep things spaced out well, so that the opponent can only charge one model and then most likely be out of combat after one round as the kroot are not exactly durable.
The only thing that hurts would be fast/fleeting/infiltrators, but that's what infiltrate is for... I'd think more kroot would be a stronger list though than the FW even if they have better guns and armor.
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This message was edited 1 time. Last update was at 2010/02/25 14:25:11
This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/02/25 16:33:25
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Lord Commander in a Plush Chair
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IG: Vet Squad:
Harker (eternal Warrior)
Heavy Flamer
Plasma Gun (Feel no pain)
Demolitions
autocannon (relentless)
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2010/02/25 20:47:42
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Adolescent Youth with Potential
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Two options I've been playing with, both of them scout squad. They would be scattered all over the board to cause problems.
Dark Angels
10 man scout squad
1 missile launcher
7 sniper rifles
Vanilla Marines
10 man scout squad w/ camo
1 missile launcher
8 sniper rifles
sergeant w/ melta-bombs + combi-melta
I'm having a hard time choosing between the two. The Dark Angels have +1 BS and WS and the normal scout can help cover the ML scout to help him survive. The Vanillas get +1 cover save, the sniper plus a buffed up sergeant.
Any ideas?
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![[Post New]](/s/i/i.gif) 2010/02/25 21:16:29
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Lone Wolf Sentinel Pilot
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The best thing you can do is to bring Telion and some scouts to something like this - they can pick off any of the special types of models people bring (Weapons teams, Sgts with PFs, etc.)
Oh, and pray that they didn't bring any heavy armour.
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Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.
My Blog |
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![[Post New]](/s/i/i.gif) 2010/02/25 21:22:54
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Rotting Sorcerer of Nurgle
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Well, scouts with BP and CCW are pretty fighty in combat with a healthy 3 attacks on the charge.
So... I suggest some diversification.
A sprinkle of bolters, snipers, combatty...maybe even shot guns.
Multiple rate fire weapons are good too, you 'can' split fire when in range.
IMO it's more dynamic too to have different kits and loadouts. I just think it's pretty boring if everyone is a sniper...but that's just me.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/02/25 21:26:44
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Adolescent Youth with Potential
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I just realized that myself. I came up with a new list which has this
10 man scout squad
Telion {relentless}
1 missile launcher {tankhunter}
1 sniper rifle {stealth}
7 sniper rifles
If they all count as a single unit but can operate independently this gets absurd but I assume not. With Telion, the attacker allocates his wounds so he could shoot at a guy in the unit he sees and allocate it to someone on the other side of the board. The stealth rule also says the whole squad gets +1 to their cover saves so that, when given to one guy, would cause the effect to appear on all of them. Thus I assume they're all counted as completely independent but that does make it hard for Telions ability which is Voice of Experience. That ability conveys his BS6 to another unit in the squad. I would assume he can give it to someone close by, say within 2" since that's the normal unit coherency rules.
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![[Post New]](/s/i/i.gif) 2010/02/25 21:35:23
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Rotting Sorcerer of Nurgle
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Since the book is not out, I don't think we know for sure. I think it's all speculation.
I feel, play it simply and at face value. If it turns out there are bonuses rejoice.
If it turns out they have something written to forbid it, then there's nothing lost. /shrug.
I think it's not in the spirit of the battle mission IMO..but that's just me.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/02/25 21:55:46
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Growlin' Guntrukk Driver with Killacannon
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Sanctjud wrote: I think it's not in the spirit of the battle mission IMO..but that's just me.
Well things that would function normally work entirely differently in the context that every model is actually a separate unit and not just separate for moving/shooting/assaulting. It leads to many disadvantageous changes, like stealth only affecting an individual model or a painboy giving FNP only to himself. It also leads to some interesting shenanigans... a deffrolla would get 1d6 hits against every single model it could contact, for example. Of course, if units persist then there's the equally strange wound allocations across the table or pinning shots pinning people 4 feet away and similar situations. We'll just have to hope the book addresses it.
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This message was edited 4 times. Last update was at 2010/02/26 02:31:02
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![[Post New]](/s/i/i.gif) 2010/02/25 22:12:03
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Deadly Dark Eldar Warrior
Seattle, WA
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Lonewolf with TDA, SS, Thunderhammer, since he already has fnp fearless I'd take fleet
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www.ordo-ludus.com a Seattle, WA based gaming club |
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![[Post New]](/s/i/i.gif) 2010/02/25 22:16:38
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Rough Rider with Boomstick
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I made one that was rly cool it was 3 Death Cult Assasins with each furious charge or prefered enemy. Then a squad of Storm Troopers with a plasma gun if you can fill in points I forget how it works out.
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![[Post New]](/s/i/i.gif) 2010/02/26 00:09:42
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Adolescent Youth with Potential
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I was thinking of including a death cult assassin in my Kill Team but they can only taken if you have an inquisitor or lord inquisitor in the army so you can't take them in a Kill Team.
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![[Post New]](/s/i/i.gif) 2010/02/26 01:54:23
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Alluring Mounted Daemonette
Springfield Plaza GW Store
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Sanctjud wrote:@Generalian:
-The Assassin:
Well… the assassin shows up and kills one model and then dies…she is not that tough. I’d think FNP would be up her alley.
If you read the rules she can break her attacks up when she attacks... after doing over 30 test rolls on mulitple units. Its almost 3 automatically dead, regardless and againest termies that is pretty nasty. Automatically Appended Next Post: Lightstaver wrote:I was thinking of including a death cult assassin in my Kill Team but they can only taken if you have an inquisitor or lord inquisitor in the army so you can't take them in a Kill Team.
yes you can... inquistors are elites
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This message was edited 1 time. Last update was at 2010/02/26 01:54:45
WAR GAMES ON MOTORCYCLES!!!! |
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![[Post New]](/s/i/i.gif) 2010/02/26 03:43:23
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Adolescent Youth with Potential
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Generalian wrote:Sanctjud wrote:@Generalian:
-The Assassin:
Well… the assassin shows up and kills one model and then dies…she is not that tough. I’d think FNP would be up her alley.
If you read the rules she can break her attacks up when she attacks... after doing over 30 test rolls on mulitple units. Its almost 3 automatically dead, regardless and againest termies that is pretty nasty.
Automatically Appended Next Post:
Lightstaver wrote:I was thinking of including a death cult assassin in my Kill Team but they can only taken if you have an inquisitor or lord inquisitor in the army so you can't take them in a Kill Team.
yes you can... inquistors are elites
But so are assassins. You can only have 0-1 elites so the single slot would be filled up with the Inquisitor and thus, the Death Cult Assassin won't fit.
Edit: I've come up with a new list that might be fun and interesting.
Inquisitor
w/ carapace armor, bolt pistol, CC weapon, and psycannon {eternal warrior or stealth}
Scouts
Sergeant w/ PW and Melta-bombs { FNP}
Scout w/ ML and Camo {tankhunter}
Scout w/ Rifle and Camo x3
Scout w/ Shotgun x2
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This message was edited 2 times. Last update was at 2010/02/26 04:23:42
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![[Post New]](/s/i/i.gif) 2010/02/26 14:03:49
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Rotting Sorcerer of Nurgle
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Inquisitor:
Give him relentless or T. Armor so he can fire the Psycannon on the move.
I don't think he can legally purchase both a bolt pistol and CCW...but it's a minor detail.
Sergeant looks cool, but fleet would be more offensive and seems like a better combo with infiltrate/scouts.
ML scout IMO should get FNP or relentless. Relentless so he can move and shoot after hiding behind LoS blocking terrain or FNP as he will be focused on for death if the enemy has vehicles.
Sniper Rifles and Shotguns look ok.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/02/27 01:25:33
Subject: Re:200 Point Kill Team (suggestions for other codex's can be placed here)
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Growlin' Guntrukk Driver with Killacannon
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After playing several games with the display copy at my FLGS this afternoon... There is no 'no vehicles other than dedicated transports' restriction that I saw, or any selection restrictions at all outside of the listed FOC (2 troop, 1 elite, 1 fast). Elite dreadnought lists and so on appear to be legal options. The win/loss condition above is correct, with the stipulation that it is half models, not points, that begins forcing leadership saves. Fail the save, lose the game. The deployment is similar to spearhead, and recommends a 4x4 or so size board. All models are in fact separate units in basically every way. Creates some odd situations... you can only embark one model in a transport for example.
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This message was edited 8 times. Last update was at 2010/02/27 02:02:53
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![[Post New]](/s/i/i.gif) 2010/03/04 17:16:14
Subject: 200 Point Kill Team (suggestions for other codex's can be placed here)
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Giggling Nurgling
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Lunchmoney wrote:Lonewolf with TDA, SS, Thunderhammer, since he already has fnp fearless I'd take fleet
I think a Lone Wolf is a great model for the Kill Teams. Not only due to the number of USRs he has, but he can be the guy who stays behind and makes sure everyone else gets out alive since he has a deathwish anyway.
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