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I always felt 6 slannesh raptors w lightning claws would be amazing.

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

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Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
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Best kill team I've seen is 200 points of grots no other army can muster the volume of fire needed.
   
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Australia

How much is a grot? Surely you just need to win a combat and sweep them?

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
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Thumbs up on the Necron destroyers. 5 of them with 2 shot S5 AP3 blasters that get to reroll ones on hitting and wounding! What's not to like? Oh yeah, they're tougher than your standard marine, move twice as fast and have the possibility of getting back up after dying?!

I played them in the previous codex last year and easily tabled the other two guys that were playing. Now back then the range of the blasters were 36" but still...better gun and better shooting/wounding makes for some awesome sauce!
   
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 Loricatus Aurora wrote:
How much is a grot? Surely you just need to win a combat and sweep them?



They are three points per model and for every ten models you need to take a runtheard. Each one can shoot and has bs3 and since kill team treats individual models as units I don't think you sweep them as easily.
   
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Growlin' Guntrukk Driver with Killacannon




wolverhampton

Lol so tempted to take grots... soooo many grots.
just hilarious that i can give 3 of them any universal rule i want aswell HA

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Masculine Male Wych





Norwich, England

orkybenji wrote:
 Loricatus Aurora wrote:
How much is a grot? Surely you just need to win a combat and sweep them?



They are three points per model and for every ten models you need to take a runtheard. Each one can shoot and has bs3 and since kill team treats individual models as units I don't think you sweep them as easily.


Since each model is a separate unit, you can not sweep them in any shape or form.
A problem my gaming group had is with the special rule section. This worked in 5th but in the new rule book, the special rules aren't set out the same. For example, if you look at the special rule section it lists things like gets hot, melta, psyker and instant death, not really rules you could apply to a kill team.
Saying that, giving a grot the psyker rule would be great
You could give the jink special rule to a model, or ignores cover... there's a lot of abuse available. The kill team rules worked for 5th, but could be tricky to apply to 6th.

In 5th I won a kill team tournament with a DE list. I took a unit of trueborn with shardcarbines, a Dark Lance and a splinter cannon, a venom, a beastmaster and razorwing flock. I gave the splinter cannon relentless, the DL stealth and the razorwing flock eternal warrior. Worked quite well.

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 Shredder wrote:
Since each model is a separate unit, you can not sweep them in any shape or form.
A problem my gaming group had is with the special rule section. This worked in 5th but in the new rule book, the special rules aren't set out the same. For example, if you look at the special rule section it lists things like gets hot, melta, psyker and instant death, not really rules you could apply to a kill team.
Saying that, giving a grot the psyker rule would be great
You could give the jink special rule to a model, or ignores cover... there's a lot of abuse available. The kill team rules worked for 5th, but could be tricky to apply to 6th.


Or Smash. Smash is awesome. Meet Guardsman Marbo, who is now a MC.

Or for humor value the Swarm rule is always amusing. For best effect take the battlewagon list and give Swarm to the battlewagon. Be sure to model it appropriately.

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wolverhampton

I think i'll just take a big unit of shoota boys, nob power klaw and a big shoota. make one of them a psker for weirdboy fun times... hmm still need 2 other cool rules.

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Note that giving a model the Psyker rule does nothing useful since it doesn't give you the ability to take any psychic powers (and the codex entry for the unit doesn't either). You might be a psyker, but you don't know any spells to cast.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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 Peregrine wrote:
Note that giving a model the Psyker rule does nothing useful since it doesn't give you the ability to take any psychic powers (and the codex entry for the unit doesn't either). You might be a psyker, but you don't know any spells to cast.

He could be targeted by effects that hit psykers, like Grey Knight stuff, etc. Not that that's useful, for the player.

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You could go with a 10 man strike squad bare bones. This would be an easy way to deal with other space marines in cc.
   
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wolverhampton

 Peregrine wrote:
Note that giving a model the Psyker rule does nothing useful since it doesn't give you the ability to take any psychic powers (and the codex entry for the unit doesn't either). You might be a psyker, but you don't know any spells to cast.


Ah I assumed that giving an ork the psker special rule would make him a weirdboy for some reason.

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If we're talking the Battle Missions incarnation of Kill-Team I might try a Purifier unit, Knight of the Flame with halberd, three Purifiers with halberd, two Purifiers with psycannon, and psybolt ammunition for everyone (it comes in at 197 once I master-craft the Knight of the Flame's halberd to use up a few more points). Since everyone modes individually there's not a lot of defense against four S8 Rending shots from the psycannons, who are presumably screened/supported by people with S5 shooting attacks and Initiative 6 power weapons.

There's also potential in taking a Henchmen warband composed of melta Warrior Henchmen, plasma-cannon Servitors, and Death-Cult Assassins (you unfortunately hit the model count this way (3 melta Warrior Henchmen, 3 plasma servitors, and 6 Death-Cult Assassins comes to only 162pts), meaning the Warrior Henchmen need fancier gear).

Or possibly five Targeting Array-equipped Stealthsuits. They'd have a bit of trouble dealing with heavily-armored infantry, but they'd be a nightmare to pin down and kill.

It's probably contrary to the spirit of the game, but the rules don't technically say you can't take five Stormtroopers and a Valkyrie with heavy bolters (195pts), do they?

Actually, I think I liked the old Kill-Team rules in the 4e book better. Maybe still remove the kill-team-versus-brutes concept to make it a little more fun for both sides to play, but the force selection restrictions make it feel more like a skirmish mission and less like a 'how badly can I break the game in 200pts?' contest.

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wolverhampton

 AnomanderRake wrote:


It's probably contrary to the spirit of the game, but the rules don't technically say you can't take five Stormtroopers and a Valkyrie with heavy bolters (195pts), do they?


No flyers in this, you can't take anything that has to start the game in reserves.

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Norwich, England

In the game I played we said that you couldn't take any armour that added up to more than 33, so front, side and rear could be 11 all round or 13/10/10, 12/11/10 etc.

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BAN wrote:
No flyers in this, you can't take anything that has to start the game in reserves.


It's actually ambiguous. It says that "nothing may start the game in reserve", not "you can't take units that must start in reserve". You could just as reasonably interpret it to mean either:

1) You can't voluntarily hold units in reserve, units that must start the game in reserve overrule the ban under the "specific > general" principle and start in reserve as normal. In that case the Valkyrie functions as normal.

or

2) Units which must start the game in reserve start the game on the table anyway (which may or may not negate the point of the unit). In that case you can still take a Valkyrie but it starts the game on the table just like any other unit, which could be seen as a benefit for the Valkyrie.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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wolverhampton

Thats not in this kill team competition as far as i know.

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This message was edited 2 times. Last update was at 2020/03/15 00:13:59


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yeah, sternguard. They can take anything... but are not the most efficient at killing anything either. I'm thinking 5 sternguard with 3 combi meltas and a land speeder with 2 heavy bolters.

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Western Kentucky

Ok the restrictions on this are getting a little rediculous and I'm kind of losing track on what can and what can't be taken.

So what CAN we bring to this, because every idea I come up with gets shot down because it breaks some rule

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Beijing, China

BAN wrote:
So kill team operation protinus is coming up. What do people think will be the most popular builds/ most successful builds etc.
I can't decide between space wolves, chaos and orks.


Reaver Jetbikes are the best Killteam hands down.

They can turbo boost 48" and if they do so over infantry they do tons of damage. MASSIVE
They have a fairly ridiculous cover save making them hard to kill, harder to kill once they have FNP.
They can move 12" fire 24" and then move an additional 2d6 rerolling to get out of return fire range.(they kill from the nearest model, so getting more than 30" away is not difficult)
They ignore difficult terrain(yay for that)
When assaulting they have a nasty set of hammer of wrath and FC high int attacks to finish things off.

6 with cluster caltrops and heat lances is under 200pts.

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Norwich, England

DE are deadly in kill team because they get a pain token after every kill, as each model is an indapendent unit - kill one model, gain one pain token. You can rack them up pretty fast.

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wolverhampton

 MrMoustaffa wrote:
Ok the restrictions on this are getting a little rediculous and I'm kind of losing track on what can and what can't be taken.

So what CAN we bring to this, because every idea I come up with gets shot down because it breaks some rule


Lol sorry, ok i'll post up the links to the PDF on the gamesworkshop events page.

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2450166a_40K_Kill_Team_Pack_Dec_2012_(1).pdf

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2600141a_Kill_Team_FAQ.pdf


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don't know why the end of that isn't being hyperlinked??? best copy and paste :s

This message was edited 2 times. Last update was at 2012/10/03 19:53:45


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 TheNameless wrote:
yeah, sternguard. They can take anything... but are not the most efficient at killing anything either. I'm thinking 5 sternguard with 3 combi meltas and a land speeder with 2 heavy bolters.


I think I'd rather have 7 stern with 1 melta, 1 plasma, and 2 combi flamers. Giving one of them armor bane, the plasma twin linked to avoid frying myself, and the serg getting Smash. You can deal with armor pretty well, heavy infantry, and do decent damage to horde with the flamers.

This message was edited 1 time. Last update was at 2012/10/04 01:33:05


 
   
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Chancetragedy wrote:
 TheNameless wrote:
yeah, sternguard. They can take anything... but are not the most efficient at killing anything either. I'm thinking 5 sternguard with 3 combi meltas and a land speeder with 2 heavy bolters.


I think I'd rather have 7 stern with 1 melta, 1 plasma, and 2 combi flamers. Giving one of them armor bane, the plasma twin linked to avoid frying myself, and the serg getting Smash. You can deal with armor pretty well, heavy infantry, and do decent damage to horde with the flamers.


Taking a single unit of infantry, I would be worried of lists with land speeders, vipers, attack bikes, or something like that. They can totally out maneuver a list with one unit of infantry... staying a magic ~36" or so away from it.

This message was edited 1 time. Last update was at 2012/10/04 02:51:18


 
   
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 TheNameless wrote:
Chancetragedy wrote:
 TheNameless wrote:
yeah, sternguard. They can take anything... but are not the most efficient at killing anything either. I'm thinking 5 sternguard with 3 combi meltas and a land speeder with 2 heavy bolters.


I think I'd rather have 7 stern with 1 melta, 1 plasma, and 2 combi flamers. Giving one of them armor bane, the plasma twin linked to avoid frying myself, and the serg getting Smash. You can deal with armor pretty well, heavy infantry, and do decent damage to horde with the flamers.


Taking a single unit of infantry, I would be worried of lists with land speeders, vipers, attack bikes, or something like that. They can totally out maneuver a list with one unit of infantry... staying a magic ~36" or so away from it.


On a 4x4 table I'm not at all worried about them staying 36" away. On anything bigger than that your point is valid. Sternguard have a 36" range as well. One can have armor bane and roll 2d6 armor pen on an av10 vehicle. One can be your plasma with 30" away.
   
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How do deamons work? They say nothing can go into reserve, so is it just 1 unit and everything is prefered wave?

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