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Made in us
Regular Dakkanaut




Scouts x5
sniper rifles x2 (one with Fleshbane)
shotguns x2
heavy bolter w/ hellfire (FNP)
camo cloaks x5
80 points

scouts x5
Sergeant w/ combi plasma (preferred enemy)
Landspeeder storm w/ heavy flamer
camo cloaks x5
120 points
   
Made in gb
Longtime Dakkanaut




Ffyllotek wrote:
 adamsouza wrote:
Ffyllotek wrote:
6 Deathmarks, 1x IGNORES COVER, 1x HAYWIRE
Sniper, Rending, Pinning, Reanimation Protocols, Hunters from Hyperspace, Deep Strike

1 wraith
1 wraith, transdimensional beamer, RELENTLESS
Fearless, Phase Attacks, Wraithflight

199pts


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!




Sniper Weapons no longer pin, and have dropped real rending for something functionally similar built in to the rule.
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I had thought about an all Wraith team, but decided against it because of the small model count and lack of ranged attacks.

Your list particularly appealed to me becuase I already have that assortment of models assembled and painted.

Ffyllotek wrote:
Probably mistaken but sniper weapons have pinning and rending?


They may in 6th edition, but no longer in 7th Edition. Sniper USR now lets you precision strike on a 6 to hit, wound on a 4+, reguardless of toughness, and makes the attack AP 2 on a roll of 6 to damage.




This message was edited 1 time. Last update was at 2015/01/08 15:34:21


   
Made in ie
Norn Queen






Dublin, Ireland

Are IA books allowed in Killteam?
Could you take a Bigmek to unlock Killakans as troops and start maxing out with the Kans? That viable?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

 Ratius wrote:
Are IA books allowed in Killteam?
Could you take a Bigmek to unlock Killakans as troops and start maxing out with the Kans? That viable?


Big Mek is an HQ. No HQ's in kill team.
No Heavy Choices (Killa Kans) either.

Just checked Sanctus Reach Stormclaw, Krumpa's Killa Kanz are heavies as well.




   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Decided that if you are going to run Tactical Squads, you might as well run Imperial Fists for Bolter fire rerolls.

Having come to this conclusion, I've decided it is not much of a sacrifice, on my part at least, to paint up a dozen tactical marines in Imperial Fists colors.

Well that and, last week both of my Blood Angels Sgts with bolt pistol and chainsword charged at S5 and FAILED to roll a 3 or better on 3 dice, multiple times.

   
Made in us
Fresh-Faced New User




My gaming group did a kill team league a bit ago. Guardsmen spam did very well.
I went with a crisis suit with double missile pods, 2 piranhas with burst cannons and the rest of my points of fire warriors.
The fire warriors provide the backfield while the crisis suit is your hard to kill leader who can take out several targets. The pirahnas were my mvps however. Their maneuverability combined with being able to drop (jet pack) gun drones anywhere was priceless.
   
Made in us
Regular Dakkanaut




As many pink horrors as you can fit in 200 pts. They each become their own squad and get flickering fires +1 power. Every turn tons of psychic dice and 2d6 shots per guy.
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

ancraig wrote:
As many pink horrors as you can fit in 200 pts. They each become their own squad and get flickering fires +1 power. Every turn tons of psychic dice and 2d6 shots per guy.


I don't have Kill Team in front of me, but I'm pretty sure them being split up causes them to lose Botherhood of Sorcerers and their psychic ability, not make them better at it.

Brotherhood Psykers/Sorcerers can't harness the warp on their own, at least not in Kill Team.

   
Made in us
Gore-Soaked Lunatic Witchhunter







Interceptors are hilariously brutal in the format. Turn one in-your-face storm bolters and heavy flamers can demolish most lighter Kill Teams and the follow-up force weapons are similarly devastating.


Automatically Appended Next Post:
 adamsouza wrote:
ancraig wrote:
As many pink horrors as you can fit in 200 pts. They each become their own squad and get flickering fires +1 power. Every turn tons of psychic dice and 2d6 shots per guy.


I don't have Kill Team in front of me, but I'm pretty sure them being split up causes them to lose Botherhood of Sorcerers and their psychic ability, not make them better at it.

Brotherhood Psykers/Sorcerers can't harness the warp on their own, at least not in Kill Team.


If I recall correctly once you've split up a Brotherhood of Psykers unit the Sergeant remains a Psyker and the rest of the unit does nothing. (This may be a houserule my play group devised to accommodate the eventuality)

This message was edited 1 time. Last update was at 2015/01/15 07:24:54


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Thinking of Joining a Davinite Loge






Brotherhood of Psykers/Sorcerers has no effect in Kill Team, thank goodness. Otherwise, yeah, pink horrors would be broken.

And yes, grey knight interceptors are incredibly good, with that shunt move. It's irritating, especially with objectives.

Tau suits will also make your friends hate you. Stupid JSJ.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in ru
!!Goffik Rocker!!






Warbikers with a nob or deffkoptas are doing great in killteams. Fast, cheap, resilient, shooty, choppy. What else do you need.

This message was edited 5 times. Last update was at 2015/01/15 08:21:19


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

My Space Marines had their butts handed to them last night by a Tau Force

EL Crisis Suit w/Plasma Rifle
TR Kroot x10
FA Pathfinder x4 (Rail Riflex3, Carbine with Markerlight x1)

Rail Rifles are 30" S6 AP1 Rapid Fire

Ignores Cover on 1 Rail Rifle Pathfinder and Stealth on another.

4 weapons a turn that just destroy Space Marine Armor, all of which rapid fire, and almost the entire force either scouts or infiltrates into better firing positions.



   
Made in us
Human Auxiliary to the Empire





My favorite kill team is Skulltaker on a Juggernaut with a Bloodcrusher supporting him. If we play at 250 (my group prefers to follow the spirit of the game if not the actual limitations) I fully upgrade the Crusher. I've yet to see this lose.

changemod wrote:
I make my Dynasty almost entirely benevolent because it amuses me to have morally outraged nine foot robot skeletons waking up to a galaxy of stupid petty violence.
 
   
Made in us
Been Around the Block




I did well with a standard sm bike squad with two plasma guns and an attack bike with multi melta... All toughness five in this format is great... Hit and run from white scars tactics is broken because it's free attacks every turn
   
Made in gb
Battleship Captain




 adamsouza wrote:
56 Astra Militarum Conscripts + 3 Ratling Snipers

Sure, the Conscripts are only about as effective as Gretchin, but at least they can Rapid Fire, and your opponent will have to eliminate 30 of them before they start making break tests.

Meanwhile, the snipers will hopefully be, nestled somewhere cozy, picking off enemy specialists.


Sadly not - You can only buy conscripts as part of a platoon, as far as I know.

If Forgeworld is allowed, Tyrants Legion would work - two thirty-man Legion Auxillia units are 200 points on the dot, or you can shave off a handful of men to issue them with Frag Grenades and/or the odd heavy stubber or grenade launcher.

Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

I've run Deathwatch as a Sternguard squad of 7ish guys with 2-3 combi-weapons. They can snipe the hell out of 5+ Sv models from across the board with ignores cover rounds (bye bye rangers), punish anything that comes close aggressively with AP3 rounds, and pile wounds onto models with high toughness with poison rounds. With 30'' AP4 round shots on turn 1 if need be. And if they do end up in combat, they are fairly nasty with 3 attacks on the charge, 2 basic. If you need to tackle vehicles or need reach, you can take 2 heavy weapons (I'd take ML+HB) and/or a combi-weapon like say a Grav (very high chance of killing MEQ when you need to) or a flamer (for hordes).

They have high LD as well, which is nice, and the whole killing power of the team can be concentrated in a nice small space.

Say;

Sternguard Squad
Sergeant with bolter (Leader)
3 scrubs with bolters
scrub with HB (poisoned 2+ or rending)
scrub with ML (twinlinked or PE)
scrub with combi-flamer (shred)

199 total

I haven't read the latest rules but I think that's legal

This message was edited 2 times. Last update was at 2015/01/19 10:58:16


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

locarno24 wrote:
You can only buy conscripts as part of a platoon, as far as I know.


Thank you for pointing it out. I did figure that out on my own, a day or two after posting it here, and no one else seemed to notice, so I didn't bother correcting it. I have the up to date rules for all the 40K armies, but I've only fielded Ork, Necrons, and Blood Angels in 6th and 7th edition, so I'm a little rusty with all my other armies.

--

I'm waiting for some bitz to arrive, to finish my bike squadrons. Once they are finished, I'll be deploying them as a kill team.

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Astra Militarum

INFANTRY PLATOON
  • Platoon Command Squad (Platoon Commander, 4 Guardsman) 30pts

  • Infantry Squad (Sergeant, 9 Guardsman, 1 with Grenade Launcher) 55pts

  • Infantry Squad (Sergeant, 9 Guardsman, 1 with Grenade Launcher) 55pts

  • Conscripts (20 Conscripts) 60pts

  • 1 Troops Choice
    200pts
    45 models

       
    Made in gb
    Lone Wolf Sentinel Pilot





    UK

     adamsouza wrote:
    Astra Militarum

    INFANTRY PLATOON
  • Platoon Command Squad (Platoon Commander, 4 Guardsman) 30pts

  • Infantry Squad (Sergeant, 9 Guardsman, 1 with Grenade Launcher) 55pts

  • Infantry Squad (Sergeant, 9 Guardsman, 1 with Grenade Launcher) 55pts

  • Conscripts (20 Conscripts) 60pts

  • 1 Troops Choice
    200pts
    45 models


    Why take 2 GL's? I'd take 5 Sniper Rifles instead between the PCS and the IS'.
       
    Made in us
    Gargantuan Gargant





    New Bedford, MA USA

     Mr.Omega wrote:

    Why take 2 GL's? I'd take 5 Sniper Rifles instead between the PCS and the IS'.


    1.) I thought the krak grenades S6 would come in handy
    2.) I own models with grenade launchers

       
    Made in es
    Annoyed Blood Angel Devastator





    Bilbao

    Not the best but what about Death Company
    DCx7, pf hidden bolter, pw and jp = 201 tho
    Too expensive for KT?

    3000 points
    1500 points 
       
    Made in gb
    Regular Dakkanaut





    North Coast, NSW, Australia

    Yeah, I was thinking Death Company too.

    'Anyone can win, but it takes a good man to lose.'
    -Louis Guzman 
       
    Made in us
    Gargantuan Gargant





    New Bedford, MA USA

     valkyriePROfail wrote:
    Not the best but what about Death Company
    DCx7, pf hidden bolter, pw and jp = 201 tho
    Too expensive for KT?


    The most important factor would be if you have fun fielding them.

    You would have to keep them in cover and in assaults as much as possible. Kill Team's fighting as individuals favors numbers.

    Against the Tau team I posted, you would be relying on FNP to keep 7 models alive.
    Against the Astra Militarum list I posted, could 7 models kill enough of them to matter in 5-7 rounds ?

       
    Made in us
    Legendary Master of the Chapter






    Vespids

    Quick to move with best ap needed in KT

    Surprisingly Hilarious

     Unit1126PLL wrote:
     Scott-S6 wrote:
    And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

    Oh my god I'm becoming martel.
    Send help!

     
       
    Made in us
    Trustworthy Shas'vre





    Cobleskill

    Crisis Shas'vre
    2 Flamers
    Repulsor Impact Field
    Combat Specialist: Instant Death
    Crisis Shas'ui
    2 Missile Pods
    Weapon Specialist: Split Fire
    Crisis Shas'ui
    2 Missile Pods
    Leader

    Pathfinder Team
    one has Indomitable Specialist: Relentless

    'No plan survives contact with the enemy. Who are we?'
    'THE ENEMY!!!'
    Racerguy180 wrote:
    rules come and go, models are forever...like herpes.
     
       
    Made in us
    Gargantuan Gargant





    New Bedford, MA USA

    2 thoughts, since the new Necron Codex dropped.

    1. The limitation that Reanimation Protocols only worked while within 2" of another necron made sense with the previous codex, because it worked similarly in the codex. Now that the new Necron Codex has Reanimation Protocols working like FNP the 2" restriction seems unwarrented.

    2.) 5 of the New Jet Pack Equipped Destroyers clock in at 200 points even. Now with 2 wounds, and the ability move, shoot, move, with their S5 AP3 guns. Definitely going to have to give them a whirl.

       
    Made in us
    Legendary Master of the Chapter






     adamsouza wrote:
    2 thoughts, since the new Necron Codex dropped.

    1. The limitation that Reanimation Protocols only worked while within 2" of another necron made sense with the previous codex, because it worked similarly in the codex. Now that the new Necron Codex has Reanimation Protocols working like FNP the 2" restriction seems unwarrented.

    2.) 5 of the New Jet Pack Equipped Destroyers clock in at 200 points even. Now with 2 wounds, and the ability move, shoot, move, with their S5 AP3 guns. Definitely going to have to give them a whirl.


    Dont destroyers sit in HS? Edit: Derp never mind FA. those are definitely awesome for KT

    This message was edited 1 time. Last update was at 2015/02/26 00:08:54


     Unit1126PLL wrote:
     Scott-S6 wrote:
    And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

    Oh my god I'm becoming martel.
    Send help!

     
       
    Made in se
    Ork Boy Hangin' off a Trukk




    If I were to pick a kill team, it'd be 5 wraiths. Fearless, so no break tests. T5, 2W and 3++ on the defensive side and 4 S6 rending attacks on the charge. I'd say they beat pretty much any other model one on one.

    But when I think of it, this list seems illegal... You can't nominate beasts as your leader or specialists, and wraiths are now beasts. God dang it GW!
       
    Made in us
    Gargantuan Gargant





    New Bedford, MA USA

    Last weekend I got to field both the Necron 5 Destroyer and 55 Man Astra Militarum Kill teams. Both teams went on to crush their opponents.

    The Destroyers S5 AP3, shoot and then boost behind cover, didn't allow anything it hit a saving throw, while forcing them to constantly move up to try to get a line of fire on them.

    The Astra Militarum 55 man (5 Comman, 2 10 man squads, & 30 Conscripts) practically took up the deployment zone and bubble wrapped the sole objective. Their shooting isn't impressive, but the sheer volume of fire killed them just as fast as they picked of Guard members. Unfortunately for them, having 40+ model advantage makes trading kill for kill a win win for me.

    Although I do admit is was a real pain to roll seperately for that many models. I had one round where I ran with the entire force and it was annoying enough that I didn't run for the rest of the game.

    This message was edited 3 times. Last update was at 2015/03/12 20:57:12


       
     
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