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![[Post New]](/s/i/i.gif) 2018/07/30 15:49:38
Subject: Kill Teams: what are the good factions?
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Wicked Warp Spider
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Backspacehacker wrote: Kaiyanwang wrote:To all the people that are crying over guard - are you aware that the 8 plasma list has no vox caster (and bad-ish morale) and only 9-10 T3 men, half of these with a 5+ armor? It looks like a glass cannon to me, there are no LRBT here. Especially with all the -1 to hit stuff they pretty much can never over charge
Regard THAT, admittedly, in KT plasma needs a natural 1 to explode.
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This message was edited 1 time. Last update was at 2018/07/30 15:49:59
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![[Post New]](/s/i/i.gif) 2018/07/30 15:50:21
Subject: Kill Teams: what are the good factions?
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Librarian with Freaky Familiar
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Oh fair fair im still reading the rules
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2018/07/30 16:01:24
Subject: Kill Teams: what are the good factions?
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Bush? No, Eldar Ranger
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Liking the look of Asuryani so far:
- Heavy Weapon platform is hard to snipe out compared to other heavies and has enough accuracy when paired with a Comms specialist to lock a fire lane down.
- Dire Avenger grenades with reroll to hit stratagem look punishing.
- Exarch + Medic Stimms combo makes for no slouch as your assault punch
I'm thinking you probably want to undersize though for the extra command points since all your punch is tied to a few attacks per round; so boosting them up is going to be rather effective.
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![[Post New]](/s/i/i.gif) 2018/07/30 16:16:51
Subject: Kill Teams: what are the good factions?
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Shadowy Grot Kommittee Memba
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yeah, pretty much the only thing I see as particularly threatening about the many-plasmas guard list is the idea of everything clustering up into a deathbomb and using Sir Yes Sir to mass-issue the reroll 1s order.
And even then...man am I less scared of them than say a skitarii list spamming arquebi and scanners.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2018/07/30 16:20:45
Subject: Kill Teams: what are the good factions?
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Loyal Necron Lychguard
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Played a test game with Necrons and it went quite well. Very resilient with Reanimation Protocols and solid saves, good guns. Flayed Ones finally have a game where they're worth taking, because they're quite good once they close distance, fairly hard to kill from non-combat specialists.
We're fairly elite and slow, but the four units available to Crons give a good range of weapon options and the tactics available are quite strong. I think they'll be pretty good.
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![[Post New]](/s/i/i.gif) 2018/07/30 17:38:17
Subject: Kill Teams: what are the good factions?
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Longtime Dakkanaut
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I'm not sold, in the slightest, on the Plasma-Blob guard list.
Hell, having a Sniper Scion w/ a Hot Shot Volley Gun or even a Demolitionist Hot Shot Volley w/ a Comms buddy feels like it would be far more likely to kill things than an awkward mass of plasma.
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Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.
I have a problem.
Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.
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![[Post New]](/s/i/i.gif) 2018/07/31 03:18:42
Subject: Kill Teams: what are the good factions?
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Archmagos Veneratus Extremis
On the Internet
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So after rolling things around I feel like a lot of Thousand Sons lists for matched play will look something like this:
Sorceror: Inferno Boltpistol, Force Stave 17pts (Leader)
Rubric Gunner: Soul Reaper Cannon 20pts
Rubric: Warpflamer 20pts (Demolitions)
Rubric: Inferno Boltgun, Icon of Flame 17pts
Twistbray: Tzaangor Blades 8pts (Combat (considering trying Zealot in the future))
Tzaangor: Brayhorn, Tzaangor Blades 10pts (Comms)
Tzaangor: Tzaangor Blades 7pts
Total: 99 points
With All is Dust in Matched Play the Rubric Gunner basically has the Heavy specialist rule baked in and while not taking it does mean losing a shot, I feel the other specializations in the list make up for it. Demolitions makes the Warpflamer better at killing stuff in cover, Combat gives the Brayhorn +1 attack making him an 8pt model with 4 attacks and -1AP (considering Zealot though as that gives +1 attack/strength on the charge and he always wants to charge), and Comms gives the Brayhorn Tzaangor the ability to buff shooting within 6" and if he is on the table his tactic can make nerve tests a little easier to pass (subtracting 1 from the roll) for 1CP making him a solid support option. Plus he adds +1" to Tzaangor charges, so he's basically a good choice to keep in the middle of the army so he can buff multiple things at once.
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![[Post New]](/s/i/i.gif) 2018/07/31 03:29:25
Subject: Kill Teams: what are the good factions?
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Fixture of Dakka
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Well, it's probably not Necrons with their zero weapons that do more than 1 damage.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2018/07/31 04:21:28
Subject: Kill Teams: what are the good factions?
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Loyal Necron Lychguard
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I think all of the Marines+1 armies have the potential to be really good. Transhuman Physiology is a solid ability to have, and Deathwatch, Grey Knights, Death Guard, and Thousand Sons have superior wargear to their generic counterparts across the board.
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![[Post New]](/s/i/i.gif) 2018/07/31 04:28:31
Subject: Kill Teams: what are the good factions?
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Archmagos Veneratus Extremis
On the Internet
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Arachnofiend wrote:I think all of the Marines+1 armies have the potential to be really good. Transhuman Physiology is a solid ability to have, and Deathwatch, Grey Knights, Death Guard, and Thousand Sons have superior wargear to their generic counterparts across the board.
Indeed. Plus Death Guard and Thousand Sons can take squishier bodies to ensure they're not stuck with a 4-5 model list but can run bigger lists with more stuff as they see fit.
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![[Post New]](/s/i/i.gif) 2018/07/31 07:03:02
Subject: Kill Teams: what are the good factions?
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Trazyn's Museum Curator
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Technically deathmarks can deal 2 damage if they can get the mortal wound proc. But yes, necrons have woefully limited weapons options. Can't even take lychguard for some stupid reason, and tesla doesn't even work right due to the range modifiers.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2018/07/31 09:09:13
Subject: Kill Teams: what are the good factions?
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Fresh-Faced New User
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Necrons are solid... IF you can roll 6's I played a game the other day using deathwatch against necrons.... the amount of 6's he rolled for mortal wounds from deathmarks and for his injury role to proc reanimation was just damn annoying.
As well he used 'mind shackle scarab' strat to use my own frag connon on my guys which hurt.. a LOT.
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![[Post New]](/s/i/i.gif) 2018/07/31 10:45:41
Subject: Kill Teams: what are the good factions?
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Fresh-Faced New User
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Cephalobeard wrote:I'm not sold, in the slightest, on the Plasma-Blob guard list.
Hell, having a Sniper Scion w/ a Hot Shot Volley Gun or even a Demolitionist Hot Shot Volley w/ a Comms buddy feels like it would be far more likely to kill things than an awkward mass of plasma.
I've played Guard in KT, but with plasma on BS 3+ guys only (4), and 4 flamers instead. You have enough left for a Ld7 sergeant to lead, and another guy with a vox caster on Comms. Demolitionist with flamer can wound obscured targets on 2+ easily
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![[Post New]](/s/i/i.gif) 2018/07/31 13:12:39
Subject: Kill Teams: what are the good factions?
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Loyal Necron Lychguard
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That doesn't seem too damning to me, most things are W1 anyways? Necrons have never been known as a mass shooting powerhouse.
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![[Post New]](/s/i/i.gif) 2018/07/31 13:22:56
Subject: Kill Teams: what are the good factions?
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Shadowy Grot Kommittee Memba
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Requizen wrote:
That doesn't seem too damning to me, most things are W1 anyways? Necrons have never been known as a mass shooting powerhouse.
D2+ is really important in KT because it exponentially increases your odds of an out of action result on an injury roll.
TBH, the game system itself is set up in a really good way. The thing that will turn out to hold KT back balance wise is if GW doesn't realize fast enough that armies can't be held shackled to the stats and restrictions they have in base 40k, and that new rules for the KT structure are necessary.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2018/07/31 14:45:56
Subject: Kill Teams: what are the good factions?
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Numberless Necron Warrior
Scotland, UK
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the_scotsman wrote:Requizen wrote:
That doesn't seem too damning to me, most things are W1 anyways? Necrons have never been known as a mass shooting powerhouse.
D2+ is really important in KT because it exponentially increases your odds of an out of action result on an injury roll.
TBH, the game system itself is set up in a really good way. The thing that will turn out to hold KT back balance wise is if GW doesn't realize fast enough that armies can't be held shackled to the stats and restrictions they have in base 40k, and that new rules for the KT structure are necessary.
What's interesting is that Necrons also invert the more damage is better rule... the more dice you roll, the more likely their RP will trigger. In fact, against things like Melta, Necrons can be more likely to heal than they are to go out of action. Agree, though, that a lack of multidamage weapons means it's really hard for them to guarantee enemies go out, and it's tough to crack models like Tyranid Warriors of Lictors.
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![[Post New]](/s/i/i.gif) 2018/07/31 21:23:41
Subject: Kill Teams: what are the good factions?
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Longtime Dakkanaut
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The good thing about Killteam is, that there should be a viable way for every faction out there. Since most of the ballance-breaking stuff is locked out in the first place, you are mostly left with GEQ-MEQ infantry. IMHO every Faction has something viable at that level and even should you get a complete dud by some miracle of bad ballance, a new killteam is just a single troops box away.
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Waaagh an' a 'alf
1500 Pts WIP |
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![[Post New]](/s/i/i.gif) 2018/07/31 23:09:45
Subject: Kill Teams: what are the good factions?
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Loyal Necron Lychguard
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unitled wrote:the_scotsman wrote:Requizen wrote:
That doesn't seem too damning to me, most things are W1 anyways? Necrons have never been known as a mass shooting powerhouse.
D2+ is really important in KT because it exponentially increases your odds of an out of action result on an injury roll.
TBH, the game system itself is set up in a really good way. The thing that will turn out to hold KT back balance wise is if GW doesn't realize fast enough that armies can't be held shackled to the stats and restrictions they have in base 40k, and that new rules for the KT structure are necessary.
What's interesting is that Necrons also invert the more damage is better rule... the more dice you roll, the more likely their RP will trigger. In fact, against things like Melta, Necrons can be more likely to heal than they are to go out of action. Agree, though, that a lack of multidamage weapons means it's really hard for them to guarantee enemies go out, and it's tough to crack models like Tyranid Warriors of Lictors.
Necrons reaaally should have gotten lychguard... Shieldguard would make great leaders and scytheguard would mostly solve our issues fighting high toughness targets.
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