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Made in fi
Hoary Long Fang with Lascannon




Finland

Soo is there anything else to spend your command points other than the overpowered Death Denied (can't remember if that's the actual name) tactic. I feel you just have to have 2 cp at hand at all times to save your guys from demise.

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Made in us
Longtime Dakkanaut




 Weazel wrote:
Soo is there anything else to spend your command points other than the overpowered Death Denied (can't remember if that's the actual name) tactic. I feel you just have to have 2 cp at hand at all times to save your guys from demise.


The one where you take a mortal wound after failing a saving throw with a model within 3 inches. The way mortal wounds work you reduce down any multi damage to just one roll and protect more important models.

Sniper remains a strong choice of course in certain situations. On rare occasion, the hellfire shell is useful,
   
Made in de
Fresh-Faced New User




What do you thinkg about the following:

-Leader-

Scount Sergeant
-Sniper, Camo

"Sniper" Tac. Gunner
-Missile launcher

"Demolitions" Tac. Gunner
-Heavy Bolter

"Comms" Tac. Sergeant
-Auspex, Pistol

Intercessor Gunner
-Aux. grenade launcher

Reiver Sergeant
-Bolt carbine, Knife, Grapnel / chute

its 96 points, dont know what to do with 4 points
   
Made in us
Steadfast Grey Hunter




Soldier #243 wrote:
What do you thinkg about the following:

-Leader-

"Sniper" Tac. Gunner
-Missile launcher

"Demolitions" Tac. Gunner
-Heavy Bolter



Only one Tac Gunner can have a missile launcher or heavy bolter. You'll want to turn one of them into a scout gunner. (Probably the 'launcher so they can snag the camo cloak)
   
Made in ca
You Sunk My Battleship!



Calgary, Alberta

I'm surprised so few people here are interested in racking up extra Command Points. The following is the "lean" list I've drafted for my Space Marines.

Primaris Sergeant/ Leader/ Stalker Rifle + Power Sword
Primaris Gunner/ Sniper/ Stalker Bolt Rifle + Grenade Launcher
Primaris Gunner/ Sniper/ Stalker Bolt Rifle + Grenade Launcher
Tactical Marine/ Comms/ Plasma Pistol + Auspex

This totals out to 64 points. My intent is to allow my Marines to be mobile while employing the Stalker Rifle. I like to deny my opponent their die rolls as often as I can, so I chose to focus on AP to negate their rolls. I also took the Sniper speciality for the Gunners to offset the -1 penalty to shooting Heavy weapons when moving.

I also have not yet played ANY games of kill team and do not come from a 40k background, so this may fail completely. We'll soon see.
   
Made in us
Ork Boy Hangin' off a Trukk





Americanus_Astartes wrote:
I'm surprised so few people here are interested in racking up extra Command Points. The following is the "lean" list I've drafted for my Space Marines.

Primaris Sergeant/ Leader/ Stalker Rifle + Power Sword
Primaris Gunner/ Sniper/ Stalker Bolt Rifle + Grenade Launcher
Primaris Gunner/ Sniper/ Stalker Bolt Rifle + Grenade Launcher
Tactical Marine/ Comms/ Plasma Pistol + Auspex

This totals out to 64 points. My intent is to allow my Marines to be mobile while employing the Stalker Rifle. I like to deny my opponent their die rolls as often as I can, so I chose to focus on AP to negate their rolls. I also took the Sniper speciality for the Gunners to offset the -1 penalty to shooting Heavy weapons when moving.

I also have not yet played ANY games of kill team and do not come from a 40k background, so this may fail completely. We'll soon see.

You can't take 2 of the same specialists in a Kill Team.
   
Made in ca
You Sunk My Battleship!



Calgary, Alberta

Ork-en Man wrote:
[
You can't take 2 of the same specialists in a Kill Team.


Oops.

I'll just change one of the Gunners to Heavy, then.
   
Made in us
Oozing Plague Marine Terminator





I just picked up a box of Scout Snipers. I'm surprised they're not as popular, seeing the Sniper (rifles) rule is pretty useful.

Ive been writing lists, mixing Sniper scouts and CCW scouts. Any one have some advice?

Heavy Bolter seems like the next big addition.

This message was edited 1 time. Last update was at 2018/08/20 03:21:07


 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Americanus_Astartes wrote:
Ork-en Man wrote:
[
You can't take 2 of the same specialists in a Kill Team.


Oops.

I'll just change one of the Gunners to Heavy, then.


I am afraid that an Intercessor or Intercessor Gunner cannot be a Heavy specialist, so your Stalker Bolt Rifles will pay that -1 penalty if you move.

You will likely find in most missions that having just those four models at 100 points to be a major disadvantage. Anything with objectives will be a struggle that extra CPs will likely not make up. Still, give it a whirl and let us know.

All you have to do is fire three rounds a minute, and stand 
   
Made in ca
You Sunk My Battleship!



Calgary, Alberta

TangoTwoBravo wrote:


I am afraid that an Intercessor or Intercessor Gunner cannot be a Heavy specialist, so your Stalker Bolt Rifles will pay that -1 penalty if you move.

You will likely find in most missions that having just those four models at 100 points to be a major disadvantage. Anything with objectives will be a struggle that extra CPs will likely not make up. Still, give it a whirl and let us know.


Yeah, messed that one up, too. Second Intercessor will have to take Demolitions Specialty.
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Quickie..

Can you use auspex/comms buffs on yourself or does it need to be a friendly model within 6"?
   
Made in gb
Deadly Dire Avenger




Auspex specifically says "another ADEPTUS ASTARTES model" in the description, so you can't use it on yourself.

The Comms buff doesn't, so you can use it on yourself.

This message was edited 1 time. Last update was at 2018/08/20 11:07:49


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Made in fi
Raging-on-the-Inside Blood Angel Sergeant





So, has anyone yet entered any friendly tourneys or some such?

We are planning on a friendly matched play games, not a campaign, just several games in up coming weeks with one roster. Still arguing whether we should add exp and level up..

I'm thinking making some batreps for these games, but before we go into gaming there's a SM command roster that needs some tweaking.

Any insight is welcome, what I'm missing, I think the scouts section can be most easily replaced by something I'm truly lacking.. but anyways, here we go:

(btw, what would be your thought on adding exp in friendly command roster gaming?)

Spoiler:

20man strong command roster - Adeptus Astartes

[Leader] Scout sergeant + sniper rifle & camo cloak
[Leader] Tactical sergeant + auspex + grav pistol

[Heavy] Tactical gunner + heavy bolter
[Heavy] Tactical gunner + missile launcher
[Demolitions] Tactical gunner + heavy bolter
[Demolitions] Tactical gunner + flamer
[Comms] Tactical sergeant + auspex + plasma pistol
[Comms] Intercessor gunner + stalker bolt rifle + auxiliary grenade launcher
[Combat] Intercessor sergeant + power sword + bolt rifle
[Veteran] Reiver sergeant + combat knife + heavy bolt pistol + grapnel launcher
[Sniper] Tactical sergeant + combi-plasma

Intercessor gunner + stalker bolt rifle + auxiliary grenade launcher
Scout + sniper rifle & camo cloak
Scout gunner + heavy bolter
Scout gunner + missile launcher & camo cloak
Scout + boltgun
Scout sergeant + bolt pistol & chainsword
Tactical gunner + plasma gun
Tactical gunner + flamer
Reiver sergeant + combat knife + heavy bolt pistol + grapnel launcher

Edit:

My to go blinded 100 points would be:
Leader - Tac sgt w/ auspex & grav pistol

Comms - Intercessor gunner w/ stalker bolt rifle & auxiliary grenade launcher
Demolitions - Tac gunner w/ heavy bolter
Combat - Intercessor sergeant w/ power sword & bolt rifle

Scout gunner w/ missile launcher & camo cloak
Reiver sergeant w/ combat knife, heavy bolt pistol & grapnel launcher

There's little bit of everything, decent long range shooting with couple 2w melee threats.

This message was edited 2 times. Last update was at 2018/08/20 17:19:29


 
   
Made in ca
Bounding Assault Marine





Vancouver, BC, Canada

 ultimentra wrote:
The most AP you have in your list is -1 with the heavy bolter. Honestly that sounds terrible.

Here's what I run:

Black Templar kill team:

Scout gunner HB: Heavy Specialist
Intercessor Sgt w/ Power sword: Zealot Specialist
Tac Gunner w/ Flamer: Demo Specialist
Tac Marine
Tac Marine
Scout w/ bolter
Sword Brother (Tac Sgt) w/ Combi Plasma, Chainsword: Leader

That comes out to 100.

IDK maybe snipers are overpower in this game and I just don't know about it yet? Or is AP useless in this game like it is in 40k now that invulns are everywhere?


I’m afraid Astartes don’t grt to take Zealot, and you haven’t got enough AP to be effective against MEQ in your list either...


Automatically Appended Next Post:
Xirax wrote:


Missile launcher is quite expensive add-on, but making it your heavy specialist you can shoot two shots with your krakk missiles with only 1 CP. Atleast that's how we interpreted the level 1 stratagem from heavies. Also heavy specialist ignores the "heavy -1 to hit penalty from moving).



That tactic does not apply to weapons with 1 shot only, so no Missle Launcher, sorry.


Automatically Appended Next Post:
So, I've played about 10 games so far, and here are my thoughts.

The injury roll adds an extra dice layer that is a barrier to removing a model. with the modifier for being obscured, any weapon in the game that makes it all the way past all the hit mods, wound roll, and the armour save, still only has a 33% chance of removing the model if it is behind cover (17% percent if it's in cover with reanimation protocols!). You are shooting at each model with 1 model at a time. I can not emphasize enough how difficult this makes it to remove models. MEQ vs MEQ, a single unmodified attack only has a 5.54% chance of an OOA result. That means you need 10 guys with bolters within 12" firing at a single MEQ model out in the open to be fairly certain of removing it that turn.

You NEED to bypass dice layers with high Strength and AP. You also need to have a lot of that spread around, as the low volume of dice, LOS blocking terrain, and the annoying possibility of having your one spec/ hvy weapons sniped turn 1 before they even fire a shot, are all working against you. Just as importantly, you need multi-damage weapons, as they give you multiple injury rolls, where multiple single-damage unsaved wounds from something like a heavy bolter do not.

Space Marines also suffer from a low model count which is why I don't recommend Comms and similar buffs that come from a nearby model, as you are now devoting two models worth of resources to trying to make 1 model work. One model that may get focus fired, or sniped off the table before your team fires a shot.

The game will end at the end of turn 4 33% of the time, and the end of 5 33% of the time. the games are short. You need some extra resilience in order to be able to go for it when it comes to getting across the board to your objectives without delay. Youy can't always hide in cover. Primaris are great for this, but they die to multi damage weapons just like anything else, so you need a strong shooting element that can deal with that stuff very quickly from a distance if possible as early in the game as possible.

Combat is strong; unless you are fighting across a barrier or flesh wounded, there are no hit mods. If you've got the right models fighting you can roll a bunch of dice. It's also great for tying up the enemy and keeping your own guys safe from shooting. It's not all good news though. A Reiver Sergeant/ Combat Spec has 5 attacks, but with no AP, against MEQ count on fights dragging out for a LONG time regardless (would need 4 of those, for strong odds to remove MEQ as per our math above. Because the attacks are single dam, and grouped in 5's, extra unsaved wounds are lost, and so this is even worse odds than the 10 Rapid Fire Bolters). The Power Sword, and better yet, the Power Fist are your friend. A Fist along with the tactic that lets you fight a second time deletes MEQ at a frightening pace. Watch out for DE and Harleys though as they have invulns in combat and some scary stuff to use against you.

People seem to be digging the Missle Launcher. For the points, I like the Intercessor Gunner with Auxillary Grenade Launcher. It's 16 points same as a Scout with ML, more durable, and it doesn't eat up a spec slot to move and shoot without penalty.

You can't afford to lose model resources to bad luck, so save your reroll tactic (you can only use 1 per Battle Round not per phase!) to reroll saves (or to reroll 1's on Plasma, unless you're smart and took the Sniper Spec), and you NEED the Death Denied card from the SW box that turns an OOA result into a Flesh Wound. You don't want to be caught without the ability to use these, so that means you need to resist the temptation to play other silly tactics that are only going to bend a single dice roll by +-1 or worse yet just let you reroll a 1 (except for SC Plasma obvs), and Make sure you've got 3 CP the top of the turn if you can, and KEEP YOUR LEADER ALIVE! . If they go unspent at the end of the turn, and you get to swing last, the tactic that lets you fight a second time can be scary as mentioned above.

You don't have to choose your team until after you've rolled for mission. Fill out your Command Roster, and have all the models available. Depending on your opponent's faction and the mission, you may want some volume of dice, or you may want straight high Str/AP/Dam. You may want shooting, or you may want combat, or a mix. be prepared for different matchups.

A list I'm going to try soon is this:

Tac Sgt LDR Power Fist, Plasma Pistol 18pts
Intrcssr Sgt CBT Auto Bolt Rifle, Power Sword 18pts
Tac Gunner SNP Plasma Gun 16pts
Scout gunner HVY Missle Launcher 14pts
Tac Gunner 16 Melta Gun 16pts
Intercessor Gunner Aux Grenade Launcher 16pts


100 pts

This message was edited 2 times. Last update was at 2018/08/21 02:37:16


   
Made in us
Yellin' Yoof



Hive Helsreach

 Weboflies wrote:
You can't afford to lose model resources to bad luck, so save your reroll tactic (you can only use 1 per Battle Round not per phase!)


Actually it's once per phase:
"Unless otherwise stated, you can use the same Tactic multiple times during the course of a battle, but only once in any given phase."

"TACTICAL RE-ROLL
Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test."
   
Made in ca
Bounding Assault Marine





Vancouver, BC, Canada

Zodgrim Dakathug wrote:
 Weboflies wrote:
You can't afford to lose model resources to bad luck, so save your reroll tactic (you can only use 1 per Battle Round not per phase!)


Actually it's once per phase:
"Unless otherwise stated, you can use the same Tactic multiple times during the course of a battle, but only once in any given phase."

"TACTICAL RE-ROLL
Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test."


You know, that's what I thought, but my opponent insisted yesterday that it was once per round. He seemed like he knew what he was talking about, so I didn't look it up. Guess he didn't haha.

   
Made in gr
Perfect Shot Ultramarine Predator Pilot




To weboflies's post: great points, you hit the mark!
Correct me if i am wrong but in your killteam you list 2 tac gunners one with a plasmagun and one with a meltagun. I believe the rulebook forbids this combination. One gunner can take one of the "special" weapons and the other gunner one of the "heavy" weapons.

Also, what do you think of the gravgun? Would you consider taking one?
   
Made in ca
Bounding Assault Marine





Vancouver, BC, Canada

spartiatis wrote:
To weboflies's post: great points, you hit the mark!
Correct me if i am wrong but in your killteam you list 2 tac gunners one with a plasmagun and one with a meltagun. I believe the rulebook forbids this combination. One gunner can take one of the "special" weapons and the other gunner one of the "heavy" weapons.

Also, what do you think of the gravgun? Would you consider taking one?


Right you are. Crumbs, I guess I’m going to have to go HB with him.

I don’t care for the Grav option when I’ve got Plasma available.Supercharged Plasma’s got better range, +1 to wound comared to Grav, it doen’t need to be vs 3+ to give you multiple injury rolls, and I’ll take straight 2 Dam over D3 any day. Anychance you give the dice to let youdown, they will. Just need to do a little planning around “Gets Hot” by either making your Plasma Gunner a Sniper, or saving CP and Tactic assets to bail you out if he rolls that 1, which you really ought to be doing anyway.

   
Made in no
Liche Priest Hierophant





Bergen

I was wondering what do people think of the auxilary grenade launcher?

I must say I find it quite intereating. It is a 30 ranged weapon. Combine that with scouts with missile launcher/heavy bolter, a marine with ranged heavy wepon and one with a apecial weapon, as well as a captain with a combi wepon and matines have axcess to a lot of good weapons.

I only did one test game, but special weapons looked good.

   
Made in gb
Fresh-Faced New User




Personally - that aux. 'nade launcher looks nice. It's still the grenade profile, so no penalty to hit at range (unless I've missed something), it's only 2 points (have to take the extra point for the gunner into account), the intercessor has both frag and krak.
There's nothing not to like really. Only downside is you can only take it on the gunners and you can only use one of them each turn - so that probably means unless you have the points left over, you only really want one.

Should add, I haven't used it yet.
I play deathwatch when I use marines, and my special weapons are generally more useful than an intercessor with a 'nade launcher for the same cost.

This message was edited 1 time. Last update was at 2018/08/22 09:44:35


 
   
Made in de
Longtime Dakkanaut





What do you guys think of this:

Intercessor Gunner (Demolitions) - 16 points
- (Level 3) – 8 points
- Stalker Bolt Rifle – 0 points
- Auxil. Granade Launcher – 0 points

24 Points total


He should be pretty durable in cover and put out decent damage at long range with -2 AP and all the potential bonuses they can get:

- +1 to wound obscured targets from Lvl 1 Demolitions
- +1 to wound from the Lvl 1 Demolitions Specialist tactic.
- +1 to hit and wound for the "Masterful Marksmanship" Astartes tactic (only Stalker Bolt Rifle)
- + 2 Damage with the Lvl 3 Demolitions Specialist tactic
- +3" range and reroll 1s for the grenade launcher
- +1 to Injury rolls for obscured targets

This plus a Tac Seargeant (Comms) with Auspex nearby should put quite a dent in many things.


This message was edited 4 times. Last update was at 2018/08/22 10:50:23


 
   
Made in gb
Deadly Dire Avenger




If you're playing in a Campaign, most specialisms are pretty decent once you get to lvl3.

But given that normal matched play is limited to lvl1 specialists, you're not going to be able to use him, outside of house-rules.

Battlescribe data author for:
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Report issues with the data here:
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Made in de
Longtime Dakkanaut





MadSpy wrote:
If you're playing in a Campaign, most specialisms are pretty decent once you get to lvl3.

But given that normal matched play is limited to lvl1 specialists, you're not going to be able to use him, outside of house-rules.


I see ... that makes him less spectacular but also cheaper:

Intercessor Gunner (Demolitions) - 16 points
- Stalker Bolt Rifle – 0 points
- Auxil. Granade Launcher – 0 points

16 Points total

- +1 to wound obscured targets from Lvl 1 Demolitions
- +1 to wound from the Lvl 1 Demolitions Specialist tactic.
- +1 to hit and wound for the "Masterful Marksmanship" Astartes tactic (only Stalker Bolt Rifle)
   
Made in no
Liche Priest Hierophant





Bergen

How do you sculpt the auxil grenade launcher? Is it just an underhung grenade laucher with a grenade belt?

   
Made in fi
Hoary Long Fang with Lascannon




Finland

 Niiai wrote:
How do you sculpt the auxil grenade launcher? Is it just an underhung grenade laucher with a grenade belt?


It's one of the weapons in the Intercessor kit. Looks like a Bolt Rifle with an extra barrel underneath.

7000+
3500
2000 
   
Made in pl
Regular Dakkanaut




 Niiai wrote:
How do you sculpt the auxil grenade launcher? Is it just an underhung grenade laucher with a grenade belt?

I just glued drum and barrel from IG nade launcher underneath bolt rifle.
Looks badass
   
Made in no
Liche Priest Hierophant





Bergen

Yeah. If I start playing kill team SM seems like a fun team to do. I still have my old SM. Kitbashing a primaris easy to build with a.g.launcher could be fun.

How are peoples thoughts in the reiver? Having free vertical movement means you can hide behind a wall and charge them. The downside is he is not that good in CC. While he has the number of attacks, he would be outclassed vs dedicated CC opponents. Thoughts?

This message was edited 1 time. Last update was at 2018/08/22 13:47:01


   
Made in de
Longtime Dakkanaut





 Niiai wrote:
Yeah. If I start playing kill team SM seems like a fun team to do. I still have my old SM. Kitbashing a primaris easy to build with a.g.launcher could be fun.

How are peoples thoughts in the reiver? Having free vertical movement means you can hide behind a wall and charge them. The downside is he is not that good in CC. While he has the number of attacks, he would be outclassed vs dedicated CC opponents. Thoughts?


I'm afraid the vertical move only works for normal moves, so not when charging or retreating.

This message was edited 1 time. Last update was at 2018/08/22 13:50:56


 
   
Made in us
Posts with Authority





 Niiai wrote:
How are peoples thoughts in the reiver? Having free vertical movement means you can hide behind a wall and charge them. The downside is he is not that good in CC. While he has the number of attacks, he would be outclassed vs dedicated CC opponents. Thoughts?


The rules say you can't charge in vertical movements, which makes sense- you're not gonna rush a dude going up a ladder when he's standing up there. But the rules ALSO say that Reivers ignore vertical distance. But I think that's for 'normal movement' only. However, we still did it because it was goofy and fun.

We imagined it as his grapnel launcher being used to yank him forcefully to the higher level and just propelling him into the enemy like a screaming wrecking ball with a knife.

Mob Rule is not a rule. 
   
Made in no
Liche Priest Hierophant





Bergen

Wait, so I can or can not charge through a wall? I imagine batman from the archam asylum games.

also, I do not know if a 16 points for a interscessor with a grenade launcher is good enough. Both the frag and krak options seems like worse versions of the missile launcher.

   
 
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