Switch Theme:

What kill teams in the compendium stand out to you?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Shadowy Grot Kommittee Memba






 0XFallen wrote:
Specifically the Skitarii kill team.
First of all they dont have bionic rules, no abilities whatsoever. And then they didnt even exchange those rules for statlines.
What we end up with are scions, but worse in every, single, regard.
Less wounds, Less WS, Less and worse Special weapons, less movement ( rangers getting the heavy treatment with whats essentially a boltgun), no free coms guy giving APs, Scion leader has better equipment and an ability. Orders are also not only better, but also dont have downsides. Which is all in all just weird, so much tech and cyber transhumanism.


1) you get 11 guys instead of 10 (leader is additional if you take either ranger or vanguard leader)

2) you can stack 2 of the same weapon in your team if you like

3) the special weapons that can actually be compared appear to be comparable. Plasma caliver is identical to plasma gun, and the arc rifle loses the flexibility of the grenade launcher as it has no frag profile but gains the Stun rule which is solid vs MEQs. You can't compare the arequebus to a scion equivalent but it averages solidly double the damage of the guardsmen gunner sniper rifle.

4) galvanic rifles are bolters with P1, which means theyll be AP1 most of the time.

5) An all-scion team straight up does not get the Orders strategic ploys. They only work with Guardsman Sergeants. The only strategic order scions get is the 'do a mission action for free' which if they take the tempestor they also get to do for free. Also, orders stop working when I, your opponent, kills your one squishy squishy guardsman sergeant - doctrina imperatives are always there and always team-wide, they don't have a range.

This message was edited 1 time. Last update was at 2021/08/30 11:35:13


"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!"  
   
Made in us
Pragmatic Collabirator



Dayton, OH

Having played a game yesterday against a buddy, I have to say I was sleeping on Incursors based on how his performed (I played Sisters). No Cover on all your guys really cramps your opponent's options when it comes to moving around the battlefield safely under a hail of Bolter Discipline
   
Made in us
Squishy Oil Squig



Ak

I’ve been thinking of a pure genestealer list. With so much cover, their hidden horror rule and 10 bodies, you should be able to avoid being shot to death early on. With dual rending claws they are also highly accurate in CC so most things should die when charged. After watching the battle report with Glass half dead and vanguard tactics, the custodies don’t seem as scary as they look on paper. I worry more about a shooty horde list. You charge with a genestealer and shred your target then your left out in the open to get vaporized. All that said, are warriors really necessary to run with them?
   
Made in fi
Longtime Dakkanaut






Warriors bring durable shooting to the table, which helps your 'Stealers to live through multiple fights. With the attritional melee, it's good to have some shooting injure your targets so that the melee units can finish them off with the first attacks before being hit back.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in gb
Longtime Dakkanaut



London

Ooo, 10 'stealers? My Genestealer Invasion force rises from the ashes!
   
Made in us
Sister Vastly Superior





What do you guys think would be more appropriate for representing Arbites?

Guard with some sniper/grenade launchers,

Or Scouts with a mix of shotguns/snipers/bolters

"If you are forced to use your trump card, then the battle is already lost" 
   
Made in us
Squishy Oil Squig



Ak

Scion model with the Beret (might be the sgt or tempestor model, I’m not sure) and a shotgun.
   
Made in si
Foxy Wildborne







Problem with 10 stealers is you can't then also fit a gaunt team and a warrior team on your roster.

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in gb
Battleship Captain





Bristol (UK)

 warmaster21 wrote:
What do you guys think would be more appropriate for representing Arbites?

Guard with some sniper/grenade launchers,

Or Scouts with a mix of shotguns/snipers/bolters

Rules-wise I'd say Scouts. They're said to be exceptionally trained and packing carapace armour and bolters.

Model wise the Necromunda Enforcers (a rung below Arbites) would be a good start, Scout models themselves are another good place to start.
   
Made in us
Sister Vastly Superior





 kirotheavenger wrote:
 warmaster21 wrote:
What do you guys think would be more appropriate for representing Arbites?

Guard with some sniper/grenade launchers,

Or Scouts with a mix of shotguns/snipers/bolters

Rules-wise I'd say Scouts. They're said to be exceptionally trained and packing carapace armour and bolters.

Model wise the Necromunda Enforcers (a rung below Arbites) would be a good start, Scout models themselves are another good place to start.


yeah I have enforcers, as well as old arbite models and some 3rd party arbites models, was just debating on what to run them as.

After the last few days of thinking on it (sparingly I admit) scouts definately seem to check off the most boxes.

"If you are forced to use your trump card, then the battle is already lost" 
   
Made in us
Shadowy Grot Kommittee Memba






yeah, scouts are the way to go IMO, mesh well with the enforcer kit.

"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!"  
   
Made in us
Guard Heavy Weapon Crewman






5) An all-scion team straight up does not get the Orders strategic ploys. They only work with Guardsman Sergeants. The only strategic order scions get is the 'do a mission action for free' which if they take the tempestor they also get to do for free. Also, orders stop working when I, your opponent, kills your one squishy squishy guardsman sergeant - doctrina imperatives are always there and always team-wide, they don't have a range.

the rule is really badly worded but the way it works is scions always get the order and guardsmen only get the order if a guardsmen sergeant is within six or thru the vox caste.
   
Made in gb
Longtime Dakkanaut



London

Tried 10 stealers. Very frustrating game for opponent. He couldn't flank me due to size of board and the game was sneak sneak sneak, charge, die under hail of fire. VP win, 1 stealer and 2 injured marines left at the end.


Automatically Appended Next Post:
Saying that a lot of the Nid strats are for shooting, so they clearly expect you to have a mixed team.

This message was edited 1 time. Last update was at 2021/09/10 10:57:57


 
   
Made in ca
Poisonous Kroot Headhunter





Everyone's talked about Scouts already and I second that, they're really good and flexible. I'm personally a big fan on the Shotguns as you're likely to simply overwhelm possible saves by scoring 4 hits most of the time. I'm currently running 1 Sniper Sargent, 2 Snipers, 1 Heavy Bolter, 1 Missile Launcher, 5 Shotguns. Using 9 EP to allow the Sargent, Hvy Bolter, and Missile to fire as though they weren't Heavy.

The other list I really like right now is the Kroot. They've got a very fun theme is how they interact with orders, basically paying a combination of CP and AP to nearly change them at will. It was a great way to make a faction without a lot of options feel creative and flexible. Also the Krootox is a beast... pun intended.

This message was edited 1 time. Last update was at 2021/09/10 17:02:59


17210 4965 3235 5350 2936 2273 1176 2675
1614 1342 1010 2000 960 1330 1040  
   
 
Forum Index » Other 40K/30K Universe Games
Go to: