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![[Post New]](/s/i/i.gif) 2011/01/20 23:52:04
Subject: Kill team tactics.
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Regular Dakkanaut
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We have a lot of new players here at our LGS, so we have been doing kill teams.
So far I've done well with the following.
I'm running 2 vet squads each with a melta and a lascannon. I use the regular guys to provide cover for weapons and blast away the opponent. Most of my opponents are running marine list with 8 to 10 models. The lascannon forces them to stay in cover or risk quick annihilation. If they get close, then melta can drop them. I use melta instead of grenade launcher because some have brought termies and it gives me one more option against them.
We have a rule that does not allow any thing with an AV, so don't have to worry about those.
I'm tempted to run a few other ideas, but not sure how they might go.
8 basic Sternguard
Sanguinary Priest with 6 Sternguard
Sanguinary Priest with 7 Assault marines ( extra points for PW or special weapon.)
8 Ork bikers.
Has anyone run these or seen anything like them used? What were they like? Thanks.
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2011/01/20 23:55:11
Subject: Kill team tactics.
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Renegade Inquisitor de Marche
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Sternguard are pretty common around here and they usually do well. Though most people choose to equip tem with combi-choose weapons.
The BA lists should run pretty well.
The Ork bikers should also do quite well.
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Dakka Bingo! By Ouze
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Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. |
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![[Post New]](/s/i/i.gif) 2011/01/21 00:02:49
Subject: Kill team tactics.
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Water-Caste Negotiator
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Are Terminators allow in Killteam? I thought anything w/ Sv. 2+ was disallowed?
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Black Widow Assault Cadre 2000 Points (Under Renovation- Playable) Win-4 Lose-5 Draw-1
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Last Game(s): The Spearhead Annihilation Battle between my Storm Angels First Company (Dark Angels) and Skystompa's Waagghh! (Blood Angels) resulted in a MAJOR VICTORY!
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![[Post New]](/s/i/i.gif) 2011/01/21 00:28:24
Subject: Kill team tactics.
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Renegade Inquisitor de Marche
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Alphapod wrote:Are Terminators allow in Killteam? I thought anything w/ Sv. 2+ was disallowed?
I think that's old kill-team rules.
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Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. |
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![[Post New]](/s/i/i.gif) 2011/01/21 00:54:40
Subject: Kill team tactics.
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Conniving Informer
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Yeah, they're allowed, but only one squad of Termies can be chosen, as there is an 0-1 limit on Elite choices.
The brief while I played Orks, biker lists were murder too. I highly recommend trying it out if you think you will have space to use their 1' movement.
The lascannon might be a little overkill, but that's just my personal preference. Be sure to slap relentless on it!
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![[Post New]](/s/i/i.gif) 2011/01/21 01:29:08
Subject: Kill team tactics.
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Junior Officer with Laspistol
Manchester, UK
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I would probably take carapace vets mixed with ratlings in cover. The carapace will negate the AP of the bolters you have against you and the ratlings will be pretty hardy with 3+ cover saves.
I am wondering why you have armed your men with the two best AT weapons if you said AV was banned. It seems to me that relentless or FNP plasma would be far superior against marines.
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![[Post New]](/s/i/i.gif) 2011/01/21 01:42:57
Subject: Kill team tactics.
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Conniving Informer
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I assume its for the ID qualities. Plasma is really the best bet in my mind, but some people have real qualms with the Gets Hot! and S7. I wouldn't know why though.
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![[Post New]](/s/i/i.gif) 2011/01/21 14:46:42
Subject: Kill team tactics.
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Rough Rider with Boomstick
Champaign, IL
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3 Ogryn, 6 Rough Riders
The Riders can get the charge on anything nasty or with a 2+, while the Ogryn take the rest.
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Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.
Anything is possible when you think before you comment or post.
I'm on a computer. |
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![[Post New]](/s/i/i.gif) 2011/01/21 17:16:30
Subject: Kill team tactics.
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Junior Officer with Laspistol
Manchester, UK
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ElCheezus wrote:3 Ogryn, 6 Rough Riders
The Riders can get the charge on anything nasty or with a 2+, while the Ogryn take the rest.
The problem is that bolters will just kill everything.
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![[Post New]](/s/i/i.gif) 2011/01/21 18:39:15
Subject: Re:Kill team tactics.
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Regular Dakkanaut
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Thanks. I use the lascannon to kill off hard to kills like termies and tyranid warriors. I might run a bit more aggressive and go with more melta's in one squad and only one lascannon. I find plasma to be too expensive and too deadly for non-FNP guard. The big drawback to losing the cannons is range. Those cannons help keep bolters at long range and not in for rapid fire. Melta's would require me getting in close.
I don't have any rough riders, but I'm not sure I'd want to have that small a group with guard saves.
I'm planning on adding in some ratlings, so I might try that idea.
SP with sternguard won't work, since both are elites. I can run SP with tacticals, but probably not a good idea without heavy weapon. Not sure there.
I might just run ten DC and just have them go wild.
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2011/01/21 20:30:57
Subject: Kill team tactics.
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Conniving Informer
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The cannon is fine if you are trying to keep at range, but then you have to worry about infiltrating units on your oponents side; a single marine with a flamer can put a serious dent in your forces with just one shot!
In your current list(s), what USRs are you thinking about using?
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![[Post New]](/s/i/i.gif) 2011/01/21 23:21:37
Subject: Kill team tactics.
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Longtime Dakkanaut
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I can attest that 6 Sternies - 1 HB, 1ML, 1-2 combi-flamers, and 1-2 combi-plasma - are pretty kicking in Kill Team. Relentless on the HB, S&P on the ML, and FNP on a marine work pretty nice.
I've also had great times playing 6 Harlequins with Troupe Leader and Death Jester, two Fusion Guns, and Kisses all around. It's fast and deadly, but folds fast to IG blobs and Kroot. FNP on the Troupe Leader, Stealth on the Death Jester, and Infiltrate on a fusion pistol harlie.
Necrons have a pretty good time with 5 Immortals and 5 Scarabs. EW on a scarab, FNP and Stealth on an immortal works pretty good.
Kill Team is a great venue to try units that you wouldn't normally use in regular games of 40K too, since the dynamic is very different. Unfortunately, many units are simply unuseable unless you house-rule them (Shadowseer and Aspect Warriors come to mind) but next to Apoc, it's the most laid back version of 40K I've played.
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2011/01/22 01:15:23
Subject: Kill team tactics.
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Liche Priest Hierophant
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The best i heard of was the dreadnought with the turboboost universal rule ^_^
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![[Post New]](/s/i/i.gif) 2011/01/22 02:10:28
Subject: Kill team tactics.
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Junior Officer with Laspistol
Manchester, UK
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Turboboost would have no effect on a dreadnaught; the rule starts "Units mounted on bikes and jetbikes".
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![[Post New]](/s/i/i.gif) 2011/01/22 02:31:58
Subject: Kill team tactics.
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Dakka Veteran
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Not to mention that dreadnoughts are not allowed in kill teams, what with being vehicles and all.
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![[Post New]](/s/i/i.gif) 2011/01/22 02:41:51
Subject: Kill team tactics.
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Junior Officer with Laspistol
Manchester, UK
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Don't know where you got the no vehicle idea from, the only restrictions are 0-1 elite, 0-2 troops, 0-1 fast attack. It would be perfectly understandable for a kill team to have some kind of transport or mobile support.
Edit: Ok i now remember about 3 seconds after hitting send that the original post stipulated no vehicles. Now I feel silly.
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This message was edited 1 time. Last update was at 2011/01/22 02:42:57
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![[Post New]](/s/i/i.gif) 2011/01/23 00:25:00
Subject: Kill team tactics.
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Rough Rider with Boomstick
Champaign, IL
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Trickstick wrote:ElCheezus wrote:3 Ogryn, 6 Rough Riders The Riders can get the charge on anything nasty or with a 2+, while the Ogryn take the rest. The problem is that bolters will just kill everything. Isn't there supposed to be a ton of cover in Kill Team games? Rough Riders can use their massive threat range to strike from hiding behind cover, or out of LOS. It takes 14 bolter shots to take down an Ogryn in the open. T 5 goes a long way compared to T 3. I think the team actually has a pretty decent chance. What about 4 Grey Knight Terminators? Str 6 PWs abound. Give the Brother-Captain fleet, one of them Furious Charge, and maybe FNP for another.
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This message was edited 1 time. Last update was at 2011/01/23 00:26:42
Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.
Anything is possible when you think before you comment or post.
I'm on a computer. |
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![[Post New]](/s/i/i.gif) 2011/01/23 00:47:32
Subject: Kill team tactics.
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Boom! Leman Russ Commander
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sang priests are sick with just about anything.
I ran 3 DC, one with PF, (since many people brought dreds or termies), and 6 scouts i believe? almost all with bolters, one with HB. I believe the sergeant had a plasma pistol. The list worked out pretty well, won most of my games save against teams which had more mobilty such as assault marines and could make it so my DC had to split up.
I have seen people try 4 GK termies, but ehhh they didn't seem to do very well. The list that i saw do well was a TWC with a lone wolf w/ a pet wolf, and 5 normal marines. That was a sick killteam.
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"Reality is, when you stop believing in it, doesn't go away"
-Philip K. Dick
Constant Lurker, Slowly getting back into modelling! Someday a P&M Blog link will lurk here! |
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![[Post New]](/s/i/i.gif) 2011/01/23 01:02:15
Subject: Re:Kill team tactics.
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Guardsman with Flashlight
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Awwww, no AV? That's a shame. Allowing vehicles really livens up the game. We had a really cool "Hunt the Dreadnought" Kill Team game once that was a lot of fun.
Last year I wrote an article about how to win at Kill Team ("Bring the Horde or Bring Something Special": http://inquisitorlordaki.blogspot.com/2010/05/bring-horde-or-something-special.html) . But, if you're not allowing vehicles, then that limits you to a horde.
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[small]When Chuck Norris does a push-up, he isn't lifting himself up, he's pushing the Earth down.[/small]
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![[Post New]](/s/i/i.gif) 2011/01/26 03:29:59
Subject: Kill team tactics.
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Regular Dakkanaut
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Yeah, I'd love to run a baal pred with flamestorm.
We don't use any of the special rules in our games, though we are trying to change that.
The player that usually organizes our events doesn't want them included for some reason.
I pretty sure that I'll run either the Sternguard or the Warbikes next monday. Both sound like fun. I'm just going to run 8 regular bolter guys. Since each member is his own unit I should be able to pick ammo independently from the others.
That should give me some long range shots or some cover ignoring ones to get those pesky guys hiding in ruins. I might even try out the vengeance rounds if my opponent brings either Marines or Chaos. I don't think the guard opponent will be much of a threat, I normally rush them and let rapid fire do what it does to guard.
I heard from one of the other players yesterday and he is planning on bringing a combination of Dire Avengers and Striking Scorpions. I know a little about these, but not a lot. If I bring my Sternguard what should I expect? I not sure the points costs for these other guys, so I'm not sure how many of each he is bringing. Other than the obvious bits, is there any special tactic I should use against them?
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2011/02/02 04:06:33
Subject: Kill team tactics.
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Regular Dakkanaut
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Ok I ended up running 5 sternguard and 5 sniper scouts. I ran the scouts because I wanted to have a few more bodies. My opponent were a platoon of IG and Eldar (scorpions and dire avengers).
In the beginning I decided to focus on the guard player, he was the closest and had the heaviest weapons. I used dragonfire rounds to punch through his cover and squishy 5+ save, I probably killed 4 or 5 in the first turn. Scouts all fired, but didn't kill anything. The Eldar player also focused on the Guard player, but sent some Scorpions around to try and flank my guys.
At the end of the game Eldar won, I was second. I'm wondering if the strategy was right in going against the guard was correct. The guard had a lascannon and hvy bolter, plus a plasma pistol and grenade launcher. Total of some 23 models. Eldar had 13. Also, I may run the same squads next time, but I'll use only one or two sniper scouts. The others will have boltguns. Against T3 and with AP5 boltguns would be much better. Also we will probably work in the special rules on the next game.
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2011/02/02 16:50:42
Subject: Kill team tactics.
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Stealthy Grot Snipa
Right behind you. No, really.
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13 lootas.
13 autocannons in a 200 pt game? yes please!
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![[Post New]](/s/i/i.gif) 2011/02/03 01:16:01
Subject: Kill team tactics.
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Regular Dakkanaut
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I might have to try that, I'll probably throw in a few big shoota meks, I only have ten complete lootas...
Also, I don't have any tau, but I was tempted to get some for kill team games. I want to run at least one firewarrior team, all with pulse rifles. Any ideas on what else would fit? Also, should I keep fire warriors basic or do upgrades?
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2011/12/12 21:36:24
Subject: Kill team tactics.
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Regular Dakkanaut
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Bringing up a dead thread, but it has some merit.
I've found that running 2 vet squads with a total of 6 meltagun's is probably the best possible kill team for our LGS.
Since you only lose if you get reduced to under half strength and then fail a leadership check. Using the larger ruins for cover, set an ambush and wait. Let the opponents slug it out and reduce their numbers as much as they can. Should an opponent close then you can use the melta's to drop just about any threat you come across. Regular Lasguns do a decent job of killing off other guard or eldar units. Melta deal with tough Tyranid warriors and Marines, plus make Termies seem like a waste of points.
One opponent is planning on bringing in a Tau Stealthsuit team, I'm thinking he is going way too expensive... but, he should not have to worry about opponents take him out from long range.
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Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points |
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![[Post New]](/s/i/i.gif) 2012/04/23 21:17:24
Subject: Re:Kill team tactics.
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Fresh-Faced New User
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Hi folks
Hope you don't mind my necro'ing this thread, it was the best Killteam-relevant thread I could find on Dakka.
My local battlebunker has started a Killteam campaign and it looks very cool.
Special rules:
Start with the basic 200 points, 0-1 elite, 0-2 troops, 0-1 fast. NO special USRs to start.
Roll a die after the game for each model that died, 3+ means it comes back, 1-2 means it's dead and you have to buy it back
You get points after each game: 40 for win, 30 for draw, 20 for loss. You get bonus points for playing against a Killteam that's bigger than yours (in terms of points).
After each game, roll 2d6 for each model that survives. On a (I think) 11-12, they become a Specialist and you can give them a USR.
If you get your Killteam up enough points you unlock additional slots; eventually if you get up to 400 points ( the max) you can have 0-1 HQ, 0-2 Elites, 0-4 Troops, 0-2 Fast, 0-1 Heavy.
Anyways, I'm putting together my starting KT, and decided to go with IG since they seem the coolest (always a good reason, no?)
Here's a list I was thinking of: basically one min-strength Stormtrooper squad + one unit of vets:
ST Sgt w/ plasma pistol
ST with GL
ST w/ Melta
2 x Stormtrooper w/ hellgun
Vet Sgt
6 x Vets w/ lasgun
Vet w/ GL
Vet w/Melta
Vet w/ Sniper
That seems (I think) a decent combination of a reasonable number of bodies on the table plus decent firepower.
I was also considering one sqad (either ST or vets) + a chimera.
Although I had the crazy idea to go with a plain-vanilla vet squad plus a Vendetta with Hellfury missiles. Large blast + no cover save? Yes please.
Anyway. What do you tihnk? Viable? I'm looking to both have fun and do decently well on the table, ideally.
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![[Post New]](/s/i/i.gif) 2012/04/24 15:57:06
Subject: Kill team tactics.
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Perfect Shot Dark Angels Predator Pilot
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Just a heads up to some other people in this thread, there is a 0-1 restriction on elites. Sadly that means no sanguinary priest +sternguard.
Anywho, I love kill team, and I think your squad would do pretty well. Use the vet's to screen the stormtroopers so your stormies can survive and get some USR's.
The grenade launchers give you some versatility, you have some melta for vehicles, and some low ap for terminators or exposed marines.
The sniper has a great feel, but probably won't be worth it. Maybe one model per game, but he will survive most likely since he has nice range.
The list will handle hordes somewhat well with the amount of shots and bodies you have.
I would go against the vendetta or chimera, as that knocks your body count to low levels.
A smart opponent will have anti-tank to take care of the vehicles (stunning/shaking each turn is enough in a kill teams game) just like you do. He will also ignore the vehicle and shoot down your guys. You're not marines, so you will die pretty quickly if your cover rolls go bad. 5 sternguard could potentially kill off half in one turn, so now your testing very early in the game.
I've seen some crazy dice in kill team, since you don't get to roll that many. So body count is always a big factor in how a list will perform.
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