Switch Theme:

Grey Knights - Kill Team (200pts)  [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 au
Regular Dakkanaut




Just got back from a day of five games of kill team. My Force:

5 x Purifiers
3 x halberds
1 x daemon Hammer
1 x Psycannon

1x Razorback
Heavy Bolter
Storm Bolter
Psyammo

Game One

Versus: 5 x Space Marine Vangaurd (1 x plasma pistol, the rest had power weapons)

Game lasted: Two Turns.
They got first deployment, I stole initiative.
I pretty much outgunned them the entire time. I destroyed his plasma in first turn, leaving him with little to defeat my armour.
I Lost no models.

Game Two

Versus: Same opponent (we Swapped sides)
Game lasted: One Turn.

I literally shot his entire army in the first turn.... ouch

Game Three

Versus: Tyranids (he had six tallish models, two combat ones, two shoot through over ones and one grappling net? - Sorry don't know them well.)

Game lasted six turns

Game started off with me deploying far back, thinking tyranids would be after close combat- I was wrong. He moved to the center, shooting my guys to bits. I was very surprised. He had these models with 3 wounds? What are they?

I got into close combat and was able to kill two, over a few turns... but I had a perils of the warp mishap using my force weapon...woops...

In the end I lost, I couldn't kill the two 'shoo through over' tyranids - what are these?

Game Four

Verus: Space Marine Vangaurd (All with jump packs, two with meltas)

I allowed a bit of space between him and I, to give me the ability to shoot between his movements (he had first turn). I was lucky enough to steal iniative, however my deployment precented me from shooting anything by two of his models - they died.

The game lasted three turns, with only one combat (which was the end). Again, I simply out shot him.

Game Five

Verus: Choas Chosen (2 x plasma guns, 2 x power fists, 2 x bolters)

Game lasted six turns, with me rolling poorly. His two plasmas managed to toast themselves...I took out one of his other marines, then the game came down to his two powerfist chasing my tank around...until I lost a leadership roll and LOST.

3 wins, two losses...

Thoughts?

What the hell were those tyranids? What should I have done?

Eagle 
   
Made in ca
1st Lieutenant





The Tyranids were Warriors and Hive Guard and your daemon hammer would have made short work of either in CC by ID'ing them. The Warriors can be either CC or shooting and the Hive Guard can shoot through cover and have a rather high strength. As for what you should have done, well you brought a mainly CC focused list and should have pounded them.
   
Made in us
Mekboy Hammerin' Somethin'





Kill team rules don't allow the use of vehicles, as far as I have read them. Are you sure that you weren't playing combat patrol?
   
Made in au
Regular Dakkanaut




Kill Team doesn't state vehicles aren't allowed. Additionally this was a practice game prior to a tourn in a few weeks.

I will post up 'my thoughts' when I get a chance.

Eagle 
   
Made in us
Mekboy Hammerin' Somethin'





I really think it does. It disallows bikes and jet bikes and this is the section where I believe it says vehicles aren't allowed. But this isn't a rules discussion so i'll stop there.

Only criticism of the battle reports is I wish they had gone a bit more in depth. Its always easier to critique strategy when we know what exactly went where and when. Even if its only a one unit vs one unit situation. Grats on the winning record though, did anyone beat you in that department? Like get more wins?
   
Made in fi
Hooded Inquisitorial Interrogator






Good list, but I would maximise shooting, meaning, I would take another psycannon at least. Did you use the specialist rules? If so, tell me which USR went to which model and how it worked out. Every kill team match I have played has been really intensive and accompanied with good laughs at dice rolls and problems with rules. For instance, take 10 hormagaunts and roll tens of synapse tests and 3d6 run rolls throughout the game. It's a great fun and takes just a little while to play it out.

gpfunk wrote:I really think it does. It disallows bikes and jet bikes and this is the section where I believe it says vehicles aren't allowed. But this isn't a rules discussion so i'll stop there.


I'm afraid you are talking about different rules, about those in the 4th edition rulebook. If you didn't know, there's an expansion called battle missions and this kill team mission can be found there. It's completely different from what it used to be.

   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

It seems your opponents are running low wound count armies, cept the nids. I'd say beware of a horde army, in kill teams they're the true gods. Well rounded tac squads also do very well in KT. A missile launcher plasma gun combo will ruin your day. TH/SS list will also ruin this lists day.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

How did you play the Brotherhood of Psykers rule in Killteam? Each Purifier became a seperate Psyker, cast one power that works for the entire squad, or just not use powers at all?

   
Made in us
Mekboy Hammerin' Somethin'





Redemption wrote:How did you play the Brotherhood of Psykers rule in Killteam? Each Purifier became a seperate Psyker, cast one power that works for the entire squad, or just not use powers at all?


I wondered about the same thing. Having played a few games with GKs I talked with my opponent and we agreed that each model could cast the psychic power that its unit entry said it could, with their own leadership.

Then again, I really made use of the "All Units are treated as individuals." Its not necessarily overpowered. Especially considering that my purifier could either just attack a single unaware sentry, or risk PotW by casting Cleansing flame for a single free 4+ to wound. I don't play kill team competitively, and neither do those I play with, as is suggested by the rule book. So in that respect it is fairly balanced.
   
Made in au
Regular Dakkanaut




Hey fellas,

Sorry about no replying - my password wouldn't reset? but I'm back.

Yea, the report was pretty limited, it was my first one - and I hadn't planned on doing one during the game...it was more of an after thought as I sat at home scratching my head and drinking a beer. next ones (next weekend...) will be better.

The USR I used were -

Scout on the vehicle (which worked a treat in moving after being targeted by infiltrating nasties).

Feel no pain (on my KoF). I really didn't use this much, as he was never targeted by anything that didn't allow the normal save... but I think its not spent any where else for a better result.

Relentless - on my psycannon, just to give me the four shots every turn - which was pretty effective.

The brotherhood of psykers rule worked with each model being his own unit (as per the rules). so effectively, I could be casting hammer hand against a high toughness fella in one corner, cleansing flame on an assault against two models in another - whilst trying for force weapon on a multiple wound model somewhere else. I don't think playing it that the whole squad uses the same power is right, because they are doing completely different things across the board and dislocated - so they wouldn't be all chanting in different streets (or what ever it is they do). The disadvantage is that you have more risk of perils of the warp...

Some other lists I've thought of are interceptors (6 with a mix of weapons) or a ven dread, as these give heavy advantages.

The biggest problem I found, was the vehicle is only really usefull when you can get line of sight (dah) - on a heavy terrain battlefield, like the ones I played it was simply a thorn in the opponents side. It did however draw their attention the entire time it was alive - which allowed me to focus my infantry on taking him down.

The two units I am concerned about are Tau crisis suits and tyranids shooting through walls...this list can't do much about them - where as the interceptors or dread could.

Thoughts?

Eagle 
   
 
Forum Index » 40K Battle Reports
Go to: