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Made in us
Doc Brown





Spring, Tx

The local store is having a tournament and I need some help figuring out a force to play/build.

Rules:
1. Kill Team is based off 200pts from Elite, Fast Attack and/or Troops.
2. No vehicles with a total armor value of 33 permitted. Front + Side + rear
3. Army list & models must be photographed & documented to qualify for this.
4. Points awarded for the following: Painting, Conversion, & Playing.
5.

The models I have are mostly IG, i.e. Mordian Iron Guard, but I've got enough Catachan/Cadian bits to get creative. I've also got the Space Wolves box army set which I can either put together as wolves or use to create a Fenris IG force with the Catachan/Cadian bits and some of the heads/weapons from the Wolves box.

Alternatively, someone mentioned 3 Grey Knight Paladins, but I don't have the book to see what that would be. I think those could be built from the Terminator box set, but I'm not sure.

Thoughts?


   
Made in us
Stoic Grail Knight






Yendor

Whats the ruling on transports?

What I mean is that in kill team each model is their own unit, so RAW a transport can only ever carry one model. This might still be worth it (a trukk catapulting a power klaw) but generally it means you won't deal with many transports. HOWEVER, I have heard that a lot of places allow transports to still carry their entire squad. So that really dictates how important it will be to kill the rogue chimera or rhino.

In any event, usually horde armies do better in kill teams, especially since big expensive units like paladins and terminators cannot split fire, and some armies can get a large concentration of plasma guns which tend to open up elite armies pretty effectively.

Anyway, I'd either go for a platoon or 2 vet squads. Both will get you around 20 models on the table, the platoon netting slightly more bodies, and the Vets more accurate weaponry. Fill out the rest of your points with better weapons

Use your 3 special kill team rules on heavy weapon teams, FnP, Eternal Warrior, and Relentless are all effective on them.

plasma gunners and auto cannon teams will probably be the most useful to you (maybe even the humble heavy bolter since tanks should be few and far between), although s8 melta guns can be helpful against Tyranid Warriors, Paladins, and Nobs.

This message was edited 3 times. Last update was at 2011/11/28 18:59:39


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Doc Brown





Spring, Tx

Thank you,

As far as I know, those are the RAW, I took the pic from the posting at the store. So as long as the transport fits into the 200pt total and fits within the Rule 2 then its good to go.

I've been putting together some Rough Rider conversions in my P&M blog as well as an IG force of old Mordian Iron Guard models.

Whichever way I go I need to make a decision within the next couple of days so I can get to painting.

The Rough Riders would consist of two squads of 7 each.
Sergeant + 4 Riders Lance/lasgun = 55pts + 2 Riders (10pts each) w/ plasma guns
Sergeant + 4 Riders Lance/lasgun = 55pts + 2 Riders (10pts each) w/ melta guns

If I go with the Space Wolves then..
maybe 3 thunder hammer/ storm shield SW?

or 3 GK paladins with 1 stave and 1 hammer, 1 halberd for multiple wound models

This message was edited 2 times. Last update was at 2011/11/29 05:50:12


   
Made in us
Dakka Veteran





Would Necron Vehicles with Quantum Shielding be able to peek their head in there?
   
Made in us
Doc Brown





Spring, Tx

Sekai wrote:Would Necron Vehicles with Quantum Shielding be able to peek their head in there?


I don't know. All I've got is those rules in the pic to go by. The store is closed on Mon & Tues, so the earliest I could get an answer would be mid afternoon on Wed.

   
Made in us
Dakka Veteran





You might need to worry about AV13/13/11 if so. Just something to consider.
   
Made in us
Stoic Grail Knight






Yendor

Definitely go in on Wed and ask about Transport Capacities and Necron Quantom Sheilding. Those are important bits of information to know!

Anyway I've come up with a few 200 point lists you might consider to help give you some ideas.

1) Vets + Rough Riders

(125) Vet Squad- Auto Cannon Team, 3 Plas Guns
(75) 7 Rough Riders

This list has solid counter charge, and lots of ranged fire support, and a healthy amount of models. Its problem is that it of course has weak armor, and weak anti horde. Rough Riders and Plasma Guns should make a mess out of enemy elite armies, but I think you'll quickly run out of steam against ork boyz and other IG.
This type of deal also lets you show off your Rough Riders.
I'd recomend giving the Auto Cannon Relentless, the Rough Rider Captain Furious Charge, and one of the plas guns FNP.

2) Platoon

(50) PCS- auto cannon, 2 grenade launchers
(75) Infantry Squad- Auto Cannon, Plasma Gun
(75) Infantry Squad- Auto Cannon, Plasma Gun

This would give you a lot of guys, and a lot of heavy / special weapons, and 22 bodies. The biggest faults is the poor ballistic skill.
I'd give all the special rules to the AC teams. One Relentless, one FNP, and one stealth or eternal warrior.


Ultimately, I think that the scariest army you can come up against in kill teams is an ork horde.
Something like around 20 shoota boyz, 2 big shootas, and 2 power klaw nobs could easily fit into the 200 point limit and be tough to deal with for any army.

You can hose down a Terminator or a Sternguard with a plasma shot, but you can't kill any more than one Ork with any of your models. See what I mean?

This message was edited 1 time. Last update was at 2011/11/29 14:15:44


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

I've learnt that if you do KP Kill Team games with hordes they are awful, like when a massive Kill Team Game at my LGS was happening, and someone on my side brought in an entire platoon of IG, which, when split into individual models, made a lot of easy kill points.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Stoic Grail Knight






Yendor

BlapBlapBlap wrote:I've learnt that if you do KP Kill Team games with hordes they are awful, like when a massive Kill Team Game at my LGS was happening, and someone on my side brought in an entire platoon of IG, which, when split into individual models, made a lot of easy kill points.


I, uh, really have no idea what you are talking about?

Kill teams aren't played to win with kill points or objectives... so giving up kill points should have 0 bearing on what kind of army you take! In fact if memory serves after an army loses half of its models it has to take a leadership test at the start of their turn and if they fail they lose.

So an IG platoon with 22 models would not have to start testing until 11 guardsmen got pasted. So I'm not really sure why hordes are awful in this case? An IG platoon can have over 3 times as many heavy and special weapons as a tactical space marine squad and over 2 times the bodies... that seems better to me.

There is a reason that the most popular Eldar Kill team is 10 Dire Avengers and 5 Fire Dragons and not 8 Warp Spiders...

This message was edited 2 times. Last update was at 2011/11/29 15:35:31


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Doc Brown





Spring, Tx

akaean wrote:Definitely go in on Wed and ask about Transport Capacities and Necron Quantom Sheilding. Those are important bits of information to know!

Anyway I've come up with a few 200 point lists you might consider to help give you some ideas.

1) Vets + Rough Riders

(125) Vet Squad- Auto Cannon Team, 3 Plas Guns
(75) 7 Rough Riders

This list has solid counter charge, and lots of ranged fire support, and a healthy amount of models. Its problem is that it of course has weak armor, and weak anti horde. Rough Riders and Plasma Guns should make a mess out of enemy elite armies, but I think you'll quickly run out of steam against ork boyz and other IG.
This type of deal also lets you show off your Rough Riders.
I'd recomend giving the Auto Cannon Relentless, the Rough Rider Captain Furious Charge, and one of the plas guns FNP.

2) Platoon

(50) PCS- auto cannon, 2 grenade launchers
(75) Infantry Squad- Auto Cannon, Plasma Gun
(75) Infantry Squad- Auto Cannon, Plasma Gun

This would give you a lot of guys, and a lot of heavy / special weapons, and 22 bodies. The biggest faults is the poor ballistic skill.
I'd give all the special rules to the AC teams. One Relentless, one FNP, and one stealth or eternal warrior.



I'm still new to this, so checking the math, but I don't think I can get the plasma guns in the Veterans

Option 1) Vets + Rough Riders
Rough Riders: Sergeant + 4 Riders Lance/lasgun = 55pts + 2 additional RR (20pts) = 75
Veteran Squad: 1 Veteran Sergeant + 9 Veterans = 70pts + (3plasma +45pts) + (AutoCannon team +10pts) = 125
Total: 200 pts, 17 models.

This is all lasgun/laspistol. I think I'd have issues with armor.

Option 2) Platoon
(50) PCS - auto cannon, 2 grenade launchers = 1 Platoon Commander & 4 Guardsmen (30pts) + Auto Cannon Team (10pts) + 2 Grenade (10pts
(75) Infantry Squad - Auto Cannon, Plasma Gun = 1 Sergeant & 9 Guardsmen (50pts) + Auto Cannon Team (10pts) + 1 Plasma (15pts)
(75) Infantry Squad - Auto Cannon, Plasma Gun = 1 Sergeant & 9 Guardsmen (50pts) + Auto Cannon Team (10pts) + 1 Plasma (15pts)
Total: 200 pts, 25 models

Thanks for the input, this is more than I have come up with. I'm still new to 40k and so coming up with a list thats good and fun at the same time has been a bit difficult for me. I'm decent with conversions and painting so I should do alright with those categories. As for the game play I'll have to keep fighting battles.






   
 
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