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![[Post New]](/s/i/i.gif) 2013/01/15 12:06:46
Subject: Kill team spare shots
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Apprehensive Inquisitorial Apprentice
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So playing kill team against SM, one has a heavy bolter. Opponent rolls for shots seperately and kills my guardsmen (a fairly recurrent theme) but then had two shots left which he said he could reallocate..  I disagreed on the basis that one "unit" can only fire at one target and had he rolled all the dice together we wouldnt have any spare. Anyways we rolled off and he one killed another
whos right?
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This message was edited 1 time. Last update was at 2013/01/15 12:07:06
"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2013/01/15 12:12:19
Subject: Kill team spare shots
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Troubled By Non-Compliant Worlds
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The latest rules on the GW website say:
"In addition, when a model shoots or fights in an assault, it may split its attacks up amongst any eligible targets if desired."
So my interpretation is that his heavy bolter could indeed target three seperate guardsmen, but it's not too well written and open to interpretation. However even if it's allowed, I'd say he'd need to declare his targets before rolling to hit, not fire one shot, see if it kills, then decide whether to shoot others.
Would be interested in hearing other views tho.
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![[Post New]](/s/i/i.gif) 2013/01/15 12:14:49
Subject: Re:Kill team spare shots
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Grisly Ghost Ark Driver
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The killteam mission has a special rule allowing any model to split up it's shots how they like. "In addition, when a model shoots or fights in an assault, it may split its attacks up amongst any eligible targets if desired."
That said your opponent needs to declare this as part of the shooting attack, they can't choose to re-allocate hits later once they've over-killed some poor guardsmen with the first one.
So you both got it a bit right and a bit wrong.
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This message was edited 2 times. Last update was at 2013/01/15 12:20:36
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![[Post New]](/s/i/i.gif) 2013/01/15 12:45:58
Subject: Kill team spare shots
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Apprehensive Inquisitorial Apprentice
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Well thanks for the clear and quick replies! I'm going with as long as you declare before hand its cool? Seems fair unlike the attempt that I mentioned.
Many thanks!
P.S if anyone has any ideas for how to make guard not so squashable at KT without taking a chimera (I know but I like fluff dammit!) I used to run a valk for like a drop team but now its a flyer I can't..
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"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2013/01/15 13:37:38
Subject: Re:Kill team spare shots
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Grisly Ghost Ark Driver
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Run a chimera? i kid i kid. (seriously though, they are awesome in KT).
Apart from that your dudes are sadly going to be squishy compared to most other armies, but your advantage is you have a lot more of them. I'd suggest leveraging that by either taking as many as possible as cheaply as possible and just suck up the casualties until you can drown them in bodies, or add some long-ranged punch (heavy weapons team perhaps?) so that they'll need to come to your dudes (and get in range of your small arms fire) in order to stop you.
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![[Post New]](/s/i/i.gif) 2013/01/15 13:41:16
Subject: Kill team spare shots
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Willing Inquisitorial Excruciator
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Bring sentinels ?? Not so glaringly odd ducks in KT and it can fit fluff as a small scouting force.
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/01/15 13:55:29
Subject: Kill team spare shots
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Troubled By Non-Compliant Worlds
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I've never tried kill team with Guard, but was thinking it might be somewhere than units you might not usually take are worth thinking about? Ratlings might be worth considering, given that their sniper rifles have a good range on them and they get stealth which makes them harder to shoot down, especially if the scenery has ruins.
Rough riders might be fun too; just as squishy as normal guard but high threat given they can move quickly and their charge is pretty lethal. I actually think kill team of just rough riders and ratling snipers would be fun and fluffy (no idea how competative tho!).
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![[Post New]](/s/i/i.gif) 2013/01/15 13:59:24
Subject: Kill team spare shots
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Willing Inquisitorial Excruciator
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Thats the great thing about killteam though, competitive doesnt really come into it, its the perfect place to use codex odd ducks.
Stormtroopers, roughriders, hell make a sub-human themed army of ratlings and ogryns even
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/01/15 14:02:22
Subject: Kill team spare shots
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Apprehensive Inquisitorial Apprentice
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Hmm good points I hadn't even considered before! The possibilities do seem to be endless until you hit the 200pt cap. I did consider storm troopers for survivability but they are £££ in terms of points for only 18" guns.
Might have to just get a chimera and load some guys (vets?) up.
How will hwt work being as every model is a unit? I gather you just deploy the base singly rather than having to split the loader and the shooter Automatically Appended Next Post: doc1234 wrote:Thats the great thing about killteam though, competitive doesnt really come into it, its the perfect place to use codex odd ducks.
Stormtroopers, roughriders, hell make a sub-human themed army of ratlings and ogryns even
This, second to the fluff and cheapness to start one, is why enjoy kt
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This message was edited 1 time. Last update was at 2013/01/15 14:03:48
"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2013/01/15 14:11:59
Subject: Kill team spare shots
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Decrepit Dakkanaut
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A HWT is a single model with 2W, so you dont split them up. Means you can have autocannon sticking out of odd places in scenery, creating a real kill zone at the cost of a couple guardsmen.
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![[Post New]](/s/i/i.gif) 2013/01/15 14:12:10
Subject: Kill team spare shots
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Troubled By Non-Compliant Worlds
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Ogryns actually have a lot of potential as they're going to be hard to kill with 3 wounds and t5. You couldn't pair them with ratlings tho cos theyre both elite :(
I'd struggle to see a use for stormies; their best feature is special ops/ deep striking and you obv can't use that.
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![[Post New]](/s/i/i.gif) 2013/01/15 14:18:10
Subject: Kill team spare shots
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Willing Inquisitorial Excruciator
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Dundas wrote:Ogryns actually have a lot of potential as they're going to be hard to kill with 3 wounds and t5. You couldn't pair them with ratlings tho cos theyre both elite :(
I'd struggle to see a use for stormies; their best feature is special ops/ deep striking and you obv can't use that.
Listed stormies just to prove the example, am sure theres -A- use for them though somewhere
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/01/15 14:19:06
Subject: Kill team spare shots
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Troubled By Non-Compliant Worlds
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Also, remember with the rule that started the discussion your Chimera has three heavy bolter shots and another three multi laser shots which can all target seperate models. Can even throw in a pintle mounted heavy stubber to give it another three shots.
Or take Marbo!
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This message was edited 1 time. Last update was at 2013/01/15 14:19:56
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![[Post New]](/s/i/i.gif) 2013/01/15 17:17:56
Subject: Kill team spare shots
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Apprehensive Inquisitorial Apprentice
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I was just about to raise this point, seems you beat me to it!
how useful would he really be? seems like a impressive load out but I've never used him before
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This message was edited 1 time. Last update was at 2013/01/15 17:18:42
"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios
"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis
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![[Post New]](/s/i/i.gif) 2013/01/16 02:58:33
Subject: Kill team spare shots
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Twisting Tzeentch Horror
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COVER and CAMO CLOAKS and COVER, did i say more COVER!
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Mess with the best, Die like the rest. |
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![[Post New]](/s/i/i.gif) 2013/01/16 08:31:30
Subject: Kill team spare shots
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Troubled By Non-Compliant Worlds
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To be honest, I doubt Marbo would be that useful on kill team. His big thing is the fact he can appear anywhere on the board and doesn't scatter, but for KT he'd just be deploying on turn 1 like a normal troop. His main weapon is the demo charge, and again, for kill team that's less useful given everyone will be spread out. He does have some nice other special rules that might come in handy, but I doubt it would be worth 65 points out of 200.
Having said that, it's Marbo! In anything other than KT he's almost always worth the points.
And yeah, vets and camo cloaks could work, altough I'd probably be more tempted by carapace armour for the same price.
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