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So a local store is starting to do WH40k tournaments but before they do any big point games they want to let newer players get used to the game with smaller tactical games. So I need help making a 400pt list for space wolves, and here are the rules.
Over the course of the day, you will play 4 games of Warhammer 40,000, all of which will be 30 minutes long. The first game will be against a random opponent, while subsequent games will be against players on a similar score to yours. Games will be played on a 4' x 4' table and use the following scenario from page 90 of the Battle Missions book (note – we have made some very minor alterations here).
Table Set up and Deployment
* Kill Team games are played on a four foot square board, and generously covered in terrain.
*Place one central Objective in the center of the board.
* Split the table into four quarters and roll–off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite quarter. The player that won the roll–off deploys first.
* HE must deploy all of his force in his deployment quarter, anywhere that is more than 9" from the center of the table.
*His opponent then does likewise. Neither player may place any units in reserve.
First Turn
Spoiler:
The player which deployed first goes first. His opponent may choose to try and steal the Initiative as normal.
Game Length and Victory Conditions
Spoiler:
The battle continues until one side has been reduced to half its starting number models or less. Once a player’s force has been reduced to half strength he must take a Leadership test, called a Break Tests at the start of each of his turns, using the Leader’s Ld value (or, if he is no longer alive, the next highest). If he fails, then his Kill Team flees and the other player wins the battle. If the test is passed then the battle continues, but the player will have to take another
Special Rules
Spoiler:
Every Man For Himself: All models operate as individual units in this mission, even if they were chosen as part of a squad or squadron. In
addition, when a model shoots or fights in an assault, it may split its
attacks up amongst any eligible targets if desired.
Take the Loot! The central objective represents a valuable target, be it
a weapons cache, enemy intelligence or a supply drop. To hold it, just
one non–vehicle model (of any type – not just Troops!) must be within
3” of it at the end of the game, with no enemy models also within 3"of it.
Scoring
Spoiler:
After each game, you’ll need to report the number of Recon Points you recieve to the events staff. On this slip, you’ll be asked to record how many Recon Points you have earned. You earn Recon Points for achieving the following:
• For forcing the opposing Kill Team to take Break Tests – 5 Recon Points
• If the opposing Kill Team fails a Break Test and flees – +3 further Recon Points
• For Killing the opposing Leader – 2 Recon Points
• Holding the Objective at the end of the game– 3 Recon Points
Your Force
Spoiler:
To play in Kill Team, you’ll need to select your Kill Team carefully, for, as any commander knows, you must send the right men for the mission if you want to guarantee success! You may spend up to 400 points using the following Force Organization Chart:
1 – 1 HQ 0 – 1 Elite
0 – 2 Troops
0 – 1 Fast Attack
Note that you must include a special character from your codex. This character must still follow all the other rules for determining what is and is not allowed.
Your Leader
Spoiler:
Every Kill Team needs a leader, be it a hoary old veteran Sergeant, a fiery Commissar, a wiley Succubus or a brutal Nob. Part of the fun of smaller games of Warhammer 40,000 is the chance to make each model a character with a story, and the leader of your Kill Team is a great opportunity. For this event, your leader is the mandatory Named Character you pick to use.
At the end of each game, roll 2D6 and add on to the result the number of models your Leader killed in that game.
Your Leader gains the corresponding upgrade. Note it down on your Leader record sheet.
2 D6 + Leader’s Kills last game Upgrade:
2 – 4 Nothing!: Hard luck, soldier...
5 Sure–footed: Your Leader gains the Fleet Special Rule.
6 Hunt from the Shadows: Your Leader gains the Stealth Special Rule.
7– 8* Experienced Fighter: Your Leader gains either +1 Weapon Skill or +1 Ballistic Skill.
9* Souped –up Weaponry: One of your Leader’s ranged weapons (note it down) gains +1 Strength.
10* Quick Thinking: Your Leader gains +1 Initiative.
11* Heroic Reputation: Your gains +1 Leadership.
12* Resilient: Your Leader gains +1 Wound.
13* Hardened Warrior: Your Leader gains either +1 Strength, + 1 Toughness or +1 Attack (choose one).
14+ Battle Experience: Your Leader earns 1 x new Universal Special Rule of your choice.
• When you gain an upgrade, note it on your Leader Record Card and have your opponent initial it in the appropriate place.
• Upgrades marked with an * may be gained a maximum of twice. All others can only be gained once.
• If you already have one of the * upgrades twice, have rolled an upgrade that can only be taken once or a statistic has reached 10, simply re–roll your upgrade.
Kill Team Errata FAQ:
Spoiler:
Kill team is played using the basic rules of Warhammer 40,000 with the following modifications: Each player should build a list of no more than 400 points.
Any codex may be used with the following rules:
· You may use any codex.
· Allies are NOT allowed.
· You may not have any non-HQ models with more than 2 wounds.
· No models having an armor value (vehicles) may be included.
· Fortifications are NOT allowed.
· CHALLENGES are NOT allowed in Close Combat in Kill Team.
· All Models move and act independently as if they were independent characters, even though they may be part of a unit
· Game Mechanics proceed as normal: Move, shoot, and assault. Over watch happens as is normal.
· Models may not benefit form “Look out sir!”
· Whatever benefits a model provides to a unit as a whole will only benefit that particular model.
· All models used must be taken from the codex as they come in a unit. For example: you cannot take a single Space Marine or just an infantry Sergeant, they come in a squad of 5 at a minimum. Likewise, it must be a legal squad in terms of minimum/maximum models, weapons, and equipment.
· Infiltrators can set up per the infiltration rules, but may not be kept in reserves, unless they have “even if the mission doesn’t normally allow it” or “always enter play using (deployment type)” in their specific rules.
· Scouts can move after deployment per the Scouts rules, but may not be kept in reserves unless they have “even if the mission doesn’t normally allow it” or “always enter play using (deployment type)” in their specific rules.
· Models that state they come in reserve “even if the mission doesn’t normally allow it” or “always enter play using (deployment type)” are the only models that can come in reserve.
·Other rules may be determined by myself or changed if needed.
Here are my two lists so far
List 1
Spoiler:
Total Points: 400
HQ - 1 Wolf Lord on TW Mount - 185pts
Boltgun & Wolf Claw
Runic Armour, Frag and Krak Grenades
Fast Attack - 1 Thunderwolf Cavalry - 65pts
Boltgun & Power Weapon
List #1 is better. The terminator lord from list #2 will never get to kill anything since he can't shoot and your opponent can easily avoid him. Not worth 210 points at all.
But, since it's a kill team game can I make the following suggestion?
Spoiler:
Wolf Priest OR Rune Priest + two powers of your choice. (100)
10 Grey Hunters + 1 flamer, 1 plasmagun (150)
10 Grey Hunters + 1 flamer, 1 plasmagun (150)
You'll get a lot more pay off from your Psyker's powers or your Wolf Priests ability to buff troops than from your uber-expensive wolf lord. Also...in a small game, 20 space marines is a lot.
2500 pts
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
Thanks ya I wanted to use my rune priest but decided not to, but you bring up a good point. Also I am a pretty new player so why the plasma guns if you dont mind me asking
Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
Camkierhi wrote: thats the best group of ass I've seen on the net, and I've looked at alot.
First, plasmaguns are S7, so they wound anything with T5 or less - which is just about every one - on a 2+. Monstrous creatures usually have a higher toughness (T6 or as high as T8) which means that it's difficult or impossible to wound them with S4 weapons like bolters. Having the plasmaguns gives you a good chance to hurt them.
Second, plasmaguns are AP2, so they cut right through Terminator armor. This will force heavier infantry to seek cover or pay for expensive invulnerable saves.
Third, with the high strength, AP2 and rapid fire plasmaguns are ideal for destroying light vehicles like Rhinos. The 7 strength is usually enough to give a decent chance of penetrating light armor (AV10 - 11) and the AP2 means you get +1 to the damage result from a penetrating hit.
The bottom line is that plasmaguns give your infantry squad a solid weapon to shoot at just about anything. While they're not as good at blowing up tanks as a meltagun and they lack the "ignores cover" rule of the flamer, they are better than both of these weapons against infantry with good armor saves (i.e. Space Marines and Terminators).
2500 pts
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
Grugknuckle wrote: List #1 is better. The terminator lord from list #2 will never get to kill anything since he can't shoot and your opponent can easily avoid him. Not worth 210 points at all.
But, since it's a kill team game can I make the following suggestion?
Spoiler:
Wolf Priest OR Rune Priest + two powers of your choice. (100)
10 Grey Hunters + 1 flamer, 1 plasmagun (150)
10 Grey Hunters + 1 flamer, 1 plasmagun (150)
You'll get a lot more pay off from your Psyker's powers or your Wolf Priests ability to buff troops than from your uber-expensive wolf lord. Also...in a small game, 20 space marines is a lot.
So I used your list and won my first event today thanks. Only thing I changed was I removed the flamer and plasma guns because I forgot to write them down on my list before handing it in to the judge A lot of people where running heavy CC lists with few dakka so I just camped the objective with my GH and spamed Living Lightning with the priest. It was supposed to be a named HQ, so I think I will run this next time
Spoiler:
Canis Wolfborn (185)
15 Fenrisian Wolves (120)
1 Lone Wolf (95) or 6 Grey Hunters (90)
Terminator Armour
Storm Shield
Storm Bolter
Mark of the Wolfen
and 2 Fenrisian Wolves