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My local GW is putting on a 200 point kill team tournament. You are allowed 0-1 Elite, 0-2 Troops, 0-1 Fast Attack, and no HQs, Heavies, or anything that must be held in reserves. Your army must also have a minimum of three models. You will then get to pick three specialist units that may each select a USR from the following:
Spoiler:
Adamateum WIll, Armourbane, Blind, Counter Attack, Crusader, Eternal Warrior, Fear, Fearless, Feel No Pain, Fleet, Fleshbane, Furious Charge, Hammer of Wrath, Hatred, Hit and Run, It Will Not Die, Monster Hunter, Move Through Cover, Night Vision, Preferred Enemy (Everything!), Rage, Rampage, Relentless, Shred, Shrouded, Skilled Rider, Stealth, Strikedown, Stubborn, Tank Hunter.
Each USR may only be chosen once. All in all, it is a fairly standard kill team. That being said, there was one catch: you had to choose your army randomly from a cup. I drew Tau, and have no idea how to play them beyond shoot the other army and avoid melee. So, I need help coming up with a solid 200 point kill team list. I don't own any Tau beyond the Crisis Suit box I picked up today thinking that was probably the route I wanted to go, although for the moment they a in shrink wrapping and I can always exchange them for whatever else.
I was thinking initially that I could go
Crisis Suit w/ TL Plasma Rifles (Shred) / Plasma Rifle
Crisis Suit w/ TL Missile Pods (Armourbane) / Missile Pod
Crisis Suit w/ Airbursting Fragmentation Projector (Fleshbane), TL Flamers
Some points to spare.
I believe that this should come out to just under 200 points, and gives me a bit of anti-everything. The First suit hunts down heavy infantry like marines, the second kills any vehicles that people manage to fit in, and the last takes out massed infantry like orks and guard. Not sure what to spend the last few points on.
I was also thinking of taking 5 Piranhas, just for laughs. Anything with an AV value seems like it should be somewhat durable. If only there was a way of getting a Riptide while still adhering to the 3 models rule (if there is a way of please let me know). I put this here in tactics because I really would like advice on how to play the army beyond just what to bring.
This message was edited 2 times. Last update was at 2013/12/16 06:10:08
Orkses is never beated in battle. If we win we win, if we die we die so it don't count as beat. If we runs for it we don't die neither, so we can always come back for anuvver go, see!
The Crisis Suits seem to be the teeth of your army, so 3 of them looks a little worrying to me. With a mere 3+ save, I could see a 12-man Imperial Fist contingent armed with shred/fleshbane laying waste to these guys. And the plasma is just too little to knock out 12 models.
Orks would have a good time too. You can get 30 boys in complete with big shootas and rocket launchas at 200 points. With proper spreading out, the single flamer is going to be only so effective before they get you in melee.
This message was edited 1 time. Last update was at 2013/12/16 06:18:08
You got Tau, which means you're in luck as they have one of the best combos for Kill Team. I forgot the USRs, but 6 Stealth Suits with 2x Fusion is quite a good deal. Rending for one of the Burst Cannons is very good, as well as FNP for the leader(I forgot if you chose a model as leader and it mattered or not).
A Piranha is godly against some armies, Give it shrouding.
Inquisitor Jex wrote: Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote: So the solution is to lie and pretend that certain options are effective so people will feel better?
Dual burst cannon Suits + fire warrior squad with pulse rifles was one of the best Kill teams that i have seen. It gives plenty of firepower to spread around.
I would definitely go all Crisis. I won a month-long kill team campaign with 5 suits (was 275 points). I took 2 double plasma, 2 double burst and 1 double fusion. We played on a 4x4 with tons of LOS blocking ruins, so keep that in mind. I'm not sure what you'll be playing on.
200 on the button. I wouldn't worry about armorbane, as with S5-7, any light armor you run into should be taken care of with little issue. Whereas FNP gives you some precious resilience in a 4 model team.
JSJ'ing behind LOS-blocking terrain is imperative. It will drive your opponent nuts but it's how you'll win. As for weapons systems, I would ignore flamers. The short range will get you killed faster than the target you're attempting to burn.
Watch out for Dark Eldar with cover ignoring Dark Lance - especially on a scourge - nasty.
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
I honestly think 5 Piranhas is a really solid setup. 30 strength five shots is not something to be trifled with at this points level and with Armourbane, Rending and perhaps Shrouded, you have the firepower to take on armour, a more suvivable choice with Shrouded and then two stock Piranhas to screen your specialists and provide general backup. It's pretty intimidating seeing five vehicles lines up across the table from you, hell the Crisis suit lists here have fewer models! Of course it would be imperative to use cover to screen your stuff from an alphastrike and damage from higher strength shooting early on, but you can afford to lose one or two vehicles and no basic troops but Fire Warriors are going to be able to glance your vehicles to death so just focus down anything super threatening and then overwhelm the opponent as they struggle to do anything of note to your skimmers.
Just a small note, but I am I correct in thinking by the rules you posted it's totally legal for IG to take a LR Demolisher and 3 Ratlings? Because that's a seriously crazy kill team if so.
Currently not in posession of any armies - I merely theorycraft and discuss background,
Waiting for HH Book 6 so I can start an Imperial Army army.
No vehicles with more than 11/11/11 armour so no heavy tanks
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
It depends on how much terrain there is in his event. I won with only 5 suits at 275 but it was a 4x4 with TONS of terrain. Think City Fight. If there is little LOS-blocking terrain, he'll have difficulty JSJ-ing properly. But with adequate terrain, 4 suits is plenty. 8 wounds is similar to the amount an elite Space Marine list might bring, and there are likely to be few ID causing weapons for T4 models in a 200 point KT event.
Point of order, in Kill Team, you can only take 3 Crisis suits maximum, unless you play Farsight Enclaves, in which case you have to take 3 suits minimum (and pay slightly more for them).
Corollax wrote: Unless your weapon is rending, why would you ever take shred over fleshbane?
Keep in mind that crisis suits are normally using high strength weapons, so he's already likely to wound on 2's or 3's on most things he's likely to encounter. Needing a 3+ to wound while rerolling failed wounds with shred will actually make you more likely to wound than having a normal 2+.