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![[Post New]](/s/i/i.gif) 2014/03/05 14:39:44
Subject: Help on Kill Team
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Despised Traitorous Cultist
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Hello all you dakkadakka people.
My store is having a student tournament, which is a 200 point kill team event. I am having trouble coming up with a list that is balanced that can beat horde army as well as space marine armies.
I am playing as Chaos Space Marines.
Need advice!
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2000 points of CSM undivided
1000 points of Eldar (Craftworld Happyland) |
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![[Post New]](/s/i/i.gif) 2014/03/05 14:41:41
Subject: Help on Kill Team
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Thousand sons... ap3 bolters!
If not that Nurgle bikes.
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This message was edited 1 time. Last update was at 2014/03/05 14:44:19
Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2014/03/05 14:52:17
Subject: Re:Help on Kill Team
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Infiltrating Broodlord
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Take
2x Nurgle Spawn
4x Khorne Spawn
Laugh
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This message was edited 1 time. Last update was at 2014/03/05 14:52:48
Proud supporter of
It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos |
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![[Post New]](/s/i/i.gif) 2014/03/05 14:56:29
Subject: Help on Kill Team
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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mhm but chaos spawn are 3 wound models aint they? kill team doesnt allow models with 2+ armor 3+ wounds or armor above 33
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2014/03/05 22:31:31
Subject: Help on Kill Team
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Lesser Daemon of Chaos
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I haven't actually gotten around to trying kill team yet but after reading the rules my first inclination was to go after either just regular csm or chosen. Three bikes are cheap enough you might be able to fit in. Or just try to flood the board in cultists. Not too many options given you have to take codex legal units.
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![[Post New]](/s/i/i.gif) 2014/03/07 13:14:54
Subject: Help on Kill Team
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Despised Traitorous Cultist
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I think I'll go with chosen or thousand sons. Thank you people!
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2000 points of CSM undivided
1000 points of Eldar (Craftworld Happyland) |
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![[Post New]](/s/i/i.gif) 2014/03/07 13:59:41
Subject: Help on Kill Team
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Tzeentch Veteran Marine with Psychic Potential
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Raptors.
2 specials on jump troops are really awesome in low point games. Especially when models are independant.
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![[Post New]](/s/i/i.gif) 2014/03/09 12:25:42
Subject: Re:Help on Kill Team
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Long-Range Land Speeder Pilot
A small, damp hole somewhere in England
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The rule now is a maximum of three wounds or hull points per model, so Chaos Spawn are allowed. However it's 0-1 fast attack so you can only fit five in maximum, and they'd all need the same mark
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This message was edited 1 time. Last update was at 2014/03/09 12:25:58
Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here! |
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![[Post New]](/s/i/i.gif) 2014/03/09 13:26:09
Subject: Help on Kill Team
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Using Inks and Washes
St. George, Utah
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Like Hedgehog said, Spawn are perfectly legal now. Issue is you'd only have one squad of them, and the way squad marks are purchased they'd all have to be the same type.
Also, IIRC units with Beast subtype can't be your specialists or leaders. You'd need 4 guys minimum outside of the spawn in order to accomplish that. Easily done, but it is something to consider.
I would *highly* recommend NOT going Thousand Sons. 150 base for the squad means you'd fit in an extra guy, and not have any wargear options. Terrible. Teeny tiny model count. You'll be overwhelmed by hordes. Although, Doombolt should you manage to roll it for your Aspiring Sorcerer would be really cool.
Chaos Marines play in Kill Team very much like regular marines except you can bring two specialist weapons at 10 guys rather than 1 specialist and 1 heavy, without having to buy two separate squads. It lets you put every last guy inside a Rhino should you choose to bring one.
I highly recommend a Rhino. The guys inside are fearless so if they kill 6 of your dudes, the guys inside will be safe from fleeing off the table. Having an APC in general is just a really good policy for kill team. Blocking LOS from their heavy weapon if you've got a guy sitting on an objective, rolling 18" forward on turn 1 to get a bunch of guys exactly where you need them on turn 2, etc. And it's hard to bring down in Kill Team. Unless you're running against someone playing a bunch of Fire Dragons with Eldar, you really only face one or two legitimate threats to AV11 in a typical Kill Team match. Don't forget two guys can shoot out of the access hatches, AND because each guy counts as an individual unit they can fire at different things.
I played a Kill Team game today where I had 10 chaos marines and a Rhino. One guy with a plasma gun, another with an auto-cannon. Gave the Plasma Gunner preferred enemy from Guerilla specialist, gave the Autocannon guy relentless, and gave an extra dude Poisoned 4+ ranged attacks because I figured it'd help more than any other USR left on the table.
My autocannon guy and plasma gun guy just rolled around in the Rhino and blew things up. Guy I was playing against had no idea what to do after I killed his Rocket Launcher dude. He managed to blow off the Combi-bolter and while that sucks, it wasn't really a big deal. I won in a rather decisive victory.
I think another really good idea is to bring 3 nurgle spawn and a basic cultist squad. It gives you 42 points left to play with, which means you can go with, oh, let's say 7 more cultists, a heavy stubber, shotgun on the champion and giving autoguns to a bunch of the cultists. The spawn at strength 5 should be able to handle most vehicles because they glance on 5s and pen on 6s. Might be worthwhile to give a cultist still wielding just an autopistol the Haywire rule so if he assaults a vehicle, he can plink it to death. That'd be your only legitimate challenge in this list, though. Those T6 spawn will carry the brunt of the load, and they are large enough you can actually hide some forward moving cultists behind them. If you don't take Haywire, give Sniper to your stubber dude. If you did, give the stubber dude Stealth so he's more protected as he plugs away with his 36" range. Give an extra one of your dudes either Poison 4+ shooting or Fleshbane melee depending on his loadout.
Or, if you CAN give specialist traits to your spawn (I honestly can't remember right now), make one of them Haywire, another with FNP, and I'd still probably drop the last specialist skill on the Heavy Stubber guy.
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