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![[Post New]](/s/i/i.gif) 2014/03/07 10:20:04
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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Top 12 things to keep in Mind about 200 Point Kill team games. For Orks
Just a disclaimer, this thread is not all encompassing, it’s just a list I put together for those who haven’t played before, and while it is tailored to fit orks, a lot of it is still valuable for other armies as well. Also, it’s not really in any “order” and I probably left out some things, so feel free to add
1. USR’s (Universal Special Rules) are valuable. Don’t gloss over these, actually put thought into them, they can benefit you more than you know. Always plan which model gets what before the tourney (you’ll be glad you did).* (see below)
2. Make sure you define cover before the game! There is nothing more frustrating than arguing about something that could have been prevented with a little friendly talk at the beginning of the game.
3. Make use of cover. Especially if you are playing an army that has very low armor saves. With a 5+ cover save you could potentially save 3 models from shooting per turn (assuming you have no armor save and you taking 10 wounds). In a 5 turn game that can potentially save half of your army. (assuming you have at least 30 models, which could actually save you from a break test)
4. Focus on special and leader characters. Each specialist you kill is +1 point to you and each leader is +2. And there is no penalty for focusing on them (assuming that their armor will be better than the cover they are getting)
5. Protect specialists and leaders. For the same reasons stated above, make sure that you keep your leaders and specialists in cover.
6. DON’T GET FORCED TO TAKE A BREAK TEST. The Highest Ork LD value is 7 (besides HQ and you can’t take them). Mob rule no longer has an effect (because every squad is 1). Plus, if you take a break test you cede 2 points to the opponent automatically.
7. Try not to have a model that carries too much weight. In other words, try and keep all of you models similar, that way there’s no “oh crap, that nob has a PK let’s shoot everything at until it’s dead”. Granted, there is a strategy in that if you need to get people focusing off other things, but because there is only 200 points on the battle field… you’d be better off keeping all models close to equal.
8. Boys before toys (I don’t know… it just seems orky  )
9. Don’t forget the WAAAGH! You have one. Use it.
10. As corny as it sounds, have a good attitude. No one likes playing a “win at all costs” type of guy. Granted, I probably come across as one because I made this list, but really I’m not. If it comes down to it, let the opponent win to keep in good graces, (don’t hand them the game, but if it’s a rule dispute let them have it). You be respected more for it.
11. Don’t forget about the objective. Nor the secondary objectives (like first blood, and line breaker)
12. Don’t be scared to go to ground. For orks especially, you are only losing ½ your BS, which is less than most armies.
a. *Good USR’s for Orks to take
b. Fearless – Provides an immunity to Pinning and Morale tests along with the new Fear rule and automatic passing of Regroup tests. However, Fearless unit cannot Go to Ground or choose to fail a Morale.
c. Feel No Pain - 5+ Only instant death ignores it (i.e. power weapons do not).
d. Fleshbane - always wounds on a 2+ against non-vehicles.
e. Rage - now a good thing for some reason. Gives +2A on the charge in Assault, and doesn't make you move towards the nearest enemy.
f. Relentless - Relentless models can shoot with rapid fire and heavy weapons counting as stationary, even if they moved in the previous movement phase, and are also allowed to assault in the same turn they fire them
g. Shred - Reroll failed To-Wound rolls.
[/b]h. Stealth - +1 to cover saves, cumulative with Shrouded.
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This message was edited 3 times. Last update was at 2014/03/07 13:39:23
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![[Post New]](/s/i/i.gif) 2014/03/07 11:45:50
Subject: Top 12 things to keep in mind for Kill team
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Using Inks and Washes
St. George, Utah
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Hello again. Sounds like your Kill Team experiments went well from the Army Lists thread.
Totally agree on your 12 points, by the by. However, I want to point out some stuff with the USRs and offer my own opinions about them.
sir william the bold wrote:
a. *Good USR’s for Orks to take
b. Fearless – Provides an immunity to Pinning and Morale tests along with the new Fear rule and automatic passing of Regroup tests. However, Fearless unit cannot Go to Ground or choose to fail a Morale.
c. Feel No Pain - 5+ Only instant death ignores it (i.e. power weapons do not).
d. Fleshbane - always wounds on a 2+ against non-vehicles.
e. Haywire - When shooting vehicles, Armor Penetration rolls are resolved differently: guaranteed Glancing hit on 2+, guaranteed Penetrating hit on a 6.
f. Rage - now a good thing for some reason. Gives +2A on the charge in Assault, and doesn't make you move towards the nearest enemy.
g. Relentless - Relentless models can shoot with rapid fire and heavy weapons counting as stationary, even if they moved in the previous movement phase, and are also allowed to assault in the same turn they fire them
h. Shred - Reroll failed To-Wound rolls.
i. Shrouded - +2 to cover saves, counts as having 5+ cover save even when standing in the open.
j. Skilled Rider - Automatically pass Dangerous terrain tests, +1 to Jink saves. (for bikers or deffkoptas)
k. Slow and Purposeful - No longer counts as in difficult terrain. Identical to Relentless, but can't Run or Sweeping Advance. For vehicles, replace "can't run" with "can't Turbo or Flat Out". Also can't fire Overwatch.
l. Smash - All close combat attacks are AP2 (except hammer of wrath) and can halve attacks to double strength and re-roll armor penetration rolls.
m. Stealth - +1 to cover saves, cumulative with Shrouded.
B: Can be kind of useful on a guy who can still shoot from long range from inside cover, simply because if your army breaks from suffering casualties, you won't have to worry about him running. Other than that, though, it's pretty terrible. Automatic passing of Pinning is as useless as Pinning in general. How often are you being Pinned? All your models are singular units, so if a guy actually gets hurt with a Pinning weapon, he's probably dead! Could be useful on a Nob I guess? But again, chances are if your guy took damage he's already dead.
D: Fleshbane - It's granted through Dirty Fighter and is for close combat attacks only. It's best use normally is on a Power Sword guy which orks don't have. If you're running with a bunch of Nobs with Power Klaws, it'd be better to take Shred to reroll failed wounds. In the same specialist pool, you have Poisoned (4+) For shooting weapons, which is a lot better. Throw that on a dude with a Burna or Scorcha because S4 against T4 (typically what you encounter) with poison means you get to reroll failed wounds.
E: Haywire from Weapon Specialist only applies to melee attacks. Not saying it's not useful, but it isn't nearly what you make it out to be. If you're going that route, it's pretty handy on a Stormboy or Biker, someone who can zip across a battlefield to actually charge at an enemy Rhino or Pirhana.
G: How many models in an Ork army really care if they drop to BS1 when they moved as opposed to BS2? Not a whole lot. And it's an extremely important Specialist. Your Indomitable Specialist is the table with Crusader, Eternal Warrior, and above all Feel No Pain. No two guys can be the same specialist, and I just can't imagine a scenario where still retaining BS2 when moving is going to help an Ork Kill Team more than having a dude with FNP.
I, J, K, L: Uhhhh where are you getting these USRs from? They aren't on any specialist table.
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![[Post New]](/s/i/i.gif) 2014/03/07 12:45:20
Subject: Top 12 things to keep in mind for Kill team
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Proud Triarch Praetorian
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Man, I wish there was one of these for every race...
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![[Post New]](/s/i/i.gif) 2014/03/07 12:55:14
Subject: Re:Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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@Skoffs Which army do you want? I might be able to get a list together for you.
@SRSFACE I thought that it meant you pass all moral checks (in other words I thought it meant that any leadership test you had to take would automatically pass) But I guess I misread the rules. AS for Haywire, the rules (posted by GW) say this "If you choose this rule for a Specialist it will affec any attacks (both Ranged and close combat) made by the specialist. Thus, an ork with a big shoota would be pretty deadly against and vehicle. but I agree with your other points.
As for "I, j, k, and l" they are all on the GW site as well found here http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3460063a_Kill_Team_Rules_Pack_2013.4.pdf Page three. (I got the rules for them offline though, so they may be a little sketchy) Automatically Appended Next Post: Oh, and my experiments from the army lists page went ok...
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This message was edited 1 time. Last update was at 2014/03/07 12:55:58
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![[Post New]](/s/i/i.gif) 2014/03/07 13:13:56
Subject: Re:Top 12 things to keep in mind for Kill team
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Proud Triarch Praetorian
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Necrons, please!
Also, Chaos Marines, to a lesser degree.
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![[Post New]](/s/i/i.gif) 2014/03/07 13:18:06
Subject: Top 12 things to keep in mind for Kill team
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Disguised Speculo
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If your gonna give advice for Kill Team, I'd suggest focusing on the latest rules
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![[Post New]](/s/i/i.gif) 2014/03/07 13:18:45
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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@Skoffs haha, I'll try and get a crons list together soonish (but I'll need to converse with someone who actually plays them  ) CSM should be easier due to the fact that I play them on a regular basis and I have a buddy who is crazy about them. I'll post up a couple of lists soon, so stay tuned
(I'll do it after the tournament (which is tomorrow), so I can get a feel for what other people are thinking as well)
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![[Post New]](/s/i/i.gif) 2014/03/07 13:19:17
Subject: Top 12 things to keep in mind for Kill team
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Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
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The rules for KT have been updated, they can now be found on the BL site for $10 iirc(?) Automatically Appended Next Post: @Skoffs I could help you out with necrons if you need some assistance, I know most of the fancy and strong builds for crons since I play them in KT almost every week.
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This message was edited 1 time. Last update was at 2014/03/07 13:21:02
"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
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![[Post New]](/s/i/i.gif) 2014/03/07 13:21:31
Subject: Re:Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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This message was edited 2 times. Last update was at 2014/03/07 13:29:54
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![[Post New]](/s/i/i.gif) 2014/03/07 14:38:53
Subject: Re:Top 12 things to keep in mind for Kill team
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Grisly Ghost Ark Driver
Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)
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I'm pretty sure you caught yourself but those are the wrong rules, the new ones are on the BL site and fix a lot of stuff.
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This message was edited 1 time. Last update was at 2014/03/07 14:39:33
"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War
"If your not winning, try a bigger sword! Usually works..."
10k
2k
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![[Post New]](/s/i/i.gif) 2014/03/07 14:39:44
Subject: Top 12 things to keep in mind for Kill team
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Proud Triarch Praetorian
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A GumyBear wrote:@Skoffs I could help you out with necrons if you need some assistance, I know most of the fancy and strong builds for crons since I play them in KT almost every week.
Builds I'm already somewhat familiar with, thanks to previous threads (5 Deathmarks + 3 Wraiths, etc.)
It's play tactics/priority specialist abilities listed out like above that I'm mostly interested in (... though, granted, stuff that's in line with the most current rules would be preferable)
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This message was edited 1 time. Last update was at 2014/03/07 15:10:21
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![[Post New]](/s/i/i.gif) 2014/03/08 00:06:51
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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@Skoffs @Agummybear LOL. Alright!!  I edited the list (after getting the BL rules) I think my LGS gave us the un-updated rules for our tourney
Either way, the only thing that was really off was the USR's, so the list still stands.
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![[Post New]](/s/i/i.gif) 2014/03/08 00:15:26
Subject: Top 12 things to keep in mind for Kill team
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Nasty Nob on Warbike with Klaw
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Some good tips and a good read
Just a slight correction though:
sir william the bold wrote:f. Relentless - Relentless models can shoot with rapid fire and heavy weapons counting as stationary, even if they moved in the previous movement phase, and are also allowed to assault in the same turn they fire them
Rapid fire is not effected by movement, Relentless would only help here for the assaulting part.
But then again there are no rapid fire weapons in the Ork Codex
Only If you're planning on taking lootas would it be worth giving one this rule.
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![[Post New]](/s/i/i.gif) 2014/03/08 00:25:16
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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^HAHA Which is exactly what I was planning on doing
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![[Post New]](/s/i/i.gif) 2014/03/08 08:42:06
Subject: Top 12 things to keep in mind for Kill team
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Using Inks and Washes
St. George, Utah
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Notice how that second more recent Warhammer World event says you need the digital rules for Kill Team to play and doesn't list them anymore. A lot has changed. I really recommend you pick it up from Black Library! It's one of the only GW products I feel is actually worth the price, as it's a really fun game mode for around $20 bucks for the rules.
You're not wrong about Fearless, btw. It's just that it's only for the one specialist that has it, which is a giant meh. Means you have a guy on the board who's not going to run away. Thing is he's a specialist and will be one of the people folks are gunning for first.
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![[Post New]](/s/i/i.gif) 2014/03/08 12:50:22
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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Yeah, it's true, I mistakenly thought that my Leader could take a USR which would mean that anything with in 6 inches of him could be fearless as well (because of command range) but I was wrong there too.
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![[Post New]](/s/i/i.gif) 2014/03/09 00:17:40
Subject: Top 12 things to keep in mind for Kill team
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Using Inks and Washes
St. George, Utah
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Now that you mention it, with one of my kill teams I purposely left one of the specialist slots open so I could grab one of the USRs in it in case I rolled the Leader trait that gave it.
Problem with doing that is it's a 1/6 chance and the Indomitable specialist also contains eternal warrior and Feel No Pain, which I feel are probably too good to pass up for most armies.
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![[Post New]](/s/i/i.gif) 2014/03/09 11:39:10
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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That is risky... I wouldn't leave them leave them blank given a choice. I ended up giving my loota relentless, mek with rokkit stealth, and I think FNP for another loota...
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![[Post New]](/s/i/i.gif) 2014/03/09 12:35:38
Subject: Re:Top 12 things to keep in mind for Kill team
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Long-Range Land Speeder Pilot
A small, damp hole somewhere in England
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Note that only one of the missions (IIRC) provides VPs for killing the specialists. It's still a good idea, but it it's not always extra VPs for doing so.
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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 13:00:06
Subject: Top 12 things to keep in mind for Kill team
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Using Inks and Washes
St. George, Utah
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With the 6E rules, you can't NOT have specialists. There are 5 to choose from.
What I meant was one of the leadership traits (think warlord traits) meant he could pick a USR from one of the specialist tables you didn't touch yet. If your Indomitable specialist was still open, you could give him Fearless and his 6" command range with that would be extremely helpful.
@william: You can't do that with the 6e rules as both FNP and Relentless are on the same specialist table. Each specialist has to be on a different table.
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![[Post New]](/s/i/i.gif) 2014/03/10 13:04:54
Subject: Top 12 things to keep in mind for Kill team
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Krazy Grot Kutta Driva
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Haha, I know, i lost my list so I was going off of the top of my head. But I was saying that even if you keep the slot open for your leader it's kinda too big a risk to be useful. Also, (I don't know this since I don't have the rules right in front of me) but if you get that leadership trait for your leader (that allows you to take a specialist trait) can't he still take it from a section that's already been chosen from?
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![[Post New]](/s/i/i.gif) 2014/03/10 17:04:53
Subject: Top 12 things to keep in mind for Kill team
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Using Inks and Washes
St. George, Utah
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sir william the bold wrote:Haha, I know, i lost my list so I was going off of the top of my head. But I was saying that even if you keep the slot open for your leader it's kinda too big a risk to be useful. Also, (I don't know this since I don't have the rules right in front of me) but if you get that leadership trait for your leader (that allows you to take a specialist trait) can't he still take it from a section that's already been chosen from?
Nope. It specifically says it has to be a different specialist than you already have.
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![[Post New]](/s/i/i.gif) 2014/03/11 20:45:33
Subject: Top 12 things to keep in mind for Kill team
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Nurgle Chosen Marine on a Palanquin
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Crons at kill teams are tricky. On one hand you could go straight up wraiths and give out some whip coils and particle casters to use up spare points.
The downside is when you face an army like massed fire warrior spam. You only have a ++3.
Another option is destroyers, but now you have significantly less wounds in your force, but you do have some nice ranged firepower.
I have not had a chance to try any necrons in kill teams, but I will be attempting my first go with 6 deathmarks and 2 destroyers. Giving one destroyer split fire, and another ignores cover. The deathmarks retail special rules, including the "hunters from hyperspace" allowing them to wound their mark on a 2. The guns are also rapid fire sniper rifles which are nothing to scoff at.
The big weakness is that rhino someone brings, or the off chance someone brings a sentinel. Your heavy hitters will have to focus on it if it poses a threat.
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