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Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

Hey Dakka,

I have been spitballing some Kill Team ideas after my FLGS announced an upcoming Kill Teams tournament. This format allows 2+ Armour (but not 2++, or 2+/3++) and has a model cap of 20. Now, I haven't touched Kill Teams since it first came out, and back then I only had Guard. I'm not sure what makes a good kill team and I was looking for comments and criticism on the three lists I've devised.

First I made a 10-man Veteran squad from my IG forces and gave them a Chimera instead of fitting in another squad. I figured some extra armour would make them last longer, and the three special weapons would be my Specialists (using Ignore Cover, Preferred Enemy, and FNP). I debated juggling individual special weapons around and using the extra points to give the Chimera an HK missile just in case but I don't know.


10x - Veteran Squad (200pt.) Grenadiers;
> 1x - Veteran Sergeant ; Frag grenades; Carapace armour; Laspistol; Close combat weapon;
> 6x - Veteran ; Frag grenades; Close combat weapon; Carapace armour; Lasgun;
> 3x - Veteran (15pt.); Frag grenades; Close combat weapon; Carapace armour; Plasma gun;
> 1x - Chimera armored transport (55pt.); Search light; Smoker launchers; Multi-laser; Heavy bolter;

Second I made a similar Battle Sisters squad of troops in a transport. This time, nine Sisters are backed by a Multi-melta Immolator. The Sister Superior would rock a maul or axe (still debating) while the Multi-melta Sister would definitely be a Specialist with either Relentless or Ignore Cover. All other options are up in the air. I've debated pinching points to make the Superior a Veteran.


9x - Battle Sister Squad (198pt.)
> 1x - Sister Superior (27pt.); Power armour; Frag grenades; Krak grenades; Power weapon; Bolt pistol;
> 1x - Battle Sister (17pt.); Bolt Pistol; Flamer; Frag grenades; Krak grenades; Power armour;
> 1x - Battle Sister (22pt.); Bolt Pistol; Frag grenades; Krak grenades; Multi-melta; Power armour;
> 6x - Battle Sister (12pt.); Bolt Pistol; Boltgun; Frag grenades; Krak grenades; Power armour;
> 1x - Immolator (60pt.); Smoke launchers; Searchlight; Twin-linked multi-melta;

Last I have what is probably the most unbreakable but lowest model-count list, Plague Marines. The Kill Team rules disallow the Champion of Chaos rule, but that does not prevent me from buying a Gift of Mutation. I think I'd rather not buy the Champion a power fist or power weapon (all mine are modeled with axes) so the Gift is the second best option to save points. The two Plasma marines would be Specialists (Ignore Cover and Preferred Enemy) and the Spawn might get something like Stealth, Fleet, or Shred. Alternatively I debated running four Nurgle Spawn and 10 Cultists, but the Cultists would likely die and force Break checks quickly. Four Spawn seem strong though.


@Elites [ 1 ]
5x - Plague Marines (160pt.) Mark of Nurgle;
> 1x - Plague Champion (34pt.); Power armour; Blight grenades; Krak grenades; Plague knife; Bolt pistol; Boltgun; Gift of mutation;
> 2x - Plague Marine (39pt.); Power armour; Plague knife; Blight grenades; Krak grenades; Bolt pistol; Plasma gun;
> 2x - Plague Marine (24pt.); Power armour; Plague knife; Blight grenades; Krak grenades; Bolt pistol; Boltgun;

@Fast attack [ 1 ]
Chaos Spawns (36pt.) Mark of Nurgle;
> 1x - Chaos Spawn (30pt.);

What are your thoughts? What makes for the best Kill Team? Thanks!

Renegade Guardsmen 
   
Made in us
Infiltrating Broodlord





Oklahoma City

Well I'm usually building Blood Angels kill teams but the AS list looks pretty solid. I don't know how I feel about the IG list but the Plague marine list looks... Not good. I can see how they would be, but there's just no... oomph. Kill the spawn and then you're down to boltguns and close combat.

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 
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

I imaged that the T5 Fearless, Feel No Pain, Plague Knife, Blight grenade aspects of the Plague Marines would make them a worthy choice. How would I usey Acts of Faith during a Kill Team game? Does each model get to test on the turns I choose?

Renegade Guardsmen 
   
Made in us
Using Inks and Washes




St. George, Utah

Spawn are already beasts. Fleet isn't really necessary on a 4x4 board.

Are you guys following the 6E rules at all? Reason I ask is because which specialists you choose matters. Couldn't do Stealth on the Spawn if you've already got a Plague Marine using Preferred Enemy as both are in the Guerilla Specialist table.

However you've still got Dirty Fighter, Close Combat and Indomitable open. If you guys are allowing Beasts to be specialists (I think you can't make them specialists under the new 6E rules actually), there's all sorts of fun stuff still there. Feel No Pain, Fleshbane, Shred, Hatred all come to mind.

Plague Marines are pretty mean in Kill Team. They are just so hard to remove. You can actually do surprisingly well against Hordes with them because your dudes are just that hard to remove. All I can say is give it a test play or two with some friends!

Also, that Sisters list, I wouldn't bother giving the Sister Superior a power weapon. Leaders give a kill point and aren't any harder to kill than other people so you're better off just bringing another unit than taking a power weapon. Leaders should stay out of LOS but within 6" of at least your heavy weapons guys so you have a 6" bubble to keep them from fleeing if your forces get broken.

And yes, their test of faiths would be taken individually. Each model counts as their own unit, so unit tests are taken individually.

If you guys are allowing 2+ armor, might be worth looking into a list that brings 3 terminators. There's a reason 6E doesn't allow 2+ saves. Run a few of them and you'll see why.

This message was edited 1 time. Last update was at 2014/03/10 15:47:58


 
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

I do not own Terminators any longer and the removal of that restriction, as well as an adjustment to the Brotherhood of Psykers restriction, have me feeling like the format will cater to Terminators and Grey Knight ones especially.

Renegade Guardsmen 
   
Made in us
Using Inks and Washes




St. George, Utah

That's exactly why they put those restrictions on in the first place. It's simply too powerful in a game mode where you're lucky to have two guys with AP2, and maybe a third with Rending.

How are you guys running Brotherhood of Psykers if you're allowing that? Because if it's allowed, Pink Horrors become utterly unstoppable as each guy suddenly gets to shoot a bajillion super strong shots.
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

"Each turn, a single model originally selected from a unit with the Brotherhood of Psykers (Codex: Grey Knights) or Brotherhood of Sorcerers (Codex: Chaos Daemons) special rule can activate one of its psychic powers or its force weapon as though it were a Psyker with Mastery Level 1. Otherwise, this rule has no effect."

That's not exactly broken, but it doesn't make things any better when Terminators or even Paladins(!) are able to be selected.

I think my best bet is to field the Imperial Guard unit. Three plasma guns with Feel No Pain to survive Gets Hot, Preferred Enemy to avoid Gets Hot, and Ignore Cover to kill 2+ armor could turn out very well, I think. I imagine putting the Leader, some grunts, and at least two of the Plasmas into the Chimera.

Renegade Guardsmen 
   
 
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