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Made in gb
Fresh-Faced New User






So, I've honestly become a bit disillusioned with the current direction WH40K is headed and I've now become more interested in Kill Team, with its stronger focus on individual models, smaller scale and prohibition of some of the more unsavoury aspects of the main game. As such I have decided to test the waters with an Imperial Guard force, themed to a desert nomad regiment I'm in the process of concocting.

Veteran Squad
- Sniper rifle x2
- Grenade Launcher
- Bolter on the sergeant
- Autocannon team
- Forward Sentries
- Krak Grenades

Veteran Squad
- Sniper rifle x2
- Grenade Launcher
- Bolter on the sergeant
- Autocannon team
- Forward Sentries
- Krak Grenades

I've not yet decided on what specialisations to used but I was thinking about split fire on one of the autocannons but I'm unsure what to take for the others. Any suggestions would be greatly appreciated!

This message was edited 1 time. Last update was at 2014/04/26 18:10:08



 
   
Made in gb
Regular Dakkanaut





Not sure about the current status of the Kill-team changes with the new IG codex but here is what I have if I were to run it.

If taken from the AM codex, you can get the tempestus command in as well

Militarum Tempestus command squad
+ 4 Hot shot volley guns
total: 125

Tempestus Scions
+ GL
total: 75

total: 200
The list works as well with just using the supplement but it would look like this

Tempestus Scions
+ 2 volley guns
total: 90

Tempestus scions
+ 2 volley guns
total: 90

total: 180, You can use the last 20 points to put an extra man there or upgrade stuff, However, you are bogged down because you cannot add more special weps to the scions using the supplement.

If you want, you could load up that pseudo-HQ in the command with whatever you want since you get 6 special weps in total. Also, your commander is more respectable since he has 1 extra WS and 2 wounds making him a not so bad dude to fight people with.

Anyway, about your list.
Seems fine, got 20 models, all slots filled with decent weapons to dakka people to death. Great volume of fire in this list. Leader may get killed quickly though and SM will get saves which may or may not matter due to your volume of fire output.

My only worry is that you get concentrated fire on your guys which will kill important units quickly, especially in alpha volleys. Compared to the scion list, it runs at half your models but has a ridiculous output if you stay still ( 16 shots S4 AP3 ) with 4 guys at 24" is a godsend of MEQ killers. If your enemy gets in range, you just shoot them with the rest of the dudes with hot-shot guns. The idea here is that the volley guns will be area denial to marine units trying to dakka your 18" dudes. Since both are at 24" range, you can move a little bit faster against an all infantry list. With the scion list, I would probably just rush vehicles and krak em to death. In addition, the 4+ save will get you saves against bolters but the marines are out stone-cold if they try to engage you.






This message was edited 3 times. Last update was at 2014/04/26 21:06:02


 
   
Made in gb
Fresh-Faced New User






Thanks for the response! The list you've suggested seems interesting and I may try something similar myself at some point (great thing about kill team is you can make new armies at little cost.)

The only thing is that it seems a bit vulnerable. Yes, they can put out a lot of fire power but having to stand still at boltgun range in order to get the full effect of the volley guns seems rather risky. I also kinda feel the scions are kinda expensive for Kill Team considering they're almost as flimsy as vets (and just as flimsy if you give vets carapace, whilst till more expensive) and are paying for Deep Strike which they can't use. I'd personally consider some scions w/ volley guns backed up by a squad of vets w/ grenade launchers and an autocannon team. Something like this:

Scions
-Volley gun x2
-Bolt pistol

Veterans
-GL x3
-Autocannon
-Carapace armour
-Krak grenades

However, I may be completely wrong as I'm not exactly experienced in KT yet. Anyway, thanks for the advice!


 
   
Made in gb
Regular Dakkanaut





No prob.
If I ran the 10 man scion list I'll most likely use the volley guns for area denial more than trying to kill MEQ. At 200 points, you are looking at maybe 10 marines decked out so they are on the same points as you. However, having boltguns, you will be able to utilise the 4+ save that you have and deny them their 3+ save which makes the trade off very dangerous should they try to engage you. I do agree that the low model count is a problem and your new list addresses this well with replacing the 5 man scion teams with a vet squad + carapace and goodies.

Kill team is mostly about volume of fire anyway since failing a 3+ save isn't as uncommon as people make it out to be. Nothing wrong with the vet squad all in all and it would be interesting to run your original list ( I'd give them carapace rather than sentries IMO, just so you don't have to be scared to move in the open to take an objective ).

If you wanted some armour support, you could swap over to GK and do the acolyte pathway since you get the same gear as scions ( hot-shots + carapace ) with a razorback. Either that or just spam 12 acolytes with boltguns ( it is really weird because it costs 50 points to have 10 guardsmen WITH boltguns and the fact that they get a 60 pt chimera with S7 multilasers ).

Essentially, it would look like this:
8 acolyte with boltguns
+ chimera with psybolt
= total: 100

The other 100 can be used to get a stock GK unit or buff your henchmen group.

Give your original list a try and see how it goes. If your FLGS has lots of MEQ players, I'd recommend the scion volley-gun spam for area denial. That or you could run vets with AP3 or lower weapons.
   
 
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