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![[Post New]](/s/i/i.gif) 2012/10/05 05:50:15
Subject: best armies for kill team 200pts
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Douglas Bader
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schadenfreude wrote:How do deamons work? They say nothing can go into reserve, so is it just 1 unit and everything is prefered wave?
You can't play demons. Period.
(Well, you couldn't if GW was consistent at all, the FAQ says "no you can't bring flyers because they have to start in reserve" but then right next to it there's another FAQ saying "yes you can bring it, you just start it on the table instead of in reserve". It's stupid as hell and just proves why kill team is the most pointless idea ever.)
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2012/10/05 09:22:52
Subject: best armies for kill team 200pts
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Growlin' Guntrukk Driver with Killacannon
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schadenfreude wrote:How do deamons work? They say nothing can go into reserve, so is it just 1 unit and everything is prefered wave?
Q. If units can’t be kept in reserve, then how do I use units that HAVE to be deployed from
Deep Strike, such as Drop Pods and all units from the Chaos Daemons Codex?
A. These units are simply deployed in your deployment zone at the start of the game, much like
all other models would be.
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2012/10/05 09:41:25
Subject: best armies for kill team 200pts
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Douglas Bader
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BAN wrote:Q. If units can’t be kept in reserve, then how do I use units that HAVE to be deployed from
Deep Strike, such as Drop Pods and all units from the Chaos Daemons Codex?
A. These units are simply deployed in your deployment zone at the start of the game, much like
all other models would be.
Which just proves how much GW sucks at writing good rules, since right next to it there's an FAQ stating that flyers aren't allowed because they have to start in reserve. It's completely inconsistent, and whoever wrote that FAQ should be fired and banned from ever working in the game industry again.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2012/10/05 10:00:04
Subject: best armies for kill team 200pts
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Daemonic Dreadnought
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The inconsistency is because it's hard to deal with a flyer at 200 points.
When are the 3 extra usr selected? If it's during deployment and intercept/skyfire is an option it might not be that bad. It does seem silly however to have a flyer in a 200 point game on a 4 by 4.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/10/05 10:05:53
Subject: best armies for kill team 200pts
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Douglas Bader
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Then the rules should clearly state "flyers may not be taken" just like they don't allow you to take HQ units. It's stupid to make a change like that as an FAQ, and it's especially stupid to make it on reasoning that's completely inconsistent with the FAQ entry right next to it.
Of course if you're going to start banning unfair things you might as well just stop playing killteam. The whole thing is completely unbalanced and little more than rock-paper-scissors between horde, elite and AV 14 lists. If you want a fair and balanced game you're going to have a banned list a mile long, at which point the whole thing becomes a joke.
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This message was edited 1 time. Last update was at 2012/10/05 10:09:40
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2012/10/07 23:45:58
Subject: best armies for kill team 200pts
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Growlin' Guntrukk Driver with Killacannon
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schadenfreude wrote:The inconsistency is because it's hard to deal with a flyer at 200 points.
When are the 3 extra usr selected? If it's during deployment and intercept/skyfire is an option it might not be that bad. It does seem silly however to have a flyer in a 200 point game on a 4 by 4.
The 3 USR are picked before the tournament and added to your army list
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2012/10/07 23:47:46
Subject: best armies for kill team 200pts
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Napoleonics Obsesser
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Dark Eldar would be fun.
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If only ZUN!bar were here... |
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![[Post New]](/s/i/i.gif) 2012/10/07 23:48:08
Subject: best armies for kill team 200pts
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Growlin' Guntrukk Driver with Killacannon
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ran a list tonight tht did really well
29 grots
2 runt hearders
13 shoota boys
nob with big choppa and eavy armour
big shoota.
I gave the nob feel no pain
the big shoota twin linked
and i gave one of the runt herders fleshbane lol
won 3 games lost 1
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2012/10/08 00:06:40
Subject: best armies for kill team 200pts
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Raging Ravener
Alaska
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If you really want to mess with your opponents, take 8 Ymgarl Genestealers. Unless they aren't allowed to use their dormant rule, which is possible. I don't play much kill-team.
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![[Post New]](/s/i/i.gif) 2012/10/08 02:18:02
Subject: best armies for kill team 200pts
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Stone Bonkers Fabricator General
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Exergy wrote:BAN wrote:So kill team operation protinus is coming up. What do people think will be the most popular builds/ most successful builds etc.
I can't decide between space wolves, chaos and orks.
Reaver Jetbikes are the best Killteam hands down.
They can turbo boost 48" and if they do so over infantry they do tons of damage. MASSIVE
They have a fairly ridiculous cover save making them hard to kill, harder to kill once they have FNP.
They can move 12" fire 24" and then move an additional 2d6 rerolling to get out of return fire range.(they kill from the nearest model, so getting more than 30" away is not difficult)
They ignore difficult terrain(yay for that)
When assaulting they have a nasty set of hammer of wrath and FC high int attacks to finish things off.
6 with cluster caltrops and heat lances is under 200pts.
add in 3 specialists with
strikedown on caltrops
sniper on caltrops
daemon on leader
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/10/08 11:15:59
Subject: best armies for kill team 200pts
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Growlin' Guntrukk Driver with Killacannon
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A guy took 6 nurgle bikers and I masacred him, he took out 6 grots and my big shoota and i wiped him out.
I'm really feeling that numbers and nu,bers of shots are the key to this tournament.
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mean green fightin machine |
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