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Made in gb
Aspirant Tech-Adept






Interesting choice of leader suzuteo. I think most are playing the defensive game with el capitain. I admire the more aggressive approach
   
Made in pl
Sister Oh-So Repentia





Im gonna try this in few days.
Spoiler:
++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists +

Infiltrator Princeps [16pts]: Combat
. Flechette Blaster and Taser Goad: Taser goad

Skitarii Ranger Gunner [15pts]: Comms, Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Plastma caliver, Sniper

+ Non-specialists +

Skitarii Ranger [10pts]: Omnispex

Skitarii Vanguard [10pts]: Omnispex

Skitarii Vanguard Gunner [13pts]: Plastma caliver

Skitarii Vanguard Gunner [13pts]: Plastma caliver

++ Total: [100pts] ++


So far i found that for sure we are not top dogs, but manageable. Cant wait for first faq to drop.

1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in de
Waaagh! Warbiker




Somewhere near Hamburg

Going to start with this:

Ranger Alpha - Galv. Rifle, Leader 10pt

Infiltrator Princeps - P.Sword, Carbine,
Zealot/Combat 15pt

Ranger Gunner - TUA, Sniper 15pt

Ranger - Galv. Rifle, Omnispex, Comms 9pt

Vanguard - RadCarbine, Data Tether 14pt

Vanguard Gunner - Arcrifle 10pt

Vanguard Gunner - Plasma 13pt

Ranger Gunner - Plasma 13pt

99Pts.

Anyone see any problems or rules violations?

Astra Milit..*blam* Astra Milliwhat, heretic? 
   
Made in be
Mysterious Techpriest





Belgium

Suzuteo wrote:I'll throw my hat into the ring.

Spoiler:
Assault Team
Infiltrator Princeps [15]: Leader Stubcarbine, Power Sword
Skitarii Vanguard Alpha [11]: Zealot Phosphor Blast Pistol, Taser Goad [1]

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard [10]: Comms Radium Carbine, Omnispex [1]
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]

Support Team
Skitarii Ranger Gunner [10]: Arc Rifle
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

Assault Team's job is to choke the enemy and give your Calivers time to do their work. I think the Infiltrator should be the Leader and the Vanguard Alpha the Zealot. The former is already really good at melee, and his -1 Ld aura combined with Tyrant is very strong because it forces the opponent to either spend CP or SP to prevent getting shaken--that or to cluster up, which pretty much means you auto lose. Zealot over Combat because the purpose of the Assault Team is to support the shooting; this army is not going to win games on its fighting.

Plasma Teams have one Caliver and one Omnispex. There is a specialist in each team in either role. The Caliver takes priority; the other Vanguard is sacrificial if necessary. I didn't take data-tether because it's really expensive. I would much rather take a second Plasma Caliver.

Support Team is supposed to shoot any targets of opportunity. Rapid Fire is surprisingly good in this game, and the Galvanic Rifles can really reach out and touch people.

Alternatively:
Spoiler:
Assault Team
Skitarii Vanguard Alpha [11]: Leader Phosphor Blast Pistol, Taser Goad [1]
Ruststalker Princeps [16]: Combat Chordclaw [1], Transonic Razor

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard [10]: Comms Radium Carbine, Omnispex [1]
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]

Support Team
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

If you prefer the Ruststalker over the Infiltrator.

Let us know how your lists goes, I'm curious about an Alpha in CC. I think the regular weapons are more worth it but of course I could be wrong, there's dozens of different situations in KT.

Morkphoiz wrote:Going to start with this:

Ranger Alpha - Galv. Rifle, Leader 10pt

Infiltrator Princeps - P.Sword, Carbine,
Zealot/Combat 15pt

Ranger Gunner - TUA, Sniper 15pt

Ranger - Galv. Rifle, Omnispex, Comms 9pt

Vanguard - RadCarbine, Data Tether 14pt

Vanguard Gunner - Arcrifle 10pt

Vanguard Gunner - Plasma 13pt

Ranger Gunner - Plasma 13pt

99Pts.

Anyone see any problems or rules violations?

Only that the Omnispex costs 1 pt, so your Comms Ranger would cost 10, but you're still at 100 with that.

I'm really not sold on the plasma calivers, I think they're overkill, except for maybe facing Lictors or something along these lines. May be nice against TS but beware of Overcharge.

The Arc Rifles as said earlier I believe are really nice, they're cheap and pack a punch. I know it's anecdotal but first time I used them yesterday and it killed a Black Shield on its first shot.


Automatically Appended Next Post:
So I've built three pre-set teams yesterday, only tested one so far but maybe it can give you guys some ideas or suggestions. It's from a roster I've written for an upcoming campaign so it explains why some choices may look limited.

Infiltrators / CC list:

Spoiler:
- Ranger Alpha, leader (so as to stay hidden in some missions) 10p
- Infiltrator Princeps, Sword & Stubber, Zealot 15p
- Infiltrator, Taser & Blaster, Scout (so as to use his speed for objectives or closing in faster) 15p
- Infiltrator, Taser & Blaster, Combat 15p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Taser & Blaster, 15p
- Infiltrator, Taser & Blaster, 15p

98 pts. It's a mixed list, with both AP and high S, that I wrote for testing someday. I think it could be optimised into a better anti-MEQ list by going full Sword & Stubber, and replacing the Alpha by a Princeps. I would be more like:

- Infiltrator Princeps, Sword & Stubber, leader 15p
- Infiltrator, Sword & Stubber, Zealot, 14p
- Infiltrator, Sword & Stubber, Scout,14p
- Infiltrator, Sword & Stubber, Combat, 14p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p

99 pts. We could replace the Scout by a Veteran maybe ? It makes for a short-ranged (18") but fast and strong list. Remember there is a Tactic in the new cards for 1 CP that gives +1 to charge distance for all models in this turn. For dealing with E3 let's use tasers:

- Infiltrator Princeps, Taser & Blaster, leader 16p
- Infiltrator, Taser & Blaster, Zealot, 15p
- Infiltrator, Taser & Blaster, Scout,15p
- Infiltrator, Taser & Blaster, Combat, 15p
- Infiltrator, Taser & Blaster, 15p
- Infiltrator, Taser & Blaster, 15p

91 pts. We could arrange it by dropping 1 point somewhere by taking a Sword & Blaster to fit an Alpha Vanguard instead as a leader, that would make us 100 pts sharp. Maybe Veteran instead of Zealot could be better since we don't really need S7 on the charge and the Zealot lvl 1 Tactic is redundant.


Anti-MEQ list:

Spoiler:
- Ranger Alpha, leader, 10p
- Infiltrator Princeps, Sword & Stubber, Zealot, 15p
- Ranger Gunner, Arquebus, Sniper, 15p
- Ranger, Omnispex, Comms, 10p
- Vanguard Gunner, Arc Rifle, 10p
- Vanguard Gunner, Arc Rifle, 10p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p

98 pts. I played this against Deathwatch yesterday in a Assassinate mission (he had to kill my Leader to win) and it was terribly effective. The Arc Rifles are powerful and basically free, the Infiltrators give you CC presence and force them to save on 6s, and you know why we love the Sniper.


Anti-E3 list:

Spoiler:
- Vanguard Alpha, Leader, 10p
- Infiltrator, Taser & Blaster, Combat 15p
- Ranger Gunner, Arquebus, Sniper, 15p
- Ranger, Omnispex, Comms, 10p
- Vanguard Gunner, Arc Rifle, 10p
- Vanguard, 9p
- Infiltrator, Taser & Blaster, 15p
- Infiltrator, Taser & Blaster, 15p

99 pts. This list could use some adjustements, I believe we can trade the regular Vanguard for another Arc Rifle, that gives us 3 guns that wound on 2s, plus the 3 Infiltrators that wound on 2s too. I'll have to test this.


Oh, fun fact, I won a Take Prisoners mission against Deathwatch a few days ago by popping Litany of the Electromancer on the enemy leader. Don't underestimate this canticle, it's hard to pull off but when you're getting bogged in CC if you're lucky it might clean things up, mortal wounds are really important and this canticle is far more impactful in KT than regular 40k I think.

This message was edited 1 time. Last update was at 2018/08/08 22:41:11


40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in gb
Enginseer with a Wrench





Suzuteo wrote:
I'll throw my hat into the ring.

Spoiler:
Assault Team
Infiltrator Princeps [15]: Leader Stubcarbine, Power Sword
Skitarii Vanguard Alpha [11]: Zealot Phosphor Blast Pistol, Taser Goad [1]

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard [10]: Comms Radium Carbine, Omnispex [1]
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]

Support Team
Skitarii Ranger Gunner [10]: Arc Rifle
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

Assault Team's job is to choke the enemy and give your Calivers time to do their work. I think the Infiltrator should be the Leader and the Vanguard Alpha the Zealot. The former is already really good at melee, and his -1 Ld aura combined with Tyrant is very strong because it forces the opponent to either spend CP or SP to prevent getting shaken--that or to cluster up, which pretty much means you auto lose. Zealot over Combat because the purpose of the Assault Team is to support the shooting; this army is not going to win games on its fighting.

Plasma Teams have one Caliver and one Omnispex. There is a specialist in each team in either role. The Caliver takes priority; the other Vanguard is sacrificial if necessary. I didn't take data-tether because it's really expensive. I would much rather take a second Plasma Caliver.

Support Team is supposed to shoot any targets of opportunity. Rapid Fire is surprisingly good in this game, and the Galvanic Rifles can really reach out and touch people.

Alternatively:
Spoiler:
Assault Team
Skitarii Vanguard Alpha [11]: Leader Phosphor Blast Pistol, Taser Goad [1]
Ruststalker Princeps [16]: Combat Chordclaw [1], Transonic Razor

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard [10]: Comms Radium Carbine, Omnispex [1]
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]

Support Team
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

If you prefer the Ruststalker over the Infiltrator.


One of those omnispex Vanguards needs to be changed to a ranger. Only one Ranger and one Vanguard can. Have an omnispex or data tether. Which kinda sucks because if you want to take the data tether you only get one omnispex :(
   
Made in de
Waaagh! Warbiker




Somewhere near Hamburg

 Aaranis wrote:
Suzuteo wrote:I'll throw my hat into the ring.

Spoiler:
Assault Team
Infiltrator Princeps [15]: Leader Stubcarbine, Power Sword
Skitarii Vanguard Alpha [11]: Zealot Phosphor Blast Pistol, Taser Goad [1]

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard [10]: Comms Radium Carbine, Omnispex [1]
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]

Support Team
Skitarii Ranger Gunner [10]: Arc Rifle
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

Assault Team's job is to choke the enemy and give your Calivers time to do their work. I think the Infiltrator should be the Leader and the Vanguard Alpha the Zealot. The former is already really good at melee, and his -1 Ld aura combined with Tyrant is very strong because it forces the opponent to either spend CP or SP to prevent getting shaken--that or to cluster up, which pretty much means you auto lose. Zealot over Combat because the purpose of the Assault Team is to support the shooting; this army is not going to win games on its fighting.

Plasma Teams have one Caliver and one Omnispex. There is a specialist in each team in either role. The Caliver takes priority; the other Vanguard is sacrificial if necessary. I didn't take data-tether because it's really expensive. I would much rather take a second Plasma Caliver.

Support Team is supposed to shoot any targets of opportunity. Rapid Fire is surprisingly good in this game, and the Galvanic Rifles can really reach out and touch people.

Alternatively:
Spoiler:
Assault Team
Skitarii Vanguard Alpha [11]: Leader Phosphor Blast Pistol, Taser Goad [1]
Ruststalker Princeps [16]: Combat Chordclaw [1], Transonic Razor

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard [10]: Comms Radium Carbine, Omnispex [1]
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]

Support Team
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

If you prefer the Ruststalker over the Infiltrator.

Let us know how your lists goes, I'm curious about an Alpha in CC. I think the regular weapons are more worth it but of course I could be wrong, there's dozens of different situations in KT.

Morkphoiz wrote:Going to start with this:

Ranger Alpha - Galv. Rifle, Leader 10pt

Infiltrator Princeps - P.Sword, Carbine,
Zealot/Combat 15pt

Ranger Gunner - TUA, Sniper 15pt

Ranger - Galv. Rifle, Omnispex, Comms 9pt

Vanguard - RadCarbine, Data Tether 14pt

Vanguard Gunner - Arcrifle 10pt

Vanguard Gunner - Plasma 13pt

Ranger Gunner - Plasma 13pt

99Pts.

Anyone see any problems or rules violations?

Only that the Omnispex costs 1 pt, so your Comms Ranger would cost 10, but you're still at 100 with that.

I'm really not sold on the plasma calivers, I think they're overkill, except for maybe facing Lictors or something along these lines. May be nice against TS but beware of Overcharge.

The Arc Rifles as said earlier I believe are really nice, they're cheap and pack a punch. I know it's anecdotal but first time I used them yesterday and it killed a Black Shield on its first shot.


Automatically Appended Next Post:
So I've built three pre-set teams yesterday, only tested one so far but maybe it can give you guys some ideas or suggestions. It's from a roster I've written for an upcoming campaign so it explains why some choices may look limited.

Infiltrators / CC list:

Spoiler:
- Ranger Alpha, leader (so as to stay hidden in some missions) 10p
- Infiltrator Princeps, Sword & Stubber, Zealot 15p
- Infiltrator, Taser & Blaster, Scout (so as to use his speed for objectives or closing in faster) 15p
- Infiltrator, Taser & Blaster, Combat 15p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Taser & Blaster, 15p
- Infiltrator, Taser & Blaster, 15p

98 pts. It's a mixed list, with both AP and high S, that I wrote for testing someday. I think it could be optimised into a better anti-MEQ list by going full Sword & Stubber, and replacing the Alpha by a Princeps. I would be more like:

- Infiltrator Princeps, Sword & Stubber, leader 15p
- Infiltrator, Sword & Stubber, Zealot, 14p
- Infiltrator, Sword & Stubber, Scout,14p
- Infiltrator, Sword & Stubber, Combat, 14p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p

99 pts. We could replace the Scout by a Veteran maybe ? It makes for a short-ranged (18") but fast and strong list. Remember there is a Tactic in the new cards for 1 CP that gives +1 to charge distance for all models in this turn. For dealing with E3 let's use tasers:

- Infiltrator Princeps, Taser & Blaster, leader 16p
- Infiltrator, Taser & Blaster, Zealot, 15p
- Infiltrator, Taser & Blaster, Scout,15p
- Infiltrator, Taser & Blaster, Combat, 15p
- Infiltrator, Taser & Blaster, 15p
- Infiltrator, Taser & Blaster, 15p

91 pts. We could arrange it by dropping 1 point somewhere by taking a Sword & Blaster to fit an Alpha Vanguard instead as a leader, that would make us 100 pts sharp. Maybe Veteran instead of Zealot could be better since we don't really need S7 on the charge and the Zealot lvl 1 Tactic is redundant.


Anti-MEQ list:

Spoiler:
- Ranger Alpha, leader, 10p
- Infiltrator Princeps, Sword & Stubber, Zealot, 15p
- Ranger Gunner, Arquebus, Sniper, 15p
- Ranger, Omnispex, Comms, 10p
- Vanguard Gunner, Arc Rifle, 10p
- Vanguard Gunner, Arc Rifle, 10p
- Infiltrator, Sword & Stubber, 14p
- Infiltrator, Sword & Stubber, 14p

98 pts. I played this against Deathwatch yesterday in a Assassinate mission (he had to kill my Leader to win) and it was terribly effective. The Arc Rifles are powerful and basically free, the Infiltrators give you CC presence and force them to save on 6s, and you know why we love the Sniper.


Anti-E3 list:

Spoiler:
- Vanguard Alpha, Leader, 10p
- Infiltrator, Taser & Blaster, Combat 15p
- Ranger Gunner, Arquebus, Sniper, 15p
- Ranger, Omnispex, Comms, 10p
- Vanguard Gunner, Arc Rifle, 10p
- Vanguard, 9p
- Infiltrator, Taser & Blaster, 15p
- Infiltrator, Taser & Blaster, 15p

99 pts. This list could use some adjustements, I believe we can trade the regular Vanguard for another Arc Rifle, that gives us 3 guns that wound on 2s, plus the 3 Infiltrators that wound on 2s too. I'll have to test this.


Oh, fun fact, I won a Take Prisoners mission against Deathwatch a few days ago by popping Litany of the Electromancer on the enemy leader. Don't underestimate this canticle, it's hard to pull off but when you're getting bogged in CC if you're lucky it might clean things up, mortal wounds are really important and this canticle is far more impactful in KT than regular 40k I think.



Oh, you're right i missed that one point.

I kinda agree about the calivers and i wanted to put more arc rifles in but switching the 2 calivers for arc rifles would leave me with quite a lot of unused points. Not enough for another Body tho.

Astra Milit..*blam* Astra Milliwhat, heretic? 
   
Made in us
Quick-fingered Warlord Moderatus






Ah right. I missed that rule about the Omnispex.

I think Calivers are much more worthwhile than Arquebuses. They are overkill, sure. But in a format where you alternate between players, a reliable way to delete your opponent's models before they can be used is huge. It's also why I was thinking of the Infiltrator as my Leader. Allowing your models to shoot or fight out of turn is important. A friend of mine did point out concerns about the Infiltrator not being able to level up though. So maybe the second list is better after all. Throwaway Ruststalker Combat with a Vanguard Alpha Leader.

Spoiler:
Assault Team
Skitarii Vanguard Alpha [11]: Leader Phosphor Blast Pistol, Taser Goad [1]
Ruststalker Princeps [16]: Combat Chordclaw [1], Transonic Razor

Plasma Team 1
Skitarii Vanguard Gunner [13]: Sniper Plasma Caliver [3]
Skitarii Vanguard [10]: Radium Carbine, Omnispex [1]

Plasma Team 2
Skitarii Vanguard Gunner [13]: Plasma Caliver [3]
Skitarii Ranger [10]: Comms Galvanic Rifle, Omnispex [1]

Support Team
Skitarii Vanguard [9]: Radium Carbine
Skitarii Ranger [9]: Galvanic Rifle
Skitarii Ranger [9]: Galvanic Rifle

100 points

This message was edited 3 times. Last update was at 2018/08/09 02:47:57


 
   
Made in us
Regular Dakkanaut




Having a match against Tau tomorrow, good time as any to share my list


++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Skitarii Vanguard Alpha [10pts]: Leader, Radium carbine

+ Specialists +

Infiltrator Princeps [16pts]: Combat
. Flechette Blaster and Taser Goad: Taser goad

Ruststalker Princeps [16pts]: Chordclaw, Transonic blades, Zealot

Skitarii Ranger [10pts]: Comms, Omnispex

+ Non-specialists +

Skitarii Ranger Gunner [15pts]: Transuranic arquebus

Skitarii Ranger Gunner [10pts]: Arc Rifle

Skitarii Vanguard Gunner [10pts]: Arc Rifle

Skitarii Vanguard Gunner [13pts]: Plasma caliver

++ Total: [100pts] ++

Created with BattleScribe

Taking a balanced approach to Ad Mech, on paper at least they seem to do both melee and shooting well. I'll likely move both the Infiltrator and Ruststalker Princeps forward in the scouting phase while the rest of my army provides fire support. Considering giving my Vanguard Alpha Leader an Arc Maul and Phosphor Blast Pistol in place of his Radium Carbine since my guys are likely to get charged often in my meta but I can see an argument for either option. Any thoughts on this or criticism is appreciated.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

What's a good build from just the starter set of Skitarii?

I'm thinking 50/50 mix of Rangers and Vanguard. Rangers are pretty much stock with an Arquebus and a Comms specialist and they hang back while the Vanguard take an Arc Rifle and a Plasma and take up forward positions. Am I on the right track? Would this be a reasonably fun build?

7000+
3500
2000 
   
Made in ca
Dakka Veteran





Canada

Rolling 2 dice on the injury roll greatly improves the chances of taking someone out of action. That said, maybe we're fine with just flesh wounding people.
   
Made in be
Mysterious Techpriest





Belgium

Suzuteo wrote:A friend of mine did point out concerns about the Infiltrator not being able to level up though. So maybe the second list is better after all. Throwaway Ruststalker Combat with a Vanguard Alpha Leader.

What do you mean not able to level up ?

Mr. Funktastic wrote:Having a match against Tau tomorrow, good time as any to share my list

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Skitarii Vanguard Alpha [10pts]: Leader, Radium carbine

+ Specialists +

Infiltrator Princeps [16pts]: Combat
. Flechette Blaster and Taser Goad: Taser goad

Ruststalker Princeps [16pts]: Chordclaw, Transonic blades, Zealot

Skitarii Ranger [10pts]: Comms, Omnispex

+ Non-specialists +

Skitarii Ranger Gunner [15pts]: Transuranic arquebus

Skitarii Ranger Gunner [10pts]: Arc Rifle

Skitarii Vanguard Gunner [10pts]: Arc Rifle

Skitarii Vanguard Gunner [13pts]: Plasma caliver

++ Total: [100pts] ++

Taking a balanced approach to Ad Mech, on paper at least they seem to do both melee and shooting well. I'll likely move both the Infiltrator and Ruststalker Princeps forward in the scouting phase while the rest of my army provides fire support. Considering giving my Vanguard Alpha Leader an Arc Maul and Phosphor Blast Pistol in place of his Radium Carbine since my guys are likely to get charged often in my meta but I can see an argument for either option. Any thoughts on this or criticism is appreciated.

Let us know how your list went, I'm curious as to the Ruststalker's performance. Also be aware of charging from hidden positions as they can still share Overwatch like in regular 40k, or sacrifice a goon to eat all the Overwatch for your Sicarians to charge afterwards.

Weazel wrote:What's a good build from just the starter set of Skitarii?

I'm thinking 50/50 mix of Rangers and Vanguard. Rangers are pretty much stock with an Arquebus and a Comms specialist and they hang back while the Vanguard take an Arc Rifle and a Plasma and take up forward positions. Am I on the right track? Would this be a reasonably fun build?

My take is to use the Vanguards either with their basic weapons, which are already great (3D on 6s to Wound makes for 3 Trauma tests which is great), or as gunner for short ranged weapons, as they're more likely to get charged, having the -1T aura can be a plus. The Arc Rifles are very good, and the Caliver is basically a short-ranged russian roulette Arquebus so it's not bad at all. I think your list is fine.

Sgt.Sunshine wrote:Rolling 2 dice on the injury roll greatly improves the chances of taking someone out of action. That said, maybe we're fine with just flesh wounding people.

The Arquebus does 2D on average, from farther away, with likely more precision, and while being able to deal a mortal wound. The thing plasma has is more shots and a better AP, a better price and is more mobile. Honestly I think they're worth each other, I just didn't try the plasma yet. If I do I won't pick an Arquebus and make the Caliver a Sniper to reroll his 1s to Hit.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Quick-fingered Warlord Moderatus






 Aaranis wrote:
Suzuteo wrote:A friend of mine did point out concerns about the Infiltrator not being able to level up though. So maybe the second list is better after all. Throwaway Ruststalker Combat with a Vanguard Alpha Leader.

What do you mean not able to level up ?

Ah, my friend probably misunderstood the Fire Team rules. Scratch that.

 Aaranis wrote:
Sgt.Sunshine wrote:Rolling 2 dice on the injury roll greatly improves the chances of taking someone out of action. That said, maybe we're fine with just flesh wounding people.

The Arquebus does 2D on average, from farther away, with likely more precision, and while being able to deal a mortal wound. The thing plasma has is more shots and a better AP, a better price and is more mobile. Honestly I think they're worth each other, I just didn't try the plasma yet. If I do I won't pick an Arquebus and make the Caliver a Sniper to reroll his 1s to Hit.

Calivers have an extra shot and the option to go to S8, which threatens T4, which is perhaps the magic number in Kill Team. A Mortal Wound once every six shots (which you shoot one per turn) is not comparable.

For the most part though, your shooting is going to be using the normal profile. Deleting weaker specialists and normal units is more important than trying to gun down their leader because of how punishing morale rules are.

This message was edited 2 times. Last update was at 2018/08/10 18:59:11


 
   
Made in us
Raging Ravener




East Orange

The wording on omnispex leans me towards thinking you can only activate one per turn. Its one of the FAQ questions I sent in.

I can't imagine not running a vanguard alpha or even a vanguard dork up the field with my two princepts no matter what list I run. Crashing in with the alpha and his debuff or letting then enemy assault the alpha and following up with your princepts is a tight move. Im more fond of arquebuses or in general anything that want kill my guys.

Newbie tech for those building from the starter. Your first three gunners should always be vanguard. Identical to rangers with the special weapons except they get that debuff, literally no reason to load up on ranger gunners first.
   
Made in us
Regular Dakkanaut




Game against Tau went well, we played sweep and clear and despite not rolling well on either my injury or armor saves at all, I managed to break him by the end of round 2 by taking 2 of his models out of action and flesh wounding 5 of them.. Even hitting on mostly 5's and 6's Tau can put out an obscene amount of shots, Shroudpsalm is really powerful against them. Infiltrator Princeps unfortunately went down early but I managed to take out his Fire Warrior and Support Turret turn 1 with my Arquebus. Ruststalker did well and engaged a drone and Pathfinder. Only managed to flesh wound both of them though but I was happy with his performance.

Played against Necrons today with the same list, pulled a victory in a Disrupt Supply Lines mission as defender, came down to a round 5 and my guys holding 2 objectives while contesting the 3rd. Infiltrator died early again and the Ruststalker killed an Immortal then went down promptly afterward, he showed out pretty impressive though. Rolled slightly better in my injury rolls this time around but my opponent was making his armor saves like a demon. My Vanguard Alpha even managed to take down an Immortal in melee! Overall good game, Gauss Blasters are scary but Shroudpsalm pulled through again. Don't be afraid to charge your Vanguard if it means tying up a scary shooting unit for a round!

Also had a game against Space Marines though and it was brutal to say the least. Didn't manage to do much to him with my shooting at all and bad rolls and poor positioning led to 3 of my models out of action by turn 2, including my Ruststalker. My Infiltrator actually managed to make it into combat but didn't accomplish much with his Taser Goad even with Conquerer Doctrina Imperative. T4 and 3+ save can't be underestimated especially since my list overall averages about AP -1. Also T3 hurts a lot considering Bolters are S4 although to be fair I couldn't make my armro saves to save my life that game. A Power Sword is definitely the better option against power armor but against factions with 4+ or worse saves I like the Taser Goad a bit more. I might make an Infiltrator with a Power Sword to either replace my Infiltrator Princeps or complement both my Princeps and replace my Arquebus and see how that goes. Space Marines are definitely a challenging matchup for Ad Mech for sure despite our impressive shooting, our low Toughness hurts a lot when even the most basic Space Marine weapon is effective against us. Any tips on handling SM? Plasma spam is a solid idea but I only have 2 Plasma Calivers and can only fit in 1 without dumping something else.

This message was edited 3 times. Last update was at 2018/08/11 15:18:56


 
   
Made in us
Dakka Veteran





Canada

The Canticles, in general, seem quite strong. I definitely forgot about them at some point during list building, but I can see why our kill team maxes out at 11 dudes on the table. Thinking about 11+ models running around with shroud psalm is kinda nuts

   
Made in us
Quick-fingered Warlord Moderatus






Mr. Funktastic wrote:
Also had a game against Space Marines though and it was brutal to say the least. Didn't manage to do much to him with my shooting at all and bad rolls and poor positioning led to 3 of my models out of action by turn 2, including my Ruststalker. My Infiltrator actually managed to make it into combat but didn't accomplish much with his Taser Goad even with Conquerer Doctrina Imperative. T4 and 3+ save can't be underestimated especially since my list overall averages about AP -1. Also T3 hurts a lot considering Bolters are S4 although to be fair I couldn't make my armro saves to save my life that game. A Power Sword is definitely the better option against power armor but against factions with 4+ or worse saves I like the Taser Goad a bit more. I might make an Infiltrator with a Power Sword to either replace my Infiltrator Princeps or complement both my Princeps and replace my Arquebus and see how that goes. Space Marines are definitely a challenging matchup for Ad Mech for sure despite our impressive shooting, our low Toughness hurts a lot when even the most basic Space Marine weapon is effective against us. Any tips on handling SM? Plasma spam is a solid idea but I only have 2 Plasma Calivers and can only fit in 1 without dumping something else.

Two Plasma Calivers is plenty, and I think every list needs to build around two of them. Again, got to have some S8 shooting.

Kill Team isn't a format where you can have significant efficiency from hordes. The low point cap means there's no such thing as a cheap body, which causes minor increases in points have outsized impact. The turn structure and morale penalises being the larger team. And the shift from save bonuses to minus hits disproportionately penalizes poor BS mostly. So flexible, elite armies like SM will be dominant. We're actually in a good middle ground. Shroudpsalm though will put us ontop against superior shooting armies like Tau.

All your melee should be specialized against T4. Indirectly, this also let's you specialize against T3 due to the -1 toughness, as all your T4+ weapons get the 2+ against T2. I take Power Sword and Stubcarbines on my Infiltrator Princep; I don't think I'll use CDI much, actually. Chordclaw and Transonic Blades on my Ruststalker Princep. Taser Goad and Phosphor on my Vanguard Alpha. S6 and -1 toughness is brutal.

This message was edited 2 times. Last update was at 2018/08/13 10:15:17


 
   
Made in us
Regular Dakkanaut




True, I think we're in a solid position. Great shooting, good melee, good durability for T3 at least, and we'll average around 8-9 models. Not quite elite but not quite horde-y. Here's a list I'm thinking about for taking on power armor

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Skitarii Vanguard Alpha [10pts]: Leader, Radium carbine

+ Specialists +

Infiltrator Princeps [15pts]: Stubcarbine and Powersword, Zealot

Sicarian Infiltrator [14pts]: Combat, Stubcarbine and Powersword

Skitarii Ranger [10pts]: Comms, Omnispex

+ Non-specialists +

Skitarii Ranger Gunner [13pts]: Plasma caliver

Skitarii Ranger Gunner [15pts]: Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Plasma caliver

Skitarii Vanguard Gunner [10pts]: Arc Rifle

++ Total: [100pts] ++

Created with BattleScribe

I'll leave open the option to give my Vanguard Alpha an Arc Maul + Phosphor Blast Pistol but considering my SM opponents are mostly at range and don't have any melee threats I'm comfortable with plinking away at 18" with a radium carbine if need be if it keeps my leader safe from rapid fire bolters.

This message was edited 1 time. Last update was at 2018/08/12 19:54:04


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Mr. Funktastic wrote:
True, I think we're in a solid position. Great shooting, good melee, good durability for T3 at least, and we'll average around 8-9 models. Not quite elite but not quite horde-y. Here's a list I'm thinking about for taking on power armor
Spoiler:

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Skitarii Vanguard Alpha [10pts]: Leader, Radium carbine

+ Specialists +

Infiltrator Princeps [15pts]: Stubcarbine and Powersword, Zealot

Sicarian Infiltrator [14pts]: Combat, Stubcarbine and Powersword

Skitarii Ranger [10pts]: Comms, Omnispex

+ Non-specialists +

Skitarii Ranger Gunner [13pts]: Plasma caliver

Skitarii Ranger Gunner [15pts]: Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Plasma caliver

Skitarii Vanguard Gunner [10pts]: Arc Rifle

++ Total: [100pts] ++

Created with BattleScribe


I'll leave open the option to give my Vanguard Alpha an Arc Maul + Phosphor Blast Pistol but considering my SM opponents are mostly at range and don't have any melee threats I'm comfortable with plinking away at 18" with a radium carbine if need be if it keeps my leader safe from rapid fire bolters.


I'm so going to steal this list. Has a good balance of ranged and melee and has plenty of ways of carving through armor saves. Kudos.

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3500
2000 
   
Made in pl
Sister Oh-So Repentia





Ok guys but how do you look about your roosters?

I found out that the roster part is incredible important. You can't prepare allcorner lists in this environment.
All of those lists above could be easily eaten by common list of some army. Hell, even deployment zones and scouting phase can kick them in the nuts.

I sggest (assuming that we aim for competitive and semi-competitive environment) posts all this list with their respective strong and weak sides, and for watch matchup they were prepared for.

We also need to distinguish form Kill teams [100 pts] and roosters [20 models]

Spoiler:

++ Kill Team List (Adeptus Mechanicus) [258pts] ++

+ Configuration +

List Configuration: Matched Play: Command Roster

+ Leaders +

Infiltrator Princeps [15pts]: Leader, Stubcarbine and Powersword

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

Skitarii Vanguard Alpha [10pts]: Leader, Phosphor blast pistol, Power sword

+ Specialists +

Infiltrator Princeps [16pts]: Combat
. Flechette Blaster and Taser Goad: Taser goad

Ruststalker Princeps [16pts]: Chordclaw, Transonic blades, Zealot

Skitarii Ranger Gunner [15pts]: Comms, Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Plasma caliver, Sniper

+ Non-specialists +

Sicarian Infiltrator [15pts]
. Flechette Blaster and Taser Goad: Taser goad

Sicarian Infiltrator [15pts]
. Flechette Blaster and Taser Goad: Taser goad

Sicarian Infiltrator [14pts]: Stubcarbine and Powersword

Sicarian Infiltrator [14pts]: Stubcarbine and Powersword

Sicarian Ruststalker [14pts]: Transonic blades

Sicarian Ruststalker [14pts]: Transonic blades

Skitarii Ranger [10pts]: Omnispex

Skitarii Vanguard [10pts]: Omnispex

Skitarii Vanguard [9pts]

Skitarii Vanguard [9pts]

Skitarii Vanguard Gunner [13pts]: Plasma caliver

Skitarii Vanguard Gunner [13pts]: Plasma caliver

Skitarii Vanguard Gunner [13pts]: Plasma caliver

++ Total: [258pts] ++


Now I'm testing this rooster. Found out that i need sometime have a little break with my love- transarq and put more melee in its place. Missions with small deployments are not good for it, so are ws melee monsters like DG flail.

1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in pl
Regular Dakkanaut




I just bought Sicarians box, purely for Kill Team. How should I build those 5 models?
   
Made in be
Mysterious Techpriest





Belgium

Gnollu wrote:
I just bought Sicarians box, purely for Kill Team. How should I build those 5 models?

Well I've played a game today where I tried a list with 6 Infiltrators and 1 Vanguard Alpha as a Leader. 3 with tasers and 3 with swords, was playing the Recover Intelligence mission, where you score objective points each battle round, against a team full of Skitarii Rangers. I didn't lose a single model and wiped my opponent off the table, while still leading something like 18-3 in points. I'd like to try it more, it was fun to be on the move and seeking the charges like that.

Just to say I still hotly recommend to build Infiltrators instead of Ruststalkers. Infiltrators are MUCH better than their counterparts, because they have:
- a pistol, with a great number of shots;
- a -1 Ld aura, which can help considerably to Break the enemy team and fail Nerve tests;
- less hazardous CC weapons, I mean either you strike at S6 minimum with exploding 6s to Hit, or at S4 with AP-3, you don't rely on 6s to Wound to cripple your opponent

They may have one less attack base but the reasons I stated above should be enough to convince you. How many times did I kill models with my pistols ? More than you'd think. And when in the round 2 of a CC fight it's always tasty to tell your opponent "So now my Infiltrator will shoot 5 times at your dude".

Use Swords when facing T4 and/or MEQ with big armour saves, and Tasers against T3 like Guards and Aeldari. Against Scions or Skitarii having both is nice, as they are a mix between an average Toughness and a good save.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in pl
Regular Dakkanaut




 Aaranis wrote:


Use Swords when facing T4 and/or MEQ with big armour saves, and Tasers against T3 like Guards and Aeldari. Against Scions or Skitarii having both is nice, as they are a mix between an average Toughness and a good save.


So magnetize infiltrators

This message was edited 1 time. Last update was at 2018/08/22 09:27:56


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

I thought about magnetizing but just looking at the tiny, tiny joints on especially their sword hand, I decided it's probably not possible to magnetize them cleanly at least not with 2x1mm magnets.

7000+
3500
2000 
   
Made in pl
Regular Dakkanaut




Yea. I think about gluing power swords on them. I can always choose canticle +1S when I plan to wound some DG
   
Made in be
Fresh-Faced New User




hi I just bought the starter kit and tried to make a list

Im a newbie player

will it be ok?

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader [10pts] +

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists [38pts] +

Skitarii Ranger [10pts]: Comms, Omnispex [1pts]

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [52pts] +

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]

Skitarii Vanguard Alpha [11pts]: Radium pistol, Taser goad [1pts]

++ Total: [100pts] ++
   
Made in us
Fresh-Faced New User




Eriklc wrote:
hi I just bought the starter kit and tried to make a list

Im a newbie player

will it be ok?

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader [10pts] +

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists [38pts] +

Skitarii Ranger [10pts]: Comms, Omnispex [1pts]

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [52pts] +

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]

Skitarii Vanguard Alpha [11pts]: Radium pistol, Taser goad [1pts]

++ Total: [100pts] ++


That was very similar to my first list. I believe I had an Arc Rifle instead of the Vanguard Alpha, and mixed rangers and vanguards for the generics. It was a good way to see how all of the weapons played out on the table. I don't feel like the Alphas do much in melee by themselves, but do well when paired with some Infiltrators/Ruststalkers.


Automatically Appended Next Post:
I am really struggling on when to take the Transuranic Arquebus and when to leave it at home. The last two games I played, I didn't take it and it would have really helped me counter snip my opponent. The two games prior, I did take it and regretted it. I'm sure some of it is the terrain and whether I win the roll for choosing board position.


How are you deciding when to bring it? Are there certain missions that are clear winners and losers for it? Obviously it's not a great win on the Take Prisoners mission.

This message was edited 1 time. Last update was at 2018/08/23 21:07:02


 
   
Made in be
Mysterious Techpriest





Belgium

Eriklc wrote:hi I just bought the starter kit and tried to make a list

Im a newbie player

will it be ok?

++ Kill Team List (Adeptus Mechanicus) [100pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team

+ Leader [10pts] +
Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists [38pts] +
Skitarii Ranger [10pts]: Comms, Omnispex [1pts]
Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]
Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [52pts] +

Skitarii Ranger [9pts]
Skitarii Ranger [9pts]
Skitarii Ranger [9pts]
Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]
Skitarii Vanguard Alpha [11pts]: Radium pistol, Taser goad [1pts]

++ Total: [100pts] ++

Looks like a nice TAC list, you lack in the CC department and the Vanguard Alpha might be better with a simple Radium Carbine. The Carbine is really powerful at KT given the potential to inflict 3D, and volume of fire is powerful in this game, too.

You have basically two options when using an Alpha as Leader: stock gear or pistol + CC. Now what use is the Leader in KT ? Giving additional CPs (really important) and using its Leader Stratagem when engaged in CC with multiple friendly models nearby.

In the first case you want to keep him hidden or at least Obscured to keep him alive, you can give him either stock equipment so as to shoot when the opportunity presents itself, or keep him completely hidden and so give him a pistol and CC weapon to try to defend himself better if he gets engaged (and it looks cooler ).

In the second case you'll obviously want him in CC as well as other squadmates. In that situation you'll probably have built your list with melee in head and you'll have Infiltrators/Ruststalkers because they're made for this, and as they have an additional Wound and more mobility your Leader might as well be a Sicarian Princeps to actually be useful in CC himself (better WS, more Attacks, better S).

So you have to decide what you want to do with your Leader. With your list I would keep the Vanguard Alpha with the Carbine, the additional point cost could be worth it to keep a Ld 7 model in case your Leader falls.

Hope that advice helped !

Kelbesq wrote:I am really struggling on when to take the Transuranic Arquebus and when to leave it at home. The last two games I played, I didn't take it and it would have really helped me counter snip my opponent. The two games prior, I did take it and regretted it. I'm sure some of it is the terrain and whether I win the roll for choosing board position.

How are you deciding when to bring it? Are there certain missions that are clear winners and losers for it? Obviously it's not a great win on the Take Prisoners mission.

You'll want the Arquebus whenever you have to defend, like if you're the defender in Assassinate mission, or in that mission where you must prevent your opponent destroying objectives. Honestly I see few situations where you don't want it, if you see you won't be able do deploy him in a manner where he can have good shooting arcs without moving maybe don't bother, he'll be a burden. Even in Take Prisoners he can be useful to shoot a big mean model before he reaches CC but I believe a Plasma Caliver would be best in this situation.

I play my Arquebus every time along my Commnispex Ranger and I can think of 2 games where he either didn't have good arcs or fumbled completely (and even this it's due to luck). Just that time I played the 6 Infiltrators + 1 Vanguard Alpha list I didn't have him.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Fresh-Faced New User




 Aaranis wrote:

You'll want the Arquebus whenever you have to defend, like if you're the defender in Assassinate mission, or in that mission where you must prevent your opponent destroying objectives. Honestly I see few situations where you don't want it, if you see you won't be able do deploy him in a manner where he can have good shooting arcs without moving maybe don't bother, he'll be a burden. Even in Take Prisoners he can be useful to shoot a big mean model before he reaches CC but I believe a Plasma Caliver would be best in this situation.

I play my Arquebus every time along my Commnispex Ranger and I can think of 2 games where he either didn't have good arcs or fumbled completely (and even this it's due to luck). Just that time I played the 6 Infiltrators + 1 Vanguard Alpha list I didn't have him.


Thanks for the feedback. I thought you had to form your Kill Team before you decided attacker/defender, but then I went back to double check, and I was wrong. That makes a big difference. I did play a round of Recover Intelligence where there was no spot in the deployment zone with any cover (which happens if you use the suggested setup in Core Manual), so you'd want to move turn 1 in that scenario. I might be less inclined to bring the TA in that terrain, especially if there is a high change of getting sniped by my opponent in turn 1.
   
Made in be
Fresh-Faced New User




 Aaranis wrote:
Eriklc wrote:hi I just bought the starter kit and tried to make a list

Im a newbie player

will it be ok?

++ Kill Team List (Adeptus Mechanicus) [100pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team

+ Leader [10pts] +
Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists [38pts] +
Skitarii Ranger [10pts]: Comms, Omnispex [1pts]
Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]
Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [52pts] +

Skitarii Ranger [9pts]
Skitarii Ranger [9pts]
Skitarii Ranger [9pts]
Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]
Skitarii Vanguard Alpha [11pts]: Radium pistol, Taser goad [1pts]

++ Total: [100pts] ++

Looks like a nice TAC list, you lack in the CC department and the Vanguard Alpha might be better with a simple Radium Carbine. The Carbine is really powerful at KT given the potential to inflict 3D, and volume of fire is powerful in this game, too.

You have basically two options when using an Alpha as Leader: stock gear or pistol + CC. Now what use is the Leader in KT ? Giving additional CPs (really important) and using its Leader Stratagem when engaged in CC with multiple friendly models nearby.

In the first case you want to keep him hidden or at least Obscured to keep him alive, you can give him either stock equipment so as to shoot when the opportunity presents itself, or keep him completely hidden and so give him a pistol and CC weapon to try to defend himself better if he gets engaged (and it looks cooler ).

In the second case you'll obviously want him in CC as well as other squadmates. In that situation you'll probably have built your list with melee in head and you'll have Infiltrators/Ruststalkers because they're made for this, and as they have an additional Wound and more mobility your Leader might as well be a Sicarian Princeps to actually be useful in CC himself (better WS, more Attacks, better S).

So you have to decide what you want to do with your Leader. With your list I would keep the Vanguard Alpha with the Carbine, the additional point cost could be worth it to keep a Ld 7 model in case your Leader falls.

Hope that advice helped !

Kelbesq wrote:I am really struggling on when to take the Transuranic Arquebus and when to leave it at home. The last two games I played, I didn't take it and it would have really helped me counter snip my opponent. The two games prior, I did take it and regretted it. I'm sure some of it is the terrain and whether I win the roll for choosing board position.

How are you deciding when to bring it? Are there certain missions that are clear winners and losers for it? Obviously it's not a great win on the Take Prisoners mission.

You'll want the Arquebus whenever you have to defend, like if you're the defender in Assassinate mission, or in that mission where you must prevent your opponent destroying objectives. Honestly I see few situations where you don't want it, if you see you won't be able do deploy him in a manner where he can have good shooting arcs without moving maybe don't bother, he'll be a burden. Even in Take Prisoners he can be useful to shoot a big mean model before he reaches CC but I believe a Plasma Caliver would be best in this situation.

I play my Arquebus every time along my Commnispex Ranger and I can think of 2 games where he either didn't have good arcs or fumbled completely (and even this it's due to luck). Just that time I played the 6 Infiltrators + 1 Vanguard Alpha list I didn't have him.



thx for the advice!

so coming to conclusions: ( as i have only starter set and no CC troops like infiltrators)

this list should do fine and i keep the ranger leader hidden

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader [11pts] +

Skitarii Ranger Alpha [11pts]: Leader, Radium pistol, Taser goad [1pts]

+ Specialists [38pts] +

Skitarii Ranger [10pts]: Comms, Omnispex [1pts]

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [51pts] +

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]

Skitarii Vanguard Alpha [10pts]: Radium carbine

++ Total: [100pts] ++

   
Made in be
Mysterious Techpriest





Belgium

Eriklc wrote:
thx for the advice!

so coming to conclusions: ( as i have only starter set and no CC troops like infiltrators)

this list should do fine and i keep the ranger leader hidden

++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader [11pts] +

Skitarii Ranger Alpha [11pts]: Leader, Radium pistol, Taser goad [1pts]

+ Specialists [38pts] +

Skitarii Ranger [10pts]: Comms, Omnispex [1pts]

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [51pts] +

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]

Skitarii Vanguard Alpha [10pts]: Radium carbine

++ Total: [100pts] ++

Looks great ! Let us know how your first games go. You should seek to play more defensively as you lack serious CC models without Sicarians, and manoeuver your models so as to be always covered by another friendly model. If you get charged and it's your opponent who has the Initiative for the turn, remember you can Fall Back with your models, so as to immediately shoot the engaging enemy model.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
 
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