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2018/08/12 07:45:53
Subject: [Kill Team] Matched Play Tactics - General Thread
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Raging-on-the-Inside Blood Angel Sergeant
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Maybe I should have started a new thread for this, but I give it a go here.
I suggested my meta that we play escalated 150p games with ability to take any level members in your kill team if you just pay the points. Also same goes for non-specialists and you can even hand pick the new abilities you normally would roll in the campaign.
Leveling a specialist was +4p/level and non-specialists were +1p/level. We will definetily give this a go, but atm I feel that a bit of restrictions on how many maxed out KT members you could take..
What do you think, more versatiliy in single matches or too hero hammering?
Edit:
You can actually make a list with correct points and chosen extraa abilities with battlescribe, if you choose campaign command roster.
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This message was edited 2 times. Last update was at 2018/08/12 12:20:26
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2018/08/12 16:26:49
Subject: [Kill Team] Matched Play Tactics - General Thread
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Loyal Necron Lychguard
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BomBomHotdog wrote:I have had 4 matches with Grey Knights and only lost to another Grey Knight kill team. I keep hearing how they are sub-par but I find they are very powerful. Stormbolter with Psybolt ammo on that key target can be clutch. On top of that you can basically just nuke a model every turn and players, from my experience, generally just are not prepared for Psybolt. Their only downside is that they are an elite team so you get fewer models and lower board control versus more hoard teams.
Interesting to hear you say that. With only 5 wounds max, do you not find yourself losing models quickly? 3+ is nice, but Plasma, Hot Shots, Inferno weapons, etc laugh at it.
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2018/08/12 16:33:38
Subject: [Kill Team] Matched Play Tactics - General Thread
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Regular Dakkanaut
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Grey knights are quite strong, offensively. But they are still 5 dudes in power armor, WAY too fragile to be competitive
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2018/08/13 09:07:46
Subject: [Kill Team] Matched Play Tactics - General Thread
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Hoary Long Fang with Lascannon
Finland
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Since there's no general thread, I'll drop this here.
Do you guys think that going first when you're locked in melee (and want to stay there) is a liability rather than an advantage? Say you'd want to stay in melee yet if your opponent goes second and can just fall back and leave your guys sitting in the open. Fall back is one of the dumbest mechanics in 40k and I can't believe they pretty much did the same thing here.
If you're pretty sure your opponent is about to fall back while going second you have to fall back yourself if you want to find cover, leaving your opponent's units fully functional since they didn't fall back. I think there's a glaring design issue here. Maybe an additional D6 movement that cannot end within 1" of enemies if your opponent falls back might be a reasonable fix.
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2018/08/13 10:29:25
Subject: [Kill Team] Matched Play Tactics - General Thread
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Regular Dakkanaut
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Weazel wrote:Since there's no general thread, I'll drop this here.
Do you guys think that going first when you're locked in melee (and want to stay there) is a liability rather than an advantage? Say you'd want to stay in melee yet if your opponent goes second and can just fall back and leave your guys sitting in the open. Fall back is one of the dumbest mechanics in 40k and I can't believe they pretty much did the same thing here.
If you're pretty sure your opponent is about to fall back while going second you have to fall back yourself if you want to find cover, leaving your opponent's units fully functional since they didn't fall back. I think there's a glaring design issue here. Maybe an additional D6 movement that cannot end within 1" of enemies if your opponent falls back might be a reasonable fix.
use your team effectively in this scenario
if you WIN initiative, charge another free model at that model tied in combat ...
he cannot react (no overwatch or retreat) as he is currently in combat
and then also cannot fall back either as you can't fall back same turn you were charged
then, either stay in combat OR fall back with the other guy to repeat this next turn.
Also ... try not to kill someone you are in combat with a pistol !! .. it leaves you right out in the open for any readied opponents .
Jumping down ... seems pretty broken so far, up to 5" of free movement gravity assisted without taking damage...
makes taking grav chutes pretty useless unless your terrain is 6-9" tall in places
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2018/08/13 11:53:44
Subject: [Kill Team] Matched Play Tactics - General Thread
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Implacable Skitarii
Ottawa, Canada
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Does cover still give a +1 to armor saves, or does it just give opponents -1 hit and help with Injury rolls?
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| | Krieg | |
30k: Alpha Legion | | Blackshields |
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2018/08/13 12:04:17
Subject: [Kill Team] Matched Play Tactics - General Thread
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Raging-on-the-Inside Blood Angel Sergeant
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No armour save bonus, only -1 to hit and injury roll bonus.
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2018/08/14 09:19:59
Subject: [Kill Team] Matched Play Tactics - General Thread
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Hissing Hybrid Metamorph
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Hey guys sorry if this has been covered but I can’t see a Drukhari thread anywhere; was wandering what the general consensus for DEldar is. As long as they’re fun to play that’s fine by me, but still interested to see how they do.
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2018/08/16 17:17:54
Subject: [Kill Team] Matched Play Tactics - General Thread
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Water-Caste Negotiator
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Reanimation_Protocol wrote:
Also ... try not to kill someone you are in combat with a pistol !! .. it leaves you right out in the open for any readied opponents .
Yeh, always save your pistol shots for last and if the enemy still has shooters left you might want to just skip it. Automatically Appended Next Post: locarno24 wrote:
Horde forces at close range, rapid fire in the clear, will turn opponents to chopped meat pretty darn fast, but that's getting scarily close to opponents who are far, far better in melee than they are.
I've found this to be very true with lasgun guardsmen. A lot of people see guardsmen as a gunline unit to sit back and shoot and that doesn't work in KT with regular guard. I've been running Scions with specials as my mid range, heavy lifting units and then running guardsmen aggressively close range.
I'll run a couple guardsmen gunners with flamers and 4-6 lasgun guys and cluster them in groups of 3-5 for morale. They run up at close range with flamers and rapid fire. Lasguns hitting on 5's start to actually do something en mass, getting around cover so they hit on 4's even more so. There's also 1 frag grenade in there.
Then depending on the enemy I'll charge them. Charging during movement is big in KT. I don't care if space marine with a plasma gun is probably going to win melee, all I have to do is make it to melee and he's guaranteed a turn of not shooting. And probably 2 turns of not shooting because a single TAC marine doesn't have a good chance to kill even a guardsman in 1 melee attack. Guardsmen melee is very dangerous for a shooting army.
Where that doesn't work is against a force that's actually good in melee, like orks. Then I just run them as sacrifices to let the scions keep shooting longer. The flamer is still good and makes charges dangerous. The rapid fire lasguns will still do a little work. I won't charge them first but even when receiving the charge unless it's a whole pack of them there's a decent chance a few guardsmen will live.
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This message was edited 1 time. Last update was at 2018/08/16 17:26:59
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2018/08/17 08:19:19
Subject: [Kill Team] Matched Play Tactics - General Thread
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Longtime Dakkanaut
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Guardsmen are real good at locking the enemy down. I've won a few games while being massacred because disposable guardsmen stopped the enemy from moving onto objectives.
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2018/08/17 10:45:45
Subject: [Kill Team] Matched Play Tactics - General Thread
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Fresh-Faced New User
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Nightlord1987 wrote:A bit confused about the Scout LV 1 Tactic allowing reroll advances, when their LV 1 ability does the same thing.
The Tactic reads that its a 2 inch move Or re-roll advance, so.. when would you ever need to pay 2CP to re-roll an advance on a scout?
I was wondering the same thing.
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2018/08/22 08:30:53
Subject: Re:[Kill Team] Matched Play Tactics - General Thread
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Mysterious Techpriest
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The Veteran specialist looks good, I played it in the Recover Intelligence mission (the one with the extremely narrow deployment zones) on a Sicarian Infiltrator, and I used its special stratagem to make a normal move before first round, which allowed me to hide at the center objective and get a charge first turn.
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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2018/08/22 15:16:24
Subject: [Kill Team] Matched Play Tactics - General Thread
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Yellin' Yoof
Hive Helsreach
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warpig wrote: Nightlord1987 wrote:A bit confused about the Scout LV 1 Tactic allowing reroll advances, when their LV 1 ability does the same thing.
The Tactic reads that its a 2 inch move Or re-roll advance, so.. when would you ever need to pay 2CP to re-roll an advance on a scout?
I was wondering the same thing.
It's to make it explicitly clear that you cannot both add 2" to the model's move characteristic and re-roll the Advance dice. It's either/or.
In other words, pay 1 CP, increase the Scout's move characteristic by 2", but temporarily lose the Advance re-roll for that turn.
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This message was edited 1 time. Last update was at 2018/08/22 15:17:25
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2018/08/23 03:31:21
Subject: [Kill Team] Matched Play Tactics - General Thread
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Freaky Flayed One
Sydney, Australia
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Zodgrim Dakathug wrote:In other words, pay 1 CP, increase the Scout's move characteristic by 2", but temporarily lose the Advance re-roll for that turn.
I have to disagree with this. The tactic, as written, is bad. It is:
spend CP to do A or B.
But B is already a thing, without spending CP.
As written, you can spend CP to do A, and that has no effect on the fact you can already do B from another source. So there is no restriction stopping you from adding +2 to your speed from the tactic, and rerolling the advance roll from your feature.
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2018/08/23 04:32:45
Subject: [Kill Team] Matched Play Tactics - General Thread
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Yellin' Yoof
Hive Helsreach
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hvg3akaek wrote:Zodgrim Dakathug wrote:In other words, pay 1 CP, increase the Scout's move characteristic by 2", but temporarily lose the Advance re-roll for that turn.
I have to disagree with this. The tactic, as written, is bad. It is:
spend CP to do A or B.
But B is already a thing, without spending CP.
As written, you can spend CP to do A, and that has no effect on the fact you can already do B from another source. So there is no restriction stopping you from adding +2 to your speed from the tactic, and rerolling the advance roll from your feature.
I agree it's poorly written, especially in light of the fact that the Swift ability explicitly grants a reroll.
The reason for my interpretation is that the only way it makes any coherent sense to have the duplicate reference to re-rolls is, IMHO, if GW intends that it's an either/or proposition.
But I agree it's confusing and it'd be something I'd want to agree on with my opponent until such time that GW issues some clarifying guidance, which I think would be appropriate here.
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2018/08/23 06:51:06
Subject: [Kill Team] Matched Play Tactics - General Thread
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Freaky Flayed One
Sydney, Australia
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Zodgrim Dakathug wrote:The reason for my interpretation is that the only way it makes any coherent sense to have the duplicate reference to re-rolls is, IMHO, if GW intends that it's an either/or proposition..
I feel it's more likely that they didn't run a thorough quality control check on it...
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This message was edited 1 time. Last update was at 2018/08/23 06:51:21
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