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Made in us
Crazed Cultist of Khorne




So at my club we just started a Kill Teams Campaign using the unnoficial kill team rules from Heralds of Ruin. For the campaign, everyone was given 250 points which they could spend on one leader, a certain number of specialists, and core infantry. For my list, I came up with five guardians, four warp spiders, a warp spider exarch, one dire avenger, one shadow weaver + crew, two rangers, and specific upgrades for all of them (the most important being a reroll for the warp spider jump which decreases their chances of dying in the warp jump from 1/6 to 1/36). For my first two games I absolutely wrecked. The combination of the spiders plus the cannon dominated horde Adeptus Arbites (think riot IG), and Tau fire warriors plus suits). I'm afraid that people in the campaign will start building their lists towards countering me, so I need to be prepared for anything. In the tournament, there are many different armies: Grey Knights, Dark Eldar, IG, three Tau players, Vanilla Marines, and Adeptus Arbites. If you were one of those armies, what UNITS (not full lists) would you use to defeat me?

Please note that armies carry over from game to game, so the first list you build is the basis for the rest of your games, therefore, no list can be fully tailored.


Automatically Appended Next Post:
My strategy would basically revolve around flanking with the spiders (possibly capturing objectives too), creating fire lanes with the rangers plus the shadow weaver, and finally using my guardians and DA to hide in nearby buildings, waiting for any units to come close so that they could blast them with their BS4 rending shots. All the while utilizing the eldar run moves to pop out, shoot the enemy to pieces, then pop back into cover.

This message was edited 1 time. Last update was at 2014/06/13 13:09:43


 
   
Made in us
Crazed Cultist of Khorne




Anything?
   
Made in us
Lord Commander in a Plush Chair






How is your group handling the artillery rules? if every model is a separate unit, you have no one to shoot the shadow weaver(also it should immediately die).

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Regular Dakkanaut





I don't know the Heralds of Ruin Kill Team rules all that well, so some of this may be off-base.

Your list has a lot of good shooting at close range (the guardians, warp spiders, dire avenger), alongside a single artillery piece and two rangers for longer ranged firepower. The short-ranged models are pretty fast, with at least battle focus and fleet for them, whereas your longer ranged stuff needs to sit around to be useful. I might be worried about teams that can either outshoot you from range or get into CC with you quickly. If they can neutralize your three long range threats and play keep-away with longer-range guns, you'll be in trouble.

Grey Knights. Stuff like Interceptors will probably be the biggest threats against you, cause they have good mobility, shooting, and CC ability, so they can get into CC with your guys and easily stomp them with power weapons (if they have halberds, they even go first against everything but your Exarch), or just shoot psycannons at your artillery and play keep-away. Their Terminators are as usual pretty slow, so you can easily put enough rending shots into them to make them sad. They do have longer-range shooting that wounds more easily, esp. if they went for psyammo.

Dark Eldar. They are sad that their poison weapons only wound you on 4+. They are even more glass cannon-y than you. Beware of stuff like Hellions, Scourges, or Reavers getting into you and beating you up/bladevaning you.

Space Army (it's cool because it's in SPAAACE). Totally have no idea. ROUGH RIDERS?! Probably not, but hey, fast dudes that can get into melee.

Tau. Anything with Smart Missiles (Missilesides) will make your Guardians very dead. Burst Cannons for volume of fire from Crisis or Stealth Suits may also be nasty for you. They're still getting avg. 2 hits from each cannon, wounding on 2+, that's getting a lot of wounds.

Spess Mehrens. Probably Bikes or Assault Marines. As before, Marines have longer standoff ranges than you do except for your artillery, and if they can get the artillery with fast assault units, you're in a heap of trouble. You at least have rending for bikes, but jinking will make things tough.

Hope some of that helps!
   
Made in us
Power-Hungry Cultist of Tzeentch




Beale AFB, CA

With my Crons, I would rock some destroyers and immortals. Probably a Harbinger of the storm with a Lightning Field to make things spicy.
My CSM would bring 4 plasma guns and one heavy bolter with rending.

The worst part about 40k is that my models don't hug me back. 
   
 
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