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Made in gb
Ultramarine Librarian with Freaky Familiar





Working on a Deathwatch Kill Team, and I'm going to add a minimum sized Tactical squad to fill up my Battleforged Troops slot. My question is what to arm them with? I was planning on sticking them in a Razorback (variable weapons). My goal is to make sure that every model in the Kill Team can move at least 18" a turn, so I'm against a meltacide unit.

So, I was thinking of taking a special weapon on one guy, and giving the Sergeant a combi-weapon of the same type and some kind of special CCW, just to minimize on the amount of regular bolters in the squad. Would a heavy weapon be better? Or what special should I field?


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Depends. What are you expecting to fight?

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Made in gb
Ultramarine Librarian with Freaky Familiar





Pretty much anything. Orks/Tau/Chaos?


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Made in us
Stubborn Dark Angels Veteran Sergeant





plasma gun is always a nice option, so is a flamer.

melta gun is also a close quarter combat option that has a good use against anything.

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Made in us
Death-Dealing Devastator




Washington

I think it's a good idea to go with the Special and supporting Combi weapon on the sergeant as well. As for what kind exactly, I think it basically comes down to whatever suits your personal tastes. Lately, I'm really digging Grav guns - only downside to them I feel is their short range, but if you plan on keeping your guys moving and in a Rhino, you can help negate this issue.

IMO and in past experiences, I find that the Plasma gun is a great weapon to take if you're not entirely sure what you'll be up against or if you just need some supporting fire on your squad. It's great against tough infantry, it can also support a hail of bolter fire against lighter infantry, and in a pinch it can be used against light vehicles as well.

However, I've never played Killteam and I don't often run MSU Tac squads, so I'm speaking mostly from a perspective of running ten man squads ( without heavy weapons as well. )
   
Made in hk
Regular Dakkanaut







Hey, Sgt. Smudge, thanks for considering Kill Team. Before we go further, are you using the official Kill Team supplement? The following feedback is based on that ruleset.

I'll tell you my honest feelings, but you might not like it, especially considering you're partly doing this just to fill out Battleforged army requirements. In KT, my recommendation is: More Marines (maybe in a Rhino).

It's to do with the dynamics of KT. Due to the restrictions of what you can take, the Bolter and Krak Grenades that Marines come with are good enough. Marines are getting cheaper (points cost-wise) and more valuable (due to freebies like Chapter Tactics), making any wargear seem too expensive in comparison; it's a key issue when you only have 200 points. Then when you actually get models on the table for a KT game, you'll notice how much cover there is for them to use, because you only have 200 points on a table slightly smaller than what you use for 1500 points, so a lot of AP is wasted on cover. Flamers, in my experience, never seem to hit as much in KT as they do in a regular game because there's no unit coherency; but it's pretty cheap so if you got points leftover, go for that. The wargear that can pay off is a Meltagun on a Stealth Specialist: Infiltrate or sometimes a Heavy Bolter Specialist: Ignore Cover or Haywire. More Marines, however, always seem to give you more shots, more survivability, a larger margin for error/bad luck, and just generally more tactical options. A Tactical Marine is aptly named; he's very tactical just the way he is, at his points cost.

The same principle applies to the Razorback IMHO. It's probably better to take a Rhino, maybe add a Storm Bolter on it, then take more Marines.

And please keep in mind you can take other things in KT. Scouts, Bikers, real good. So you can take the MSU with minimal frills, then make up the rest with Scouts and Bikers, etc. On that note, one of my Nemeses is an Infiltrating Marine Biker with a Meltagun, I hate that guy, it's like he's cheating.

Tip for facing Ork, Tau, Chaos: please note in KT, there's a Break Test when a KT reaches half-numbers; roll Ld or the unit flees. Loyalist Marines' ATSKNF allows re-rolls for that. I mention it in case your opponents forget, you can kindly remind them.

TL;DR - the best loadout for a Marine is more Battle Brothers to fight alongside IMHO.

This message was edited 1 time. Last update was at 2015/01/26 14:26:48


   
Made in us
Dark Angels Librarian with Book of Secrets






Really depends on who you're fighting, but Flamers and Plasma are always nice. However, I strongly recommend a Combi-Melta on the Sergeant. I always take it, and you never know when you'll be in a position to surprise your opponent and wreck his vehicle.

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Been Around the Block




I have found how the Plasma televisions firearm is a superb tool to adopt discover totally positive what you will end up up against or if you only need several assisting fireplace on your squad.

   
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Rampaging Carnifex





Fredericksburg, Virginia

gasdg wrote:
I have found how the Plasma televisions firearm is a superb tool to adopt discover totally positive what you will end up up against or if you only need several assisting fireplace on your squad.


Plasma televisions... fireplace... wut?

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Made in gb
Ultramarine Librarian with Freaky Familiar





 Kommissar Waaaghrick wrote:
Hey, Sgt. Smudge, thanks for considering Kill Team. Before we go further, are you using the official Kill Team supplement? The following feedback is based on that ruleset.

I'll tell you my honest feelings, but you might not like it, especially considering you're partly doing this just to fill out Battleforged army requirements. In KT, my recommendation is: More Marines (maybe in a Rhino).

It's to do with the dynamics of KT. Due to the restrictions of what you can take, the Bolter and Krak Grenades that Marines come with are good enough. Marines are getting cheaper (points cost-wise) and more valuable (due to freebies like Chapter Tactics), making any wargear seem too expensive in comparison; it's a key issue when you only have 200 points. Then when you actually get models on the table for a KT game, you'll notice how much cover there is for them to use, because you only have 200 points on a table slightly smaller than what you use for 1500 points, so a lot of AP is wasted on cover. Flamers, in my experience, never seem to hit as much in KT as they do in a regular game because there's no unit coherency; but it's pretty cheap so if you got points leftover, go for that. The wargear that can pay off is a Meltagun on a Stealth Specialist: Infiltrate or sometimes a Heavy Bolter Specialist: Ignore Cover or Haywire. More Marines, however, always seem to give you more shots, more survivability, a larger margin for error/bad luck, and just generally more tactical options. A Tactical Marine is aptly named; he's very tactical just the way he is, at his points cost.

The same principle applies to the Razorback IMHO. It's probably better to take a Rhino, maybe add a Storm Bolter on it, then take more Marines.

And please keep in mind you can take other things in KT. Scouts, Bikers, real good. So you can take the MSU with minimal frills, then make up the rest with Scouts and Bikers, etc. On that note, one of my Nemeses is an Infiltrating Marine Biker with a Meltagun, I hate that guy, it's like he's cheating.

Tip for facing Ork, Tau, Chaos: please note in KT, there's a Break Test when a KT reaches half-numbers; roll Ld or the unit flees. Loyalist Marines' ATSKNF allows re-rolls for that. I mention it in case your opponents forget, you can kindly remind them.

TL;DR - the best loadout for a Marine is more Battle Brothers to fight alongside IMHO.


Okay, thank you for the message, it really will come in handy when I next decide to play Kill Team (the game system)
But I was referring to the Ordo Xenos Deathwatch term of calling squads "Kill Teams". Terribly sorry about the miscommunication there, but thanks nonetheless for the reply!


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Made in us
Dark Angels Librarian with Book of Secrets






gasdg wrote:
I have found how the Plasma televisions firearm is a superb tool to adopt discover totally positive what you will end up up against or if you only need several assisting fireplace on your squad.


Typing on your phone?

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Thanks for your submission but please stick to the topic.

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Strike Cruiser Vladislav Volkov

Attach a Techmarine to the squad for an extra combi-weapon and a free servo-arm.

   
Made in gb
Ultramarine Librarian with Freaky Familiar





 j31c3n wrote:
Attach a Techmarine to the squad for an extra combi-weapon and a free servo-arm.


Can't really do that, I'm afraid.

So, does the consensus seem to be for plasmaguns?


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Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Ah, well for either kill team in that case I vote plasma. My meta has all kinds of opponents and I love the flexibility and range.

 
   
Made in ru
!!Goffik Rocker!!






Zimko wrote:
gasdg wrote:
I have found how the Plasma televisions firearm is a superb tool to adopt discover totally positive what you will end up up against or if you only need several assisting fireplace on your squad.


Plasma televisions... fireplace... wut?

Spoiler:

   
Made in au
Horrific Howling Banshee





Missile lauchers are good for instant killing tyranid warriors, which are very common in my meta.

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