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![[Post New]](/s/i/i.gif) 2015/05/25 16:20:38
Subject: Khorne daemonkin killteam
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Hellacious Havoc
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I just thought about this as i was gonna make a list just now.
Does any of you guys have any thoughts on this?
Im wondering if the bloodtithe still applies, and are there any good ways to make this work.
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![[Post New]](/s/i/i.gif) 2015/05/25 16:42:07
Subject: Khorne daemonkin killteam
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Jealous that Horus is Warmaster
Tampa, Florida
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Blood Tithe relies on either your units or your opponents units being wiped out. Since in KT you each have one unit, it's kind of useless.
Your best bet is to take a mob of autogun cultists and drown them in saves.
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Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike
Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."
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![[Post New]](/s/i/i.gif) 2015/05/25 17:05:09
Subject: Khorne daemonkin killteam
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Hellacious Havoc
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Isnt every model considered its own unit?
That to me means i get a blood tithe point everytime someone dies.
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![[Post New]](/s/i/i.gif) 2015/05/25 17:06:37
Subject: Khorne daemonkin killteam
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Ork Boy Hangin' off a Trukk
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TranSpyre wrote:Blood Tithe relies on either your units or your opponents units being wiped out. Since in KT you each have one unit, it's kind of useless.
Your best bet is to take a mob of autogun cultists and drown them in saves.
Actually, you can have a number of units. Kill Team means every model counts as a single model, which actually works in C Ks favor!
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![[Post New]](/s/i/i.gif) 2015/05/25 18:18:00
Subject: Khorne daemonkin killteam
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Jealous that Horus is Warmaster
Tampa, Florida
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Then Cultist spam is still the way to go.
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Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike
Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."
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![[Post New]](/s/i/i.gif) 2015/05/25 18:25:25
Subject: Khorne daemonkin killteam
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Longtime Dakkanaut
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Since there's no rules saying it doesn't apply, then they apply. However, Kill Team also specifically states that no new models can enter the game - so you can't summon any new models off your blood tithe, but you could still gain a lot of extra rules for your models.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2015/05/26 18:36:56
Subject: Re:Khorne daemonkin killteam
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Devious Space Marine dedicated to Tzeentch
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Where are the rules for kill team?
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40K: | |
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![[Post New]](/s/i/i.gif) 2015/05/27 02:06:24
Subject: Re:Khorne daemonkin killteam
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Regular Dakkanaut
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Hi Hawehu, hi all,
Just making sure, are we talking about GW's official supplement? If so:
We also believe Blood Tithe applies, even in Kill Team settings, as it's your army book's special rule.
We also agree, the Blood Tithe gives bonuses EXCEPT for summoning more units, due to this Kill Team rule:
You’re on Your Own: Extra models cannot be generated during the course of the
game by any means.
However, the biggest benefit of a Khorne Daemonkin army is that you have Units that are explicitly Fearless. This actually makes a huge difference.
Previously, Khorne Daemons from the Chaos Daemons codex had the same rule as all the other Daemons, that they have Daemonic Instability. One of the benefits of Deamonic Instability is they can skip all morale checks. However, in Kill Team, you have a rule called Break Tests; if you lose half your models, each model must take a Leadership check or leave the game. As that is simply a special type of Leadership test, and does not technically count as a morale check, so the old Daemon codex does not benefit. Units actually shown listed Fearless...like Khorne Daemons do now in this Daemonkin book, automatically pass this Leadership test.
In Kill Team, these Break Tests are often what and loses games. The Blood Tithe? It's a nice little gimmick, but it's the Fearless rule that'll win games for you.
Our recommendation is some combination of mainly Flesh Hounds; they're the top units. Cultists are useful just to have fill in the points you have left and their Champion as the Leader so you can hide him away and deny your opponent a VP. Again it's the Fearless that is a bit of a game changer. Remember to use the ample amounts of cover in Kill Team.
https://itunes.apple.com/us/book/warhammer-40-000-kill-team/id775959071?mt=11
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![[Post New]](/s/i/i.gif) 2015/05/27 09:28:14
Subject: Khorne daemonkin killteam
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Battleship Captain
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Agreed. Fearless is very nice for Kill Teams.
Cultists are effective, but daemonkin cultists are expensive-ish (due to the Mark of Khorne).
Every model becomes a seperate unit, so every three cultists you lose is enough to get you Feel No Pain for a turn. Thirty odd autoguns (slightly less if you want heavy stubbers too) with feel no pain will take some shifting.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/05/27 14:59:02
Subject: Khorne daemonkin killteam
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Hellacious Havoc
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Exellent! I had all but forgotten about the break tests.
Feel no pain, perhaps an extra attack, and i cant remember the other boons of the blood tithe right now, seems cool and adds some tactical choices.
Its like waaagh! For chaos.
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![[Post New]](/s/i/i.gif) 2015/05/28 02:16:07
Subject: Khorne daemonkin killteam
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Regular Dakkanaut
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Hawehu@hotmail.com wrote:Exellent! I had all but forgotten about the break tests.
Feel no pain, perhaps an extra attack, and i cant remember the other boons of the blood tithe right now, seems cool and adds some tactical choices.
Its like waaagh! For chaos.
You're totally right about that, too. I didn't mean to downplay that.
And collecting Blood Tithes is indeed much faster in Kill Team. It's a pity we couldn't use it to summon more units, that would have been uber- OP, but the rate you can rack up those Blood Tithe points in this mini-game where every model is a unit is phenomenal and is indeed a stand-out point.
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![[Post New]](/s/i/i.gif) 2015/05/28 11:33:37
Subject: Khorne daemonkin killteam
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Hellacious Havoc
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I would perhaps argue to not take too many cultists, as the blood tithe might rise faster than one could spend it anyways.
Maybe 10 cultists to feed the tithe and bodyshield other models.
Could be a cool thing to run mini squads with two cultists and one MEQ, then charge for the win all at the same time, when fnp is active.
Its just a little sad that i feel melee is a little ineffective as its easy to fire with alot of models at one model, then just continue to the next biggest threat and so on.
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![[Post New]](/s/i/i.gif) 2015/05/28 11:41:37
Subject: Khorne daemonkin killteam
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Battleship Captain
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One other warning - if you plan on using a horde of weak melee units, beware any opponent with frag grenades!
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/05/28 20:59:52
Subject: Khorne daemonkin killteam
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Hellacious Havoc
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I feel like killteam could be so much cooler if you could just pick and choose models from different units without having to take a whole squad.
Like if you could take one khorne berzerker, three csm, 10 cultists, some bloodletters and one chosen, or something.
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