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Made in ru
Virulent Space Marine dedicated to Nurgle





I've started kill team campaign with my friends.
We use GW official kill team rules.
Table (48x48) usualy has a lot of ruins (we use GW's kits) 2-3 pieces of quite high ruins on each quarter, pluse occasional forest or craters.

Before we started we tried several rosters, I personaly tried following:
Spoiler:
Skitarii
5 x Vanguard 55 (arc maul 20, refractor field 5)
5 x Rangers 65
1 x Balistarii 55
Total: 200
Necrons:
5 x Deathmark 90
5 x Tomb blade 90 (2 x Particle beamer 2, 5 x Shieldvanes 10, 5 x Nebuloscope 10)
Total: 200


Both lists proved to be very competitive agains space marines (scouts with 5 space marines), necrons being natural counter to scouts and skitarii just outshooting them.
But Eldar were the hard nut to crack. My necrons won with 1 deathmark surviving, but only because 3 remaining models of eldar failed their break test in a single turn.

Given the density of LoS blocking terrain the run-shoot-run tactics of scatterbikes is nigh unstoppable. And my friend used "friendly" list with mere Swooping Hawks supplementing the scatterbikes.

Somehow I got persuaded to avoid using both skitarii and necrons in the ongoing campaign. And while I can easily fathom the strategy against other participants (orks and blood angels), thinking about eldar match up makes my brain bleed.
So I need some crowdfunding here.

Available armies are... well, all of them, except necrons and skitarii being banned.
Eldar MOST probably will bring 6 warp spiders and 3 scatter bikes, but may be another combo to squeeze more bikes.

My ideas are following:
Imperial Guard (Astra Militarium): - current favorite
Spoiler:
10 Veterans 60
+Forward Sentries 10
+Heavy Bolter 10 (Stealth)
+3 Sniper Rifle 6
10 Veterans 60 (Rending on a lasgun guy)
+Forward Sentries 10
+Autocanon 10 (Master-crafted)
+2 Sniper Rifle 4
3 Ratlings 30
= 200 (23 wounds)

Heavy weapon teams each sit in cover on their respective table half, HB closer and AC farther from likely eldar deployment.
Ratlings and snipers are evenly split on the table to further improve area denial.
Lasgun guys are waiting for couple of turns while shooting thins the eldars, then run towars the objectives.
The problem is missions like №4 but I see no other solution rather than turtle up in terrain and try to outshoot the space elves.
Also I don't have ratling and they are hard to find in local stores.


Genestealer Cult:
Spoiler:

Genestealer Cult
The Faithful Throng 110
The Favoured Disciples 85
=195 (28 wounds)

This was my first idea, because it gives the chance to play new miniatures.
Two S9AP2 shots, Two S6 shots, plentora of wounds, plus 12 fearless hth combatants which need to be dealt with.
But 24'' range on mining lasers, grenade launchers and autoguns might allow eldars to shot 1 or 2 turns without any retaliation.
And even with cover saves 6 warp spiders and 3 scatterbikes are going to kill around half a dozen models per turn of shooting.
If only these guys had infliltration without fielding the full formation.


Tyranids (yes, I know they are weak, but I am desperate, okay?)
Spoiler:

Hive Guard 55 (Fearless to ignore IB)
Tyranid Shrike Brood 90 (One with Deathspitter 5) (Stealth, Leader and Rending/Fleshbane)
Hormagants 50
=200 (22 Wounds)

The idea is to put hive guard behind a wall as close as possible to eldars, pressing the assault with other minions.
With a bit of luck Gants can cover up to 15'' in first turn and draw fire to themselves.
Shrikes are aiming to land in cover, hoping not to die from dangerous terrain tests.
But the list is overall weak in my opinion. May be two hive guards and several genestealers can do better?
But second hive guard will be suffering from IB... If only GW did something to make tyranids more viable.


CSM
Spoiler:

CSM:
22 Cultists 98 (Two Heavy Stubbers 10, 18 Autoguns 18, Shotgun 2) (Rending and Poison on stubbers)
2 Nurgle Spawns 72
=200 (28 wounds)

Spawns provide solid distraction while cultists march into shooting range.
But damn warp spiders hit on initiative... so may be switch spawns and some cultists for slaanesh bikers?
Overall seems weak.


So, can dakkadakka come up with better eldar counter?
Looking forward to read your thoughts.
   
Made in us
Regular Dakkanaut





You might have some success using Taus Jump-Shoot-Jump to counter the scat bikes, Either use Crisis teams or Stealth suits, each have their pros and cons.. Smart Missile Systems (Ignores cover and doesn't need Line of Sight) will be clutch and you can take one per firewarrior squad. I would run:
5Firewarriors:SMS Turret 55
5Firewarriors:SMS Turret 55
3Stealth Suits 90

Comes out to 200 on the dot, all suits can infiltrate, already have stealth/shrouded, and can JSJ, sure they are outranged by scat bikes but their profile is much, much smaller so they can JSJ out of LOS very easily allowing you to snipe things without the risk of dying (don't roll snake eyes on your Jump!)
   
Made in ru
!!Goffik Rocker!!






Running scatbikes in killteam is a dick move to begin with.
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

necrons and skitarii are banned but NOT eldar? Who made up that rule? Frack them and bring Necrons anyway. Use Wraiths to counter warp spiders and tomb blades to counter jetbikes.

Seriously... jetbikes AND warp spiders? He's literally using two of the best units in the game. And yet they have the audacity to say you can't use Necrons?

This message was edited 1 time. Last update was at 2016/04/07 19:45:29


6000+
2500
2000
2000
 
   
Made in ru
Virulent Space Marine dedicated to Nurgle





What do you guys think about 8 screamers? They can dive from cover to cover, making attacks on turbo boosts.
Gonna test tommorow along with ig veterans i listed.

Tau idea seems solid as well, gonna give it a shot.
   
Made in gb
Regular Dakkanaut




 koooaei wrote:
Running scatbikes in killteam is a dick move to begin with.


As an Eldar player I agree.

How do you play the swooping hawk grenade packs in kill team? Does each guy through out a blast template?
   
Made in ru
Virulent Space Marine dedicated to Nurgle





So i used the following list:

Spoiler:
Player: Fan67
Faction: Astra Militarum
FOC: Kill Team

Troops 1:
Veterans 60
+Forward Sentries 10
+Heavy Weapon Team (Autocannon) 10
+3 Sniper Rifles 6

Elites 1:
Militarum Tempestus Platoon:
Militarum Tempestus Scions 70
+2 Volley Guns 20
+2 Scions 24

Total: 200

Leader Model: Militarum Tempestus Tempestor
Specialists:
Volley Gun #1 - Weapon - Ignore Cover
Volley Gun #2 - Indomitable - Fearless
Heavy Weapon Team - Guerilla - Preffered Enemy

Picture of miniatures (my artist painted some extra heavy weapon teams and snipers to make my initial list viable as well):
Spoiler:


The Fearless specialist was mistake.
Fearless would be better on leader if he rolled for specialist trait. Effectively 6'' fearless bubble.
I never got to Break Tests in my games, so for future tests I'll switch to infiltration. 24'' valley gun requires careful placement to be meaningful threat.
In 3 games both valley guns didn't kill a single model.

I played 3 games;

vs Space Marines (6 sternguards, one with combi-plasma, on Razorback)
vs Dark Eldar (4 Mandrakes, 8 scourges with 4 lances)
vs Space Marines (5 scounts with cloaks and sniper rifles, 2 land speeders)

Space marines conviniently used Iron Hands chapter tactics, despite using Dark Angels and Blood Angels models.

First game was relatively easy.(Secure High Ground Mission - 1 VP for each non-vehicle model on the hill in the middle of the table)
Marine player didn't start in razoback, trying to utilize his superior range (30'' stern guard ammunition), or so he thought. But my sniper rifles just killed 1 marine per turn.
Autocannon uselessly tried to kill razorback, but IWND healed all the damage i had done.
One common veteran notoriously slain two marines in two turn with lasgun rapid fire.

Second game vs dark eldars was very strange. Mission was Supply Drop (6 counters, roll d6 when you score one, for 1-5 it is discarded, for 6 it is the One counter worth 3 vp at the end of the game)
We set up so we couldn't hit each other and withdrawn from checking counters (because last one will be the One, and chances to find empty ones leaving enemy with the right one in his deployment are high).
Game lasted like 20 minutes.
Mandrakes maneured carefully to stay out of sight and managed to pick one veteran to claim First Blood, then hid in the ruins out of sight. I was forced to open counters while my opponend did nothing.
Opened 4 of them with no luck and lost the game. At least this was a quick one.

Third game was Head Hunt (1 vp for specialist kill, 3 vp for leader kill).
I claimed first blood with the first shot of my sniper killing scout specialist in 3+ cover with 6++ FNP.
This probably led to my demise. I rushed towards the rest of the scouts, but will little luck. 4 Rounds of shooting did nothing, while his speeders killed one of my specialist and several other models.
At the turn 5 we were tied, and I tried a gamble: Scion with Ignore Cover Valley Gun moved to the window in ruins and shot into the leader of the enemy. Two shots, 3+ to hit, 4+ to wound, AP3, ignore cover.
This would give me 3VP. But my warrior missed both shots.
I tied scouts in HtH to reduce the chances of my specialist dying, but one of the speeders with one assault cannon left managed to kill my valley gunner.

So overall my list was quite alright, but lack of kill team gaming experieance and overconfidence costed me two games.

Next time I will try Genestealer cult.

And for the P.S. that's how my opponent deployed one of his scouts
Spoiler:


This message was edited 1 time. Last update was at 2016/04/26 12:30:14


 
   
Made in us
Slashing Veteran Sword Bretheren






I dont know much about killteam, I'm just glad I read through this long enough to get to the P.S. image. That scout is hilarious.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Krazed Killa Kan






State of Jefferson

Scout deployment pretty funny. I'd say ok you can deploy him like that, but no cover save for being in ruin. Hes like a Rainbow6 rappeller.
   
Made in us
Perfect Shot Dark Angels Predator Pilot






awesome looking mini's by the way.

fun write up, theres always a special spot in my heart for kill team
   
Made in ru
Virulent Space Marine dedicated to Nurgle





This weeked we have next round of Kill Team.
This time that eldar guy will bring eldars for sure.

Unfortunately I will be testing this list:

Genestealer Cult:
Spoiler:
Genestealer Cult
The Faithful Throng 110
The Favoured Disciples 85
=195 (28 wounds)


This was my first idea, because it gives the chance to play new miniatures.
Two S9AP2 shots, Two S6 shots, plentora of wounds, plus 12 fearless hth combatants which need to be dealt with.
But 24'' range on mining lasers, grenade launchers and autoguns might allow eldars to shot 1 or 2 turns without any retaliation.
And even with cover saves 6 warp spiders and 3 scatterbikes are going to kill around half a dozen models per turn of shooting.
If only these guys had infliltration without fielding the full formation.

What do you guys think about my chances versus Warp Spiders and Windriders?
I am going to invest in Relentless Mining Laser (was thinking about FNP for CC guy, but it really makes little difference vs scatter lasers).
Second specialist - infilatrate the fearless disciple.
Third specialist - probably tank hunting on grenade launcher.
Fearless leader gives a little edge after break tests start, but overall I don't feel very confident.

My models arrived just today (big pic in spoiler):
Spoiler:

   
Made in gb
Battleship Captain




Massed infantry is one of the best options for kill-team.

28 dudes is impressive for a kill-team game, especially with some being fearless and T4.

You can assume that each bike will kill a guy every turn, but unless he's a split fire specialist, each bike can only manage one kill. It's often surprising to people who haven't played much kill team how hard it is to take down a mob. I used a full cultist unit as a kill team (35 guys with autoguns and heavy stubbers) and it was a nightmare for people to face because of the sheer number of warm bodies.






Termagants expended for the Hive Mind: ~2835
 
   
Made in ru
Virulent Space Marine dedicated to Nurgle





locarno24 wrote:
Massed infantry is one of the best options for kill-team.
28 dudes is impressive for a kill-team game, especially with some being fearless and T4.
You can assume that each bike will kill a guy every turn, but unless he's a split fire specialist, each bike can only manage one kill. It's often surprising to people who haven't played much kill team how hard it is to take down a mob. I used a full cultist unit as a kill team (35 guys with autoguns and heavy stubbers) and it was a nightmare for people to face because of the sheer number of warm bodies.


True, but 3 windriders and 6 warp spiders are virtually unkillable in the first 2 turns, and will be able to snipe my long range weapons with eldar dishonored shoot-hide-shoot-hide strategy.
My hope is to spread fearless guys and autogunners thin across the 48x48 battlefield, so at least half of them can charge eldars.

Let's not forget there are missions like alone in the dark, where with bad luck I can be even outnumbered in first turns.

35 cultists are sweet. If only hiwire specialist wasn't a melee upgrade.
I faced such list recently. I was playing Inquisition: 1 chimera, 11 heavy bolter servitors and a jokaero. I landslided the cultists, even tho they were Khorne Daemonkin ones and could destroy chimera on charge.
   
 
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