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With Kill Team getting released for 7E what are you planning on using ?
Spoiler:
Paimon's Adepta Sororitas Seraphim x9
- double hand flamers w/ split fire
- double Inferno Pistols w/ infiltrate
- Seraphim Superior w/ plasma pistol, Crusader
Eldar Disco Inferno[ - Fire Dragons x9
Infiltrate, Ignores Cover, Shred[/list]
Space Marine Road Warriors - Bike Squad - Sgt w/plasma pistol & melta bombs, 2 w/ Grav Guns, 4 regular, 1 attack Bike
Infiltrate, FNP, Fleshbane
One of the Grav Gun Bikers gets Fleshbane, for 3 shots that wound on 2+
Radcheck's Roughnecks - Scout Squad - Sgt, 1 w/ Heavy Bolter (relentless), 5 regular
- Scout Squad - Sgt, 1 w/ Heavy Bolter (FNP), 5 regular
Deploy nothing during regular deployment, deploy 12-18" away after regular deployment, then make 6" scout move, for the entire force
Otto Weston's Dark Eldar 4 Kabalite Warriors
Sybarite
Venom
5 Kabalite Warriors
Venom
Farseer Anath'lan's Adepta Sororitas 6x Seraphim, 2 with hand flamers Sniper & Poison
5x Celestians, 2x meltaguns Preferred Enemy
Chaos Cultists 19 Cultists with 2 heavy heavy stubbers
19 Cultists with 2 heavy heavy stubbers
Also, if you haven't seen it yet, Kommissar Waaaghrick wrote a great article about Kill Team using the 6E Kill Team rules after 7E dropped. A few things might have changed since then, but it's still a good read
Kill Team Guidelines
Spoiler:
200 points, chosen from a single codex or codex supplement
0-2 Troops
0-1 Elites
0-1 Fast Attack
• A Kill Team must include at least 4 non-vehicle models. One of these models must be your Leader and three must be Specialists.
• A Kill Team cannot include any models with more than 3 Wounds or Hull Points on their profile, Flyers, or any models with a 2+ Armour Save.
• A Kill Team cannot include any vehicles with a combined Armour Value of more than 33.
This message was edited 7 times. Last update was at 2016/09/10 14:59:22
Brother Sergeant Valen (Leader)
1x Death Company Marine armed with a bolt gun, power fist, power armor, jump pack, frag & krak Grenades
Specialist 1 - Instant Death USR skill
1x Death Company Marine armed with a bolt pistol, power weapon (axe or sword most likely), power armor, jump pack, frag & krak Grenades
5x Death Company Marines armed with a bolt pistols, chainswords, power armor, jump packs, frag & krak Grenades
(other Specialists will come from here, with different skills determined once I figure out what else I like)
All models are fearless (no break tests), relentless, jump infantry (so good mobility + possible HoW attacks), with rage, feel no pain, and a withering number of attacks on the charge.
I'm looking forward to trying it out.
Take it easy for now.
-Red__Thirst-
You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.
8 corsairs, jetpacks on all.
Felarch with power sword
One model with flamer
One with blaster
Two lasblaster
One splinter rifle
One shrunken catapult
And one with dual brace of pistols (2 shrunken and 2 splinter pistols)
It will be under points, but I pay the extra for heavy mesh armor. No reason jetpacks should grant the armor bonus PLUS changing the type to jetpack infantry for the exact same price as the bonus to armor...
With each model carrying plasma grenades and defensive grenades and one flamer I should be able to take down pretty much anything out there!
This message was edited 1 time. Last update was at 2016/09/02 04:14:59
3 Flamers of Tzeentch
3 Nurglings
7 Seekers of Slaanesh / 3 Screamers of Tzeentch
or
3 Flamers
5 Screamers / 3 Plague Drones
or
3 Flamers
10 Daemonettes
5 Furies
or
10 Daemonettes of Slaanesh
6 Fleshhounds of Khorne
Not too many valid options for Daemons I'd say... Especialy the large troops are very expensive, limiting the Elites and FA options. The Killteams should be fairly straightforward. Interested to see what others come up with.
Cilithan
This message was edited 6 times. Last update was at 2016/09/02 11:44:19
Fiery the angels fell; deep thunder rolled around their shores; burning with the fires of Orc.
Here are the Kill Teams I've been working out, using mainly models I already have either built or on sprue waiting to be built. I am waiting to see what (if any) changes have been made to the Specialist rules in the new version of Kill Team before figuring out what rules to give to whom.
Deathwatch
Spoiler:
2 Veterans with Boltguns
1 Veteran with Deathwatch Shotgun
1 Veteran with Stalker Boltgun
1 Veteran with Infernus Heavy Bolter *
1 Vanguard with Lightning Claw
1 Biker w/ Melta Bombs
* With lower overall armour values on vehicles and less high-Toughness models, I see the Infernus being better for Kill Team than the Frag Cannon due to the longer range and higher rate of fire of the Heavy Bolter part, and the AP4 on the Heavy Flamer being better for burning anything other than MEQ out of cover, plus it is 5 points cheaper. I have Vengeance rounds and the Lightning Claw for dealing with 3+ Armour if necessary.
My main worry with these guys is how to deal with horde type Kill Teams - such as the Guardsman Platoon and Gretchin spam or Cultist spam variations.
The glut of special rules these guys carry will hopefull make them an interesting force to play. Their 3++ Save should make them pretty survivable, while the Flaming Projectiles rule should help weed out enemies in cover. Slow and Purposeful means I can move and fire the Heavy Bolter to full effect, and anything short of 3+ Armour will be useless against it's AP4 Flaming Projectiles.
I see the Stormboyz surging forward to get in the face of the opposing force right away, with the Stormboy Nob singling out any vehicles to tear apart up close. Then the Boyz come behind, along with the Gretching, to overwhelm the survivors in a tide of Mean Green.
This one I see working a bit differently than the one above, with the Kommandoz starting closer to the enemy and harassing them from cover, while the Stormboyz zip around and help where needed .The Gretchin can hold objectives or provide additional support.
Harlequins
Spoiler:
1 Troupe Master w/ Shuriken Pistol & Close Combat Weapon
1 Player w/ Shuriken Pistol & Harlequin's Embrace
3 Players w/ Shuriken Pistols & Close Combat Weapons
2 Skyweavers w/ Shuriken Cannons & Star Bolas
This one is going to be rather fragile, but hopefully their Flip Belts will allow me to make good use of cover. The Skyweavers, withe their Shuriken Cannons and Star Bolas, should be able to deal with any vehicles by at least Glancing them to death, and also provide highly mobile support for the rest of the team.
The following three Kill Teams are based off of characters and warbands from my old Inquisitor games with my wife and our friend. Since Inquisitors aren't allowed in Kill Team (being HQ), the Interrogators (as played by Ministorum Priests) represent younger versions of the Inquisitors they will become later on in life (i.e. when we played with them in the Inquisitor game.) The warbands have been padded out a bit with additional characters and vehicles to form full-sized Kill Teams, but still retain a lot of the flavor they had in the Inquisitor game. They may not have quite the most optimal loadouts on everything, but due to the connection with my previous gaming, they are still pretty cool to me.
* Always remember to exchange an Acolyte's Close Combat Weapon when buying Rapid Fire guns like Bolters, Plasma Guns, etc. That way, they have the option of shooting the pistol and then Assaulting if the want to. (For the purposes of additional movement, getting into combat so they can't be shot at, etc). It doesn't come up often, but having the option when you need it can be really useful.
** This thing is a nasty piece of work in Kill Team. 3 S6 AP4 shots and 2 S5 AP5 shots on a mobile platform with decent armour and a small transport capacity is nothing to be sneezed at!
One thing I love about Acolytes with Plasma Pistols is that since you can replace "one weapon" with the Plasma Pistol, you can choose it to be their Close Combat Weapon, leaving them with the Laspistol and instantly granting them the Gunslinger special rule, allowing them to fire both Pistols. The fact that they can do this, and then also Assault and gain the +1 Bonus for two Close Combat Weapons (because each Pistol counts as one) means they have a decent potential damage output each Turn, making them a danger even to multi-would models.
Ordo Malleus
Spoiler:
Interrogator Donavan Zaphyr (Ministorum Priest) w/ Bolt Pistol & Power Maul
Daemonhost of Khorne
Daemonhost of Nurgle
Daemonhost of Tzeentch
Daemonhost of Slaanesh
4 Soulbound Operatives (Acolytes) w/ Storm Bolters
2 Soulbound Operatives (Acolytes) w/ Meltaguns
1 Soulbound Operative (Acolyte) w/ Plasma Gun
Granted, this is only with the understanding that it has to be 200 points or less with no Heavy Support. Apart from that, I'm not sure what other guidelines I'd have to adhere to (vehicles, HQ, etc.). If I knew more about it I might be able to make a proper list.
This message was edited 1 time. Last update was at 2016/09/02 15:58:51
The lists I may consider using, if it is a 200 point limit:
Harlequins:
Troupe with Crescendo and Caress on TM, 2 Troupers with Embraces, 1 Trouper with Kiss, 1 Trouper with Neuro Disruptor
Death Jester with Haywire Grenades
Orks (Vietnam Themed):
Kommandos with Power Klaw nob and 2x Big Shootas
3x double-rokkit deffcoptas, 1 with Bigbomm ("Agent Green")
Orks (Speed Freek Themed):
Warbiker mob with Klaw Nob
Warbuggy with big shoota, Scorcha, deffcopta with rokkit
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
• A Kill Team must include at least 4 non-vehicle models. One of these models must be your Leader and three must be Specialists.
• A Kill Team cannot include any models with more than 3 Wounds or Hull Points on their profile, Flyers, or any models with a 2+ Armour Save.
• A Kill Team cannot include any vehicles with a combined Armour Value of more than 33.
1- Was there something about Beasts not being allowed to be Leader/Specialists? "You cannot nominate your Leader, nor can you choose a model with the Beast unit type or Swarm special rule to be a Specialist."
2- Did they ever clarify whether Necron Quantum Shielding would contribute to the 33 AV or not? (because if it does, looks like they get zero vehicles available to them for Kill Teams)
This message was edited 2 times. Last update was at 2016/09/02 21:32:58
Dominion Squad:
Superior w/ pistol and bolter (Leader, maybe)
Flamer
Flamer
Stormbolter
Stormbolter
Sororitas Rhino
Battle Sisters Squad:
Superior w/ pistol and bolter
Bolter
Bolter
Flamer
Multi-melta
The plan would be to put poison and sniper on the two Dominion flamers, allowing them to put the hurt on higher toughness models, drive them up inside the rhino and drop them relatively close to the enemy to give them a sporting chance at getting in range. The remaining 3 doms stay inside the rhino, shooting a combined 6 bolter shots at targets in maximum range, depending in how AoFs work they can hopefully ignore cover at some point in the game. Considering maybe swapping the load out of one storm sister with the superior, then I'd have one more bolter running around without needing to keep the superior inside to confer the act of faith, or the superior starts slogging after doing it, whatever.
The other squad footslogs it, flames at opportunity, scatters, tries to take objectives, etc. The multi-melta, though. She gets whatever mobility gimmick I can give her that maximizes her initial placement. If I can infiltrate or scout I'll want to use her to lay a hurt on the opponent's vehicle or heavy-hitter, or else bully them around; if not, I'll settle for relentless and hope for a miracle.
I built up a rhino using vindicator parts for the occasion, I'm looking forward to it.
Here is my inquisition kill team code name: Barrel of Monkeys
5x Jokaero
1x Priest (modelled in a safari hat and shorts)
Comes out to 200 on the dot.
The goal is to use the Jokaero flexible weapon systems to take on whatever shows up. Grot revloshun got you down? Not with 5 Heavy Flamers. Tanks being a problem? Not with 5 multi melta or lascannon shots.
The goal is to stay away from your enemy as best you can and thin them out with long range weapons and then burn em with heavy flamers if they get close. The main weakness is low T and only a 5++ as well as being super weak in cc so you will want to play keep away for the first few turns at least. However, the whole team does have a inv save so you are slightly less dependant on needing cover to survive.
The Priest can act as a cc shield if need be as he is a little better in cc and don't forget War Hymns. The ability to get a 4++ re-rollable save in cc will make him ok at tar pitting deadly enemies allowing the monkeys some time to reposition if need be. He can also use War Hymns to get the smash rule allowing him to use his cc weapon in a slightly more threatening manner then a pointed stick.
Add specialization to taste and your in for a good time
There isn't a lot of "horde" kill team from what I see here.
Neither a lot of vehicles.
My Inquisitorial kill team,based on my mini, would be:
2 Death Cult Assassins 30
1 acolytes with plasma guns and carapace armour 36
2 acolyte with flamer and carapace armours 18
3 acolytes with stormbolters and carapace armour s 33
1 acolyte leader, power armour et stormbolter 17
1 acolyte with bolter 5
1 chimera with two heavy bolters, psybolt ammo : 60
= 199
Specialists: one DCA with preferred enemy, one with shred, and the plasma acolyte with tank hunter.
I think arcoflagellants are better in kill team, especially with the USR, but I don't have any.
I choose a chimera rather than a razorback for the fire points and front armor 12. I think it will be very difficult to pass through in Kill Team.
This leaves 30 points of upgrades. You either get Death's Heads for an assault 2 poisoned attack, Rot Proboscis for Poison 3+, or a Plagueridden plus a greater reward for most likely a balesword. This unit is bonkers because they all have shrouded, and three wounds, and with a toughness of 5 its almost like they will live forever. Hammer of Wrath and Touch of Rust will give a chance at rotting/sliming away any vehicles the opponent brings. Also, these putrid fly boys will not get scared and run away, as in this kill team book daemons have fearless, and fearless units do not take break checks.
The only issue is how difficult it is to give unique personalities to the daemons. Possibly work on what sort of life these poor souls lived before nurgle's rot turned them into plaguebearers? The kits for these guys do not really have much customization.
This message was edited 1 time. Last update was at 2016/09/03 13:02:03
casvalremdeikun wrote: My Kill Team is going to be 5x Deathwatch with Stalker Boltguns in a Rhino. Simple as that. Give the Specialists Eagle Eye for added range.
3x Warriors, 1 w/ BS, 2 w/ DS, 11 devilgaunts
BS leader
DS spec - Haywire in melee
DS spec - PE Terma spec - Shred VS 1+ wound models
Favoured Disciples + Faithful throng
Autogun leader
ML spec - Relentless
ML spec - MC Disciple spec - Hatred
Faithful Throng + 3x Purestrain Princelings
Gene leader
Gene spec - Shred
ML spec - Relentless
ML spec - MC
Got all the Nid ones painted and ready to go. Interestingly, since Instinctive behaviour is not cancelled out in KT, gaunts still suffer it - meaning you need synapse if you plan on running termas. However, hormas ignore the 1-3 "eat each other" result in a squad of one, and only have to charge and can't run if they fail, which isn't so bad. So those 40 hormagaunt KTs are good to go!
This message was edited 1 time. Last update was at 2016/09/03 18:08:21
casvalremdeikun wrote: My Kill Team is going to be 5x Deathwatch with Stalker Boltguns in a Rhino. Simple as that. Give the Specialists Eagle Eye for added range.
Your plan for vehicles is?
Krak Grenades I guess. I could bring them down to three Stalker Boltguns and give them a TL Assault Cannon Razorback instead.
Technically, since each Marine is a separate unit, I could lay down a Barrage of Grenades each turn.
This message was edited 1 time. Last update was at 2016/09/03 20:53:45