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Made in us
Drop Trooper with Demo Charge




Still in reserve.

So I'm looking at doing vanilla Kill Teams (non-HOR) as I own a number of basic infantry squads from different armies that I've got over the year for painting/modeling fun but want to get some use out of them. Another advantage is that using Forgeworld stuff is now do-able considering I don't really need any models. I've been eyeing the Solar Auxilia for some time now and while it's obvious from their "codex" that they're meant to be played en masse in larger battles, I'd really like to try a kill-team with them.

First, massive disclaimer I know that Kill Teams requires significantly less strategizing given that it's probably the friendliest form of 40k. I just don't want to spend a good chunk of change only to find I'm doing it all wrong and what I've got is total rubbish. I'm trying to avoid being too cheesy which I'm also worried I've already done.

Troop 1 - 150
Lasrifle Section (+100)
-Troop Master (+15) with power weapon (+10)
-Blast charger attachments (+25)

Elites 1 - 50
Auxilia Rapier Battery (+35)
- Laser destroyer array (+15)

I literally had to read twice that a single lasrifle section has 20 dudes in it. Talk about board control on the cheap. What I'm chiefly worried about is how well my troops can handle MEQs and the like (Though lets be real these guys can dish out a pretty silly amount of firepower and 3+ saves can only do so much). I also felt obligated to take a weapon that had actual AP and the laser destroyer array was the only way to do it with such a tight points limit.

The obvious weakness in my list is the lack of variety and hilarious lack of mobility. Assigning specialists is almost completely pointless though it'll be neat to buff up some of the grunts so they can use their blast chargers to greater effect. I'm also iffy about the laser destroyer array; I think I might be better off with the quad mortar because if anything I'd have a harder time dealing with a sizeable mob of 'Ard Boyz or someone shoveling as many Firewarriors as he can onto the board.

So yeah, I'm basically wondering if this is a smart way to go about creating a Solar Auxilia kill team or if it's completely dumb. Also if there are any illegal things I'm doing with the list, I haven't read the section rules too closely but it lseems like they don't require having their platoon command squad equivalent.
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Just to put it bluntly, I find that Killteam games are the most fun when you have a mix of unique units that you can really pull off "epic moments"... and when you flood the field with so many of the same, you may actually get bored with your own army.

Just something to think about... can you play each game differently? (Since they are so short, you'll probably be re-racking and playing more of them, quite often... and sometimes even back-to-back.) Will you get enjoyment out of moving the same guys in the same way, doing the same thing, over and over? Just make sure you understand that it may feel stale, that's all. I've seem people play IG that way and just take as many bodies as they can... and while it may be good (in some missions) they NEVER seem to be having as much fun as the guy who's got a few special weapons, some jump/bike units, a sniper, a vehicle, and some unique models that really couple well with specialist roles.

That aside, it looks like a decent list. I don't know much about what these guys are armed with, but if they are regular guardsman... you're gonna need some punch. Sure the rapier battery is a bit cheesy (quad morter much moreso... especially if you can take it as an elite.. most people have this type of unit in a heavy slot) but if it's fun for you, just use it!

Also, keep in mind that the specialists are what makes killteam really "fun" and "personal"... maybe just try getting a special weapon in there, and experiment with giving them extended range, or ignores cover, or infiltrate! These types of combinations are what I've seen people have the most fun with... they add story and excitement and keep lists from getting stale!

I like the blast charger thing... I dont' know what it is lol but it sounds fun. Especially if it's on a guy that can outflank maybe? Vehicles are a "problem" in Killteam you'll have to deal with... and a rhino or trukk you can't bring down can really harass and lose you the mission.

Power weapons are .. meh.. I guess if you use it to take out someone that will strike at a lower initiative that's good... but most of the time you wont' make it into cc unless you're very mobile and can hide, then spring a trap in your turn to get the charge off. Also, charge first with someoen else, becaues they will eat the overwatch (remember each model is a unit, so they can only target one of them -- the first one to charge in!)

Hope that doesn't seem too negative and hope that it helps ha!

This message was edited 1 time. Last update was at 2016/10/03 13:41:46


 
   
Made in gb
Battleship Captain




The Rapier is....kinda overkill, to be honest.

The biggest tank you can ever face is a chimera. A twin-linked, ordnance lascannon is unnecessary firepower when the target is going to be perfectly susceptible to shatter rounds.

Hell, even the default quad multilaser can kill it.

I like the blast charger thing... I dont' know what it is lol but it sounds fun. Especially if it's on a guy that can outflank maybe? Vehicles are a "problem" in Killteam you'll have to deal with... and a rhino or trukk you can't bring down can really harass and lose you the mission.

Buying blast-chargers provides it to the entire squad. Essentially you have a S6, short range alternate ammo type that costs you next turn's firepower.

With 20 men, and no heavy tanks to face, that's probably all the antitank firepower you need right there.

I'd agree the power weapon for the troop master is so-so. A plasma pistol (if that's an option?) might be a better buy.



Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Drop Trooper with Demo Charge




Still in reserve.

xTHExCLINCHERx wrote:Just to put it bluntly, I find that Killteam games are the most fun when you have a mix of unique units that you can really pull off "epic moments"... and when you flood the field with so many of the same, you may actually get bored with your own army.

Just something to think about... can you play each game differently? (Since they are so short, you'll probably be re-racking and playing more of them, quite often... and sometimes even back-to-back.) Will you get enjoyment out of moving the same guys in the same way, doing the same thing, over and over? Just make sure you understand that it may feel stale, that's all. I've seem people play IG that way and just take as many bodies as they can... and while it may be good (in some missions) they NEVER seem to be having as much fun as the guy who's got a few special weapons, some jump/bike units, a sniper, a vehicle, and some unique models that really couple well with specialist roles.

That aside, it looks like a decent list. I don't know much about what these guys are armed with, but if they are regular guardsman... you're gonna need some punch. Sure the rapier battery is a bit cheesy (quad morter much moreso... especially if you can take it as an elite.. most people have this type of unit in a heavy slot) but if it's fun for you, just use it!

Also, keep in mind that the specialists are what makes killteam really "fun" and "personal"... maybe just try getting a special weapon in there, and experiment with giving them extended range, or ignores cover, or infiltrate! These types of combinations are what I've seen people have the most fun with... they add story and excitement and keep lists from getting stale!

I like the blast charger thing... I dont' know what it is lol but it sounds fun. Especially if it's on a guy that can outflank maybe? Vehicles are a "problem" in Killteam you'll have to deal with... and a rhino or trukk you can't bring down can really harass and lose you the mission.

Power weapons are .. meh.. I guess if you use it to take out someone that will strike at a lower initiative that's good... but most of the time you wont' make it into cc unless you're very mobile and can hide, then spring a trap in your turn to get the charge off. Also, charge first with someoen else, becaues they will eat the overwatch (remember each model is a unit, so they can only target one of them -- the first one to charge in!)

Hope that doesn't seem too negative and hope that it helps ha!


Honestly you bring up a really, really good point. These guys are gonna play incredibly statically, and honestly if I could put more weapon variety in the squad I would but the Solar Auxilia don't get those options (Like 1 flamer/GL for every 5 guys): They just have the blast chargers (Which give them the aforementioned punch they need: It's an 18", S6 AP6 Heavy 1 shot but the trade-off is they spend an entire turn on cool-down. That's why I'm not super pushed about anti vehicle/MEQ because they can pretty much glance stuff to death or wound infantry really easily).

locarno24 wrote:The Rapier is....kinda overkill, to be honest.

The biggest tank you can ever face is a chimera. A twin-linked, ordnance lascannon is unnecessary firepower when the target is going to be perfectly susceptible to shatter rounds.

Hell, even the default quad multilaser can kill it.

With 20 men, and no heavy tanks to face, that's probably all the antitank firepower you need right there.

I'd agree the power weapon for the troop master is so-so. A plasma pistol (if that's an option?) might be a better buy.


Oh yeah for sure; the only problem is it's literally the cheapest variant besides the multilaser (Which I might stick with and save myself 15 sorely needed points). I think they do have a plasma pistol; I know they've got some high Strength good AP equivalent, I'll go ahead and swap the PW with one.
   
 
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