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![[Post New]](/s/i/i.gif) 2019/08/22 03:07:33
Subject: KT Astra Militarum Spam
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Steadfast Grey Hunter
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Getting ready to jump into a league at my flgs, I know 8x Plasma is more competitive... But has anyone tried this? Any success? I figure it's more stable and not nearly as likely to break as 20 guardsmen, but its 6-11 shots less per turn, as well. I like the tallarn tactic to be able to advance and still shoot, but vostroyan for no long range penalties or valhallan for d3 nerves tests might be better?
Die well, fresh meat, faithful
IG Spam (Warhammer 40,000: Kill Team (2018)) [100pts]
Kill Team List (Astra Militarum) [100pts]
Configuration
List Configuration
Selections: Matched Play: Kill Team
Commander
Lord Commissar [25pts]
Selections: Bolt Pistol
Leadership, dutiful
Leader
Sergeant [5pts]
Selections: Chainsword, Display Voice of Command Orders, Laspistol, Tallarn
Leader Nerves of Steel
Specialists
Guardsman [5pts]
Selections: Tallarn
Sniper Eagle Eye
Guardsman [10pts]
Selections: Tallarn, Vox Caster
Comms Expert
Guardsman [5pts]
Selections: Tallarn
Demolitions Psycho
Non-specialists
Guardsman [5pts] x10
Selections: Tallarn
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This message was edited 1 time. Last update was at 2019/08/22 03:11:58
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![[Post New]](/s/i/i.gif) 2019/08/22 18:50:33
Subject: KT Astra Militarum Spam
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Lord of the Fleet
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What are your going to actually kill enemy models with?
Especially high toughness, high save or both.
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![[Post New]](/s/i/i.gif) 2019/08/22 20:39:50
Subject: KT Astra Militarum Spam
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Steadfast Grey Hunter
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I dont know if anything has 6 toughness at a low enough point total to still allow 3 models in the team. High armor saves, just make them throw them. 1s and 2s will happen, given enough rolls.i could theoretically be in rapid fire range turn one.
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![[Post New]](/s/i/i.gif) 2019/08/23 12:48:32
Subject: KT Astra Militarum Spam
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Regular Dakkanaut
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I always find it difficult to comment on a list without knowing about mission, enemy team and terrain.
For being a decent general purpose list I agree with Scott, your list is missing some models to do some wounds.
While in some missions, you might get away without killing enemy models, in most it is a prerequsite for winning.
Your block of 10 guardsmen will deal out 20 shots hitting on 5s, that's 6.6 Hits. Many opponents have T4+, so thats 2.2 wounds without any AP. That's .73 or 1.1 injury roills on average. As life isn't average an people remember bad thing better than good things you will feel like not doing anything most of the times.
Relatively cheap (6 points) is a Guy with a Sniper rifle being Demo specialist. If (capital if) he hits, he will cause a mortal wound on a 5+, if you spend a CP on a 4+.
A Scion Melter is nice against Deathwatch and multi-wound monsters.
Scion hot shot volley guns are quite universally useful.
Guardsmen with Flamer are not really killers, but their psychological impact is great and they open many tactical possibilities.
But don't believe us. Play your list and see how you fare.
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![[Post New]](/s/i/i.gif) 2019/08/23 14:59:25
Subject: KT Astra Militarum Spam
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Lord of the Fleet
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greytalon666 wrote:I dont know if anything has 6 toughness at a low enough point total to still allow 3 models in the team. High armor saves, just make them throw them. 1s and 2s will happen, given enough rolls.i could theoretically be in rapid fire range turn one.
Do the math, it doesn't work. How many lasgun shots do you need to have a 50% of successfully wounding a marine? If you're at short range with no cover it is 12. Half of your team at short range with no cover and you have a 25% chance of taking a marine out of action. That's terrible. Lets say all 13 of them at short range with cover. You only have a 63% chance of a successful wound and then you need a 5+ to take him out of action. That's 21% from your whole team shooting at short range. Also, how are you taking a commissar in a 100pt team? You may only take commanders in missions that specifically allow you to do so and there are no missions that allow a commander in a 100pt team.
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This message was edited 7 times. Last update was at 2019/08/23 19:51:37
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![[Post New]](/s/i/i.gif) 2019/08/23 16:19:23
Subject: Re:KT Astra Militarum Spam
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Shas'la with Pulse Carbine
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If you're building a take all comers kill team then you should be taking into account:
1) Tough/resistant teams like Death Gaurd and Thousand Sons, where you need some AP and/or Strength to punch through. These are really popular teams and chances are high someone is playing them in your meta.
2) Fast teams like Harlequins and Tyranids, where you need your own combat specialist or flamers to counter them as they will be on you and the objectives by turn 2.
3) Also there's the mirror match, if you're not playing AM plasma spam then somebody else might be.
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I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains |
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![[Post New]](/s/i/i.gif) 2019/08/24 14:25:56
Subject: KT Astra Militarum Spam
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Committed Chaos Cult Marine
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As Scott-S6 has mentioned, you can't take a Commander in non-Commander games. Kill Team is a much more segmented game than full Warhammer 40k. It is one of the reasons I get annoyed when others mention you need all these books to play. Pretty much any expansion has to be agreed upon by both/all players before use save the core rules and for the most part Elites.
Even with Elites, I would double check with your group. Example, my group generally doesn't even make use of Elites for our games still since no one wants to actually buy the book. Elites isn't banned, it is just not considered for our games. Players still sometimes take units for it, we just don't generally use the Tactics, Subfaction Traits, Reserves rules, or have jumped up to 125 points. I can tell you as player that often brings a shooty ork team without the Bad Moons Kultur, they go from bad to garbage.
Commanders and Arena are even further separated. Commanders require an HQ model, that locally, few Kill Team players even have. Arena really does require a radical change to a lot of faction's roster as those games are much different. Not nearly as game changing as Commanders, but I could see someone not being interested in an Arena game if they planned on play Core or Core plus Elites.
The second point already covered by many posts above is that Kill Team is a game that largely revolves around heavy/special weapons. They are much less points that the power they add, and are limited more by the number of models that can have one in a team than the points they cost.
Imperial Guard are one the most affected by this too. I tell all new players always plan on your opponent's models being in cover. First turn is often long range and cover. For regular Guardsmen that's hitting on 6s, wounding on 4/5s, the enemy gets a straight save, followed my an injury roll +5 to remove. Even en masse, that is a lot of success gates to remove the enemy. Let me put it this way, a space marine with a bolter or bolt rifle can have a very hard time killing an enemy is a single go a guardsmen or three with a lasgun is hoping against hope of doing the same. Heck, I have been taking double Ork Rockit Launchas is the hopes that one game I can absolutely splatter an enemy model, and I still haven't killed anything after some 6-8 games each with about 5-6 rounds. So that is some 30 or so attempts with nothing to show. I know they are terrible weapons, I just want to blow something up really good.
Numbers has a certain kind of strength in Kill Team. Mostly for missions that just favor them, but there are just as many that penalize large teams too. Additionally, those 4-5 man factions can generate a lot of firepower to tip the scales very quickly. Imperial Guard are one of those faction that once they start making break tests they are in pretty dire straights. So while think you have a team of 14-16 men, some games it will feel like you only have 7 or 8.
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![[Post New]](/s/i/i.gif) 2019/08/24 14:56:06
Subject: KT Astra Militarum Spam
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Lord of the Fleet
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FYI, Elites doesn't jump you to 125 points, it's still 100pts unless the mission says otherwise. It just added some 125pt missions and a few more 200pt missions.
It also added some missions where commanders were optional (previously commanders were either forbidden or mandatory, depending on the mission).
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This message was edited 1 time. Last update was at 2019/08/24 15:00:45
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