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Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

My FLGS is having a Kill Team event this weekend and I'm pumped about it, but I've never played in one so I don't know what to expect. I play Dark Angels in regualr 40k so I figured I'd stick with them.

For those of you not familiar, in Kill Team you can only take 0-2 Troops 0-1 Fast Attack and 0-1 Elites, no flyers, HQ or Heavy Support.

That being said I was thinking of runing this list:

5 Man Tactical Squad
--Sgt with Melta Bombs, Storm Bolter & Power Weapon
--Marine with Heavy Bolter

5 Man Tactical Squad
--Sgt with combi/flamer
--Marine with Multi-Melta

Sgt with the Storm Bolter and power weapon would be my team leader and make him a sepcialist with "Feel No Pain"

I gave my 1st Sgt the storm bolter and power sword to hopefully close the gap and chase down some annoying models
2nd sgt got the combi flamer to deal with any swarm that might show up
Multi-Melta do take out any heavy infantry/bikes/skimmers
Heavy Bolter to lay down some pain

I havent thought about who I'd want to make my other two specialists - Any suggestions?

What do you guys think? I think it has some flexiblilty

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Made in it
Regular Dakkanaut




I honestly think you will have little to no chances versus some of the best Kill Team lists, but it's not your fault, every kind of SM (except some Terminator-based armies) are at a huge disadvantage in Kill Team. They simply have no chance of defeating 5 Nurgle Spawn, 5 Canoptek Wraiths or 8-10 Warp Spiders....
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

What about taking Ravenwing? 6 Bikes, 2 Plasmaguns. The points limit is 200, right? If you can go to 201, give the Sergeant a Combi-Plasma too. That would do pretty well against Wraiths or Spawn, maybe not the Warp Spiders.

Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points

In Progress: 500 points
Coming Soon:  
   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

hmm, lets go the other route perhaps?

1 Dread with Plasma Cannon, Power Fist and heavy flamer

5 scouts
2 sniper
1 mm
1 bolter
sgt with storm bolter?


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Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

@Mr Economics I did see a ravenwing list and they did fairly well.

I brought a dread with plasma, fist and storm bolter,

5 man tack with sgt with storm bolter, 3 bolters and a plasma gun

I went 2 / 2 - not bad running a fluff list.

What about Going in a Different Direction:

Blood Angels Assault Marines:

8 man assault squad:
Sgt with Power Sword and Combat Shield & melta bomb - feel no pain
1 Marine with Plasma Gun
1 Marine with flamer
5 assault marines

Thoughts?

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Stubborn Dark Angels Veteran Sergeant






What are the pints limit restrictions on each unit?

Black knights would be a good choice for fast attack, they can compete will almost anything them come across.
   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

200 points total, no heavy Support or HQ Units

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Stubborn Dark Angels Veteran Sergeant






Alright, list seems ok, but I don't know about some wargear choices;

Power weapon: for me would be a massive no. Base sergeant only has 1 attack, and running a storm bolter as well won't give him +1 attack. Poor use of 15 points.
Multi-Melta: as your only ranged anti-armour weapon, range 24 could hurt. Its ok vs TEQ bur if you wanted that then I'd go plasma gun/cannon.


. I'd probably go for a list more like this

5 Man Tactical Squad
--Sgt with Combi-Plasma, Melta Bombs/ Storm bolter
--Marine with Missile Launcher

5 Man Tactical Squad
--Sgt with Combi-Plasma, Melta Bombs/ Storm bolter
--Marine with Missile Launcher

The reasons being that missile launchers can deal with a whole range of threats, they do anti-armour (especially where there will be no av 13&14, can insta kill t4 stuff, can still do ok at anti horde with frag missiles).
The missile launchers do leave a weakness to TEQ, so I'd take 2 combi-plas on the sergeants. They can also work against armour in a pinch.
The last 10 points are difficult to spend, the only real options being melta bombs or storm bolter. Choose which one is better for your local opposition.

   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

Thanks Bill, I really like the load outs.

I was on the fence with the MLs but I see your point about being flexible.

I also didnt know that there wouldnt be above AV12 during my last game

In the two games I lost, I got wiped once by Tau (stupid crisis suits) and then 2nd I got my tail handed to me by Warp Spiders but they couldnt take down the Dread.


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Stubborn Dark Angels Veteran Sergeant






No problem.
The ML's will make short work of suits thankfully.

A single dreadnought, whilst perhaps hard to kill at 200 points, might struggle to make its points back. I'd stick with more flexible things.

The real problem of using a DA in such a small points match is that the codex is based around unit synergy. Magic banners, PFG, rad grenade launchers etc all boost the effect of allies. At 200 points there is not enough points to make any combinations, or the required units are in the hq section. On the other hand armies such as tau or eldar have much easier 'go to' powerful single units.



   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

Bill I ended up going with a Dread with a PC and PF and a 5 man squad with a plasma gun and sgt with storm bolter, went 3 for 6 and placed in the middle. Not too bad for a first go at it, I may trip a ravenwing list next time. Saw a CSM player run all bikes and it did fairly well.

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Sergeant Major




Fort Worthless, TX

I think you should go with regular SMs cause I believe their bikes are cheaper. Don't have the codexes on me at the moment. Also, scouts with sniper rifles are a good idea.

The kill team rules I play with make it so each model is its own unit and there are no coherency requirements so I don't know how effective that flamer is. I usually run plasma rifles because they get two AP2 shots at close range and can still take out light armor.

I run my IG with 4 snipers, 10 vets with 2 plasmaguns and an autocannon, and a sentinel with an autocannon. I have a good range of BS 4 shooting, with some anti-tank and anti- MEQ/TEQ. I give my Sentinel Stealth, my Autocannon squads shrouded, and one of my plasma guns armor-bane. But if you don't use the specialist rules then just ignore what I said. Personally I don't think that SM armies are suited for killteams as well as IG, Orks, Tau, and some others.

This message was edited 1 time. Last update was at 2013/08/20 21:51:17


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Made in us
Dark Angels Librarian with Book of Secrets






I ran a full ten marine squad with a meltagun, heavy bolter, and a rhino with two storm bolters and did well. I also used a 6 tyranid warrior list two weeks ago to win our weekly kill team games. If I could go tonight, I was going to use 5 warriors with 5 ripper swarms.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






As a Ravenwing player, I would advise against using them in a Killteam set up.
The reason is, point for point, they are not very efficient as a single unit. RW become good when working together, focusing fire of many units and gaining advantage through mobility and the new banners.

Chaos bikers however are much better than ravenwing in this kind of mission. As a stand alone unit, they are awesome. Simply put. They cost 10 points less than a RAC base (and this come with a vet sergeant upgrade), they also have pistol/cc weapon for an extra attack. Additional bikers are 6 (6!!!!!!!!!) points less than a ravenwing biker, meaning he can pack the table with more bikers. Alternatively he could give them the mark of nurgle. Meaning his bikes are T6 FNP with an extra cc attack for the same price as yours. Normally, the downside to Chaos bikes is that they cannot be taken as troops. But in Killteam this isn't an issue.

I can see Chaos bikers being a force to be reckoned with at 200 points, ravenwing....no.
   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

All Sorts of ideas now! Thanks Guys!

I like the idea of play kill team because it gives you an excuse to paint up something new as well.

I didn't realize the points gap was that large between ravenwing and csm bikers, thanks for the intel.

Tyranids sounds like that would be fun as well. What was your load out on your warriors?

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Stubborn Dark Angels Veteran Sergeant






I've looked into a chaos space marine bike list, this is what I've come up with so far:

2 x Chaos space marine bikers - Mark of Nurgle,
1 x Chaos space marine bikers - Mark of Nurgle, 1 x Plasma gun (Specialist: Tank Hunter)
1 x Chaos space marine bikers - Mark of Nurgle, 1 x Plasma gun (Specialist: Shrouded)
1 x Veteran Sergeant - Mark of Nurgle, power axe, melta bombs, gift of mutation (Specialist: Preferred Enemy, Everything!)

Comes to 200 points exactly
5 models is quite few, but they are T6 3+ with FNP, which counts for a lot.
The veteran sergeant is kitted out in the hope of dealing with tough warlords/ getting quite a few kills so he gains better scores on the after battle results table.

I'm not too sure about the specialist skills, many could be of use.
   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

Bill that sounds pretty gnarly, lots of mobility and the FNP is killer. Just might give me an excuse to paint some heresy era death guard.

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Made in ru
Lone Wolf Sentinel Pilot





Room

5 Man Tactical Squad
--Sgt with Melta Bombs, Storm Bolter & Power Weapon
--Marine with Heavy Bolter

5 Man Tactical Squad
--Sgt with combi/flamer
--Marine with Multi-Melta

There is no targets for melta bombs and multi melta in killteam format.

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Made in gb
Stubborn Dark Angels Veteran Sergeant






 Freakazoitt wrote:
5 Man Tactical Squad
--Sgt with Melta Bombs, Storm Bolter & Power Weapon
--Marine with Heavy Bolter

5 Man Tactical Squad
--Sgt with combi/flamer
--Marine with Multi-Melta

There is no targets for melta bombs and multi melta in killteam format.

How do you figure? There's nothing stopping vehicles in killteams besides the points and FoC limitations.
   
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Shas'ui with Bonding Knife





fareham, hants, uk

7 Plague Marines
- 2 Plasma Guns

=198

I also thought about Nurgle bikers but decided i didn't need 2 plasma as any dread can be krak grenaded after i have driven around to face rear armour.

7 Nurgle Bikers
- 1 Plasma Gun

=197

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
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Lone Wolf Sentinel Pilot





Room

How do you figure? There's nothing stopping vehicles in killteams besides the points and FoC limitations.

In killteam models with armor value not allowed

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Made in gb
Stubborn Dark Angels Veteran Sergeant






 Freakazoitt wrote:
How do you figure? There's nothing stopping vehicles in killteams besides the points and FoC limitations.

In killteam models with armor value not allowed

http://www.games-workshop.com/gws/content/article.jsp?aId=26200004a
These are the rules for Kill Team I am referring to, found on the GW website. Have a look at the pdf.
There are many sections in it which detail the use of vehicles.

Can you show me where it says they are not allowed?
   
Made in pt
Stalwart Space Marine




Cardiff

One can bring vehicles as long they fit in the afforded slots (troops, elites and Fast) or as long that they are dedicated transports(like the Rhino).

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Made in gb
Stubborn Dark Angels Veteran Sergeant






 GarretAsh wrote:
One can bring vehicles as long they fit in the afforded slots (troops, elites and Fast) or as long that they are dedicated transports(like the Rhino).

Yeah, this.
This still allows a lot of options, such as ork nobs with a battle wagon for example. However IMO almost all vehicles will struggle to make their points back if they can only target 1 model per turn.
   
Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

At the last games day, where i played my 5 Man and a Dread, the Games Day Staff sadi that the rules had been updated to No Flyers and No vehicles with AV over 12

Which in my opinion makes it a lot more like an actual Kill Team.

So yes, the multi melta can play, but a plasmagunner with Tank Hunter is also just as effective now.

This message was edited 1 time. Last update was at 2013/08/30 13:31:22


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Made in us
Jinking Ravenwing Land Speeder Pilot





Pittsburgh PA, USA

So I unexpectedly got some more Kill team Games in. It was a tournament, but there were 4 of us and we thought why not.

I took the same 5 man and Dread combo, as I left the assault squad i was working on at home, and went 2 and 2 again.

Warp Spiders are officialy a pain in the ass with only 6 models, right next two 3 crisis suits and 6 drones. Thats just not fair, well, more realistically my team just inst that viable.

Saving grace was that everyone else agreed that mine look the most like an actual kill team. I'll take what I can get.

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Stubborn Dark Angels Veteran Sergeant






I was wrong about vehicles earlier - in kill team any weapon can split its fire between targets, which makes them a little more viable.

However I still don't see vehicles being the best choice. The more points you spend on 1 model, the less models you have, so the close you are to the 50% break point. Also tank hunter and preferred enemy on special weapons may make short work of it, not to mention that a crew stunned result shuts down half your force for a turn. I would try a game or two without the dreadnought.

For DA I would have to stick with 2 5 man tac squads. The only Alternative I would consider would be 5 tac marines and 3 black knights.

I was thinking for orks I would just take 30 boys, or 55 gretchen.
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Which would be slaughtered by 9 warriors with Sarbarite, blaster and splinter cannon in a raider with splinter racks and nightshields. I tried this and it is BRUTAL. 3/5 games I practically won first turn and the other two where won by turn 3 at the best. It has the firepower and the range to be a threat to anything. It can hide behind terrain against a missile launcher, then jump out and focus him down. Then it has the range and speed to totally ignore most armies and pick them off at leisure. Total horde control.

Or more fun...just take 6 reavers with cluster caltrops and a blaster and kill half his army first turn in the movement phase!

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






 ALEXisAWESOME wrote:
Which would be slaughtered by 9 warriors with Sarbarite, blaster and splinter cannon in a raider with splinter racks and nightshields. I tried this and it is BRUTAL. 3/5 games I practically won first turn and the other two where won by turn 3 at the best. It has the firepower and the range to be a threat to anything. It can hide behind terrain against a missile launcher, then jump out and focus him down. Then it has the range and speed to totally ignore most armies and pick them off at leisure. Total horde control.

Or more fun...just take 6 reavers with cluster caltrops and a blaster and kill half his army first turn in the movement phase!

As with most DE units, it hits hard but it's still paper. Sure you may hide behind cover sometimes, but one missile, or a few glancing str 4 hits, and you lose most your force in one go.

I'm not saying a raider is bad choice. But I don't believe you could say an av10 vehicle would win all the time when most basic guns are a threat to it., especially with specialist USR's like armourbane, tank hunter and preferred enemy being put on anti vehicle models.
   
 
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