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Made in us
Stealthy Space Wolves Scout



Louisville, Ky

FLGS is running a killteam this weekend with only 200 points (i feel like that is incredibly low)

but I want to go, have fun and break into the local 40K crowd well.
However, I am having trouble finding faith in any list I have currently built.

I am in the middle of picking up and running a 10skyclaws (despite their bad WS/BS) with flamer and MOTW
or 10 GH with 2 PG
and a Lone Wolf

or even a 2 man squad with termie rune priest and a Lone wolf with WC/SS

Any tips or tricks you might give or advice?

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

Adeptus_lupus instagram for BR
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Made in us
Sure Space Wolves Land Raider Pilot





how about a rune priest, 6 grey hunters, and a standard

i think your screwed

This message was edited 1 time. Last update was at 2013/10/28 09:10:01


 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

10 man with lone wolf would be a good bet, pretty well rounded. I'd go for the fun aspect though, like a quad autocannon dread and min squad of grey hunters or a land speeder typhoon just to lay down some hurt.

too bad you're not doing tau, i'd be all over five piranha although i bet they'd try and argue against the specialist choices that way but it would be fun.

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Certainly 10 GH and a Lone Wolf. They are by far your best option imo.

Warlord: Lone wolf - Terminator armour, Power axe, Storm bolter (45pts)

Grey Hunters x10, 1x melta gun, 1x plasmagun (free) (155 pts)

This is how I would run it. Gives you one of the toughest warlords you can get in Kill teams, as well as 2 special weapons with some of the best infantry in the game.

   
Made in us
Focused Dark Angels Land Raider Pilot




West Chester, PA

Here's my SW Kill Team. Fluffy and effective!


Lone Wolf – Fleshbane
-w/ Mark of the Wulfen

Thunderwolf Cavalry - Hatred

Grey Hunters
-GH w/ Power Weapon
-GH w/ Plasma Gun
-GH w/ Mark of Wulfen - Shred
-GH w/ Bolter
-GH w/ Bolter

4000
2000  
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

I think the current GW kill team rules prevent you from taking any HQs or 2+ saves or vehicles with more than 33 total armour.

Land speeders with shrouding are good.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Moosatronic Warrior wrote:
I think the current GW kill team rules prevent you from taking any HQs or 2+ saves or vehicles with more than 33 total armour.

Land speeders with shrouding are good.

There is no such rules in the pdf posted on the GW website. House rules at individual stores might be added however.
The standard layout is up to 1 Elite, 2 troops and 1 fast attack. No rules for vehicles except no flyers.

This doesn't matter here however, as a lone wolf is an elite choice.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I just recently played my first killteam and lost 2 out of 5 games due to T4 Opp having FNP (Necrons Wraiths and MEQs). Only reason 2 different players beat me (ORKs). Next one in a few weeks I'm bringing 11 Tankbustas for Str 8 Instant death FNP denial.

I'd take the 2 specials as Meltas instead of Plas. Also, I lost both those games to Ld test 7. Take a Wolf Guard for better Ld I you can. 8 is not all that better than 7 . . . even though every other number is afraid of 7. Know why?

Fighting crime in a future time! 
   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

 PipeAlley wrote:
I just recently played my first killteam and lost 2 out of 5 games due to T4 Opp having FNP (Necrons Wraiths and MEQs). Only reason 2 different players beat me (ORKs). Next one in a few weeks I'm bringing 11 Tankbustas for Str 8 Instant death FNP denial.

I'd take the 2 specials as Meltas instead of Plas. Also, I lost both those games to Ld test 7. Take a Wolf Guard for better Ld I you can. 8 is not all that better than 7 . . . even though every other number is afraid of 7. Know why?


seven ate nine!

Its looking like I will be rolling the LW with 10GH

here is my set up tho

LW 20
termie 25
WC 5

50

super abuse the FNP and termie armor save as well as the re-roll wounds or hits (my choice at the start of combat) and if I run into anything with toughness of 5+ or monstrous creatures get to Re roll both hits/wounds

GH x10 150
Flamer free
Plasma free

it isnt the best set up but the sit and shoot set up should work well, skrimping for points made the flamer choice easy (and it might work well for the CQB i am sure to be put in, as well as auto hitting on snap shots incase they do move or overwatch.

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

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Made in gb
Deranged Necron Destroyer



UK, Midlands

 Big Blind Bill wrote:
Moosatronic Warrior wrote:
I think the current GW kill team rules prevent you from taking any HQs or 2+ saves or vehicles with more than 33 total armour.

Land speeders with shrouding are good.

There is no such rules in the pdf posted on the GW website. House rules at individual stores might be added however.
The standard layout is up to 1 Elite, 2 troops and 1 fast attack. No rules for vehicles except no flyers.

This doesn't matter here however, as a lone wolf is an elite choice.


You need to re-check those rules. They are exactly as I have stated. You also cant take models with more than 2 wounds. Lone wolves are fine so long as you dont give them terminator armour, so your kill team is illegal Whitescar.
   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

Thanks for the heads up, I will do some quick math in the morning when I get up and try to re-roll my Lone Wolf to a good set up.

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

Adeptus_lupus instagram for BR
Ave Imperator 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Moosatronic Warrior wrote:
 Big Blind Bill wrote:
Moosatronic Warrior wrote:
I think the current GW kill team rules prevent you from taking any HQs or 2+ saves or vehicles with more than 33 total armour.

Land speeders with shrouding are good.

There is no such rules in the pdf posted on the GW website. House rules at individual stores might be added however.
The standard layout is up to 1 Elite, 2 troops and 1 fast attack. No rules for vehicles except no flyers.

This doesn't matter here however, as a lone wolf is an elite choice.


You need to re-check those rules. They are exactly as I have stated. You also cant take models with more than 2 wounds. Lone wolves are fine so long as you dont give them terminator armour, so your kill team is illegal Whitescar.

Ok you are right. GW put a new PDF out mid September, before this 2+ saves were fine.
Wish they would organize their stuff and take old PDFs down though. Both of them are available on the GW website, having them both called kill team 2013 makes it even worse.
   
Made in de
Been Around the Block




Two Builds i run in Killteam are:

Wolfscouts:

Wolfsscout-Rudel
5 Wolfsscouts
- 5 x Sniperrifel
- 4 x Bolter
- 1 x Heavy Bolter (Weapon Expert)
- 1 x Plasma-Pistol(Free Specialist)
- - - 110 Points

Land Speeder
1 Landspeeder (Ignore Cover)
- 1 x H Bolter
- 1 x Typhoon Misslelauncher
- - - 90 Points

And:

Lone Wolf (Prefered Enemy)
- 2 x Plasma-Pistol
- MotW
- - 65 Points

5 GH
- Plasmagun (Ignore Cover)
- Powerweapon
+ - Rhino
- - - 135 Points


Both Builds have their advantages

The Scoutlist can sit back the first round sniping and if the scouts move they can Bolter the Enemy (Plaspistol for Leadersniping) and got good anti-horde Power

[We had 2 Player with a all Cultist List and only 2 Players managed to force break tests]

And the Lone Wolf is cool if you can roll on the Leader rewards [Had a Ws 6 Bs 5 T 5 Lone Wolf with 3 HP Fleet and Stealth, he was a pain to kill and could snipe 2 Models a round with his Plaspistols or Smash them with MotW in Close combat]


Shouldnt use the German version of Troops and Weapons :/

This message was edited 2 times. Last update was at 2013/10/29 14:53:44


 
   
Made in hk
Regular Dakkanaut







Hi guys, we've been running a lot of Kill Team games at my FLGS using the Warhammer World rules:

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3460063a_Kill_Team_Rules_Pack_2013.4.pdf

Yes, as above, it was updated just last month. No 2+ saves, no more than 2 wounds, and no 33+ total AV vehicles.

(I did use the MEQ 2x twin-autocannon Dreadnought before the update. It was so OP even I agree it should be disqualified.)

---

I was playing around with your 10 GH w/ 2 PG and a Lone Wolf. That seems particularly competitive and still very fun.

The only thing I would suggest is what's in the rules: you MUST assign 3 guys to be Specialists.

Specialists each have a USR, but no repeats. Here's what our local meta likes a lot (for your Bolter boys):

ARMOURBANE - vehicles can be a pain, this removes that pain

TANK HUNTER - as extra insurance against vehicles

FLESHBANE or FNP - also popular

---

If you really want to put your eggs in 1 basket, put the USRs on your Plasma Gunners:

IGNORE COVER - don't have that AP2 wasted on Cover

MASTER CRAFTED - don't waste that AP2 by missing

---

Or something with the Lone Wolf, he's got 2 Wounds and 5 WS:

SMASH - yes, he can become AP2 and halve his attacks for double damage

FLEET - to get him into close combat faster

---

My personal feel? Spread some USR to your Bolter boys. Now instead of 2 Plasma Gunners to worry about, now he these other guys to sweat over as well.

   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Sounds like your mates are using the official Kill Team Event Pack for 2013. 200 points with 0-1 Elite, 0-2 Troop and 0-1 Fast Attack as the Force Org is the way it was run.

How you want to run your Kill Team is very individual. Depending on the mission, a large variety of units that aren't great in regular W40K can do well, especially with the right Specialist (you get up to 3 models that are Specialist that get a USR chosen from a list in the Event Pack). Your Leader (ain't no Warlords here! Just a model you designate the boss) and what abilities he has also changes things. Also, all your models operate independently, including Fenrisian Wolves chosen as wargear, so certain upgrades (such as Wolf Standards) don't actually function very well.

I'd suggest you have fun with it and really look hard at what USR you can pick for your 3 Specialists, and what exactly they do. Especially since YOU pick these. I'd also look hard at what Leader upgrades you might get (as those ones are random).

Also, you don't get 0-3 USR. You get 0-3 specialists. So no, you can't have one model with Hit & Run AND Rampage AND Blind or anything like that. One Specialist, one USR.

Edit: Kommissar Waaaghrick posted newer rules than I did, but those ones also say you get 0-3 individual models as specialist and each specialist gets one USR.

This message was edited 2 times. Last update was at 2013/10/29 22:27:35


   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

so I have never played or looked through Kill team before, i thought it was just a normal 40K game with tight point limits.


do the spcial rules of my units follow those units into Kill Team or are they wiped blank and i am forced to pick a rule for the "specialists"

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

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Made in nz
Disguised Speculo





Just remember, you give you missile launcher marine ARMOURBANE, and guess what? Now his melee attacks roll 2d6 for armour pen, but not his shooting.

Nevermind, read the new pdf and I see they finally FAQed that.

This message was edited 1 time. Last update was at 2013/10/30 04:21:52


 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






 Dakkamite wrote:
Just remember, you give you missile launcher marine ARMOURBANE, and guess what? Now his melee attacks roll 2d6 for armour pen, but not his shooting.

Sorry but they have added a clause which covers this now:
*If you choose this rule for a Specialist, it will affect any attacks (both
ranged and close combat) made by that Specialist.


I've read the new rules and have a question. Can I take 0 specialists?
The rules state:
You must pick up to three individual models in your force as being
“Specialists”.

The "must take", and the "up to" components contradict each other here.
Up to means 0-3.
So the rules say I must take specialists, and one of the numbers of specialists I can choose is 0.
This cannot be right.
   
Made in hk
Regular Dakkanaut







Kavik_Whitescar wrote:
so I have never played or looked through Kill team before, i thought it was just a normal 40K game with tight point limits.


do the spcial rules of my units follow those units into Kill Team or are they wiped blank and i am forced to pick a rule for the "specialists"


You might have to check with your FLGS if they are using these latest rules, our FLGS uses them because they've been playtested by Warhammer World.

And it's not because they're trying to complicate things, they're just refining a 200 pt game to make it run better in that small-scale setting.

(In earlier versions, it allowed for AV 33+ vehicles like Dreadnoughts, or 3 Wound Nurglings with their Ld 10 to be Leaders, which were OP.)

So you're right, you might want to give your FLGS a call. If they are using these rules, now you know.

---

Your units KEEP their own special rules. So your Hunters still have their Counter-Attacks and your Lone Wolf is still very powerful!

It's just on top of that, you can augment them with more USRs from that list in the document. We're still looking for that killer combo.

(For example, I'm taking Heavy Bolters with Armourbane/Fleshbane/Ignore Cover with Imperial Fist's Bolter Drill Chapter Tactic.)

---

And the "must pick up to three" Specialists is not the best worded, but the gist is pretty clear from the other bits:

• You must pick up to three individual models in your force as being “Specialists”.
• Transports, dedicated or otherwise, may not be Specialists.
If you only have three models in your Kill Team, then every model must be a Specialist unless one of those models is a transport.


It was an issue as players didn't take Specialists just to deny their opponents from Victory Points.

I like how they considered it and implemented this requirement to even the playing field. I find Kill Team games much more exciting now.

   
Made in nz
Disguised Speculo





It was an issue as players didn't take Specialists just to deny their opponents from Victory Points.


Jesus, people can be asses sometimes. Way to go against the spirit of the game.
   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

 Kommissar Waaaghrick wrote:
Kavik_Whitescar wrote:
so I have never played or looked through Kill team before, i thought it was just a normal 40K game with tight point limits.


do the spcial rules of my units follow those units into Kill Team or are they wiped blank and i am forced to pick a rule for the "specialists"


You might have to check with your FLGS if they are using these latest rules, our FLGS uses them because they've been playtested by Warhammer World.

And it's not because they're trying to complicate things, they're just refining a 200 pt game to make it run better in that small-scale setting.

(In earlier versions, it allowed for AV 33+ vehicles like Dreadnoughts, or 3 Wound Nurglings with their Ld 10 to be Leaders, which were OP.)

So you're right, you might want to give your FLGS a call. If they are using these rules, now you know.

---

Your units KEEP their own special rules. So your Hunters still have their Counter-Attacks and your Lone Wolf is still very powerful!

It's just on top of that, you can augment them with more USRs from that list in the document. We're still looking for that killer combo.

(For example, I'm taking Heavy Bolters with Armourbane/Fleshbane/Ignore Cover with Imperial Fist's Bolter Drill Chapter Tactic.)

---

And the "must pick up to three" Specialists is not the best worded, but the gist is pretty clear from the other bits:

• You must pick up to three individual models in your force as being “Specialists”.
• Transports, dedicated or otherwise, may not be Specialists.
If you only have three models in your Kill Team, then every model must be a Specialist unless one of those models is a transport.


It was an issue as players didn't take Specialists just to deny their opponents from Victory Points.

I like how they considered it and implemented this requirement to even the playing field. I find Kill Team games much more exciting now.



Phenominal! Lone wolf gonna run so hard!

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

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Made in gb
World-Weary Pathfinder






Ooh I've been working on a SW killteam too, here's my version:

Lone Wolf (Prefered Enemy)
- 1 x Plasma-Pistol
- MotW
- - 50 Points

5 GH
- Plasmagun (Ignore Cover)
- Plasma Pistol
- - - 100 Points

5 Fenrisian Wolves
-Cyberwolf (Smash)
---- 48 Points

I've got the Wolves to act as cheap disruption to buy time for the Lone Wolf to get into position and the Cyberwolf for if anyone gets cute and brings tanks. I went with only one Plasma Pistol on the Lonewolf because I figure I may as well swap the CCW for it and keep the Bolter Pistol for gunslinger.

This message was edited 2 times. Last update was at 2013/10/30 08:47:50


Ulthwé Eldar 2.5k points and growing! 
   
Made in hk
Regular Dakkanaut







Dakkamite wrote:
It was an issue as players didn't take Specialists just to deny their opponents from Victory Points.


Jesus, people can be asses sometimes. Way to go against the spirit of the game.


I know, right? It started innocently. People didn't know about Specialists during list-making...but then it became a VP denial strategy in itself.

Kill Team has come a long way even just in 6th ed, from the playtesting in Warhammer World. Those changes? They're for good reasons.

---

Kavik_Whitescar wrote:Phenominal! Lone wolf gonna run so hard!


That's the spirit. I like the idea of a Lone Wolf so much now.

In our local meta, we've been so focused on trying new Chapter Tactics with Kill Teams, we've overlooked Space Wolves.

I really like a lot of the lists here. They look both fun and effective. Kavik, good hunting this weekend.


   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

Well here is the update! (sorry it is so late)

My younger brother and I went to the shop hosting the kill team friday after he got out of school for a 1650 point game (battle report coming in the next few days with pictures)

No one was at the shop but the owner and one other guy who left when we got there. Went to the back, set up and began playing its about 3:30 now. Guy comes back after half an hour or so and leans over my shoulder. I am not a fan of people being behind me, and very close especially when I am not familiar with them and can smell their lunch.

I stepped away from him, gave him a look as if saying "Wtf" and he backed up. He stood quietly for a bit while we played (which was pretty awkward tbh) and interrupted to tell us about the Kill Team tourney. Said they werent using the GW rules, just running it like a normal game just 200 pts. So I lit up and mentioned the Grey Hunters/ Termie Lone wolf and he balked and walked away looking kinda preturbed.

Our game continues and he comes back with sheets of paper, interrupting again to hand us the flyer for the tourney and then commented on the armies playing "Oh Black Templar VS Black Templar?" I told him no, I just hated the post heresey Space Wolves armor, and went with a Black dominant pattern. Made a Joke about them going through a teleporter (Thank you Red VS Blue) and he mumbled 'thats dumb' before walking away.

Then a friend of his, (and local war gamer) came in, walked over and was much friendlier, commented on the armies and watched for a second before sitting on the other side of the room and bashed 40K players :C

WE finally finish our game, shake hands, pack up. I bought some magnets to finish my Predator Tank and we left. I was so irritated at the rude behaviour of the owner we decided not to go to the Kill Team tourney and will be playing our 40K friday matches at either the local GW store or across the river in New Albany, IN

Not that good of a weekend in the social aspect of Warhammer 40K (but I got 2 games in on friday so that was cool )

This message was edited 1 time. Last update was at 2013/11/05 04:58:17


1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

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