Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/12/22 03:06:03
Subject: Kill Team Tactics
|
 |
Regular Dakkanaut
|
So the new Kill Team is out, and for a break from the current Escalation thingies, let's get some thoughts going about competitive Kill Team builds and tactics!
*I've never actually played Kill Team, so any vet Kill Team players are free to correct me on anything*
Some random thoughts:
AP2 is worthless aside from Anti-vehicle purposes, so Power Swords and other AP3 weapons are better than they are in the general game. Power Fists and Thunder Hammers aren't as useful unless you know you're facing a lot of Tyranid Warriors or something.
Specialists have to take from particular categories with a bunch of USRs instead of from a straight list -- to me, the Weapon, Dirty Fighter, and Indomitable Specializations have the most promise.
Some random build stubs:
8 Sternguard w/ 1 Melta
12 Firewarriors w/ EMP Grenades + Piranha w/ Fusion, Disruption
Some variants of Crisis Suits
5 Destroyers
Triarch Stalker + Scarabs (if this is a legal list)
10 Kabalite Warriors w/ Blaster, Sybarite w/ Venomblade in Raider w/ Stuff
Swarm of Boyz/Necron Warriors
Tricked-out Tyranid Warriors
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/22 22:20:24
Subject: Kill Team Tactics
|
 |
Sister Oh-So Repentia
Canada
|
My kill team is a Seraphim squad of 9 with one sister upgraded to a Seraphim Superior. Two of the seraphim have double hand flamers, which works out to four flamers total, and the sister superior has a power sword, plasma pistol and melta bombs.
With 12" movement, the shorter range of the pistols shouldn't be as much of an issue, plus, because they all have pistols, they can assault after shooting, getting off a hammer of wrath hit on anything that they failed to kill in the shooting phase. Hit and Run at the end of the opponent's combat phase lets them try to do the same thing next turn.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/22 22:37:01
Subject: Kill Team Tactics
|
 |
Disguised Speculo
|
Ouch, that sounds pretty nasty.
I had success with 5 Warbikers and 5 Tank Hunters last edition, but for now I'm just looking for something that can give me an outflanking flamer
Re-adding outflank/infiltration to the game is so massive and should make the games far more interesting.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/22 22:56:19
Subject: Kill Team Tactics
|
 |
Trustworthy Shas'vre
|
Tau Vespid can be fairly nasty under this rule set (stop laughing). Their guns ignore 3+ and the buggers are mobile, ignore terrain and as long as the Strain Leader is kept protected they are Ld 9. They are also less than 20 points a model and are pretty much perfect for a densely packed terrain environment like KillTeam. A few of them and some stealth suits (again, no laughing) and you can really do a number on the opposition.
|
Tau and Space Wolves since 5th Edition. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/22 23:26:43
Subject: Kill Team Tactics
|
 |
Regular Dakkanaut
|
Jefffar wrote:Tau Vespid can be fairly nasty under this rule set (stop laughing). Their guns ignore 3+ and the buggers are mobile, ignore terrain and as long as the Strain Leader is kept protected they are Ld 9. They are also less than 20 points a model and are pretty much perfect for a densely packed terrain environment like KillTeam. A few of them and some stealth suits (again, no laughing) and you can really do a number on the opposition.
Vespid sounds a bit similar to the 5 Necron Destroyer build, and it takes advantage of the differences between Kill Team and normal 40K. When there are no 2+ saves, and general firepower is significantly reduced, you can see picks that seem unviable in general 40K become very strong in Kill Team. I actually completely forgot about Vespids -- they get additional bodies per point compared to Destroyers, albeit with less accurate guns. They could be stronger against larger teams, because they can split their shots more efficiently compared to Destroyers, and divide fire from enemies because they have more bodies on the field, especially with Stealth Suit support. Stealth suits with Burst Cannons can efficiently put out a lot of anti-infantry (or Anti-Vehicle with Fusion) fire. That's a very interesting build. The biggest weakness I can find for Vespid is the grunt's bad leadership and Tau's inability to benefit greatly from Markerlights in Kill Team. Normally mitigated by the Ld9 of the leader, in Kill Team they might rout en masse if they get Broken, and because everyone is their own unit, Markerlights are way inefficient, so you are forced to work with Tau's underwhelming BS3.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 00:24:54
Subject: Kill Team Tactics
|
 |
Devious Space Marine dedicated to Tzeentch
Australia
|
I think a list as follows would fare pretty well:
Necrons
1x Wraith with whipcoils
Leader
1x Wraith
Indomitable Specialist: Feel No Pain
7x Immortals with Tesla
Weapon Specialist: Master Crafted Geurilla Specialist: Preferred Enemy
|
This message was edited 2 times. Last update was at 2013/12/23 00:26:05
2000 pts
Compel wrote:
Because in a universe where the basic weapon is a rocket propelled grenade machine gun, with gigantic battletanks, 5 kilometer long spaceships, huge robots and power armoured supersoldiers, the most powerful guy you want to field on a battlefield is a bloke in a pointy hat carrying a stick. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 00:38:49
Subject: Kill Team Tactics
|
 |
Quick-fingered Warlord Moderatus
|
I have been loving a biker build recently with 6 bikers, one flamer and one grav rifle with maybe an attack bike. Nice and mobile and pretty tough.
|
413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 02:48:43
Subject: Kill Team Tactics
|
 |
Sister Oh-So Repentia
Canada
|
I also put together an IG team for my little brother so that we can play together. Harker Vet Squad with Forward Sentries, two plasma guns, a sniper rifle, and a second heavy bolter. My flamers will negate the +2 to cover saves that the Vets have, but the plasma and long range of the rest of the guns should do a pretty good job of messing me up until I get close enough to assault. Harker gives the whole team infiltrate and outflank, so I think the two lists should be decently balanced.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 04:00:03
Subject: Kill Team Tactics
|
 |
Sybarite Swinging an Agonizer
|
How about a dark eldar beast-pack...
4 beast-masters
4 Razorwing flocks
8 Kym.
That's 32 wounds with a helping of plenty of invun. saves + possible feel no pain from the beast-masters.
The other option is to half the squad and add in wracks + liquifier in a venom or reavers.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 04:52:07
Subject: Kill Team Tactics
|
 |
Douglas Bader
|
iddy00711 wrote:That's 32 wounds with a helping of plenty of invun. saves + possible feel no pain from the beast-masters.
But also a fatal leadership flaw. If you hit the half model count threshold and start taking break tests LD 5 ensures that most of your army is going to disappear very quickly. So you can really only use about ~10-15 of those wounds, take more than that and you probably lose the game.
|
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 07:39:05
Subject: Re:Kill Team Tactics
|
 |
!!Goffik Rocker!!
|
60 grots with runthreads - just kidding. Anywayz, some shoota boyz with big shootas and bikers are a way to go. U're most likely facing 4-5-crysis suits. The most popular kill team list ever.
|
This message was edited 3 times. Last update was at 2013/12/23 07:46:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 07:59:42
Subject: Kill Team Tactics
|
 |
Storm Guard
|
I saw some page shots on black library. I think that most of these list are illegal. 0-1 elite, 0-2 troop 0-1 fast attack, at least 4 non vehicle models. unless I saw wrong. the 0-1 elite bit is annoying with the 4+ models. cuts out straight crisis suit teams. thought with the dense terrain steath suits could be very, very competive. (you can also take six)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 12:34:51
Subject: Kill Team Tactics
|
 |
Tail-spinning Tomb Blade Pilot
Israel
|
Tomb blades are nice- take shadowlooms for 10pts each giving them a 4+ jinx, give one expert rider for a 3+ jinx and give another shrouded for a 2+ jinx. They are 30pts per model and have T5, are jetbikes and boast twin linked tesla carbines/gauss blasters.
Also, reanimation protocols.
|
This message was edited 1 time. Last update was at 2013/12/23 12:35:59
6,000pts (over 5,000 painted to various degrees, rest are still on the sprues) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 18:21:08
Subject: Kill Team Tactics
|
 |
Deranged Necron Destroyer
|
Commander_Nightflier wrote:I saw some page shots on black library. I think that most of these list are illegal. 0-1 elite, 0-2 troop 0-1 fast attack, at least 4 non vehicle models. unless I saw wrong. the 0-1 elite bit is annoying with the 4+ models. cuts out straight crisis suit teams. thought with the dense terrain steath suits could be very, very competive. (you can also take six)
You can use the Farsight Enclaves book where Crisis suits are troops, so you can have 6 suits.
The list I'm going to trial next game is
5 Immortals (Gauss), one with FNP, one with rending (weapon spec), one with PE
5 Warriors
1 Acanthrite (Leader)
Good luck ever getting slay the Warlord. Heck, I'm about 90% convinced that the Acanthrite is the reason FW wasn't allowed in Kill Team in the first place. The reason for the slightly odd picks of specialists was to both do more damage overall and also to let the Acanthrite choose instant death, fleshbane or rage when it gets the right warlord trait.
If not using FW, just default back to the Necron list everyone settles on with 3 Wraiths and 5 Deathmarks. I think the old 5 Wraiths with Particle Casters probably still functions but you'll have a tough time stopping things escaping the board in that one mission.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 19:29:49
Subject: Kill Team Tactics
|
 |
Proud Triarch Praetorian
|
Man, it seems for Necrons, unless you want to run 15 Warriors (which, let's be honest, isn't going to do much), we're pretty much restricted to a comparatively low body count.
Our Fast Attack slot options are all competing like crazy against each other to be the lucky choice allowed in (seriously, every single one of those options could be good. Damn them for restricting us to just one).
Our Elite slot, on the other hand, is limited to pretty much just Deathmarks (pretty decent, really) or a Stalker (... they're legal, right? Combined AV score of 33 on their stat listing. The bonus shields are applied when playing, not when list building). And yes, I realize Flayed Ones could theoretically be used, but I doubt many people are even going to bother considering them.
Either way, I predict Necron Kill Teams consisting of more than 10 models to be pretty rare... against armies that can get 20+ bodies on a table, I'm concerned we're not going to be able to handle them.
(If only we had access to Crypteks)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 19:54:57
Subject: Re:Kill Team Tactics
|
 |
Longtime Dakkanaut
|
If each guy is his own unit, does this mean pink horrors each shoot 2D6 S5?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/23 19:56:54
Subject: Kill Team Tactics
|
 |
Warplord Titan Princeps of Tzeentch
|
Pretty much every marine is under the same restriction. either alot of tacticals, or low body count.
Tau have it worse, not only their signature markerlights outright do not work in killteam (you make "codex exceptions", couldn't you alter markerlights and dron controllers to do SOMETHING?) their heavy weapons come pretty much only from crisis suits (meaning they MUST take a team of them) who are expensive as feth to field, and not very durable as they will attract any and all heavy weapons to their squishy self.
Or you can give pathfinders good guns, but investing that many points in a T3 5+ save model is not much of a plan.
Its either "spam FW and hope for the best" or "crisis suits and minimal troops" for tau.
|
can neither confirm nor deny I lost track of what I've got right now. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 02:45:21
Subject: Kill Team Tactics
|
 |
Proud Triarch Praetorian
|
I wonder,
If each guy is his own unit, how would a Ghost Ark's repair barge function work?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 03:22:53
Subject: Kill Team Tactics
|
 |
Regular Dakkanaut
|
skoffs wrote:I wonder, If each guy is his own unit, how would a Ghost Ark's repair barge function work? It doesn't work. The "You're on Your Own" Rule (p8) prevents additional models from being generated during the course of a game, which would prevent the GA from doing its Repair Barge. Furthermore, even if this rule wasn't in place, all the Necron Warriors would be considered units of one model, and Repair Barge can never take a Warrior unit to above its starting size, so GAs are pretty useless in Kill Team by my reckoning. Our Elite slot, on the other hand, is limited to pretty much just Deathmarks
Deathmarks seem good, but will involve a whole lot of paperwork. If I'm interpreting this correctly, Each Deathmark model (which would be considered its own unit) would prey an enemy unit (one enemy model). So you've got to keep track of which Deathmark has which enemy model as its prey target  ! If each guy is his own unit, does this mean pink horrors each shoot 2D6 S5?
Pink horrors do nothing. A special Kill Team rule (also p8) says that Brotherhood of Psykers/Sorcerers has no effect in Kill Team, so your Horrors have no psychic powers to shoot at all. They just have their glorious melee combat skills. A consolation prize is that Daemons can still take like 20 Bloodletters and have fun, although Break Tests will be painful.
|
This message was edited 1 time. Last update was at 2013/12/24 03:24:26
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 04:07:10
Subject: Kill Team Tactics
|
 |
Proud Triarch Praetorian
|
Thariinye wrote:Deathmarks seem good, but will involve a whole lot of paperwork. If I'm interpreting this correctly, Each Deathmark model (which would be considered its own unit) would prey an enemy unit (one enemy model). So you've got to keep track of which Deathmark has which enemy model as its prey target  !
Time to bust out the tiny color coded stickers!
But no, really, because each Deathmark can benefit from any other Deathmark's HfH mark, you only really have to make sure it's clear which enemy models have marks on them (no need to worry about who marked who).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 07:29:21
Subject: Kill Team Tactics
|
 |
Fresh-Faced New User
|
7 x Legion of the Damned
1 x Plasmagun + 1 x Multimelta
Or
1 x Meltagun + 1 x Plasmacannon
7 dudes all S&P with bolters, pistols, grenades, 3++, ignores cover, all arriving by DS with scatter re-roll, fear + fearless
Could be fun.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 07:55:14
Subject: Kill Team Tactics
|
 |
Tail-spinning Tomb Blade Pilot
Israel
|
NM brain fart.
|
This message was edited 1 time. Last update was at 2013/12/24 07:55:48
6,000pts (over 5,000 painted to various degrees, rest are still on the sprues) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 09:33:36
Subject: Kill Team Tactics
|
 |
Longtime Dakkanaut
|
Thariinye wrote:
Pink horrors do nothing. A special Kill Team rule (also p8) says that Brotherhood of Psykers/Sorcerers has no effect in Kill Team, so your Horrors have no psychic powers to shoot at all. They just have their glorious melee combat skills.
A consolation prize is that Daemons can still take like 20 Bloodletters and have fun, although Break Tests will be painful.
Awww, that's a shame indeed. No love for Tzeentch.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 16:57:19
Subject: Kill Team Tactics
|
 |
Legendary Master of the Chapter
|
My current take after reading the thing. 6 man stealth suit team Team leader burst cannon burst cannon: rending weapons burst cannon: preferred enemy guerrilla burst cannon: poison cus why not. (also for high T models.) fusion fusion edit woops no leader fearless Reason being, you can infiltrate now. (as its not being put into the non existing reserves now.) As well there built in BSF works for at least 1 of the 6 missions. And there mobility helps in the infiltrate mission if your attacking. Edit: As well as a 2+ cover save most of the time which is nice.
|
This message was edited 2 times. Last update was at 2013/12/24 19:35:26
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 18:15:40
Subject: Kill Team Tactics
|
 |
Member of a Lodge? I Can't Say
OK
|
I'm thinking:
5 Noise Marines
1 with Blastmaster- Feel no pain
1 with sonic weapon- Relentless
Champion with doom siren- Fleet (or furious charge?)
Rhino with havoc launcher and combi-plasma
This army has a lot of dakka, and I would probably leave the blastmaster by himself in the back titties while the rhino drives around and flames/shoots everything. Initiative 5 also allows them to wreck MEQs in combat.
Also if I wanted to be dumb I could do:
5 Havocs
4 Autocannons- 1 Tank Hunter, 1 Relentless
Automatically Appended Next Post: skoffs wrote:I wonder,
If each guy is his own unit, how would a Ghost Ark's repair barge function work?
Also a ghost ark has 4 hull points, so couldn't be used in the first place.
|
This message was edited 1 time. Last update was at 2013/12/24 18:17:35
Argel Tal and Cyrene: Still a better love story than Twilight |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 18:26:18
Subject: Kill Team Tactics
|
 |
Legendary Master of the Chapter
|
Havocs are heavy support no?
|
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 18:30:47
Subject: Kill Team Tactics
|
 |
Member of a Lodge? I Can't Say
OK
|
Oops! That was an incomplete thought I forgot to delete it.
Anyways, I have thought of a CSM list I would consider pretty unbeatable:
4 Nurgle Spawn 1 Stealth, 1 Feel no pain, 1 Hatred
10 Cultists, 1 Heavy stubber, 1 Autogun- Champion as leader
I can't really imagine any counter to this.
|
Argel Tal and Cyrene: Still a better love story than Twilight |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 18:36:38
Subject: Kill Team Tactics
|
 |
Legendary Master of the Chapter
|
14 models is pretty strong. and 4 being t6 with 3 wounds is pretty tough indeed. BUT no beast as specialists. so not as cool
|
This message was edited 1 time. Last update was at 2013/12/24 18:36:56
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 18:58:23
Subject: Kill Team Tactics
|
 |
Member of a Lodge? I Can't Say
OK
|
Crap! I thought it was just no beast as a leader. Just re-read and I guess it makes sense, that would be pretty crazy if spawn were allowed to get though.
|
Argel Tal and Cyrene: Still a better love story than Twilight |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/12/24 21:22:03
Subject: Kill Team Tactics
|
 |
Warplord Titan Princeps of Tzeentch
|
skoffs wrote:I wonder,
If each guy is his own unit, how would a Ghost Ark's repair barge function work?
FEAR NOT!
You dont even need to consider this as you cannot even TAKE a ghost ark.
You are limited to 3 hull points, the ark got 4. its not a legal option.
(also-the havocs are heavy as said, so no havocs. the noise marine team seems fun though.)
|
can neither confirm nor deny I lost track of what I've got right now. |
|
 |
 |
|