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![[Post New]](/s/i/i.gif) 2014/01/06 00:09:13
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Well it's been some time since Kill team has been out but I recently decided to put my nose in the rules and read what's new and what's not. I have a friendly competition coming up between some friends which got me looking to make a list. One thing I noticed that stood out was that I could make the exalted flamer (from the chariot) a specialist in being relentless. While you are not allowed to make the vehicle itself a specialist, I think I could make the guy riding it one since he is a non-vehicle model. Making the exalted flamer relentless makes this thing what it should have been in the first place. Being half of my points I would fill out the rest in pink horrors. So what do you think? Pretty nasty at 200pts throwing around an AP3 flamer?
I'm also looking for other fun tactics either for IG or Daemons. I thought about taking the fluff story with Harker in the rules set and making that list. A squad of vets (w/Harker), camo cloaks, flamer, and a sentinel w/autocannon.
Opinions? Ideas?
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![[Post New]](/s/i/i.gif) 2014/01/06 19:07:32
Subject: Re:Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Regular Dakkanaut
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If your're playing GW rules, i think the chariot is a Heavy support and the rules list only troops, elite, and fast attack as options.
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This message was edited 1 time. Last update was at 2014/01/06 19:09:54
Your basic Arachnid warrior isn't too smart, but you can blow off a limb, and it's still 86 percent combat effective. Here's a tip: Aim for the nerve stem, and put it down for good. |
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![[Post New]](/s/i/i.gif) 2014/01/06 20:14:51
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Shoot...totally skipped that part or at least gave it a cursory glance. Oh well, wishful thinking right?
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![[Post New]](/s/i/i.gif) 2014/01/06 21:54:40
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Disguised Speculo
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If its a friendly event, just take the chariot, heavy or not.
I'm not sure what they've done to Horrors in the latest update, but they're not the super broken nonsense they were before
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![[Post New]](/s/i/i.gif) 2014/01/06 23:35:59
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Yeah, I think we're going by the rules. I could see why heavy support might not be allowed. (Thinks about war walkers and shudders)
Did they change horrors or something? I thought each one could cast the flickering fire, no? If so that is a force to be reckoned with.
A few other ideas were taking flamers of tzeentch or a beast of nurgle and giving it FNP.
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![[Post New]](/s/i/i.gif) 2014/01/06 23:56:32
Subject: Re:Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Despised Traitorous Cultist
OKC
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Nope, Pink Horrors don't get to cast anything. The Brotherhood of Sorcerors rule is not allowed. The same thing happened with GK. No more Hammerhand, etc.
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![[Post New]](/s/i/i.gif) 2014/01/07 01:00:31
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Wow...that kinda sucks. You'd think they'd at least give them some way to cast it. Oh well back to the drawing board.
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![[Post New]](/s/i/i.gif) 2014/01/07 01:00:53
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Sister Oh-So Repentia
Canada
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Harker vets with forward sentries, a flamer, sniper and plasma gun, along with a second heavy weapon like a second heavy bolter or an autocannon seem like they'd be pretty good. Sweet sweet cover saves along with separate infiltrations...
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![[Post New]](/s/i/i.gif) 2014/01/07 20:34:01
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Longtime Dakkanaut
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You could pretty much forget Chaos Daemons if you wanted to play Kill Team with the latest GW rules. They just don't have anything going as they lack shooting.
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![[Post New]](/s/i/i.gif) 2014/01/07 20:39:43
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Legendary Master of the Chapter
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Though seekers arnt bad.
For IG i wanted to give hell hounds or bane wolves a shot.
It might be fun to zoom around torching all the things.
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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!
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![[Post New]](/s/i/i.gif) 2014/01/07 21:12:55
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Desubot wrote:Though seekers arnt bad.
For IG i wanted to give hell hounds or bane wolves a shot.
It might be fun to zoom around torching all the things.
Sadly I don't think you can have a vehicle with total AV greater than 33 though. 3 scout sentinels could be fun.
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![[Post New]](/s/i/i.gif) 2014/01/07 21:24:42
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Legendary Master of the Chapter
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Oh snap i though it was 12 10 10 for some reason.
bummer.
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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!
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![[Post New]](/s/i/i.gif) 2014/01/07 22:08:36
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Auspicious Daemonic Herald
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WhiteWolf01 wrote:
A few other ideas were taking flamers of tzeentch or a beast of nurgle and giving it FNP.
can't take beast of nurgle they have too many wounds
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![[Post New]](/s/i/i.gif) 2014/01/08 00:04:37
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Frenzied Juggernaut
The Emperor's Forge Mitten, Earth
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Clearly I need to read these rules better. Though it is looking like daemons are extremely limited in what they can field...
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![[Post New]](/s/i/i.gif) 2014/01/10 01:34:10
Subject: Kill Team making the Flamer Chariot good (and other interesting kill team tactics)
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Slave on the Slave Snares
Fort Bragg (Home is Flagstaff Arizona)
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You can play Daemons in Kill Team but all the armies are limited. It's kinda the point of Kill Team.
But if you really want to take Daemons you should look at the troops. Daemon Elites and Fast attacks make you sink too many points into 1-5 models where with the troops you can get upwards of 20 models on the table.
With the Specialist rules you should be able to fill the gaps in your equipment/rules native to the unit.
Case in point:
Skull Throne Scout Party
17x Bloodletters
Bloodreaper with a greater reward (or two lessers or 2 extra bloodletters whichever floats your boat)
Comes to 195
Then you add the specialists
Weapon Spec: Haywire(There is your anti tank)
Dirty Fighting Spec: Fleshbane, Rending, or Shred for extra Killy
Guerrilla Spec: Move Through Cover.
And there you have it. Your opponent is going to focusthe specialists but they have their invuls and any shots against them aren't being aimed at your grunts.
You may not have a lot of shooting but you are daemons so you want to be in cc anyways and overwatch is not that useful in Kill team since the majority of the time your opponent is getting 2 dice needing 6s per charge you make which should be about 6+ a turn starting turn 2/3 if you deploy and move correctly.
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3000
2000
Beastmen 2000 |
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