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Could I trouble those gathered here to offer feed back on my Death Company list I posted back on the first page? Here's the updated list with specialists abilities:
Valen's Death Company
Brother Sergeant Valen (Leader, becomes a character)
1x Death Company Marine armed with a bolt gun, power fist, power armor, jump pack, frag & krak grenades
Specialist 1 - 1x Death Company Marine armed with a bolt pistol, power weapon (axe or sword most likely), power armor, jump pack, frag & krak grenades - Skill: Deathblow (Instant Death)
Specialist 2 - 1x Death Company Marine armed with a bolt pistol, chainsword, power armor, jump pack, frag & krak grenades - Skill: Exploit Weakness (Rending)
Specialist 3 - 1x Death Company Marine armed with a bolt pistol, chainsword, power armor, jump packs, frag & krak grenades - Skill: Machine Saboteur (Hits vs. armor are resolved similar to a haywire attack)
3x Death Company Marines armed with a bolt pistols, chainswords, power armor, jump packs, frag & krak grenades
All models are fearless (no break tests), relentless, jump infantry (so good mobility + possible HoW attacks if I use the jump packs in the assault phase), with rage, feel no pain, and a withering number of attacks on the charge (5 each, except for the Leader who gets 4 swings w/ the fist on the charge).
Once I get a game in with it I'll check back with a battle report. It isn't game breakingly powerful, being melee focused and only 7 models strong, but I think it'll work well as a general take all comers list.
Thanks for any feedback in advance & take it easy.
-Red__Thirst-
You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.
That's going to be a tough nut to crack! My first instinct would be to bunker up in a vehicle, but seeing as the Acolytes have S4 and there are also two mining lasers present.. yikes?
Not sure about the soul blaze though, for it to kick in you need to have an unsaved wound first and seeing as most models have a single wound, it may be a bit wasted unless you come across a team made up of multi-wound models.
BrookM wrote: If a model has Infiltrate, you may opt to have it Outflank, depending on the mission criteria.
Ah OK.
Yeah, I feel like infiltrate is good if you've got initiative and can get that multi-melta to pop a particularly expensive piece before getting offed herself. Without initiative her placement has to be more defensively and then the inherent problems of the multi-melta become a more pressing factor.
Eagle-eye would mitigate one of those major problems and raise the multi-melta's threat radius, but there's so much more terrain in a killteam game I don't really know if it's worth losing sniper on the flamer.
Relentless fixes the other problem instead, and it's actually very tempting, but it's also done a lot, a very predictable choice for the heavy weapon and one people usually expecting to see going in...
You can always downgrade the multi-melta to a regular meltagun, while a dip in range, does make it more effective when you outflank with it.
Don't go dissing Relentless though! It's made for stuff like that, I don't give a damn if everybody does it, it does what it needs to do and then some!
You can always make her Relentless, shove her in the Rhino, then have her do drive-by's from the top hatch without the penalties for moving.
Has anyone had the thought of using Skitarii? Any ideas with them?
Idea for a list I have in mind is:
Burst pistols and taser goads.
Inflitrator Princeps (leader) - (either phase taser, digi weapons or conversion field)
Sicarian Infiltrator (sniper 5 shots hitting on 3, wounding on 4's rerolling with AP2 on 6)
Sicarian Infiltrator (rending potential for a lot of attacks generating lots of rend)
Sicarian Infiltrator (to be decided, maybe assault grenades?)
Sicarian Infiltrator
They are pretty mobile as well with their dunestrider and infiltrate (with option for outflanking as well).
Probably have them all go after their own enemies? can deal with anything due to the amount of attacks each one has.
comes to 195 or 200 points (depending on loadout).
Or:
Skitarii rangers
Ranger Alpha (leader) - (conversion field)
3x normal rangers
1 ranger with transuranic arqubus (scout, always useful right?)
Skitarii vanguard
Vanguard Alpha (rending, same as rending infiltrator above) - (phosphor blast pistol, taser goad, conversion field and the omniscient mask)
3x normal vanguard
1 vanguard (sniper, get that lucky 6 to wound and instant 2 AP2 wounds on the target)
Maybe have the alphas buddy together? and have everyone run around doing stuff.
comes to 200 points.
But if you had to choose, what would you pick out of the two? Any tweaks?
krist100 wrote: Has anyone had the thought of using Skitarii? Any ideas with them?
Idea for a list I have in mind is:
Burst pistols and taser goads.
Inflitrator Princeps (leader) - (either phase taser, digi weapons or conversion field)
Sicarian Infiltrator (sniper 5 shots hitting on 3, wounding on 4's rerolling with AP2 on 6)
Sicarian Infiltrator (rending potential for a lot of attacks generating lots of rend)
Sicarian Infiltrator (to be decided, maybe assault grenades?)
Sicarian Infiltrator
They are pretty mobile as well with their dunestrider and infiltrate (with option for outflanking as well).
Probably have them all go after their own enemies? can deal with anything due to the amount of attacks each one has.
comes to 195 or 200 points (depending on loadout).
Or:
Skitarii rangers
Ranger Alpha (leader) - (conversion field)
3x normal rangers
1 ranger with transuranic arqubus (scout, always useful right?)
Skitarii vanguard
Vanguard Alpha (rending, same as rending infiltrator above) - (phosphor blast pistol, taser goad, conversion field and the omniscient mask)
3x normal vanguard
1 vanguard (sniper, get that lucky 6 to wound and instant 2 AP2 wounds on the target)
Maybe have the alphas buddy together? and have everyone run around doing stuff.
comes to 200 points.
But if you had to choose, what would you pick out of the two? Any tweaks?
My group do 250pts kill teams. I've used skitarii a couple of times. Usually 6 Rangers and 6 Vanguard. 2 arcubus and 2 haywire rifles. Leader has arc maul and posphor blast pistol. Does pretty good. I thought about reworking it to include a dragoon.
Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
If drones count towards the model minimum I would just take a squadron of piranhas. I would probably take a haywire drone, and a stealth drone, and maybe a fightey drone!
BrookM wrote: You can always downgrade the multi-melta to a regular meltagun, while a dip in range, does make it more effective when you outflank with it.
Yes, but then I'd have to swap out my gorgeous multi-melta model (and I just re-based her too!)
But yeah, regular melta is a very different beast on the field, I feel like a multi is more likely to kill something if played carefully.
BrookM wrote: Don't go dissing Relentless though! It's made for stuff like that, I don't give a damn if everybody does it, it does what it needs to do and then some!
You can always make her Relentless, shove her in the Rhino, then have her do drive-by's from the top hatch without the penalties for moving.
Will definitely try that. At the moment the rhino has two storm bolter sisters and the storm bolter that comes with it (as I understand it, they can all shoot at different targets?) and I do find it really useful to bully infantry. Local meta so far has people putting their anti-vehicle weapons on their own vehicles if they take vehicles at all, kind of makes me want to keep them separate, since they'll be hunting the rhino while multi-melta hunts them.
adamsouza wrote: Spikey Bits did a review of Kill Team which explains a lot, for those still on the fence.
There are several things in this video that are wrong. Some of it seems like he didn't even read the rules. He mentions several times about squads and various rule combinations that do not apply in Kill Team due to the main rule that each model acts independently of any others. You have to purchase your kill team using the minimum model count per unit in your army's codex, but they do not have to stay together.
It also didn't help that he kept pulling out the old kill team rules and went back and forth. Literally fell asleep listening to that "review" last night.
So yeah,
Necron Tomb Blades are incredible in Kill Team
(in case you didn't already know).
For the equivalent of 18 searchlights you get:
Spoiler:
- T5
- 4+ (upgradeable to 3+ for a couple points)
- 5+++
- jetbike movement (with Relentless and Hammer of Wrath, naturally)
- a 24" Rapid Fire Twin-linked S5 AP4 gun that auto wounds/glances on a 6 (that can have ignore cover for a couple points more)
You can fit ten of them in a 200 point list leaving 20 points for upgrades... but the tricky thing is trying to figure out which of their upgrades is better: ignore cover for better killing, or 3+ for more survivability.
If we wanted to spam them with max killiness, my thinking would be,
1x Tomb Blade (Shield, Scope) [Leader]
8x Tomb Blades (Scopes)
1x Tomb Blade (naked) [but upgraded to Weapons Specialist with Sharpshooter so he gets Ignore Cover like everyone else in the list]
Not sure what other Specialist rules to go for.
So far my ideas were either Move Through Cover or Stealth from Guerilla Specialist.
Undecided on what the last one (or two, if my Leader gets to choose as well) would be.
Any suggestions?
This message was edited 2 times. Last update was at 2016/09/08 16:36:08
Im still a little confused on the rule wordings. If i were to select fearless for, say a gretchin....would only that ONE gretchin be fearless or would his whole squad be?
Just the one Gretchin (in KT everyone acts as their own individual unit. If he gets a bonus conferred to him via being a specialist, that model alone gets the bonus).
Thoughts/Comments? What to give the 3rd specialist?
Sybarite is the only character, right? That automatically makes him the Leader, who can not be a Specialist (Unless you get the Leader trait that has him pick a Specialist trait, in which case you actually need 2 more Specialists anyway). My other comment is I worry about the shredder. I guess it will depend on you, but so far when making lists for any faction, I haven't felt confident including small blasts.
This message was edited 1 time. Last update was at 2016/09/08 21:49:13
angelofvengeance wrote: Well, I could probably get away with the Beast Master as the leader.
Can't sadly, he counts as a Beast. Beasts can't be specialists or leaders. As for picking a Leader, it's whoever has the highest Leadership, otherwise if it's a tie you get to pick
This message was edited 2 times. Last update was at 2016/09/09 10:48:40
DakkaCat wrote: As for picking a Leader, it's whoever has the highest Leadership, otherwise if it's a tie you get to pick
To be a bit clearer, it is the Character with the highest Leadership, unless you have no characters, in which case it is the model with the highest Leadership. In either case, you may choose between any eligible models that are tied. Models with the Beast type or Swarm special rule are never eligible, and the elected model gains the Character unit type if they don't already have either it or the Independent Character rule.