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![[Post New]](/s/i/i.gif) 2016/09/09 18:26:24
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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You may, depending on the mission, actually have a high success ratio, as you have more dudes than the opponent has guns or blades to wipe everything out.
As an example, having a wave of cultists make a mad dash for the enemy board edge with the "Infiltrate the Camp" mission will give your opponent the impossible task of holding back the tide!
edit.
And visa-versa as well, you can simply build a wall of expendables to keep the enemy away.
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This message was edited 1 time. Last update was at 2016/09/09 18:27:23
Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/10 07:22:58
Subject: 40K Kill Team Ideas
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Speedy Swiftclaw Biker
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I might be going up against a 20 veterans 2 armored sentinel imp guard army. I've worked the numbers, and it seems very hard to deal with as Dark angels/sisters of battle.
Do you guys have any tips about that? I'd like to avoid scout spam if possible.
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![[Post New]](/s/i/i.gif) 2016/09/10 07:25:47
Subject: 40K Kill Team Ideas
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Grim Dark Angels Interrogator-Chaplain
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DakkaCat wrote: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
Balls. Back to the drawing board lol.
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![[Post New]](/s/i/i.gif) 2016/09/10 10:48:08
Subject: 40K Kill Team Ideas
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Resolute Ultramarine Honor Guard
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Milkshaker wrote:I might be going up against a 20 veterans 2 armored sentinel imp guard army. I've worked the numbers, and it seems very hard to deal with as Dark angels/sisters of battle.
Do you guys have any tips about that? I'd like to avoid scout spam if possible.
20 stormtroopers and a pair of chicken walkers, eh?
If he is going boys over toys, you might have to do the same, I'm afraid. At least it's not a conscript Zerg rush you are facing...
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2016/09/10 11:30:19
Subject: 40K Kill Team Ideas
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Stabbin' Skarboy
Pittsburgh
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I am thinking of going with this: Automatically Appended Next Post: 2 warbikers and a nob with a pk
10 shoota boys in a truck with a ram and one big shoota boy
This way I have some good firepower and enough bodies.
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This message was edited 1 time. Last update was at 2016/09/10 11:31:29
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/09/10 11:34:31
Subject: 40K Kill Team Ideas
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Speedy Swiftclaw Biker
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Crazyterran wrote:Milkshaker wrote:I might be going up against a 20 veterans 2 armored sentinel imp guard army. I've worked the numbers, and it seems very hard to deal with as Dark angels/sisters of battle.
Do you guys have any tips about that? I'd like to avoid scout spam if possible.
20 stormtroopers and a pair of chicken walkers, eh?
If he is going boys over toys, you might have to do the same, I'm afraid. At least it's not a conscript Zerg rush you are facing...
true, but dealing with the 2 multilaser sentinels can be a hassle i imagine. not sure how to do that
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![[Post New]](/s/i/i.gif) 2016/09/10 14:56:54
Subject: Re:40K Kill Team Ideas
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Gargantuan Gargant
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Working on an Ork list for tonight
FA 1 unit of 3 Warbuggies w/ TL Rokkit Launchas
TR 2 units of 19 Grots + Runtherder
One of the other players is threatening to bring Chaos Cultists, so I looked into what he can bring
2 Units of 19 Cultists with 2 heavy heavy stubbers in each squad
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![[Post New]](/s/i/i.gif) 2016/09/10 15:33:59
Subject: 40K Kill Team Ideas
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Stabbin' Skarboy
Pittsburgh
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That should be able to rake on quite a few lists. The cultist guns are only s3 right? So just kill the stubbers and your warbuggies are invincible.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/09/10 16:10:54
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Milkshaker wrote: Crazyterran wrote:Milkshaker wrote:I might be going up against a 20 veterans 2 armored sentinel imp guard army. I've worked the numbers, and it seems very hard to deal with as Dark angels/sisters of battle.
Do you guys have any tips about that? I'd like to avoid scout spam if possible.
20 stormtroopers and a pair of chicken walkers, eh?
If he is going boys over toys, you might have to do the same, I'm afraid. At least it's not a conscript Zerg rush you are facing...
true, but dealing with the 2 multilaser sentinels can be a hassle i imagine. not sure how to do that
Either ignore as best you can by hiding in cover with camo gear or take them out straight away, though the latter may be a bit bothersome as they got AV12 up front, which makes them quite godlike in Kill Team.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/10 16:45:02
Subject: 40K Kill Team Ideas
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Fluttering Firewyrm of Tzeentch
UK
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Well then... So far I have;
ELDAR
7x Striking Scorpions.
85pts for Squad,
+34pts for 2 more,
+10pts for Exarch,
+10pts Two Chainsabres on Exarch.
Total: 139pts
3x Windriders.
51pts for Squad
+10pts for Scatter laser
Total: 61pts
Kill Team Total: 200pts.
The idea being Stealth + Shrouded on my Scorpions will keep them incredibly safe until they can engage in close combat.
With Move Through Cover and Infiltrate they are perfect for capturing and holding objectives, or just getting up in the enemies face. Hitting at Init 5 with Str4, along with their Mandiblasters, I can't see many units standing upto them. Not to mention 3+ armor saves! Then with the Exarchs new Stalker rule he'll decimate in combat.
Then to back it all up, we have 3 Windriders who can speed cap objectives or just be a T4 annoyance. With one of them carrying a Scatter Laser for soft anti-tank.
Otherwise, take the same list above but swap the 3x Windriders with 5x Rangers for 60pts, also coming with Shrouded, Move Through Cover and Infiltrate, I could happily control most of the map from the get go.
As for Leader and Specialists, the Exarch will be the Leader due to highest Ld, however with his special rule he already has enough power that I'm fine with him not being able to get a specialist ability. Then I imagine it will just be 3 Scorpions taking Combat Specialist (+1WS, Hatred, HoW), Dirty Fighter Specialist (Exploit Weakness, Murderous Blows, Executioner) and Indomitable or Guerilla Specialist ( FnP or Preferred Enemy).
I know Howling Banshee's are great and all but, what can I say I love Striking Scorpions and can't say no to 2+ Cover Saves!
_________________________________________________________________________________________________________________________
Other team I'm working on are...
TAU
3x Stealth Battlesuits.
90pts for Squad,
+5pts for Fusion Blaster,
1x Weapon Specialist (Master-Craftsman, Fusion Blaster),
1x Guerilla Specialist (Preferred Enemy, Burst Cannon),
1x Indomitable Specialist (Feel no Pain, Burst Cannon),
Total: 95pts.
9x Strike Team.
45pts for Squad,
+36pts for 4 more.
+10pts for Shas'ui,
+10pts for DS8 tactical support turret,
1x Leader - Shas'ui.
Mixture of Pulse Rifles and Pulse Carbines (5/4 or 6/3).
Total: 101pts.
Kill Team Total: 196pts
Sadly left over with 4pts... and neither Bonding Knife Ritual or Advance Targeting System are of ZERO use in Kill Team, so can't add them into my Stealth Suits or anything. Booo!
Now, I know what your going to say... Why waste points on the Shas'ui? You could get another Fire Warrior!... and... yeah, I kind of agree, if I did that this build would be much better. Buuuut I -really- wanted to make my Fusion Blaster Stealth Suit a Specialist. But since they had the highest Ld this meant I had to fork out 10pts (SERIOUSLY WHY IS HE SO EXPENSIVE?!) to get a Shas'ui in the Firewarrior unit. I honestly might even switch the turret for another Firewarrior to bring my numbers up, means I don't have to start taking Break Tests until after 7 models rather than 6, (right?) ...eh, we'll see, we'll see.
Anyway, The Firewarriors make up the bulk, a few being near the front with Carbines taking objectives, whilst the remaining take the backline with their 36" range picking off what they can. Whilst this is happening the Stealth Suits would get in and be incredibly annoying, keeping in cover for 2+ saves whilst blasting lots of firepower into the enemy.
_________________________________________________________________________________________________________________________
Finally I wanted to make a pure Beastmaster team, but sadly being Beasts... I had to add in more models to be my Leader/Specialists  rip the dream
DARK ELDAR
4x Mandrakes
36pts for Squad,
+12pts for 1 more,
1x Leader,
1x Combat Specialist (Killer Instinct)
1x Dirty Fighters Specialist (Murderous Blows)
1x Indomitable Specialist (Feel no Pain)
Total: 48pts
Beastmasters
+30pts for 3x Beastmaster,
+120pts for 6x Razorwing Flock,
Total: 150pts
Kill Team Total: 198pts.
(Perhaps swapping 1 Razorwing Flock and 1 Beastmaster for 3 Khymera's)
Since Beasts can't be Leaders or Specialists and you REQUIRE them, I've taken 4 Mandrakes to fill those slots, with Stealth and Shroud they will make for great specialists. Amazing cover saves, Infiltrate and MtC. Otherwise I could easily swap them for a basic unit of 6 Warriors.
Now to the Beastmaster dream, I'm taking 6 highly mobile Razorwing Flocks, (that's 5 rending attacks on the charge, with Init 5 and 3 wounds each they push the KT limitations). Whilst they do only have a 6+ save, they are also beast meaning they can easily run from cover to cover until they are within charge range. Hopefully keeping out of sight or surviving until then on their 3 wounds.
My biggest concern is when the team needs to start taking Break Tests... Since Ld5 Birds aren't going to stick around for long! Haha
_____
Anyway that's just a list of my 3 current Kill Teams, I doubt I'll make the Dark Eldar one, it was just a gimmick I was playing with... but I'm very excited to get my Striking Scorpions and Tau Stealthsuits out there!
_____
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This message was edited 12 times. Last update was at 2016/09/10 18:01:11
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![[Post New]](/s/i/i.gif) 2016/09/10 18:12:30
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Stealth suits are quite a tough nut to crack, stick them in cover and unless there's a cover ignoring plasma gun around, you can laugh as you shrug off most incoming fire.
Maybe give one of the burst cannons split fire when facing hordes?
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/10 18:28:21
Subject: 40K Kill Team Ideas
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Fluttering Firewyrm of Tzeentch
UK
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BrookM wrote:Stealth suits are quite a tough nut to crack, stick them in cover and unless there's a cover ignoring plasma gun around, you can laugh as you shrug off most incoming fire.
Maybe give one of the burst cannons split fire when facing hordes?
Indeed! That's my thinking behind both the Stealth Suits and the Striking Scorpions.
As for Split-fire, that's a pretty good idea! But would mean my Fusion Blaster is no longer MC, gonna hurt if that misses Dx haha.
But hopefully against hordes the Firewarriors would be able to pull their weight and help thin them out. Would probably cut the Shas'ui, make the Fusion Blaster my leader, give one of the Burst Cannons Reaping Volley and take another Firewarrior to make it a unit of 10.  Heck maybe even build a 4th Stealth Suit, so I can swap between a Fusion Blaster or a Burst Cannon.
That makes me wonder though, are there any rules against pulling out different lists if you have 2 or 3? I mean I wouldn't think that's toooo unsportsmanlike, not like I'm building -exactly- to counter my opponent. Just have 1 list for normal, 1 list for hordes etc.
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![[Post New]](/s/i/i.gif) 2016/09/10 18:46:15
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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It may be a bit (well, a hella lot more) risky, but you can always take one or two markerlight drones to help out with the buffing of the somewhat crummy BS. Or take a few pathfinders, put those in cover and have them do the painting.
There are no official rules, however for an upcoming tourney we're holding at the FLGS we've decided to keep it to strictly one list per player, mainly to keep the tourney spirit going and hopefully encourage people to bring balanced lists.
When we did a campaign last year we allowed for multiple lists, as long as you stuck to your codex of choice throughout.
It will be interesting to see how the Striking Scorpions will be doing, most people tend to emphasise on ranged combat over melee where I'm from. I'm sure you'll do well in the "rip and tear" department, it's just a matter of getting there in once piece.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/10 19:53:28
Subject: 40K Kill Team Ideas
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Fresh-Faced New User
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Good news!
Wyches work in Kill Team!
Get them into combat and keep your enemy busy.
For all DE players. The 50 points might actually be worth a squad!
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![[Post New]](/s/i/i.gif) 2016/09/10 20:03:40
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Do Wyches still have access to all those special weapons? I bought a squad back in the day when they were re-released and gave the ghouls just about every type of melee weapon included.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/10 21:45:49
Subject: 40K Kill Team Ideas
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Grim Dark Angels Interrogator-Chaplain
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BrookM wrote:Do Wyches still have access to all those special weapons? I bought a squad back in the day when they were re-released and gave the ghouls just about every type of melee weapon included. 10+ models gets you up to 3 wyches with cult weapons, 5 gets you 1 wych with a cult weapon.
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This message was edited 1 time. Last update was at 2016/09/10 21:47:21
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![[Post New]](/s/i/i.gif) 2016/09/12 12:40:37
Subject: Re:40K Kill Team Ideas
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Regular Dakkanaut
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Here are the few I am planning on running. Already have the models for the first two. Tau will be a new team built partially out of the KT box.
Felarch Hyacinth's Landing Party
Sisters of the Ebullient Sacrifice
Duskfall Reconnaissance Cadre
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Currently focusing on Traitor Guard |
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![[Post New]](/s/i/i.gif) 2016/09/12 14:52:43
Subject: Re:40K Kill Team Ideas
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Preacher of the Emperor
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I've had a chance to play the Sisters in a few more games, mostly against people returning to the hobby- but I did tie with a deathwatch bikers list which was finally able to take down the rhino.
Anyway, I'm finally of a mind to try to improve it, and the biggest opportunity I see at the moment are the special abilities: at the moment infiltrate on the multi-melta is only effective on average 50% of the time, the sniper flamer only offers a marginal improvement over a regular one with the toughnesses I've encountered, and soulblaze likewise hasn't had a chance to shine.
So I'm considering this:
Dominion Squad:
Superior w/ pistol and bolter (Leader)
Flamer
Flamer
Stormbolter (Scout)
Stormbolter
Sororitas Rhino
Battle Sisters Squad:
Superior w/ pistol and chainsword (Killer Instinct)
Bolter
Bolter
Flamer
Multi-melta (Eagle Eye)
This time around, the entire Dom squad (minus the superior, barring a fortuitous leadership roll) stay in the rhino and move up aggressively, correct me if I'm wrong, but scout on the storm bolter should confer scout on the rhino if she's in it? Sister Chainsaw footslogs behind it for mobile cover (unless she can also ride inside? I think she can't, per the 'normal restrictions' described for transports)
Depending on how scary the enemy is for vehicles, the Rhino either dislodges the flamers just close enough and hangs back with bolter fire, or drops off the storm bolters and pushes in, launching flamer templates from its hatches. At around this time, Sister Chainsaw throws up an act of faith, hopes desperately to hit, and issues that many wounds with a 2+ rerollable.
If it looks like the rhino is on its way out, it drops off its passengers and tank shocks to try to set up firing lanes for the flamers.
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![[Post New]](/s/i/i.gif) 2016/09/12 18:31:22
Subject: Re:40K Kill Team Ideas
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Regular Dakkanaut
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Captain Joystick wrote:Sister Chainsaw footslogs behind it for mobile cover (unless she can also ride inside? I think she can't, per the 'normal restrictions' described for transports) .
Well she can't begin the game in the rhino (because it's the other squad's dedicated transport) but she can hop in immediately when the game begins if you deploy her next to it.
As per the KT Rules:
"Transport vehicles can carry a number of models equal to their Transport Capacity (but following all of the normal restrictions), regardless of which unit they were selected from during Kill Team selection. However, only models that were selected as part of the same unit during Kill Team selection, and were assigned a Dedicated Transport, can begin the game embarked upon their Dedicated Transport."
The part about "normal restrictions" just means like, bulky and beasts and stuff. I presume.
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This message was edited 1 time. Last update was at 2016/09/12 18:32:35
Currently focusing on Traitor Guard |
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![[Post New]](/s/i/i.gif) 2016/09/12 18:50:05
Subject: Re:40K Kill Team Ideas
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Preacher of the Emperor
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But since the superior is from the battle sister squad I figured the Battle sister squad I figured she'd be prevented from riding in the transport so long as the dominions are already inside it, for the same reasons the two groups of five wouldn't be able to share the transport at the same time in a regular 40k game.
Either way, it's not an assault vehicle so she needs to spend at least one turn outside of it before charging so maybe it's for the best.
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![[Post New]](/s/i/i.gif) 2016/09/12 19:42:36
Subject: Re:40K Kill Team Ideas
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Regular Dakkanaut
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Captain Joystick wrote:But since the superior is from the battle sister squad I figured the Battle sister squad I figured she'd be prevented from riding in the transport so long as the dominions are already inside it, for the same reasons the two groups of five wouldn't be able to share the transport at the same time in a regular 40k game.
Either way, it's not an assault vehicle so she needs to spend at least one turn outside of it before charging so maybe it's for the best.
I dunno I think the "regardless of which unit" part is pretty clearly showing that in KT the rules are different. Because as per the Every Man For Himself rule each model is their own unit. So if we went by normal 40k rules that means that only one model can ever be in a transport at any given time. And we know that isn't what they intended.
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This message was edited 2 times. Last update was at 2016/09/12 19:43:33
Currently focusing on Traitor Guard |
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![[Post New]](/s/i/i.gif) 2016/09/12 20:24:05
Subject: Re:40K Kill Team Ideas
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Speedy Swiftclaw Biker
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Captain Joystick wrote:I've had a chance to play the Sisters in a few more games, mostly against people returning to the hobby- but I did tie with a deathwatch bikers list which was finally able to take down the rhino.
Anyway, I'm finally of a mind to try to improve it, and the biggest opportunity I see at the moment are the special abilities: at the moment infiltrate on the multi-melta is only effective on average 50% of the time, the sniper flamer only offers a marginal improvement over a regular one with the toughnesses I've encountered, and soulblaze likewise hasn't had a chance to shine.
So I'm considering this:
Dominion Squad:
Superior w/ pistol and bolter (Leader)
Flamer
Flamer
Stormbolter (Scout)
Stormbolter
Sororitas Rhino
*snip* correct me if I'm wrong, but scout on the storm bolter should confer scout on the rhino if she's in it? *snip*
Dominions already have the scout rule from themselves, don't they?
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![[Post New]](/s/i/i.gif) 2016/09/12 20:38:56
Subject: Re:40K Kill Team Ideas
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Preacher of the Emperor
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I can't believe I missed that!
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![[Post New]](/s/i/i.gif) 2016/09/12 20:58:52
Subject: 40K Kill Team Ideas
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Heroic Senior Officer
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Milkshaker wrote:I might be going up against a 20 veterans 2 armored sentinel imp guard army. I've worked the numbers, and it seems very hard to deal with as Dark angels/sisters of battle.
Do you guys have any tips about that? I'd like to avoid scout spam if possible.
If he's doing that, he won't have any special weapons or armor upgrades. Its gonna be 20 barebones vets and whatever free weapons the sentinels can take.
Just focus on killing guardsmen, kill 12, and he's on break tests. With only LD7, most vets will take off unless the leader is nearby (and he's only l 8)
I don't think people realize how much break tests hurt horde armies. When a model fails that test, they are gone. They are straight up removed from the game. When my guard broke last night, all but one guardsman ran that turn, and the final ran in the next, leaving me with just a Chimera.
in addition, units like cultists cant kill vehicles. And when said vehicle, a Chimera, is packing a heavy flamer, it can pretty much fight with impunity if the cultists don't have support. There's a lot of give and take when you build a list, Elites struggle against hordes, but hordes will suffer against a well supported vehicle.
Speaking of which, Chimeras are amazing in kill team. Multilasers and a heavy flamer let it cover a lot of roles, and you can fit your whole team in it if you wish to keep them together and safe for a turn or two. In addition, lasgun arrays can fire at different targets from the Chimera's main weapons, which is handy for guys stuck inside not doing anything. I'm waiting on a sentinel to show up so I can try it next, but it's gonna be hard to live up to all the extra abilities that 25pts for the chimera gives you.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2016/09/12 21:29:10
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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I was torn between the Chimera and Armoured Sentinels myself, but for the upcoming tourney I may be fielding two of the latter, one with an autocannon, the other with a missile launcher.
Unless the enemy specifically tools up for anti-armour they should be quite durable, especially in melee with their AV 12 up front.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/12 22:07:31
Subject: 40K Kill Team Ideas
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Utilizing Careful Highlighting
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So played a few games last night against legion of the damned and deathwatch with my dark elder 5 x scourges with 3 blasters and 8 wyches with c.c.w the scourges were the best super mobile a blaster shot then if needed splinters I always kept them in 2s for support. Wyches didn't do anything in ether game just could close fast enough before they got shot . I wiped the 6 man legion guys out both times but got badly beaten buy dug in deathwatch with stalkers the other 2 times
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![[Post New]](/s/i/i.gif) 2016/09/13 00:32:25
Subject: 40K Kill Team Ideas
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Heroic Senior Officer
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BrookM wrote:I was torn between the Chimera and Armoured Sentinels myself, but for the upcoming tourney I may be fielding two of the latter, one with an autocannon, the other with a missile launcher.
Unless the enemy specifically tools up for anti-armour they should be quite durable, especially in melee with their AV 12 up front.
Yeah Im torn as well.
Sentinels fill a double roll of hwt and close combat, whereas a Chimera is more a Swiss army knife with all its various rules and weapons.
You really need to build around either to make them work, but man they can pay off
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2016/09/13 01:58:05
Subject: Re:40K Kill Team Ideas
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Regular Dakkanaut
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Alright, so I've had a while to compile a few ideas I like. Almost none of them have specialist rules to them, but I can at least plan ahead with the list making and go from there. Here's what I've got so far:
Nurglite Team
Khornate Team
Slaaneshi Team
Tzeentchian Team
Inquisition Team
Death Korps Scions (Grenadiers)
Eldar Corsairs Team
Warp Spiders Team A
Warp Spiders Team B
Grey Knights Team
Necron Team (This exact simple list won our store's Kill Team tournament last year)
Tau Auxilliary Team (This placed high among the rankings as well, though falls apart at break tests. Stick to the ruins!)
And that's all! Comments and suggestions are always wanted.
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This message was edited 2 times. Last update was at 2016/09/14 14:09:36
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![[Post New]](/s/i/i.gif) 2016/09/13 02:26:32
Subject: Re:40K Kill Team Ideas
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Proud Triarch Praetorian
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Mr ghoti wrote:Necron Team (This exact simple list won our store's Kill Team tournament last year)
Triarch Praetorians
7x Praetorians (ld and 3 specialists)
Really?
That won?
I mean, yes, T5 3+ 5+++ jump infantry with 12" S5 AP2 guns/ CC attacks is pretty cool, but... a squad of only 7 guys was able to beat everything else everyone had?
...
How?
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![[Post New]](/s/i/i.gif) 2016/09/13 02:43:31
Subject: Re:40K Kill Team Ideas
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Heroic Senior Officer
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skoffs wrote:Mr ghoti wrote:Necron Team (This exact simple list won our store's Kill Team tournament last year)
Triarch Praetorians
7x Praetorians (ld and 3 specialists)
Really?
That won?
I mean, yes, T5 3+ 5+++ jump infantry with 12" S5 AP2 guns/ CC attacks is pretty cool, but... a squad of only 7 guys was able to beat everything else everyone had?
...
How?
You list all that stuff off like it's really trivial, thats a pretty solid setup to have 7 and that's not even counting that some will have specialist abilities.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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