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![[Post New]](/s/i/i.gif) 2016/09/21 01:19:24
Subject: 40K Kill Team Ideas
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Regular Dakkanaut
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For shooty jetbike lists, there are much better options (eldar windriders...). The idea was to use caltrops for maximum effectiveness, because they are really potent in Kill Team: unless you roll a really low number of hits, most models should die before you even get to attack. Sure, flamers (and other cover ignoring weapons) are a problem, even though they still have to wound T4 (possibly 5 with combat drugs, and there's PfP's FnP too), but you can just focus those models with shooting until they die, and then go for assault.
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This message was edited 1 time. Last update was at 2016/09/21 01:39:34
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![[Post New]](/s/i/i.gif) 2016/09/23 17:14:24
Subject: Re:40K Kill Team Ideas
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Brainy Zoanthrope
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Got in a game yesterday with my 14 genestealer list (hatred, shred and scout). My opponent was running 10 marines with a plasma cannon and HB. They had relentless and split fire respectively, and one other guy got PE. We both rolled the leader trait that let them become a specialist, so I took fearless and him CA. We were doing alone in the dark, which had virtually no impact as I infiltrated everything and only one of his guys was forced to outflank.
Despite our board being pretty terrain-sparse, his small model count and a few LoS blockers allowed me to set most of my army up closer than 18", which was pretty nice. I took first turn and got as close as I could whilst maintaining a bit of cover - he still managed to down 5 genes with his first volley. However, next turn I got about 5-6 guys in and killed 3 marines. We both broke pretty sharpish, with him getting a bit unlucky with a poor round of shooting when it really mattered. It ended up with me tabling him t4-5, with 3 genes left.
I think the specialist traits here were reasonably solid, could perhaps have gone for assault grenades on the third guy though. Ultimately I'm not as convinced by this team as the 3 warriors +14 termas list though, as its pretty one-dimensional and relies very heavily on being able to use cover to get close. I was lucky my foe didn't spread out more and give himself more LoS and deny me the ability to mob him as easily. Against a more experienced player you'd have to be extremely careful with a list like this.
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![[Post New]](/s/i/i.gif) 2016/09/23 23:36:15
Subject: Re:40K Kill Team Ideas
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Bonkers Buggy Driver with Rockets
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@Benlisted I thought infiltrate didn't work in kill team?
Quick question: is it worth it to upgrade trukkboyz to 'ard boyz? It seems like failing break tests/LD tests is a real problem, as mob rule doesn't work and everything but bikers, deffkoptas and vehicles have 6+. Ld7 being the norm hurts in kill team, and for grots it's even worse. Also, giving nobs big choppas seems like an actually not terrible decision, as it's 5 pts for the ability to attack 4 times at S7 on the charge.
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/09/24 08:32:54
Subject: Re:40K Kill Team Ideas
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Brainy Zoanthrope
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gnome_idea_what wrote:@Benlisted I thought infiltrate didn't work in kill team?
Quick question: is it worth it to upgrade trukkboyz to 'ard boyz? It seems like failing break tests/ LD tests is a real problem, as mob rule doesn't work and everything but bikers, deffkoptas and vehicles have 6+. Ld7 being the norm hurts in kill team, and for grots it's even worse. Also, giving nobs big choppas seems like an actually not terrible decision, as it's 5 pts for the ability to attack 4 times at S7 on the charge.
Nah, it's only reserves that doesn't function, aside from outflankers. After all, one of the specialist traits conveys infiltrate.
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This message was edited 1 time. Last update was at 2016/09/24 08:33:06
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![[Post New]](/s/i/i.gif) 2016/09/25 13:57:45
Subject: Re:40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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In some of my lists I plan on running a vanilla Taurox Prime (so with a Taurox battle cannon), but what should I take as the secondary weapons choice? Twin-linked autocannons or twin-linked hotshot volleyguns?
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/25 16:22:36
Subject: Re:40K Kill Team Ideas
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Lone Wolf Sentinel Pilot
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BrookM wrote:In some of my lists I plan on running a vanilla Taurox Prime (so with a Taurox battle cannon), but what should I take as the secondary weapons choice? Twin-linked autocannons or twin-linked hotshot volleyguns?
Seeing as the Taurox BC is basically a small blast autocannon, I would initially recommend the volleyguns for versatility/ MEQ-killing power rather than more S 7. However, you should always take into account how you're kitting out your troops, but in a vacuum I'd take the AP 3.
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![[Post New]](/s/i/i.gif) 2016/09/25 19:59:22
Subject: Re:40K Kill Team Ideas
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Gargantuan Gargant
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The new Goliath Rockgrinder transport may be Kill Team legal
The Rockgrinder has a heavy stubber, a short ranged Lascannon, carries 6, and leaves you 125 points for the rest of your kill team.
It just needs to fall into the FA slot, or be a dedicated transport, to be one of the meanest Kill Team vehicle options of all time.
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![[Post New]](/s/i/i.gif) 2016/09/25 20:47:30
Subject: 40K Kill Team Ideas
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Depending on the rules for the Drilldozer blade and how readily available it is, I still prefer the Armoured Sentinel myself for that title.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2016/09/26 05:52:00
Subject: Re:40K Kill Team Ideas
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Heroic Senior Officer
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adamsouza wrote:The new Goliath Rockgrinder transport may be Kill Team legal
The Rockgrinder has a heavy stubber, a short ranged Lascannon, carries 6, and leaves you 125 points for the rest of your kill team.
It just needs to fall into the FA slot, or be a dedicated transport, to be one of the meanest Kill Team vehicle options of all time.
It definitely looks nasty. It's basically a Chimera but better in almost every way but transport capacity for only 10 more points. Not to mention it has 6 firepoints, meaning that it's full transport capacity can contribute no matter what, thats a big deal.
The real question will be what can go in it. If the neophyte squads can't bring anything good for drive bys with 6 men itll be a bit of a moot point.
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This message was edited 1 time. Last update was at 2016/09/26 05:52:26
'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) 2016/09/26 20:22:54
Subject: 40K Kill Team Ideas
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Bonkers Buggy Driver with Rockets
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In kill team that thing's going to be terrifying. I can just imagine that monstrosity rumbling over squads of guardsmen while the cultists gun down the survivors, cackling madly. Its shape in the pics means that it'll be moderately easy to keep the AV12 pointed at at the enemy, unless they're spread out or really mobile, and the weapons are pretty good when you take into account the smaller table size (the mediocre range is less of a problem).
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/09/27 09:39:58
Subject: 40K Kill Team Ideas
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Guard Heavy Weapon Crewman
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Hi guys I have a KT tournament coming up and I am thinking about using this list
Platoon command squad
Boltgun
Autocannon
Flamer
Sniper rifle
48pt
Infantry squad
Bolter
Autocannon
Plasma gun
76pt
Infantry squad
Bolter
Autocannon
Plasmagun
76pt
What do you think?
I know guard get a lot of options and I know the bs3 will hurt. But I do like the idea of lots of bodies and a load of special weapons to keep my options open.
Should I go with the vet chimera option?
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This message was edited 1 time. Last update was at 2016/09/27 09:59:45
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![[Post New]](/s/i/i.gif) 2016/09/27 17:36:23
Subject: 40K Kill Team Ideas
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Lone Wolf Sentinel Pilot
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Plenty of bodies is good, yes, but I would suggest trying to throw a sentinel in there to carry at least one of your heavy weapons. AV 10/10/10 with +1 cover save or AV 12/10/10 may be paper thin in most circumstances, but in KT I don't think most lists will be tailored too heavily against vehicles. Plus sentinels aren't as paper thin as T3 Sv 5+.
I would recommend taking the heavy flamer against anything less armored than marines, but the AC is also economical, and the lascannon is alright if you find yourself unable to deal with the occasional vehicle. Missiles seem too expensive just to get AP 3 on the table, and I tend not to like plasma cannons as they are very expensive for KT, and the risk of removing 1 of 2 HP feels too great for the points cost.
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This message was edited 1 time. Last update was at 2016/09/27 17:37:25
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![[Post New]](/s/i/i.gif) 2016/09/27 19:02:50
Subject: 40K Kill Team Ideas
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Guard Heavy Weapon Crewman
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Well the autocannon can be swapped out for heavy bolters. I would rather have number of shots over the ap3 And I agree with you on lascannons and missile launchers are expensive at the points limit.
I know the plasma guns are expensive but I wanted something with low ap.
I could drop some guns and try and squeeze a sentinel in?
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![[Post New]](/s/i/i.gif) 2016/09/27 20:26:56
Subject: Re:40K Kill Team Ideas
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Longtime Dakkanaut
The ruins of the Palace of Thorns
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Some, here are some shenanigans using the FW Tyrant's Legion list;
Option 1)
In the FA slot for Tyrant's Legion, you can take tarantulas, and take mixed weapons within the unit. They'll be stationary and have set fie modes, but are T6 and have 2 wounds. AND, they aren't beasts or swarms, so you can make them specialists if you want. They might not be mobile, but they'll be able to exert control over part of the field. You could set them up in cover, and buy them camo netting. Not sure that is worth ir for ten points each though.
Option 2)
Renegade Marauder squads can have a pair of 3-wound brutes, with 3 attacks and rending for 30 points each, who will be pretty scary with special skills on them. They can also have two special weapon guys who could have a skill, and 2-wound marauder chieftan to be the leader. You can even buy them a chimera. On top of that, they are automatically stalkers (outflank, stealth and move through cover), murder cultists (furious charge and crusader) or hereteks (4+ save and krak grenades).
Now, the unit can never regroup for any reason after saving a morale check... but that is less of a problem when that applies to everyone anyway!
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![[Post New]](/s/i/i.gif) 2016/09/28 01:14:22
Subject: Re:40K Kill Team Ideas
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Bonkers Buggy Driver with Rockets
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Fifty wrote:Some, here are some shenanigans using the FW Tyrant's Legion list;
Option 1)
In the FA slot for Tyrant's Legion, you can take tarantulas, and take mixed weapons within the unit. They'll be stationary and have set fie modes, but are T6 and have 2 wounds. AND, they aren't beasts or swarms, so you can make them specialists if you want. They might not be mobile, but they'll be able to exert control over part of the field. You could set them up in cover, and buy them camo netting. Not sure that is worth ir for ten points each though.
Option 2)
Renegade Marauder squads can have a pair of 3-wound brutes, with 3 attacks and rending for 30 points each, who will be pretty scary with special skills on them. They can also have two special weapon guys who could have a skill, and 2-wound marauder chieftan to be the leader. You can even buy them a chimera. On top of that, they are automatically stalkers (outflank, stealth and move through cover), murder cultists (furious charge and crusader) or hereteks (4+ save and krak grenades).
Now, the unit can never regroup for any reason after saving a morale check... but that is less of a problem when that applies to everyone anyway!
Forgeworld armies aren't really balanced for kill team. Citation: this post. I think dread mob could be decent too, but would you have to get the boyz tax?
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/09/28 16:27:21
Subject: 40K Kill Team Ideas
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Brainy Zoanthrope
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3 shrikes, 1 with boneswords, 1 with deathspitter
11 devil gaunts
looks like a decent start. 33 Bs3 S4 shots should be a reasonable volume of fire.
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![[Post New]](/s/i/i.gif) 2016/09/28 18:42:49
Subject: 40K Kill Team Ideas
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Guard Heavy Weapon Crewman
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OK guys my mates nid army for the KT tournament is as follows
1 Zoan
15 shooty gaunts
18 stabby gaunts
Sorry for the technical names :-)
What do you all think? My guess is not many people will have any psychic defence so it might be a good little force?
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![[Post New]](/s/i/i.gif) 2016/09/28 18:54:22
Subject: 40K Kill Team Ideas
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Brainy Zoanthrope
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Useless Sidekick wrote:OK guys my mates nid army for the KT tournament is as follows
1 Zoan
15 shooty gaunts
18 stabby gaunts
Sorry for the technical names :-)
What do you all think? My guess is not many people will have any psychic defence so it might be a good little force?
Unfortunately since brotherhood of psykers doesn't work, the zoan is nigh useless. You meed warriors/shrikes if you're taking anything synapse dependent. But as per my battrep a page or so ago, warriors and devilgaunts works pretty well!
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![[Post New]](/s/i/i.gif) 2016/09/28 18:57:14
Subject: Re:40K Kill Team Ideas
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Humming Great Unclean One of Nurgle
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What about Warriors and Tyrant Guard? S8 AP4 Ignores Cover and Line of Sight guns are pretty tasty.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2016/09/28 20:13:22
Subject: 40K Kill Team Ideas
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Guard Heavy Weapon Crewman
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I didn't know they where BOP. Nids aren't my strong point. Thanks I will let him know :-)
After reading the BOP rules again why do you think that a zoan will be bad in KT? Since the zoan can be in a unit of one wouldn't that just negate the BOP rules in the first place?
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This message was edited 1 time. Last update was at 2016/09/29 08:34:26
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![[Post New]](/s/i/i.gif) 2016/09/28 20:43:07
Subject: 40K Kill Team Ideas
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Bonkers Buggy Driver with Rockets
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So I was looking at more FW armies/mini-'dexes, and I've done a cursory examination of the following. My conclusions below. (Big block of text incoming)
DKoK: their death riders seem usable. Not much else seems better than codex Guard.
Elysians: their deep strike stuff is useless, but their Tauros options are nice and they can use platoons and vets as usual.
Tempestus scions: nothing going for them. They don't have more than 2 usable units, neither of which are particularly powerful or even unique to the army.
D-99: their elites are pretty nice, they can get flamer spam units, melta spam units, and sniper spam units. The problem will be diversifying and having enough counters to any threat category.
Siege assault vanguard: if your opponent is running a horde army, then the siege objective will be impossible to get and you will lose/tie. Otherwise, their only usable units different from codex marines are their tacticals, which can spend 50pts on siege mantles to become invincible at the cost of being too heavy for rhinos (in kill team, probably a pass) and their siege assault squads, which are actually special gear/heavy weapons squads. If you really want to, you can run them, but expect games to be really wierd.
Armored battlegroup: most of your units have too much armor to be legal in kill team. What's left is almost indistinguishable from normal Guard. I may have missed something, but they seem like a no-go.
Dread mob: the spanna boy tax still applies as far as I know, as it's an army restriction not a FOC thing. They don't pay for shootas but do for stikkbombs, have meks instead of nobs, and their scrap trucks are trash, so that's that. I guess you'd use them as your non-vehicle tax anyway? You probably use dread mob for the vehicles, and the vehicles available that regular orks can't use are grot tanks, which are actually usable through being so cheap, junkas, which can carry all sorts of fun wargear, and kans, which are more heavily armored and slightly more expensive grot tanks that can melee Fire Warriors. Both tanks and Kans have to squad up at least three, so at 200 pts kans aren't usable either. Their grots are more points, and will blow themselves up if they use their grenades due to kill team making them split up, so that's terrible too.
Feel free to correct this, I probably screwed something up.
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This message was edited 4 times. Last update was at 2016/09/29 15:16:38
40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/09/29 01:27:15
Subject: 40K Kill Team Ideas
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Longtime Dakkanaut
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Does artillery work in Kill Team by itself? Is there a special rule for it?
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![[Post New]](/s/i/i.gif) 2016/09/29 01:44:34
Subject: 40K Kill Team Ideas
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Bonkers Buggy Driver with Rockets
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@axisofentropy RAW it disappears as soon as it deploys. It's one of the things that needs an FAQ to fix.
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/09/29 13:08:14
Subject: 40K Kill Team Ideas
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Unbalanced Fanatic
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Useless Sidekick wrote:I didn't know they where BOP. Nids aren't my strong point. Thanks I will let him know :-)
After reading the BOP rules again why do you think that a zoan will be bad in KT? Since the zoan can be in a unit of one wouldn't that just negate the BOP rules in the first place?
The issue with BOP is that they don't have the Psyker special rule, and the Kill Team rules specifically say that models with BOP don't get to use it. So a Zoanthrope pays a hefty points cost to basically be a very low-statted Synapse creature that can't really contribute anything useful to the force other than Synapse. Tyranid Warriors are much better as they can shoot, and fight much better.
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![[Post New]](/s/i/i.gif) 2016/09/29 14:27:11
Subject: 40K Kill Team Ideas
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Guard Heavy Weapon Crewman
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Thanks for that. Am still waiting for the kill team book to arrive.
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![[Post New]](/s/i/i.gif) 2016/09/29 22:23:53
Subject: 40K Kill Team Ideas
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Gargantuan Gargant
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Zoanthropes are an odd duck because they were originally full Psyker models, and can still be purchased and fielded alone in proper 40K. RAW I think they get gimped, because of the exclusion of the Psyker rule, but believe RAI they should be playable.
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![[Post New]](/s/i/i.gif) 2016/09/30 04:22:09
Subject: Re:40K Kill Team Ideas
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Grovelin' Grot
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Thinking about 2 5-man scout squads and a fast attack LS Storm. With scout and infiltrate, deployment is very flexible
+++ Kill Team 2 (197pts) +++
++ Space Marines: Codex (2015) (Kill Team Detachment) (197pts) ++
+ Troops (157pts) +
Scout Squad (74pts) [Relentless - Missile Launcher (Frag & Krak), 4x Scouts, 3x Sniper Rifle]
····Leader - Scout Sergeant [Bolt Pistol, Sniper Rifle]
Scout Squad (83pts) [3x Boltgun, 4x Scouts]
····Killer Instinct - Scout Sergeant [Bolt Pistol, Power Sword]
····Reaping Volley - Heavy Bolter [Hellfire Rounds]
+ Fast Attack (40pts) +
Land Speeder Storm (40pts) [Heavy Bolter]
Created with BattleScribe ( http://www.battlescribe.net)
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This message was edited 1 time. Last update was at 2016/09/30 04:23:05
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![[Post New]](/s/i/i.gif) 2016/09/30 08:40:28
Subject: Re:40K Kill Team Ideas
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Battleship Captain
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Fifty wrote:Some, here are some shenanigans using the FW Tyrant's Legion list;
Option 1)
In the FA slot for Tyrant's Legion, you can take tarantulas, and take mixed weapons within the unit. They'll be stationary and have set fie modes, but are T6 and have 2 wounds. AND, they aren't beasts or swarms, so you can make them specialists if you want. They might not be mobile, but they'll be able to exert control over part of the field. You could set them up in cover, and buy them camo netting. Not sure that is worth ir for ten points each though.
Option 2)
Renegade Marauder squads can have a pair of 3-wound brutes, with 3 attacks and rending for 30 points each, who will be pretty scary with special skills on them. They can also have two special weapon guys who could have a skill, and 2-wound marauder chieftan to be the leader. You can even buy them a chimera. On top of that, they are automatically stalkers (outflank, stealth and move through cover), murder cultists (furious charge and crusader) or hereteks (4+ save and krak grenades).
Now, the unit can never regroup for any reason after saving a morale check... but that is less of a problem when that applies to everyone anyway!
Or, you know, Legion Auxillia. Two Thirty-man Auxilia units with shotguns for the Prefects. Because facing a 60-strong "kill team" is not something a lot of people will be prepared for.
Or you can take a (slight) dip in numbers to get two twenty-five men units, each with Frag Grenades and a Flamer or grenade launcher. Because fifty frag grenades is something to see.
D-99: their elites are pretty nice, they can get flamer spam units, melta spam units, and sniper spam units. The problem will be diversifying and having enough counters to any threat category.
The Decimation Squad (Sniper team) is.....okay. You can't have the spotter in the same unit as the sniper, so you lose a lot of your benefits, and it's not like the board is big enough to warrant a range increase. The Elimination squad - do you really need monster hunter? I'm trying to think of any monstrous creature you can realistically encounter. Most are either too big, or heavy support, or both.
The Flamer squad, on the other hand, is much more impressive. I've wondered about a Burna Boyz mob for similar reasons.
A Death Rider squad sounds like a cool kill-team.
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This message was edited 3 times. Last update was at 2016/09/30 08:45:21
Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/09/30 09:45:51
Subject: Re:40K Kill Team Ideas
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Storm Lance
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hiya guys
I need some help with Setting up a KT for myself and a mate. [One other note to consider in giving advice we both have wives/kids and are tough when it comes to spending $$ on hobbies]
I haven't played WH40k in quite a few years [last time you needed to write code for robots] but a mate who has never played table top war games before got hooked on Space hulk [I got the first edition version not the fancy newer one]
He loves the Space Marines Chapter history. I was quite excited to see KT getting released and have ordered a copy [should be arriving tomorrow]
Firstly I have never played Tau I have played Blood angels, Space Wolves, Eldar, Genestealer Cult, Khorne, Slaanesh and Nurgle armies.
So what would I need to add to the 10 fire warriors to make it a viable list? [I am thinking of doing 5 fire warriors and 5 breachers for starters] I also found a Lone Stingwing mini with a Tau helmet conversion [don't ask this has been in my bitz box for many years] can I use that single mini or do I need 3 or 5 of them etc...
I am sort of leaning towards 3x VX25 stealth suits. I do like the Mech look to the Tau..
And for the SM's I see that Scouts seem to be in quite a few of the SM lists... any thing else he should consider for his KT?
thanks for any help given...
LGW
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![[Post New]](/s/i/i.gif) 2016/09/30 11:24:53
Subject: 40K Kill Team Ideas
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Battleship Captain
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So what would I need to add to the 10 fire warriors to make it a viable list? [I am thinking of doing 5 fire warriors and 5 breachers for starters] I also found a Lone Stingwing mini with a Tau helmet conversion [don't ask this has been in my bitz box for many years] can I use that single mini or do I need 3 or 5 of them etc...
Everything you buy needs to be a codex-legal unit in its own right - it subsequently becomes a lone model once it hits the board, but no buying single stingwings or anything like that.
I am sort of leaning towards 3x VX25 stealth suits. I do like the Mech look to the Tau..
Stealt suits aren't a bad kill-team. Mobile, decent firepower. You might struggle to spend 200 points on a stealthsuit-based team (although drones will help).
And for the SM's I see that Scouts seem to be in quite a few of the SM lists... any thing else he should consider for his KT?
There are plenty of good options. Sternguard can be quite nice. A razorback is not bad if you can afford it - people tend to skimp on antitank, so it actually feels like a decently armed tank. Alternatively a couple of landspeeders give you fast, mobile firepower with the reach to play 'keep-away' from close-range threats (as much as you can on a 4'x4' board)
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Termagants expended for the Hive Mind: ~2835
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