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Made in us
Heroic Senior Officer





Western Kentucky

 BrookM wrote:
 MrMoustaffa wrote:
Heavy bolter/flamer: Relentless
Ha, your opponent wasted a skill on that one. Unless I'm mistaken the Deathwatch heavy bolter and Infernus variant are both assault instead of heavy.

I wouldn't know to be honest. Obviously the heavy flamer is assault but I would assume the bolter still counts as heavy. If not that weapon is even better for kill team than I thought

'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  
   
Made in us
Fixture of Dakka





The regular Heavy Bolter or Heavy Flamer is still Heavy. The Infernus Heavy Bolter with both is Assault.
   
Made in gb
Longtime Dakkanaut






Cheltenham, UK

Hi, guys. I'm just in the process of returning to 40k through Kill Team having been playing a wealth of other skirmish games - mostly Infinity - for the last few years.

I like the scale and style of KT and of course the setting is as brilliant as ever, but - and this is early days, because I'm yet to put it on the tabletop, and plan to play it "as is" before doing any work on this - it does seem a bit like 40klite rather than a distinct narrative experience in its own right.

I was thinking about introducing some ideas from Infinity that I thought would give it some more flavour. On the basis of a rules read-through, I was considering the following:

1. Must be touching cover to benefit from a cover save.

2. If reduced to 0 wounds, models go unconscious rather than dead. If reduced to less than 0 wounds, models are dead.

3. Introduce technical specialists - like other specialists, you'd get up to three of these, and they would include medics, techs and psykers. Obviously, some army list choices would already count as one of these (apothecaries, enginseers, warlocks), but you could also upgrade another model to be a watered-down version.

4. Bin vehicles, except for walkers.

5. Allow players to break some restrictions. For example, they might be able to include up to three models from up to two codex options without buying the whole unit. These may include models with a 2+ save but may not include characters. They may have any of the options they could normally take in their unit.

Is this a totally stupid idea or would people be interested in this sort of adaptation of the main rules?

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

LunarSol wrote:
The regular Heavy Bolter or Heavy Flamer is still Heavy. The Infernus Heavy Bolter with both is Assault.

Correction, regular Heavy Bolter is Heavy, regular Heavy Flamer is Assault. But I assume you are right about the Infernus HB.

Fun fact: Heavy Flamers are Assault, but Assault cannons are Heavy. Because the Emprah wills it so!

   
Made in us
Automated Rubric Marine of Tzeentch




 Galef wrote:
LunarSol wrote:
The regular Heavy Bolter or Heavy Flamer is still Heavy. The Infernus Heavy Bolter with both is Assault.

Correction, regular Heavy Bolter is Heavy, regular Heavy Flamer is Assault. But I assume you are right about the Infernus HB.

Fun fact: Heavy Flamers are Assault, but Assault cannons are Heavy. Because the Emprah wills it so!


I especially love telling my opponents about how *this* model took a weapon from the Heavy Weapons list, and then having them stop me when I fire at full BS after moving, only to then have to explain to them that despite being on the heavy weapon list, it has the assault rule.

Except I don't love that. At all. It totally jars me out of the moment.
   
Made in us
Fixture of Dakka





 precinctomega wrote:
Hi, guys. I'm just in the process of returning to 40k through Kill Team having been playing a wealth of other skirmish games - mostly Infinity - for the last few years.

I like the scale and style of KT and of course the setting is as brilliant as ever, but - and this is early days, because I'm yet to put it on the tabletop, and plan to play it "as is" before doing any work on this - it does seem a bit like 40klite rather than a distinct narrative experience in its own right.

I was thinking about introducing some ideas from Infinity that I thought would give it some more flavour. On the basis of a rules read-through, I was considering the following:

1. Must be touching cover to benefit from a cover save.

2. If reduced to 0 wounds, models go unconscious rather than dead. If reduced to less than 0 wounds, models are dead.

3. Introduce technical specialists - like other specialists, you'd get up to three of these, and they would include medics, techs and psykers. Obviously, some army list choices would already count as one of these (apothecaries, enginseers, warlocks), but you could also upgrade another model to be a watered-down version.

4. Bin vehicles, except for walkers.

5. Allow players to break some restrictions. For example, they might be able to include up to three models from up to two codex options without buying the whole unit. These may include models with a 2+ save but may not include characters. They may have any of the options they could normally take in their unit.

Is this a totally stupid idea or would people be interested in this sort of adaptation of the main rules?


I suspect you'd be better off just playing Infinity for what it is and Kill Team for what it is then trying to create a hybrid. If you really want to try and flesh out Kill Team further, I'd look up the Heralds of Ruin rules. They're the most widely accepted variation of the rules.
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Anyone play kill teams with nids? How did they fair?

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Bonkers Buggy Driver with Rockets






 precinctomega wrote:
Hi, guys. I'm just in the process of returning to 40k through Kill Team having been playing a wealth of other skirmish games - mostly Infinity - for the last few years.

I like the scale and style of KT and of course the setting is as brilliant as ever, but - and this is early days, because I'm yet to put it on the tabletop, and plan to play it "as is" before doing any work on this - it does seem a bit like 40klite rather than a distinct narrative experience in its own right.

I was thinking about introducing some ideas from Infinity that I thought would give it some more flavour. On the basis of a rules read-through, I was considering the following:

1. Must be touching cover to benefit from a cover save.

2. If reduced to 0 wounds, models go unconscious rather than dead. If reduced to less than 0 wounds, models are dead.

3. Introduce technical specialists - like other specialists, you'd get up to three of these, and they would include medics, techs and psykers. Obviously, some army list choices would already count as one of these (apothecaries, enginseers, warlocks), but you could also upgrade another model to be a watered-down version.

4. Bin vehicles, except for walkers.

5. Allow players to break some restrictions. For example, they might be able to include up to three models from up to two codex options without buying the whole unit. These may include models with a 2+ save but may not include characters. They may have any of the options they could normally take in their unit.

Is this a totally stupid idea or would people be interested in this sort of adaptation of the main rules?

The unconscious instead of dead causes some problems with balance, even if you flesh out a concrete rule that interacts with rules like pink horrors exploding and reanimation protocols. What it does is give everything an extra wound if you want to try to force a break check, which is a ridiculous boost to MSU. Orks can take 19x grots and one runtherd for 62 points, and if that flamer only knocks them out then you might as well have old mob rule back. On the topic of your other suggestions I think the cover change could work, and the breaking restrictions thing seems really strong, but could work in 350-ish point games. (if the kill team ruleset doesn't spontaneously combust under the strain.)

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Heroic Senior Officer





Western Kentucky

 gnome_idea_what wrote:
 precinctomega wrote:
Hi, guys. I'm just in the process of returning to 40k through Kill Team having been playing a wealth of other skirmish games - mostly Infinity - for the last few years.

I like the scale and style of KT and of course the setting is as brilliant as ever, but - and this is early days, because I'm yet to put it on the tabletop, and plan to play it "as is" before doing any work on this - it does seem a bit like 40klite rather than a distinct narrative experience in its own right.

I was thinking about introducing some ideas from Infinity that I thought would give it some more flavour. On the basis of a rules read-through, I was considering the following:

1. Must be touching cover to benefit from a cover save.

2. If reduced to 0 wounds, models go unconscious rather than dead. If reduced to less than 0 wounds, models are dead.

3. Introduce technical specialists - like other specialists, you'd get up to three of these, and they would include medics, techs and psykers. Obviously, some army list choices would already count as one of these (apothecaries, enginseers, warlocks), but you could also upgrade another model to be a watered-down version.

4. Bin vehicles, except for walkers.

5. Allow players to break some restrictions. For example, they might be able to include up to three models from up to two codex options without buying the whole unit. These may include models with a 2+ save but may not include characters. They may have any of the options they could normally take in their unit.

Is this a totally stupid idea or would people be interested in this sort of adaptation of the main rules?

The unconscious instead of dead causes some problems with balance, even if you flesh out a concrete rule that interacts with rules like pink horrors exploding and reanimation protocols. What it does is give everything an extra wound if you want to try to force a break check, which is a ridiculous boost to MSU. Orks can take 19x grots and one runtherd for 62 points, and if that flamer only knocks them out then you might as well have old mob rule back. On the topic of your other suggestions I think the cover change could work, and the breaking restrictions thing seems really strong, but could work in 350-ish point games. (if the kill team ruleset doesn't spontaneously combust under the strain.)

I believe with Heralds of Ruin if you double their toughness it causes "instant death". So for example a bolter or flamer would double out a grot and kill it instantly, an autocannon or multilaser would double out a guardsman and kill him instant, a Missile Launcher or lascannon would double out a space marine and kill him instantly, etc.

'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  
   
Made in us
Fixture of Dakka





On the subject of Orks, I've been toying around with them a bit and while I have a dudespam I think is alright (20 shootas, 2 Rokkits, and Grots) but I'd like to have another option with dudes on a Trukk. Thoughts on Defkopta vs Warbikers vs Warbuggies to go along with it? Sadly none of them are super convenient to get unfortunately and the 1 FA slot leaves you spamming one instead of any mix matching potential.
   
Made in gb
Brainy Zoanthrope





 Solosam47 wrote:
Anyone play kill teams with nids? How did they fair?


I've played a few games with jids, the reports you can see if you trawl back in the thread or look at my post history. A team of 14 stealers did well, and that was before the genecult dex came out and made them strictly better! Hormas and shrikes was okay, but warriors and devilgaunts was better.
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I've seen Warriors and Devilgaunts do well.

People have said repeatedly that Genestealers do well. As Benlisted mentioned, the Genestealer Cult Purestrain Genestealers would have to do even better.


   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

The warriors do seem like they will do very good, im thinking warriors kitted for range and a lictor for good measure

This message was edited 1 time. Last update was at 2016/10/23 20:26:30


I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

A Lictor would be nasty...and I have seen Warriors do well, FWIW.
   
Made in be
Wicked Warp Spider





Jacksmiles wrote:
 Galef wrote:
LunarSol wrote:
The regular Heavy Bolter or Heavy Flamer is still Heavy. The Infernus Heavy Bolter with both is Assault.

Correction, regular Heavy Bolter is Heavy, regular Heavy Flamer is Assault. But I assume you are right about the Infernus HB.

Fun fact: Heavy Flamers are Assault, but Assault cannons are Heavy. Because the Emprah wills it so!


I especially love telling my opponents about how *this* model took a weapon from the Heavy Weapons list, and then having them stop me when I fire at full BS after moving, only to then have to explain to them that despite being on the heavy weapon list, it has the assault rule.

Except I don't love that. At all. It totally jars me out of the moment.


"Heavy" heavy flamers would suck. Totally useless. And not being in the heavy weapon list would make them spammable.

So yes is not perfect but is better than the alternatives.

This message was edited 1 time. Last update was at 2016/10/24 14:08:12


Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

Just wanted to chime in regarding the Necron Praetorians and Tomb Blades in Kill Team. Had a couple KT games over the weekend, on a city themed board with lots of terrain and bridges/catwalks.

My KT was 5 Praets with Rods of Covenant and 3 Guass Blaster Blades with Nebuloscopes (ignore cover). Praet Leader had extra range skill, one Praet had +1BS, another had Rage, can't recall the last one...

The Jump and Jetbike rules really helped me go anywhere easily for sniping shots and closing for combat when necessary.

Played against a small Harlequin group, and a larger Stormtrooper list, and won both games.

Had a few crappy rolls when in HtH and lost 3 Praets to Stormtroopers (!), but the Tomb Blades ripped through their armor and cover, and a T5 KT is tough for S3 to crack. I did get to the 50% casualty point, so the Blades had to test for bottle shock, and one did scarper off, but held out and won.

Harlequins rolled a few guys at first, but when the dice turned against him they really turned. 6 guys was not a lot of room for error or casualties. They were hard to target since they were scooting from cover to cover well though.


Thoughts on this: Kroot Kill Team? I really love the Kroot and thought a list like the following might be fun:

Shaper
9 Kroot
2 Kroot Hounds
1 Krootox

Shaper with Pulse Rifle
9 Kroot with Sniper rounds

Yeah? No? Slaughtered outright?

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I just realized that you cannot field Canoptek Wraiths in 200pt KT.

They are beasts and thus cannot be specialists and since you MUST have specialists and there is no Troop or Elite unit cheap enough to fit in the same list as 3 Wraiths, you cannot bring Wraiths.
Is that correct?

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Correct.

The only Necron unit I've found useful for Kill Team has been Destroyers.

   
Made in us
Fixture of Dakka





In general, if it was part of one of GW's Kill Team web bundles, it probably isn't legal in Kill Team....
   
Made in us
Regular Dakkanaut




 adamsouza wrote:
Correct.

The only Necron unit I've found useful for Kill Team has been Destroyers.


I found tomb blades with ignore cover scopes are pretty amazing in kt as well
   
Made in us
Fixture of Dakka





Actually, I take that back. Not super familiar with Necrons. Do Flayed Ones not work?
   
Made in us
Fresh-Faced New User




Ecdain wrote:
 adamsouza wrote:
Correct.

The only Necron unit I've found useful for Kill Team has been Destroyers.


I found tomb blades with ignore cover scopes are pretty amazing in kt as well


Nine of those making up a KT are how you lose friends.

 Galef wrote:
I just realized that you cannot field Canoptek Wraiths in 200pt KT.

They are beasts and thus cannot be specialists and since you MUST have specialists and there is no Troop or Elite unit cheap enough to fit in the same list as 3 Wraiths, you cannot bring Wraiths.
Is that correct?


Flayed Ones.

This message was edited 1 time. Last update was at 2016/10/25 17:28:52


 
   
Made in us
Regular Dakkanaut




Not taking about losing friends, was a discussion on what's good, not what's nice xD
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Ecdain wrote:
 Galef wrote:
I just realized that you cannot field Canoptek Wraiths in 200pt KT.

They are beasts and thus cannot be specialists and since you MUST have specialists and there is no Troop or Elite unit cheap enough to fit in the same list as 3 Wraiths, you cannot bring Wraiths.
Is that correct?


Flayed Ones.


Edit: I thought they started at 10 models minimum, but if the minimum is only 5, than you are correct and it is possible for take Wraiths in KT, and you can even put Whip coils on them.

-

This message was edited 4 times. Last update was at 2016/10/25 18:17:00


   
Made in gb
Battleship Captain




Was wondering if ork nobz might do okay -you can fit eight with eavy armour and twin-barrelled shootas - with relatively little ap4, two wounds with a 4+ save shouldn't be all that fragile...

Termagants expended for the Hive Mind: ~2835
 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

My brother loves using them, though his are mainly geared towards krumpin' things with 'eavy armour and the odd big choppa.

They are quite a tough nut to crack, as he's quite relentless in his advance and will stop at nothing to reach my models.

Though I should hasten to add that my brother is not as much a veteran to 40k as others, so we've been taking it easy, playing at around 120 pts per side, having his Nobs face off against Fire Warriors, Space Marines and even Storm Troopers, which led to some interesting, close games.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Decrepit Dakkanaut




I've been thinking of just doing 3 Destroyers answer 1 Heavy Destroyer, with the latter being the leader and just make the former three specialists.

Which skills have you guys found the most handy?


Automatically Appended Next Post:
I should clarify I'm leaning towards Ignores Cover on one and extra range on the other. Would the last one be best with Spitfire or something else?

This message was edited 1 time. Last update was at 2016/11/06 20:29:42


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

locarno24 wrote:
Was wondering if ork nobz might do okay -you can fit eight with eavy armour and twin-barrelled shootas - with relatively little ap4, two wounds with a 4+ save shouldn't be all that fragile...


Fun ? Yes.

Highly competitive ? No.

So for casual play, go for it.

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Slayer-Fan123 wrote:
I've been thinking of just doing 3 Destroyers answer 1 Heavy Destroyer, with the latter being the leader and just make the former three specialists.

Which skills have you guys found the most handy?


Automatically Appended Next Post:
I should clarify I'm leaning towards Ignores Cover on one and extra range on the other. Would the last one be best with Spitfire or something else?

You might wanna check which category all those traits come from. Specialists cannot have rules from the same category and I think all of those are Weapon Specialists
I would go with the Ignores cover on one of them for sure. The other 2 are 'meh' for Destroyers
I would put Infiltrate on another, not sure about the 3rd.

I also think you are better off with 5 Destroyers. More models are way more important and anti-tank weapons aren't needed as much (especially since you have Guass)

-

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I agree with Galef, bodies matter more than S.

I've also run 5 Destroyers before and Kill Team and it was a good time. Move, shoot, jetpack back into cover, repeat.

   
 
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