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Made in us
Regular Dakkanaut




 Hedgehog wrote:
SirSweetroll wrote:
Cool thanks! Let the abuses begin


The beauty of kill team is that abuses are very hard to do!


For the most part I can agree, however, I still feel a bit dirty fielding 5 warp spiders, an exarch with spinneret rifle(s6 ap1) and 3 jetbikes(one of which is a Scatterbike that I give reaping volley to). I've been asked not to bring that list again to anything but a kt tourney
   
Made in us
Longtime Dakkanaut




Ute nation

As long as they are using the FAQ or ITC rules, the warp spiders aren't a deal breaker, they are annoying, but can only jump away once, and after you shoot them off of something they have to walk back next turn (if they survive). They also have short range (12"), and will probably have to jump themselves out of range to survive getting shot at. If you have to battle focus to get in range of your enemy, you are already on your back foot.

I'd honestly have much worse heartburn playing a ranger list, all of those 2+/3+ cover saves with 36" range sniper rifles and infiltrate, bleh. For that same budget you could get 10 rangers and 4 windriders one of which would have a scatter laser.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

The Dead Rise (Renegades and Heretics)

5 Renegades Disciples (BS4 Guard)
-Champion with Carapace & Melta Bombs
-All with Krak Granades

50 Plague Zombies

Would never bring this list unless as a joke, but with the 50 fearless 4+FNP zombies you can only target one at a time walking forward I'm pretty sure that would be game.

Also, plague zombies have this gimmicky rule where if a plague zombie defeats a unit in close combat, it may add D3 new Plague Zombies to the unit after it has consolidated. Again, I would probably not bring this rule up, but doesn't that mean that for every model a zombie kills, I would gain D3 more?

This message was edited 2 times. Last update was at 2016/11/20 21:32:50


 
   
Made in us
Regular Dakkanaut




 Grimgold wrote:
As long as they are using the FAQ or ITC rules, the warp spiders aren't a deal breaker, they are annoying, but can only jump away once, and after you shoot them off of something they have to walk back next turn (if they survive). They also have short range (12"), and will probably have to jump themselves out of range to survive getting shot at. If you have to battle focus to get in range of your enemy, you are already on your back foot.

I'd honestly have much worse heartburn playing a ranger list, all of those 2+/3+ cover saves with 36" range sniper rifles and infiltrate, bleh. For that same budget you could get 10 rangers and 4 windriders one of which would have a scatter laser.


With all the terrain in kt you'll find that you only need a couple of inches of jump to be safe again. But if you really wanna go with the Ranger plan I've had good success with ten Rangers and 2 vypers.
   
Made in us
Bonkers Buggy Driver with Rockets






SirSweetroll wrote:
The Dead Rise (Renegades and Heretics)

5 Renegades Disciples (BS4 Guard)
-Champion with Carapace & Melta Bombs
-All with Krak Granades

50 Plague Zombies

Would never bring this list unless as a joke, but with the 50 fearless 4+FNP zombies you can only target one at a time walking forward I'm pretty sure that would be game.

Also, plague zombies have this gimmicky rule where if a plague zombie defeats a unit in close combat, it may add D3 new Plague Zombies to the unit after it has consolidated. Again, I would probably not bring this rule up, but doesn't that mean that for every model a zombie kills, I would gain D3 more?


That's a lot of zombies.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Hold on, I'm trying to outnumber it.

...

Imperialis Milita, 2x 40-man Inducted Levies with frag grenades and las-locks. Eighty Conscript statlines with 6+ armour, 18"/S4/Assault 1 guns, and frag grenades that you can never get victory points for killing.

The Legion list doesn't offer much, most of it is just too expensive (especially when you can't get out of the base squad tax with cheap size increases). Veteran Tacticals, Mor Deythan, Alpha Legion Headhunters, and Blackshield Marauders are all theoretically possible, none of them are good ideas.

The Taghmata offers Adsecularis (Servitor chaff) and Thallax (barely legal in Kill-Team, you're exactly at the minimum team size (four) and they're sitting squarely on the wounds cap with three each). Adsecularis are what would happen if the above Plague Zombie horde were about half the size but had carapace armour, S4, and Ork Shootas to show for it, Thallax are just tough jump-shoot-jump capable S7 guns that penalize cover saves.

This message was edited 1 time. Last update was at 2016/11/24 05:07:30


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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Made in nl
Sneaky Lictor




Speshul Forces:

Shoota Boyz, 'eavy armor
- leader: Nob, tl shoota
- Special: big shoota boy, Suppressive fire
- Special: shoota boy, Low blow
- Special: shoota boy, Feel no pain
- 6x shoota boy

Warkopta, tl deffgun, big shoota, stikkbomm chucka


I'd give the Nob a big choppa (and lose the stikkbomm chucka), but I want to keep my team wysiwyg. I'll run this list at least a few times after I finish building a kopta.
   
Made in jp
Proud Triarch Praetorian





What would the downside be to fielding just 5 Destroyers?
That'll be 10 wounds with T5 3+ and 5+++, not to mention JSJ to keep them alive a bit longer.
On the offensive side they're gonna be packing two shot 24" S5 AP3 guns with PE.
That would seem like the perfect storm of what you'd want for KT, no?

This message was edited 1 time. Last update was at 2016/11/24 09:33:36


 
   
Made in us
Longtime Dakkanaut




Ute nation

Two reason to avoid an all destroyer force, first kill teams are durable because wounds don't carry over to other units in the squad, the exception of course being multi wound units like destroyers, since you effectively get to shoot at two wounds at the same time. This makes rapid fire and heavy/assault weapons way more useful against you. So your two wounds per model are probably closer to one and a half wounds per model in terms of comparative toughness. The other issue is that it's not enough dakka, you're very likely to kill what you're shooting at (barring cover, which in all fairness is all over the place in KT) but that comes at the disadvantage of not being able to shoot at much. Against large forces you'll find your at a significant deficit in fire fights.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

 AnomanderRake wrote:
Hold on, I'm trying to outnumber it.

...

Imperialis Milita, 2x 40-man Inducted Levies with frag grenades and las-locks. Eighty Conscript statlines with 6+ armour, 18"/S4/Assault 1 guns, and frag grenades that you can never get victory points for killing.

The Legion list doesn't offer much, most of it is just too expensive (especially when you can't get out of the base squad tax with cheap size increases). Veteran Tacticals, Mor Deythan, Alpha Legion Headhunters, and Blackshield Marauders are all theoretically possible, none of them are good ideas.

The Taghmata offers Adsecularis (Servitor chaff) and Thallax (barely legal in Kill-Team, you're exactly at the minimum team size (four) and they're sitting squarely on the wounds cap with three each). Adsecularis are what would happen if the above Plague Zombie horde were about half the size but had carapace armour, S4, and Ork Shootas to show for it, Thallax are just tough jump-shoot-jump capable S7 guns that penalize cover saves.


How many points is that? I'm at 200, and I believe if I went pure zombies I would be sitting at 66models.
Hah, what kind of specialists should I have?
   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

Had fun at 200 in a couple of games with:

Genestealer Cult
Scout Sentinel with Heavy Flamer (35)
... Additional Scout Sentinel with Heavy Flamer (35)

Genestealers x 5 (70)

Acolyte Hybrids x 5 (40)
... 2 x hand flamer (10)
... Leader (10)

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

Serpent King Games: Dragon Warriors Reborn!
http://serpentking.com/

 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

skoffs wrote:What would the downside be to fielding just 5 Destroyers?
That'll be 10 wounds with T5 3+ and 5+++, not to mention JSJ to keep them alive a bit longer.
On the offensive side they're gonna be packing two shot 24" S5 AP3 guns with PE.
That would seem like the perfect storm of what you'd want for KT, no?


Grimgold wrote:Two reason to avoid an all destroyer force, first kill teams are durable because wounds don't carry over to other units in the squad, the exception of course being multi wound units like destroyers, since you effectively get to shoot at two wounds at the same time. This makes rapid fire and heavy/assault weapons way more useful against you. So your two wounds per model are probably closer to one and a half wounds per model in terms of comparative toughness. The other issue is that it's not enough dakka, you're very likely to kill what you're shooting at (barring cover, which in all fairness is all over the place in KT) but that comes at the disadvantage of not being able to shoot at much. Against large forces you'll find your at a significant deficit in fire fights.


I've run 5 Destroyers in Kill Team before. Move, shoot, jetpack move back behind cover, killing 5 enemy models a turn. It's not that bad.

   
Made in us
Longtime Dakkanaut




Ute nation

Different metas I suppose, I have 11 models in task force kopesh, and I'm constantly outnumbered. In my last fight I took on a 30 model GSC, and if I'd been limited to 5 targets a round I would have been swamped by turn two. I suppose if all you fight against are MEQ, it might not be so bad, but I don't have that luxury. You also have to worry a lot more about assault armies with that low of a model count, If they get one model in assault 20% of your firepower just went away.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Having brought 50+ models to the board in a game of Kill Team, I agree that large numbers of bodies can overwhelm anyone who plays a minimal force, but for some reason people love playing Space Marines in Kill Team, and Destroyers eat MEQ forces for breakfast.

Kill Team is supposed to be fast and fun. Bringing large amounts of models, while legal and tactically sound, just isn't fast and fun to play, so you'll see lots of smallish teams in casual play.

   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

My son won the only 3-player KT game we played largely through bringing lots of bodies... something like 10 Ork Boyz, 1 Trukk, 5 Stormboyz and 3 Nobz. Only 20-odd models but it gave him real staying power.

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

Serpent King Games: Dragon Warriors Reborn!
http://serpentking.com/

 
   
Made in jp
Proud Triarch Praetorian





Well, the other two top pick models for Necrons (Tomb Blades and Praetorians) aren't going to give you that many more models on the table (8 to 9 total). They'd give you a bit more versatility but less killiness.

Anyway, at most you're only going to be able to fit fifteen 13 point models into a 200 point list, so either way you'll be screwed facing horde armies.

 
   
Made in ro
Battleship Captain




Two thirty man tyrant's legion legion auxillia units might be good.

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






Cozy cockpit of an Archer ARC-5S

Most hordes out there lack a good punch though, especially the zombies and various fodder auxilia. If you can't kill them due to their numbers, bunker up in a dedicated transport, preferably one with one or more fire ports.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

The point of the Hordes though it not really to be killy, it's to rack up Victory Points.

The King of the Hill Mission gives you VP for each model on hill.

The Red Rover Mission gives you VP for each model to make it across the board.

Mission with actual objective markers you can bubble wrap and make it impossible for the enemy to get near them.


   
Made in us
Powerful Phoenix Lord





Dallas area, TX

So Wrath of Magnus just updated Pink Horrors, and while Brotherhood of Psykers is useless in KT, the new "Spit" rules can make tons of bodies to slog through.

Imagine a list with 11 Pink Horrors and 6 Flesh Hounds. The each slain Horror becomes 2 Blue horrors and each slain Blue Horror becomes a single 2W base of Brimstone horrors.
So at minimum it would take 3 turns to kill every Horror, something I doubt most lists have the ability to do, especially while the Hounds are alive and need attention.

This message was edited 1 time. Last update was at 2016/11/28 22:27:11


   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Hadn't thought about the new Pink Horror rules... It would robably be fun to run just to see the look on the oppoenent's face.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 adamsouza wrote:
Hadn't thought about the new Pink Horror rules... It would robably be fun to run just to see the look on the oppoenent's face.


How would Breaking work? Let's say you start with 22 Pink Horrors. How many do they have to kill to Break you? 11 Pink Horrors? 11 models? Kill you down to 11 or less?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

That is an interesting question. I would assume they need to get you down to half your starting number of models, just like everyone else.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 adamsouza wrote:
That is an interesting question. I would assume they need to get you down to half your starting number of models, just like everyone else.


I don't own the KT rulebook, so I can't check the exact wording. But if it's "When reduced to 50% or less of your starting models", then they need to kill you to 11 or less models.

Also, what happens if you're killed down to 11 models (triggering break tests), then a Pink Horror splits and you go back up to 12?

Also also, I just realized this is largely pointless, since Daemons are all Fearless in Kill Teams!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Heroic Senior Officer





Western Kentucky

 adamsouza wrote:
The point of the Hordes though it not really to be killy, it's to rack up Victory Points.

The King of the Hill Mission gives you VP for each model on hill.

The Red Rover Mission gives you VP for each model to make it across the board.

Mission with actual objective markers you can bubble wrap and make it impossible for the enemy to get near them.


Until you meet that player that runs a chimera and an armored sentinel with heavy flamers (which is very easy to do) Then you're just bunching up as easy targets for him.

There's a counter to everything in Kill team from what I've seen, except for perhaps that new rule with pink horrors, that's pretty nasty. You really do need some way to deal with all comers or you will get steamrolled. Just spamming bodies will only really work on Infiltrate the camp, and even then you only have a 50/50 of attacking. And what do you do if your opponent brought a transport? He just loads his whole team into the transport and drives off the board uncontested.

Which leads to another question on Infiltrate the camp.

So technically you get a point for every model you get off the table edge in the enemy's deployment. What happens if your whole army goes off the table? Because technically according to the book you lose the moment you have no models left on the table. Kind of leads to a catch 22 where you have to leave a few models in your own deployment to prevent loss by being "tabled" RAW.

'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
Automated Rubric Marine of Tzeentch




 MrMoustaffa wrote:


Which leads to another question on Infiltrate the camp.

So technically you get a point for every model you get off the table edge in the enemy's deployment. What happens if your whole army goes off the table? Because technically according to the book you lose the moment you have no models left on the table. Kind of leads to a catch 22 where you have to leave a few models in your own deployment to prevent loss by being "tabled" RAW.


I've brought this up in other places basically right after the book dropped. Pretty much the consensus is most people house rule it so the Attacker doesn't count as being tabled in that mission. It's... awkward at the very least, but there's quite a bit in KT that needs house rules just so it can even be played anyway.

I actually laughed pretty hard when my friend got all his models off the board in one game and I'm like "So, you lose, you don't have any models on the board at the end of the turn." The look on his face was priceless, but I gave him the win, because what does it even matter?

This message was edited 1 time. Last update was at 2016/12/02 15:46:02


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

From the Imperial Agents Discussion

 GoonBandito wrote:


Sororitas Command Squad moved to the Elites section

New unit: Arco-flagellants (Elite). 3 Arco-Flagellants for 30pts, can buy up to 7 more. Rhino or Immolator as DT.

New unit: Crusaders (Elite). 2 Crusaders for 30pts, can buy up to 8 more. Rhino or Immolator as DT

New unit: Death Cult Assassins (Elite). 2 DCA's for 30pts, can buy up to 8 more. Rhino or immolator.

Immolator: Gained a Fire Point on the top hatch (as per the draft FAQ).


Inquisition:

New Unit: Acolytes (Elite). 3 Acolytes for 12pts and can buy up to 9 more for 4pts/model. Same statline and wargear options as previous codex, however the cost of Carapace/Power armour upgrades are cut in half (2 and 5pts respectively). Any Acolyte can be upgraded to a Mystic for 6pts, and gain the same Psychic Beacon rule. Can take Chimeras, Sororitas Rhinos, all 3 Land Raider types or Valkyries as transports.

New Unit: Demonhost (Elite). 1 Demonhost for 10pts. Gains the Demon rule, otherwise identical to previous codex.

New Unit: Jokaero Weaponsmith (Elite). 1 Jokareo Weaponsmith for 35pts. Identical to previous codex.


So, it looks like Arco-flagellants, Crusaders, Death Cult Assasins, and Acolytes becoming Elites has opened them up as Kill Team Options.

   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Hoping to pick up the codex on either Friday or Sunday, as a lot of these options sound really neat when applied to Kill Team.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Bonkers Buggy Driver with Rockets






 adamsouza wrote:
From the Imperial Agents Discussion

 GoonBandito wrote:


Sororitas Command Squad moved to the Elites section

New unit: Arco-flagellants (Elite). 3 Arco-Flagellants for 30pts, can buy up to 7 more. Rhino or Immolator as DT.

New unit: Crusaders (Elite). 2 Crusaders for 30pts, can buy up to 8 more. Rhino or Immolator as DT

New unit: Death Cult Assassins (Elite). 2 DCA's for 30pts, can buy up to 8 more. Rhino or immolator.

Immolator: Gained a Fire Point on the top hatch (as per the draft FAQ).


Inquisition:

New Unit: Acolytes (Elite). 3 Acolytes for 12pts and can buy up to 9 more for 4pts/model. Same statline and wargear options as previous codex, however the cost of Carapace/Power armour upgrades are cut in half (2 and 5pts respectively). Any Acolyte can be upgraded to a Mystic for 6pts, and gain the same Psychic Beacon rule. Can take Chimeras, Sororitas Rhinos, all 3 Land Raider types or Valkyries as transports.

New Unit: Demonhost (Elite). 1 Demonhost for 10pts. Gains the Demon rule, otherwise identical to previous codex.

New Unit: Jokaero Weaponsmith (Elite). 1 Jokareo Weaponsmith for 35pts. Identical to previous codex.


So, it looks like Arco-flagellants, Crusaders, Death Cult Assasins, and Acolytes becoming Elites has opened them up as Kill Team Options.

So what sort of stuff can you do with them? Has anyone thought up a way to make them work?

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Oozing Plague Marine Terminator





I woukd like to make a list work with SM Scouts and a LSS.

All the built in bonuses of Infiltrate and Scout, with a Fast Open Topped Skimmer make them up close right away, combined with the right Chapter Tactic, and youre getting tons of Special Rules already included.

The LSS has a cerberus launcher for a Lg Blast, and can take a HF, or Assault Cannon.

I usually give the Sergeant a combi-flamer too. Thats is 105 pts. Plenty of room for more Scouts, Scout Bikers, or Space Marine bikers.
   
 
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