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Made in gb
Stabbin' Skarboy





Norfolk, UK

Hi all,

I want to try my hand at Kill Team. I tend to play for fun rather than absolutely to win, but obviously if there are small changes I could make to be more effective then I'd be happy to hear them.

In my mind I'm imagining the Scouts probing forward at the vanguard of a larger force, encounter resistance, and call in rapid support and get backed up by the Skyclaws.

5 Wolf Scouts Including one Wolf Scout Leader - 80 points

5 Skyclaws Including one Wolf Guard Sky Leader
1 Power Fist
1 Melta Gun - 120 points

Total 200 Points.

Not sure how to arm the Scouts, Boltguns, BP + CCW, Shotgun?

Thanks for your thoughts

Nat, the Reactor Mek

Pariah Press wrote:Help! Jervis just jumped through my window, wearing a ninja costume! He's taking my 4th edition rule book! He's taking my 4th edition rule book!

 
   
Made in us
Regular Dakkanaut






"Fluffy"

Currently focusing on Traitor Guard  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Yes, it does seem fluffy. If it wasn't fluffy, he'd be taking Thunderwolf Cavalry.

I'd go Bolt Pistol and CCW, personally.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut






No, Thunderwolf Cavalry would be MORE fluffy.

Currently focusing on Traitor Guard  
   
Made in gb
Stabbin' Skarboy





Norfolk, UK

It's just occurred to me that I haven't figured out specialists yet, I forgot all about that bit. I'll have a look into that when I get home from work.

Nat, the Reactor Mek

Pariah Press wrote:Help! Jervis just jumped through my window, wearing a ninja costume! He's taking my 4th edition rule book! He's taking my 4th edition rule book!

 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

I think it looks good. If you aren't bringing a Rhino, then you need as many bodies as you can. I think you have a good balance here.

I would drop the power fist for a maul and pistol... I1 in killteam sucks. You wanna be able to kill something at initiative, and since you don't face anything better than a 3+, your S6 maul with as many attacks as you can get is a better option IMO.

Power sword is appealing too, but not being able to wound reliably (often on a 4+) isn't worth the gamble of the points... however, you could do that and take the "fleshbane-like" specialist trait.

I like the melta gun, but FWIW I recently traded my melta in for a plasma... just to handle things like T5 bikes, destroyers, and it still does ok at range on light vehicles/sentinels. YMMV though (although I'd recommend trying both!)

For the other specialists, I'd consider the splitfire one, or giving your specail weapon guy +1 BS so you don't miss... that sucks when you only probably get one shot with them before they are killed-off.

Close combat is hard... most units that end up in cc die, so don't invest too many points unless you can kill and get away.

The jump units will help you in objective missions, but give one of them "move through cover" so that you don't kill yourself in a dangerous terrain test when jumping for that last objective in some ruins at the end of the game LOL

Hope that helps!
   
Made in gb
Stabbin' Skarboy





Norfolk, UK

Dude, that is really helpful, thankyou!!

I was considering giving the Melta guy the Eagle Eye specialist trait, which would extend the range on the meltagun up to 18". In my opinion, you can then interpret that as the gun being in Melta range at 9", as opposed to 6". I feel like that would be useful and make up the shortfall to plasma. Any opinions on this as to how the rule is supposed to be interpreted? I'll definitely try the plasma option though.

Ditching the power fist is probably a good idea given what you've said about Initiative when going toe to toe in combat. I was thinking about wanting to rip open vehicles but the maul on the charge should be able to do that too, and with the melta guy, there aren't going to be that many seperate vehicle targets to deal with. That also frees up some points to spend elsewhere. Don't have my Codex at work to see what else to spend it on.

Move through cover seems like a sensible option for a jump pack guy.

Thanks again!!

This message was edited 1 time. Last update was at 2016/10/11 12:06:16


Nat, the Reactor Mek

Pariah Press wrote:Help! Jervis just jumped through my window, wearing a ninja costume! He's taking my 4th edition rule book! He's taking my 4th edition rule book!

 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

 Nuclear Mekanik wrote:
Dude, that is really helpful, thankyou!!

I was considering giving the Melta guy the Eagle Eye specialist trait, which would extend the range on the meltagun up to 18". In my opinion, you can then interpret that as the gun being in Melta range at 9", as opposed to 6". I feel like that would be useful and make up the shortfall to plasma. Any opinions on this as to how the rule is supposed to be interpreted? I'll definitely try the plasma option though.



Glad I could help. Yeah, you're interpreting the range ruling correctly; give it a try and see what you think... I always find that you need to land the hit, or need to land the wound in killteam because you only get one chance at any one particular thing you are trying to do... so I always try to rely on specialist traits that help with hitting and wounding... but YMMV. Good luck, post back if you try something and it works / or fails lol!
   
Made in us
Regular Dakkanaut




Oh definitely plasma!

My opinion, space wolves are well equipped to deal with the things they can't shoot down - in cc.

Melta guns just don't seem as important for my SW lists, as they definitely are in other races I play.

Having infiltrator is nice, and Jump models for any terrain. I do like.

Id thought of 5 Wolf Guard w/ Jump Packs and Storm Bolters as a list lol yours is better. (CC they're ok, and Storm Bolters are generally useful).
Guess I'm trying to say, I like where you're going with this.

I would definitely figure out the very best use of the three specialists, and building off this.

   
 
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