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![[Post New]](/s/i/i.gif) 2017/04/12 17:50:42
Subject: Kill Team intro Game Armies
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Insect-Infested Nurgle Chaos Lord
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Not sure if this goes in Armylists or here but I'm looking for idea for up to 4 kill team army ideas. GW rules (not herald of ruin) because these people are new and wants to try out the game. Ideally all four armies should be able to take on each other while not containing much in the way of fancy or weird rules.
I got Space Marines, Chaos Space Marines, Grey Knights, Orks, some Eldar, Chaos Daemons (Khorne and nurgle varieties) Tyranids and Tau to work with (all my other armies are gimmick ones) so preferably from those. Looking for what type of units and unit compositions that would be good for beginners.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2017/04/12 17:56:28
Subject: Kill Team intro Game Armies
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Mekboy on Kustom Deth Kopta
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from playing around with orks I can say their bikes did much better than their boyz, boyz while there in numbers just die in droves and do not come back
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![[Post New]](/s/i/i.gif) 2017/04/12 18:34:11
Subject: Re:Kill Team intro Game Armies
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Longtime Dakkanaut
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If they are new, have them use small armies. Really small armies. Should be Unbound and reflect the core philosophies of those armies.
#1 - Space Marines: "Well equipped heroes that can take on just about anything. Good all-rounders, they excel at soaking up damage to buy time for a better equipped unit to come in and support them. Good mix of firepower, assault, and mobility."
1 unit of 5 Tactical Marines w/Missile Launcher
1 unit of 5 Assault Marines w/Power Weapon & Melta Bomb
1 Dreadnaught w/Assault Cannon, Power Fist & Heavy Flamer
1 Rhino Transport
#2 - Orks: "Though crude by other species standards, Ork teknology is incredibly lethal. Orks are excellent in close combat, and back that up with powerful, if innaccurate, shooting. What Orks lack in mobility they make up for in sheer numbers."
1 unit of 10 Ork Boyz
1 unit of 10 Ork Boyz with 'eavy armour and shootas
1 unit of 3 Mega Nobz
1 unit of 3 Mek Gunz w/Zzap guns
#3 - Chaos Space Marines: "Space Marines that went traitor 10,000 years ago, these venerable warriors wage an eternal war on the Imperium. Like the Space Marines, they have a good combination of firepower, assault, and mobility, but lack the more advanced weapons of their kin in exchange for daemonic powers."
1 unit of 5 Chaos Space Marines w/Mark of Khorne, replace Bolter with Close Combat Weapon, Plasma Pistol
1 unit of 5 Chaos Space Marines w/Mark of Nurgle, Meltagun, and Meltabombs
1 unit of 10 Cultists w/Autoguns
1 Chaos Rhino transport w/Daemonic Possession
#4 - Eldar: "An old an dying race, the Eldar once ruled the galaxy until an event known as the Fall. Now every Eldar slain is costly sacrifice. Eldar have powerful weapons and are very mobile, making them hard to catch, but are more frail than other species. Eldar also have the most potent psykers in the galaxy."
1 unit of 10 Guardians w/Warlock (Conceal/Reveal + Quicken/Restrain) and Starcannon
1 unit of 5 Jetbikes w/1 Shuriken Cannon
1 Vyper w/Eldar Missile Launcher
EDIT:
Also, do a simple mission. The Relic is a perfect starting mission, since it has a clear goal that rewards a variety of styles of play.
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This message was edited 2 times. Last update was at 2017/04/12 18:37:25
Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2017/04/12 18:56:11
Subject: Re:Kill Team intro Game Armies
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Mekboy on Kustom Deth Kopta
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Yarium wrote:If they are new, have them use small armies. Really small armies. Should be Unbound and reflect the core philosophies of those armies.
#1 - Space Marines: "Well equipped heroes that can take on just about anything. Good all-rounders, they excel at soaking up damage to buy time for a better equipped unit to come in and support them. Good mix of firepower, assault, and mobility."
1 unit of 5 Tactical Marines w/Missile Launcher
1 unit of 5 Assault Marines w/Power Weapon & Melta Bomb
1 Dreadnaught w/Assault Cannon, Power Fist & Heavy Flamer
1 Rhino Transport
#2 - Orks: "Though crude by other species standards, Ork teknology is incredibly lethal. Orks are excellent in close combat, and back that up with powerful, if innaccurate, shooting. What Orks lack in mobility they make up for in sheer numbers."
1 unit of 10 Ork Boyz
1 unit of 10 Ork Boyz with 'eavy armour and shootas
1 unit of 3 Mega Nobz
1 unit of 3 Mek Gunz w/Zzap guns
#3 - Chaos Space Marines: "Space Marines that went traitor 10,000 years ago, these venerable warriors wage an eternal war on the Imperium. Like the Space Marines, they have a good combination of firepower, assault, and mobility, but lack the more advanced weapons of their kin in exchange for daemonic powers."
1 unit of 5 Chaos Space Marines w/Mark of Khorne, replace Bolter with Close Combat Weapon, Plasma Pistol
1 unit of 5 Chaos Space Marines w/Mark of Nurgle, Meltagun, and Meltabombs
1 unit of 10 Cultists w/Autoguns
1 Chaos Rhino transport w/Daemonic Possession
#4 - Eldar: "An old an dying race, the Eldar once ruled the galaxy until an event known as the Fall. Now every Eldar slain is costly sacrifice. Eldar have powerful weapons and are very mobile, making them hard to catch, but are more frail than other species. Eldar also have the most potent psykers in the galaxy."
1 unit of 10 Guardians w/Warlock (Conceal/Reveal + Quicken/Restrain) and Starcannon
1 unit of 5 Jetbikes w/1 Shuriken Cannon
1 Vyper w/Eldar Missile Launcher
EDIT:
Also, do a simple mission. The Relic is a perfect starting mission, since it has a clear goal that rewards a variety of styles of play.
cannot take meganobz in GW kill teams, no 2+
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![[Post New]](/s/i/i.gif) 2017/04/12 18:59:23
Subject: Kill Team intro Game Armies
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Longtime Dakkanaut
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Note, I was suggesting Unbound armies, not Kill Teams. I believe that if they're new to the game, better to start them with the actual game rather than an alternate play-style. Automatically Appended Next Post: if it must be Kill Teams;
#1 Space Marines:
10 Marines, 1 Plasma Gun, 1 Rhino
#2 Orks:
15 Ork Boyz
1 Trukk
5 Burna Boyz
#3 Chaos Space Marines:
5 Chosen w/special weapons, 1 Rhino
#4 Eldar:
3 Windrider Jetbikes
10 Guardians + Warlock if there's room
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This message was edited 1 time. Last update was at 2017/04/12 19:01:29
Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2017/04/12 19:08:31
Subject: Kill Team intro Game Armies
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Mekboy on Kustom Deth Kopta
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Yarium wrote:Note, I was suggesting Unbound armies, not Kill Teams. I believe that if they're new to the game, better to start them with the actual game rather than an alternate play-style.
Automatically Appended Next Post:
if it must be Kill Teams;
#1 Space Marines:
10 Marines, 1 Plasma Gun, 1 Rhino
#2 Orks:
15 Ork Boyz
1 Trukk
5 Burna Boyz
#3 Chaos Space Marines:
5 Chosen w/special weapons, 1 Rhino
#4 Eldar:
3 Windrider Jetbikes
10 Guardians + Warlock if there's room
gottcha, I can see that as learning squad movements as opposed to individual models. though with the new edition I might suggest shadow war armegeddon over kill teams if wanting squad based format
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![[Post New]](/s/i/i.gif) 2017/04/12 19:23:12
Subject: Kill Team intro Game Armies
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Insect-Infested Nurgle Chaos Lord
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Kill teams is more for a practical reason. I'm gonna be hosting about 6 armies and it's a 20 minute walk to work. If I had to bring full sized armies for everyone then I'm gonna break my back.
Also Shadow Wars is out of the question because I won't be able to get a copy on such short notice.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2017/04/12 20:32:21
Subject: Kill Team intro Game Armies
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Clousseau
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If you're starting someone with the game, I wouldn't put any 2+ save units on the field, except for maybe the respective warlords. I would also not have any complicated rules in your armies - with that said, I would *not* recommend Chaos in its current form as a starting faction. I'm not saying the customization options available to Chaos are a bad thing, just not conducive to new players. It can be difficult to keep track of marks, and special rules. "Do i pay for veterans of the long war per model? can my marines have different marks within the same squad?" these are very normal starting questions that occur before any models hit the table. My personal recommendation is a simple, base combined arms detachment. 1 HQ, not named, 2+ troop units, and throw in a vehicle, or something. Aim for roughly 400 points tops. Remember the goal is to learn here. For instance, you could do this with most of the Start Collecting boxes. Consider Start Collecting Space Marines: You get 10 marines, you get 1 Captain in Terminator Armor, and you get a Venerable dreadnought. That right there is 2 troops of 5, an HQ, and an elite. Further, I would limit the amount of AP2 and AP3 on each team. There's nothing more frustrating than seeing your squad get ripped apart and having no recourse, especially since people will make positioning mistakes and get caught out in the open. Having 1 lascannon might help offer this education, but having something like a template AP2 blast would just shred someone's unit with a lucky roll. For mission type, I would recommend creating a mission where there are 3 objective markers. One in the middle, and one in each deployment zone. Playing straight up "kill the other guy" isn't a good way to learn in my opinion, because then people might just hide from each other and avoid engaging with small armies. Objectives force combat to happen in weird positions, and with some cover tossed in. Make sure the board is symmetric so choosing a side doesn't really matter. Let me describe a game I had with a friend, when we first got started. Start Collecting: Space marines versus Start Collecting: Blood Angels SM: 1 captain, terminator armor, power sword, storm bolter 10x TAC marines, 1x Grav gun, 1x Missile Launcher 1x Venerable Dreadnought, Twin Linked Lascannon, power fist, heavy flamer BA: 1 captain, terminator armor, thunder hammer, storm bolter 10x TAC marines, 1x Heavy Bolter, 1x Plasma pistol, plasma gun 1x Baal Predator, with heavy bolter sponsons & storm bolter Looking at those two lists, it's pretty straightforward to see who won. Space Marines hands down, solely because of the venerable dreadnought. In a small game like this, the twin linked lascannon decided every game. A 48" range hitting on 2's twin linked strength 9 ap 2 gun caused serious problems in our games. Not to mention, in melee the dreadnought was the best thing on the table. moral of the story: limit low AP weaponry, limit armor values, focus on troops, with a focus on capturing objectives. If you could do something with 4 squads of the minimum size of troops for each, a warlord, and maybe one light armored vehicle without low AP weaponry, that would be ideal.
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This message was edited 3 times. Last update was at 2017/04/12 20:35:15
Galas wrote:I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you 
Bharring wrote:He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic. |
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![[Post New]](/s/i/i.gif) 2017/04/12 21:44:53
Subject: Kill Team intro Game Armies
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Insect-Infested Nurgle Chaos Lord
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Yeah all of those reasons are why I decided on Kill Team. Very little in the way of random bullcrap to deal with and only a handful of models to keep track of.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2017/04/12 21:51:14
Subject: Kill Team intro Game Armies
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Battleship Captain
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For starter game I'd definitely keep vehicles to smaller scale ones. Dreadnoughts really shine when the only AT on the enemy team is a single melta gun or missile launcher.
Perhaps 'Nids could be a good choice for one of the armies?
Space marines are almost compulsory.
Orks are pretty much as well.
Chaos would fit but they can be complex.
Guard I feel are just hard to play in Kill Team. Horde armies suck to play because it takes so god-damned long, and Guard really don't do elite very well.
With 'Nids you could perhaps do some Genestealers and Lictors perhaps, that seems very fluffy for a Kill Team set up.
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