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2018/07/20 12:06:49
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Insane Ivan wrote: I think he meant that that box contains all you need to make a Guardsman medic model, but Guardsmen do not have the Medic specialist option for Kill Team. Which is a bit odd, but it appears to me the reasoning is that the Medic is only available to Command Squads normally, and those are not an option for Kill Team. Though then again, can regular scion squads normally take Medics, or are they also restricted to command squads?
Indeed I meant that, and as far as I know, Tempestus only get medics in command squads.
This message was edited 1 time. Last update was at 2018/07/20 12:28:48
2018/07/20 12:32:59
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Maybe because Scions sprue gives You possibility to build command squad or normal scions where cadian shock troop does not.
I have question, why the hell did GW split SWS and normal guardians. They are almost the same... Wouldn't be easier just to pump max gunners to 4.... like scions?
2018/07/20 12:36:12
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Looking at the 4 Matched Play missions, they look really fun but it's clear that you'll need a very balanced kill team to win a competitive event. For example, you only score points in the Take Prisoners mission for killing models within 1", which an all-shooting army has no chance at.
Good luck doing that with Guardsmen, I suppose.
Nonsense. Every IG commander knows that sheer weight of numbers can solve any problem. Need to punch something in melee? Good thing you can bring 10 guardsmen for only 30 points and throw several of them at each prisoner.
While the quality of that page picture is pretty bad, it looks to me like Guardsman are 5 points each. Still, fielding 15 guardsman between Infranty and Special Weapons will not be difficult.
2018/07/20 12:38:22
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Gnollu wrote: Maybe because Scions sprue gives You possibility to build command squad or normal scions where cadian shock troop does not.
I have question, why the hell did GW split SWS and normal guardians. They are almost the same... Wouldn't be easier just to pump max gunners to 4.... like scions?
OTOH, you don't really need a regular IG sprue to make regular IGs. You can as well just use the command sprue. The only thing you lose out is regular lasgun arms, as the CS only carries two of those, but I'm sure they're easy to come by....
2018/07/20 12:39:50
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Apple Peel wrote: Oh, come on! Ever since I saw the demo-man specialist tree, I wanted to do a Scion with a grenade launcher!
*looks up from eyepatch he was greenstuffing onto his grenade launcher scion with beret and mustache*
What do you mean scions can't have grenade launchers???
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2018/07/20 13:14:54
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
As for options they're a LOT like the plastic kits themselves. Here's Chaos:
Cultists can swap autogun for pistol + ccw 1-2 Cultist Gunners can swap autogun for heavy stubber or flamer Cultist Champ can swap autogun for shotgun or pistol + ccw CSM can swap boltgun for chainsword 1 CSM Gunner can swap boltgun for heavy bolter 1 CSM Gunner can swap boltgun for plasma or melta 1 CSM can take an icon of various flavors CSM Champ can swap boltgun for power fist or power sword or chainsword, can swap boltgun for plasma pistol
And there you go! Definitely a bit disappointing, but it allows me to do everything I had planned, except for not being able to take 2x melta or 2x plasma. Seems like the heavy bolter is essentially obligatory? As that CSM Gunner has no other options, apart from just being a specialist with a boltgun. I might just mod a dude with a BFG for old times sake.
Apple Peel wrote: Intercessors better not get their grenade launcher if Scion can’t get theirs.
Welllllllll they do, and it costs 0 points
- Salvage
This message was edited 10 times. Last update was at 2018/07/20 13:32:04
As for options they're a LOT like the plastic kits themselves. Here's Chaos:
Cultists can swap autogun for pistol + ccw 1-2 Cultist Gunners can swap autogun for heavy stubber or flamer
Cultist Champ can swap autogun for shotgun or pistol + ccw CSM can swap boltgun for chainsword
1 CSM Gunner can swap boltgun for heavy bolter
1 CSM Gunner can swap boltgun for plasma or melta
1 CSM can take an icon of various flavors
CSM Champ can swap boltgun for power fist or power sword or chainsword, can swap boltgun for plasma pistol
And there you go! Definitely a bit disappointing, but it allows me to do everything I had planned, except for not being able to take 2x melta or 2x plasma. Seems like the heavy bolter is essentially obligatory? As that CSM Gunner has no other options, apart from just being a specialist with a boltgun. I might just mod a dude with a BFG for old times sake.
Apple Peel wrote: Intercessors better not get their grenade launcher if Scion can’t get theirs.
Welllllllll they do, and it costs 0 points
- Salvage
Do we know what the Icons do? Assuming they're not exactly as they were in the codex, that is.
This message was edited 1 time. Last update was at 2018/07/20 14:20:42
I'm thinking the missing Grenade launcher for Scions is an error. Having just seen the Imperial Guard datasheets, I note that the Scions have the option for a Medic specialist, but a medi-pack is not wargear. Conversely, a vox-catser is wargear, though funnily enough, a Comms specialist for Guardsmen is restricted to the one with a vox-caster only, while a Scion can also take a vox-caster and have a Comms Specialist, but they do not have to be the same model.
The vox-caster seems like a must, by the way: as long as the model with the vox-caster is unshaken, you get to reroll all failed nerve tests. And technically you can have two vox-casters (one guardsman, one Scion) in the same Kill Team. Though the vox-caster is also the single most expensive piece of kit for Guard, at 5 points.
I also note that the Special Weapons Squad guardsmen have the Leader Specialist option, but they do not get a Sergeant, so you could have a Guard leader who is not a sergeant...
Also, no heavy flamer. The Special Weapons Squad gunners have the exact same options as the Regular Guard Squad gunner.
2018/07/20 14:24:58
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Insane Ivan wrote: I'm thinking the missing Grenade launcher for Scions is an error. Having just seen the Imperial Guard datasheets, I note that the Scions have the option for a Medic specialist, but a medi-pack is not wargear. Conversely, a vox-catser is wargear, though funnily enough, a Comms specialist for Guardsmen is restricted to the one with a vox-caster only, while a Scion can also take a vox-caster and have a Comms Specialist, but they do not have to be the same model.
The vox-caster seems like a must, by the way: as long as the model with the vox-caster is unshaken, you get to reroll all failed nerve tests. And technically you can have two vox-casters (one guardsman, one Scion) in the same Kill Team. Though the vox-caster is also the single most expensive piece of kit for Guard, at 5 points.
I also note that the Special Weapons Squad guardsmen have the Leader Specialist option, but they do not get a Sergeant, so you could have a Guard leader who is not a sergeant...
Also, no heavy flamer. The Special Weapons Squad gunners have the exact same options as the Regular Guard Squad gunner.
I hope it’s an error. It is my favorite weapon the Scions have, and it just doesn’t get a fair break in regular 40K.
If the truth can destroy it, then it deserves to be destroyed.
2018/07/20 14:29:39
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Cephalobeard wrote: Guard just seems so... weird. I was really hoping for more than we got. It's a shame.
It's odd for sure.
I was calculating a bit, and if you're just using Guardsmen, not Scions, then you'd have 16 models minimum for 100 points. Every Guardsman, Gunner or Sergeant is 5 points, the most expensive heavy weapon is 3 points (and you'd have 4 gunners max, and note a few of the weapons are actually cheaper...), the most expensive combination of wargear the sergeant can take is 2 points, and a vox-caster (which is the only wargear a normal guardsman can take, and only one of them at that) is 5 points. So you'd have:
1 Sergeant with wargear: 7
4 Gunners with gear: 32
1 Guardsman with voxcaster: 10
10 Guardsmen: 50
Total: 99 points, maxed out Guard without Scions. Coincidentally, that's also exactly one full regular Guardsmen squad and one full Special Weapons Squad in regular 40k. If you'd take a few cheaper special weapons, you can easily squeeze in another Guardsman. So at least you'll have a big team unless you go with Scions (who are nearly double the points without options).
This message was edited 1 time. Last update was at 2018/07/20 14:46:13
2018/07/20 14:43:49
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Im feeling that, between strats and the leader ability, you could possibly create a Duo of a Tempestor and a Sergeant using power swords and pistols, have them issuing orders to eachother to fight again, move, etc.
Cephalobeard wrote:Do we know what the Icons do? Assuming they're not exactly as they were in the codex, that is.
Icon of Wrath (5) - Reroll charge rolls for KHORNE within 6" Icon of Flame (1) - During the Psychic phase, on a 6+ do 1 mortal wound to the closest enemy within 12" Icon of Despair (3) - LD -1 for all enemy models within 6" Icon of Excess (3) - Death to the False Emperor procs on 5+ within 6" Icon of Vengeance (1) - LD +1 within 6"
Cephalobeard wrote:Im feeling that, between strats and the leader ability, you could possibly create a Duo of a Tempestor and a Sergeant using power swords and pistols, have them issuing orders to eachother to fight again, move, etc.
Dumb question, can you take multiple champs? Like a cultist champ + a CSM champ? I'm running into plenty of cases where it just seems like you should max out specialists even if they don't have different weapons - whiiiich I'm pretty sure is how it worked in Necro too? Always take your heavies, even if they just have lasguns. For some reason I thought models-who-can-take-leader-skills might be limited. (So could you take 2x Leader models? For extra CP generation and whatnot.)
- Salvage
This message was edited 1 time. Last update was at 2018/07/20 14:54:57
Seems you can, from what people have said. Just limited to one of each, I guess? So since guard have two options, should be able to take both.
BUT, they both won't be (Leader), I think. One would need a different tag. So, one could be a Tempestor (Scout) and one could be a Sergeant (Leader), but both can issue Orders? Idk, just assuming there.
This message was edited 1 time. Last update was at 2018/07/20 15:04:45
Cephalobeard wrote:Im feeling that, between strats and the leader ability, you could possibly create a Duo of a Tempestor and a Sergeant using power swords and pistols, have them issuing orders to eachother to fight again, move, etc.
Dumb question, can you take multiple champs? Like a cultist champ + a CSM champ? I'm running into plenty of cases where it just seems like you should max out specialists even if they don't have different weapons - whiiiich I'm pretty sure is how it worked in Necro too? Always take your heavies, even if they just have lasguns. For some reason I thought models-who-can-take-leader-skills might be limited. (So could you take 2x Leader models? For extra CP generation and whatnot.)
- Salvage
As far as I can see, you can take as many champs/sergeants/etc. as each datasheet allows, so you could have one cultist champ and one CSM champ, yeah. It's just that you can only have one Leader Specialist, so only one of them would be the warband's actual leader.
Regarding orders for IG though, if I read the info in the book correctly, I think they are restricted to the Leader specialist, who you always have only one of, so even if you have a Guardsmen Sergeant and a Tempestor, only one of them could be issuing orders. Which makes sense, in a way - fluff-wise, one of them would probably still be superior to the other in the Chain-O'-Command.
This message was edited 1 time. Last update was at 2018/07/20 15:06:17
2018/07/20 15:06:21
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Cephalobeard wrote:Im feeling that, between strats and the leader ability, you could possibly create a Duo of a Tempestor and a Sergeant using power swords and pistols, have them issuing orders to eachother to fight again, move, etc.
Dumb question, can you take multiple champs? Like a cultist champ + a CSM champ? I'm running into plenty of cases where it just seems like you should max out specialists even if they don't have different weapons - whiiiich I'm pretty sure is how it worked in Necro too? Always take your heavies, even if they just have lasguns. For some reason I thought models-who-can-take-leader-skills might be limited. (So could you take 2x Leader models? For extra CP generation and whatnot.)
- Salvage
As far as I can see, you can take as many champs/sergeants/etc. as each datasheet allows, so you could have one cultist champ and one CSM champ, yeah. It's just that you can only have one Leader Specialist, so only one of them would be the warband's actual leader.
Regarding orders for IG though, if I read the info in the book correctly, I think they are restricted to the Leader specialist, who you always have only one of, so even if you have a Guardsmen Sergeant and a Tempestor, only one of them could be issuing orders. Which makes sense, in a way - fluff-wise, one of them would probably still be superior to the other in the Chain-O'-Command.
Fair enough. One stock order. Worth noting you can use their strat to issue an additional one, if you wanted, but I think there's potential for a surprise melee combination between the two, if you were so inclined.
Sweet, looks like I'll be able to use all my (11) Kommando models! I'm currently engrossed in painting over 180 Ork Boyz for the new codex, but my Ork Kommando team just became top priority.
2018/07/20 15:34:58
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)