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![[Post New]](/s/i/i.gif) 2018/08/22 14:23:20
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Niiai wrote:Wait, so I can or can not charge through a wall? I imagine batman from the archam asylum games.
also, I do not know if a 16 points for a interscessor with a grenade launcher is good enough. Both the frag and krak options seems like worse versions of the missile launcher.
RAW you can't charge through walls with the grapnel launcher, but if you can apply house rules in your player group this seems like a fun suggestion.
As for the grenade launcher, you get a (Stalker) Bolt Rifle + Grenade Launcher for 0 points, so that's pretty good flexibility for free right there.
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![[Post New]](/s/i/i.gif) 2018/08/22 14:23:40
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Reavers and ML scouts with camo cloaks.That's the breadwinner. I use a scout sergeant with sniper and cloak.
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2018/08/22 16:22:15
Subject: [Kill Team] Space Marines tactics
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Liche Priest Hierophant
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You only get one rocket launcher of the scouts though. You can get one of a gunner marine as well.
Gunner marine, heavy bolter 16
Scout, cloak, ML 17
Sergant, combi plasma 17
Ingressor gunner, grenade launcher 16
Tactical gunner, flamer 16
Scout, sniper rifle, cammo cloak 12
Reiver, grapple launcher 17
That is 111 points, so cut a model of your choise. If you wanne upgrade the heavy bolter to a missile launcher that is 2 points.
A very potent ranged squad. I am unsure if you need both reaver and flamer as close combat options.
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![[Post New]](/s/i/i.gif) 2018/08/22 17:32:36
Subject: [Kill Team] Space Marines tactics
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Hoary Long Fang with Lascannon
Finland
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About Grapnel launchers: What's the difference between climbing an obstacle (= using movement for vertical distance) and ignoring vertical distances when moving? I charged over a ruined building (although it wasn't just a wall, it had a level) and didn't feel like I was cheating. If they don't work like that I seriously don't see the point in them.
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![[Post New]](/s/i/i.gif) 2018/08/22 18:21:04
Subject: [Kill Team] Space Marines tactics
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Fresh-Faced New User
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lliu wrote:Reavers and ML scouts with camo cloaks.That's the breadwinner. I use a scout sergeant with sniper and cloak.
I’ve been playing quite a few games lately of various SM KT’s using Reivers, Intercessors, & Tacs, mostly matched play without using any of the boxed set tactic cards. Have to admit, Reiver Sarge is pretty solid as a leader with carbine & knife. Only units I haven’t used are scouts in any form. Cloaks look cool on paper but the cost of them is too close to Primaris for my taste. If I shut down enemies with multi D weapons before they take out my Primaris, I get into a stride that just mowes down the rest at range & CC, capture objectives, etc. 7.5pts per wound, a 3+ save 15” Rapid Fire at AP -1 for Primaris seems pretty strong.
I plan to assemble my scouts at some point just for kicks though.
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This message was edited 2 times. Last update was at 2018/08/22 21:20:24
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![[Post New]](/s/i/i.gif) 2018/08/23 01:06:53
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Weboflies wrote:
People seem to be digging the Missle Launcher. For the points, I like the Intercessor Gunner with Auxillary Grenade Launcher. It's 16 points same as a Scout with ML, more durable, and it doesn't eat up a spec slot to move and shoot without penalty.
The missile launcher is fairly hard to kill when using the kill team box's cards. Spending CP to not die is the strongest Command ability in the game
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![[Post New]](/s/i/i.gif) 2018/08/23 03:40:21
Subject: [Kill Team] Space Marines tactics
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Bounding Assault Marine
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stratigo wrote: Weboflies wrote:
People seem to be digging the Missle Launcher. For the points, I like the Intercessor Gunner with Auxillary Grenade Launcher. It's 16 points same as a Scout with ML, more durable, and it doesn't eat up a spec slot to move and shoot without penalty.
The missile launcher is fairly hard to kill when using the kill team box's cards. Spending CP to not die is the strongest Command ability in the game
Why use the CP if you don’t have to? Build up a pool, or take advantage of some of the other excellent ones like Honour the Chapter or Hellfire Shells if you can while the enemy whittles your 2 wound guy down?
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![[Post New]](/s/i/i.gif) 2018/08/23 05:22:57
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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I can confirm that the Aux Grenade launcher is great. I take it on an Intercessor that has the Demolitions specialism, pair him up with a buddy that has the Comms specialism.
Now, my d6 frag grenade has zero penalty for long range, hit's on 3's with the Comms buff if you're obscured, and then will wound t3 models on 3's and t4 models on 4's. I can spend a command point to then wound t3 models on 2's and t4 models on 3's.
Or, I use the frag grenade against tougher enemies, so it wounds on 2's against everything, has -1 ap, and can do d3 damage.
Demolitions + Aux Grenade launcher was MVP in my last couple of games, deleting Tau Pathfinders and Deathwatch Vets.
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![[Post New]](/s/i/i.gif) 2018/08/24 11:40:38
Subject: [Kill Team] Space Marines tactics
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Liche Priest Hierophant
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Am i reading this right? 2 scouts can have a heavy weapon?
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![[Post New]](/s/i/i.gif) 2018/08/24 13:53:57
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Niiai wrote:Am i reading this right? 2 scouts can have a heavy weapon?
Yup.
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2018/08/24 14:56:31
Subject: [Kill Team] Space Marines tactics
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Fresh-Faced New User
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Niiai wrote:Am i reading this right? 2 scouts can have a heavy weapon?
Yes.
Two scouts with heavy.
Plus one tactical with heavy.
And one tactical with special.
And one tactical sergeant with combi.
A lot of points, but a lot of firepower...
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![[Post New]](/s/i/i.gif) 2018/08/24 16:39:16
Subject: [Kill Team] Space Marines tactics
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Liche Priest Hierophant
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Dreyf wrote: Niiai wrote:Am i reading this right? 2 scouts can have a heavy weapon?
Yes.
Two scouts with heavy.
Plus one tactical with heavy.
And one tactical with special.
And one tactical sergeant with combi.
A lot of points, but a lot of firepower...
And you can add the primaris with the underslung grenade launcher. That is a lot of long ranged fire power. I suspect that we run out of points before that though.
What is our cheapest option, a 10 point scout? Any idea why the scouts have BS3? The only scouts that have that are SW one, but there is no frost axe option.
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![[Post New]](/s/i/i.gif) 2018/08/26 16:59:50
Subject: Re:[Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Pls share your opinion on this list.
++ Kill Team List (Adeptus Astartes) [100pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team
+ Leader +
Reiver Sergeant [18pts]: Bolt carbine, Combat knife, Grapnel Launcher, Leader
+ Specialists +
Intercessor Gunner (Demolitions) [16pts]: Auxiliary grenade launcher, Stalker bolt rifle
Intercessor Gunner (Comms) [16pts]: Auxiliary grenade launcher, Bolt rifle
Intercessor Sergeant (Combat) [18pts]: Bolt rifle, Bolt Pistol, Power sword
+ Non-specialists +
Intercessor [15pts]: Bolt rifle
Reiver [17pts]: Bolt carbine, Grapnel Launcher
++ Total: [100pts] ++
Created with BattleScribe
I'm a bit confused about how the Intercessor Sergeant eqiupment options are worded. So either you take a Power/Chain Sowrd in addition to the normal setup or you forfeit one of the guns? Doesn't make much sense to me ...
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![[Post New]](/s/i/i.gif) 2018/08/27 06:18:35
Subject: Re:[Kill Team] Space Marines tactics
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Stalwart Veteran Guard Sergeant
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BertBert wrote:
I'm a bit confused about how the Intercessor Sergeant eqiupment options are worded. So either you take a Power/Chain Sowrd in addition to the normal setup or you forfeit one of the guns? Doesn't make much sense to me ...
That’s just to allow you to use different models for the Intercessor Sergeant. With current (non-converted) bits and/or offical models (like the Anniversary sergeant) you can make a sergeant with a bolt pistol and boltgun, boltgun and CCW, bolt pistol and CCW, or all three. Doesn’t really mkae much sense to forfeit one of the weapons game-wise, though.
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This message was edited 1 time. Last update was at 2018/08/27 06:18:49
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![[Post New]](/s/i/i.gif) 2018/08/27 12:10:55
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Few things that are odd about the list: Firstly, why is he intercessor sergeant not your leader? Have the reiver as CC Specialist. Second, a scout with missile launcher and camp cloak is more durable a lot of the time than an intercessor, and cheaper. Take that instead of the auxiliary grenade launcher. It costs points, and shoots grenades that are worse than missiles. I always take two scouts with camo cloak and missile launcher instead of intercessors. Lastly, I’ve always found the leader to be a cheap CP farm if anything. I always take a scout sergeant with camo cloak and sniper to hit that annoying thing in the back that may be bothering me. That, or a scout with a bolt gun. It’s not a bad idea, to have something big and multi wound as a leader, it’s just my take. I’ve found the points I save this way is often enough for an extra scout.
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2018/08/27 12:49:20
Subject: [Kill Team] Space Marines tactics
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Liche Priest Hierophant
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How about this. The last two scouts can be something else, like a primaris with a grenade launcher.
Perhaps the leader and plasma should have swaped plasma/flamer.
Flamer, Plasma, 2 rockets, 1 heavy bolter, 2 mooks. Sounds fine.
++ Kill Team List (Adeptus Astartes) [100pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team
+ Leader +
Tactical Sergeant [16pts]: Combi-flamer, Leader
+ Specialists +
Scout Gunner [14pts]: Heavy, Heavy bolter
Scout Gunner [16pts]: Demolitions, Missile launcher
Tactical Marine Gunner [18pts]: Missile launcher, Sniper
+ Non-specialists +
Scout [10pts]: Boltgun
Scout [10pts]: Boltgun
Tactical Marine Gunner [16pts]: Plasma gun
++ Total: [100pts] ++
Created with BattleScribe
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![[Post New]](/s/i/i.gif) 2018/08/27 22:03:55
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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lliu wrote:Few things that are odd about the list: Firstly, why is he intercessor sergeant not your leader? Have the reiver as CC Specialist. Second, a scout with missile launcher and camp cloak is more durable a lot of the time than an intercessor, and cheaper. Take that instead of the auxiliary grenade launcher. It costs points, and shoots grenades that are worse than missiles. I always take two scouts with camo cloak and missile launcher instead of intercessors. Lastly, I’ve always found the leader to be a cheap CP farm if anything. I always take a scout sergeant with camo cloak and sniper to hit that annoying thing in the back that may be bothering me. That, or a scout with a bolt gun. It’s not a bad idea, to have something big and multi wound as a leader, it’s just my take. I’ve found the points I save this way is often enough for an extra scout.
Hey, thanks for commenting! I should have mentioned that I'm trying to stick to a Primaris-only build
So the idea behind the Intercessor Sergeant Combat Specialist is that he gets the Power Sword and one additional attack, so that's 4 Power Sword attacks at AP -3 compared to 4 Combat Knife attacks at AP 0 a Reiver would get.
I chose the Reiver Sergeant as a Leader because he's pretty durable and can get in and out of dodge rather comfortably with his Grapnel Launcher.
The Aux. grenade launcher doesn't cost any points, so there's really no downside to taking it, since it's the only "heavy" option Primaris get.
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![[Post New]](/s/i/i.gif) 2018/08/27 22:12:54
Subject: [Kill Team] Space Marines tactics
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Regular Dakkanaut
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Actually it costs 1 point. You need to take gunner to have aux grenade and gunner is 1 point more expensive than standard primaris tactical
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![[Post New]](/s/i/i.gif) 2018/08/28 00:40:06
Subject: Re:[Kill Team] Space Marines tactics
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Liche Priest Hierophant
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What donpeople think of the materfull markship stratagem? If it is done by a sniper specialist you hit on 1+ (2+ under most circumstances) and it wounds on 2+ or 3+ (curse you death guard.)
Or are points better spent elsewhere?
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![[Post New]](/s/i/i.gif) 2018/08/28 07:51:02
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Gnollu wrote:Actually it costs 1 point. You need to take gunner to have aux grenade and gunner is 1 point more expensive than standard primaris tactical
Fair enough, I didn't think of that!
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![[Post New]](/s/i/i.gif) 2018/08/28 12:47:33
Subject: [Kill Team] Space Marines tactics
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Oozing Plague Marine Terminator
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Played a game vs CSM in Sunday with my Scout themed KT. Sniper Scout leader, Sniper Scout demo, Auspex sarge Comms, and Scout ML Sniper, with some spare Snipers, ccw, and bolter scouts.
Felt real dirty with the stacking +1,+1, rerolling ones ML.
Might have been offset by the fact that my Sniper rifles didn't do jack all game though.
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![[Post New]](/s/i/i.gif) 2018/08/28 13:17:39
Subject: [Kill Team] Space Marines tactics
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Liche Priest Hierophant
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I think you will find the missilen launcher a superior sniper rifle.
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![[Post New]](/s/i/i.gif) 2018/08/30 04:22:08
Subject: [Kill Team] Space Marines tactics
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Bounding Assault Marine
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I have been wrecking face by remembering to keep a CP reserve for Death Denied, Protecting my Leader, and running with:
Tac Sgt LDR Power Fist, Plasma Pistol
Intrcssr Sgt CBT Auto Bolt Rifle, Power Sword
Tac Gunner SNP Plasma Gun
Tac Gunner HVY Heavy Bolter
Scout Gunner Heavy Bolter
Intercessor Gunner Aux Grenade Launcher
My last 3 games I haven't even lost a model. It's kind of not even fair... I'm sure there's other lists that can beat it tho, I've been playing more than most guys locally.
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![[Post New]](/s/i/i.gif) 2018/08/30 08:58:13
Subject: [Kill Team] Space Marines tactics
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Liche Priest Hierophant
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I find your list interesting. 2 heavy bolters, no rocket launcher. How do they compare do you think?
Also, you have 2 melee units. Both a powerfist and a power sword. What does that give uou as opposed to more shooting?
What do you usualy face, as you never loose a model? That sounds odd.
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![[Post New]](/s/i/i.gif) 2018/08/31 06:24:23
Subject: [Kill Team] Space Marines tactics
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Bounding Assault Marine
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Niiai wrote:I find your list interesting. 2 heavy bolters, no rocket launcher. How do they compare do you think?
Also, you have 2 melee units. Both a powerfist and a power sword. What does that give uou as opposed to more shooting?
What do you usualy face, as you never loose a model? That sounds odd.
That's only the last 3 games, but I was up against a fresh Necron build, another Space Marine team, and a fairly leveled up Dark Eldar team. Effective use of Death Denied combined with really potent shooting makes it very tough for your opponent. They costed the special/heavy weapons really low, I believe to account for the fragility of a single model that can be targeted freely by the enemy's whole force, but Space Marines probably have too much depth in terms of options, and their solid stats alongside Death Denied takes fragility off the table.
The Missle Launcher is actually quite good, and I think I had the points space for it in the list, but for some reason I painted the Heavy Bolter Scout instead, so that was that. Maybe I was thinking that with his lesser armour save the ML would make him too much of a target.
Melee is quite good in this game. A lot of the mission objectives involve crossing the table, or trying to get off the other side, so as Defender, you're going to want to use charges to catch models trying to break through, and as you will be outnumbered you will be wanting to delete models in 1 round of fighting so you can catch up with stragglers. This is where Power Weapons come in. The Plasma Pistol also gives you some very deadly close ranged shooting in a pinch. As Attacker, you're going to need these guys to make a hole, and or tie enemy models up in order to break through yourself. Regardless of mission, Your enemy may have a strong CC element, and you are going to want something to jump into the breach if your shooting is overwhelmed by speed or numbers. A scary Space marine that's ready to fight in combat may also make your opponent hesitate to get close, and with rolling for end of game at the end of turn 4, there is no time to hesitate in Kill Team.
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This message was edited 1 time. Last update was at 2018/08/31 06:27:00
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![[Post New]](/s/i/i.gif) 2018/09/10 20:44:10
Subject: Re:[Kill Team] Space Marines tactics
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Long-Range Land Speeder Pilot
Canary Island (Spain)
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Hi Dakkanauts.
On Friday i am facing my first Kill Team matches against Adeptus Mechanic, Tyranids and Dark Eldar. I will play my SM and really have no idea if my list will Works well. We only can bring one list and will fight one versus one and maybe a final round all vs all or by teams.
Leader: Intercessor sgt ( Bolt Rifle, Leader, Power Sword) 18p
Specialist: Intercessor gunner ( Aux.Grenade Launcher, Bolt Rifle, Sniper) 16p
Reiver Sgt ( Combat knife,grapnel launcher, Heavy Bolt Pistol, Combat) 18p
Tactical Sgt ( Auxpex, Plasma Pistol, Comms) 15p
Non-Specialist: Intercessor gunner ( aux.grenade launcher, bolt rifle) 16p
Reiver ( Bolt carabine, grapnel launchcher) 17p
100 points. Shuld I change something?
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![[Post New]](/s/i/i.gif) 2018/09/10 22:39:59
Subject: Re:[Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Alex_85 wrote:Hi Dakkanauts.
On Friday i am facing my first Kill Team matches against Adeptus Mechanic, Tyranids and Dark Eldar. I will play my SM and really have no idea if my list will Works well. We only can bring one list and will fight one versus one and maybe a final round all vs all or by teams.
Leader: Intercessor sgt ( Bolt Rifle, Leader, Power Sword) 18p
Specialist: Intercessor gunner ( Aux.Grenade Launcher, Bolt Rifle, Sniper) 16p
Reiver Sgt ( Combat knife,grapnel launcher, Heavy Bolt Pistol, Combat) 18p
Tactical Sgt ( Auxpex, Plasma Pistol, Comms) 15p
Non-Specialist: Intercessor gunner ( aux.grenade launcher, bolt rifle) 16p
Reiver ( Bolt carabine, grapnel launchcher) 17p
100 points. Shuld I change something?
Why is your CC dude your leader? He doesn't get bonus attacks, and he will probably die, considering the Tau have S6AP-4DD3 Rapid FIre weapons. Second thing, why so many Intercessor gunners? The extra wound may seem good, but with the tactics space marines have like death denied you don't need it. Take missile launchers, they're better in every way. Reivers are good, but not great. In my experience an Intercessor Sarge will do the same thing better. Dedicate more to missile spam, and just send the one intercessor up to distract. The Tac sergeant with the Auspex and Comms is ok, but for the points, you can take an extra missile launcher. Not worth unless you can't take anymore. When comparing durability, a scout with camo cloak is basically the same when it comes to living, so ML/ CC scouts are really good this kill team ruleset. I prefer to always keep three missile launchers, and a tac sarge with auspex together, with the Comms on someone else so if the sarge dies, both abilities don't die with him. That way, a vanilla bolter scout can be your leader for cheap, you have a three missile launcher death star, and an intercessor with power sword and Auto bolt rifle can attack, and distract. CC Marines are good, but for the points, it's better to have missile launchers.
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2018/09/11 11:15:56
Subject: [Kill Team] Space Marines tactics
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Long-Range Land Speeder Pilot
Canary Island (Spain)
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++ Kill Team List (Adeptus Astartes) [100pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team
+ Leader +
Scout Sergeant [13pts]: Leader, Sniper rifle and Camo cloak
+ Specialists +
Intercessor Gunner [16pts]: Auxiliary grenade launcher, Bolt rifle, Sniper
Reiver Sergeant [19pts]: Combat, Combat knife, Grapnel Launcher, Grav-chute, Heavy bolt pistol
Scout Gunner [17pts]: Heavy
. Missile Launcher and Camo Cloak: Camo Cloak, Missile launcher
+ Non-specialists +
Reiver [18pts]: Combat knife, Grapnel Launcher, Grav-chute
Scout Gunner [17pts]
. Missile Launcher and Camo Cloak: Camo Cloak, Missile launcher
++ Total: [100pts] ++
Created with BattleScribe
What about this? This is the first time I will play Kill Team and habe really no idea. I know 40K but there are differences here.
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![[Post New]](/s/i/i.gif) 2018/09/11 12:19:52
Subject: [Kill Team] Space Marines tactics
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Longtime Dakkanaut
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Alex_85 wrote:
++ Kill Team List (Adeptus Astartes) [100pts] ++
+ Configuration +
List Configuration: Matched Play: Kill Team
+ Leader +
Scout Sergeant [13pts]: Leader, Sniper rifle and Camo cloak
+ Specialists +
Intercessor Gunner [16pts]: Auxiliary grenade launcher, Bolt rifle, Sniper
Reiver Sergeant [19pts]: Combat, Combat knife, Grapnel Launcher, Grav-chute, Heavy bolt pistol
Scout Gunner [17pts]: Heavy
. Missile Launcher and Camo Cloak: Camo Cloak, Missile launcher
+ Non-specialists +
Reiver [18pts]: Combat knife, Grapnel Launcher, Grav-chute
Scout Gunner [17pts]
. Missile Launcher and Camo Cloak: Camo Cloak, Missile launcher
++ Total: [100pts] ++
Created with BattleScribe
What about this? This is the first time I will play Kill Team and habe really no idea. I know 40K but there are differences here.
Yeah. Put the two scouts as specialists, replace the reiver sergeant with an intercessor sergeant with power sword. The points aren't worth it for the grav chute. Haha also quick tip, Krak is better than Frag for almost every application for anything tougher than a guardsman. If you're going against anything with a T4 or 3+ use the krak.
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Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
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![[Post New]](/s/i/i.gif) 2018/09/11 12:47:44
Subject: [Kill Team] Space Marines tactics
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Long-Range Land Speeder Pilot
Canary Island (Spain)
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Thanks for the tips.
About the ML, I think I can count with the fingers of one hand the times I used it on Frag. And I have always one in my tactical squads. Well, I will see if I like Kill Team on friday. One of the player will be a newbee to tabletop wargames.
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