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Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Well, first kill team battle. Against Mechanic and very clear victory for me. He did a couple of mistakes. My two reivers killed 5 of his rangers (he wanted an only shooting team). Next week I will face Dark Eldars, a mix of Witches and Kabalist.

2 reivers, 2 scout with ML, an intercessor and a scout leader where my team against Mech. Should I change anything against DE?

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Made in us
Oozing Plague Marine Terminator





Since I probably won't be getting a second Scout Missile Launcher in the next few days, what are opinions on a Marine Gunner with ML or HB?
   
Made in ca
Longtime Dakkanaut






Toronto

 Nightlord1987 wrote:
Since I probably won't be getting a second Scout Missile Launcher in the next few days, what are opinions on a Marine Gunner with ML or HB?


not as good as scouts, but ok.

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
 
   
Made in ca
Bounding Assault Marine





Vancouver, BC, Canada

lliu wrote:
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.


He's probably taking the Intercessor gunners because the grenade launcher is a 2+ to wound on most things, Doesn’t have move and shoot penalties like your ML’s, and doesn’t suffer Long Range penalties like your ML’s, and sits on a 2 wound chassis with a better save than a scout with ML for less points.

How are you taking 3 Missle Launchers? That’s not a legal list.

   
Made in ca
Longtime Dakkanaut






Toronto

 Weboflies wrote:
lliu wrote:
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.


He's probably taking the Intercessor gunners because the grenade launcher is a 2+ to wound on most things, Doesn’t have move and shoot penalties like your ML’s, and doesn’t suffer Long Range penalties like your ML’s, and sits on a 2 wound chassis with a better save than a scout with ML for less points.

How are you taking 3 Missle Launchers? That’s not a legal list.


2 scout gunners, and a tactical. Perfectly legal. I sit back and shoot, and 24" is pretty damn good for hitting on 3's, so idk everyone has their own playstyle but mine's been pretty effective so far.

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
 
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

I played with two scouts with ML and camo cloak. One died second turn because of the Mech arquebus. The other one killed one skitari and wounded two more.

My two Raivers killed 4 units. They allways attacked from behind a wall.

Thanks to the stratagem death denied my leader survived. The damm arquebus killed him first turn because I didn't know his rules.

Generally I liked the Game.

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Made in us
Loyal Necron Lychguard






Palm Beach, FL

 Weazel wrote:
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.


Grapnel Launchers only work on normal moves. No advance/charge/fall back/retreat/whaterver. Lets you climb really well unless you want to also charge.
   
Made in us
Fresh-Faced New User




Not sure if I should make a separate topic or post here, but asking about what models I should build to cover my bases for KT, so perhaps that fits the topic?

Background: Very limited selection of models prior to now (bunch of Tac marines, Cataphractii squad, Contemptor) for casual games with my more-serious-about-40k brother. Moved to a new city where GW seems to be the only game in town. As such I'm looking to get into Kill Team to accommodate my limited selection of models for now and I want to make sure I cover my bases with respect to WYSIWYG, especially given my relative inexperience.

I already picked up Fangs and what I'm seeing around is it's good to build one Reiver sarge with knife (since it doesn't replace carbine), then two of them with knives and grapnels and two with bolt carbines to cover Reiver bases. Good/nah?

Would getting Dark Imperium cover my bases with respect to Intercessors in weapon options as well as having the two special models for eventual commanders? (I'm also not adverse to mucking around with DG as a result, and I guess if I move up to 40k proper the Hellblasters will be nice?). If so, how should I look at building those Intercessors?
   
Made in ca
Longtime Dakkanaut






Toronto

Pyrflamme wrote:
Not sure if I should make a separate topic or post here, but asking about what models I should build to cover my bases for KT, so perhaps that fits the topic?

Background: Very limited selection of models prior to now (bunch of Tac marines, Cataphractii squad, Contemptor) for casual games with my more-serious-about-40k brother. Moved to a new city where GW seems to be the only game in town. As such I'm looking to get into Kill Team to accommodate my limited selection of models for now and I want to make sure I cover my bases with respect to WYSIWYG, especially given my relative inexperience.

I already picked up Fangs and what I'm seeing around is it's good to build one Reiver sarge with knife (since it doesn't replace carbine), then two of them with knives and grapnels and two with bolt carbines to cover Reiver bases. Good/nah?

Would getting Dark Imperium cover my bases with respect to Intercessors in weapon options as well as having the two special models for eventual commanders? (I'm also not adverse to mucking around with DG as a result, and I guess if I move up to 40k proper the Hellblasters will be nice?). If so, how should I look at building those Intercessors?


I mean the new eldar and primaris set is pretty good, and so is tooth and claw. Depends on if you want full kits or starter push fits.

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
 
   
Made in gb
Longtime Dakkanaut





I was thinking of building a Kill Team out of the first few issues of Conquest.

3 Intercessor and 3 Reivers, what do we think that’d be like?
I’ve got a Power Sword I could give the Sergeant perhaps, and can give them a bit of grapple power, but no Auxillary launcher or anything.

Worth bothering? It’s an excuse to paint up a little band in a new chapter scheme but if they are useless then there is no noise
   
Made in us
Fresh-Faced New User




lliu wrote:


I mean the new eldar and primaris set is pretty good, and so is tooth and claw. Depends on if you want full kits or starter push fits.


I guess my initial question is what options I want out of Reivers and Intercessors for KT, then if Fangs/one of the starters can satisfy that or if I should be looking to get non-starter boxes to cover my bases.
   
Made in ca
Longtime Dakkanaut






Toronto

Pyrflamme wrote:
lliu wrote:


I mean the new eldar and primaris set is pretty good, and so is tooth and claw. Depends on if you want full kits or starter push fits.


I guess my initial question is what options I want out of Reivers and Intercessors for KT, then if Fangs/one of the starters can satisfy that or if I should be looking to get non-starter boxes to cover my bases.


Currently I think meta is scouts and intercessors so get say Know no fear and then grab a devestator squad and a box of scouts. That will give you everything you need. You have weapons options for scouts, heavy weapon marines, and intercessors.

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
 
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





I'm trying to adjust to the new FAQ.

I've always had a problem with our leader specialist, which one is the least bad option. Now that the comms specialist took a hit along with the auxiliary grenade launcher. I'm leaning towards giving my comms specialist the auspex aswell. It free's up my leader specialist..

Intercerssor sergeant is our best close combat specialist, so that's out of the question. Tactical sergeant, well it has only one wound and you don't really need to give him the auspex so I want to try him as a sniper specialist with combi-plasma and buff him with the comms&auspex intercessor. Most cases I can 3+ to hit both weapon profiles (overcharged) and reroll ones. Sounds a bit of a niche, but I still will try it

This leaves me choosing between reiver and scout sergeants.. Leader specialist level 1 stratagem is way more valuable with the reiver sergeant, but "giving" easy kill to your enemy is a big downer. Scout sergeant with the sniper rifle is quite meh (those MW's never come!), more of an 1 wound model with a bad save even with the cloak. Probably more wise to give the scout sergeant a chainsword instead and make him a cheap 3 attack objective grabber if taken.

So now I'm staring at a reiver sergeant with has always been meh combat wise, when all those attacks just get saved by enemy armour. Maybe I play too much against MEQ, but still.

I think all this inner-debate makes my point clear, I have no idea what is a decent leader for us. Has your thoughts changed after the FAQ and what are you planning on using and why?

I'll try this against a DG army in the upcoming week.
Spoiler:

Leader: Reiver sergeant + combat knife + grapnel launcher

Sniper: Tactical sergeant + combi-plasma
Comms: Intercessor gunner + stalker bolt rifle + auxiliary grenade launcher + auspex
Combat: Intercessor sergeant + power sword + bolt rifle

Scout gunner + missile launcher & camo cloak
Scout sergeant + chainsword & bolt pistol

98 points.

This message was edited 1 time. Last update was at 2018/09/30 19:29:35


 
   
Made in us
Fresh-Faced New User





So the new FAQ/Errata came out and I’ve been doing well with what we had before, but I think it seems overall better now.

Things I’ve noticed and thoughts:
Grenade Launcher long range penalty (saw that coming)
Tac Sergeant can take a Boltgun with the Auspex (nice, not great, but better than only having pistols with the Auspex)
Comms Specialist change (now more support oriented)
Tactical Marine & Intercessor Medic (not sure on usefulness)
Intercessor Gunner or Sergeant Auspex (I’m gonna try using two Auspexes)
Firing Grenade weapons in overwatch and in shooting phase (yes please!)
Consolidate with 1” of enemy (already knew that but nice for clarification for my buddies)
Can’t autowin missions by taking out enemy team (interesting...)
Heavy Specialist with Rapid Fire weapon & More Bullets tactic at half range can fire three shots! (looking at you Plasma gunner...)
Heavy using More Bullets on random shot weapons does work before the number of shots is rolled. (missile launcher or flamer Tac Gunner!)
Auspex negates abilities like Camo Cloaks, Lictor Chameleonic Skin, and like Tyranid Lurk (kind of figured but nice for clarification)

With these changes I’m gonna try like a buddy system for my specialists. Tac Sergeant with Auspex & Boltgun plus HB or Plasma Tac Gunner, Primaris Grenade Launcher Gunner with Auspex next to Stalker Primaris, etc etc. I think the Comms & 2 Auspex scanners it will be pretty effective for something like that. Lots of ways to provide some buffs to our marines to dug in enemies/prevent overheat/etc. A Plasma Heavy shooting 3 times at half range would be useful but then blasted off the board in turn.

Overall, I can see a firebase type SM team doing well for my playstyle. Since I’m jumping in a campaign with my team I’ll add in the Combat Primaris Sergeant, Leader Scout with Sniper Rifle & Cloak, & Demo Flamer Tac on the side. Not convinced too much on scouts yet but could change after I build what I have.

This message was edited 3 times. Last update was at 2018/10/01 03:51:10


 
   
Made in us
Fresh-Faced New User




How about this team? New to the forum and to Kill Team actually. It got me back into 40k and not have to add a second mortgage to buy minis. : )

Kill Team List (Adeptus Astartes) [98pts]
Configuration
List Configuration
Selections: Matched Play: Kill Team

Leader
Scout Sergeant [13pts]
Selections: Leader, Sniper rifle and Camo cloak

Specialists
Intercessor Sergeant [18pts]
Selections: Bolt rifle, Combat, Power sword

Scout Gunner [17pts]
Selections: Heavy

Missile Launcher and Camo Cloak
Selections: Camo Cloak, Missile launcher

Scout Gunner [17pts]
Selections: Sniper

Missile Launcher and Camo Cloak
Selections: Camo Cloak, Missile launcher

Non-specialists
Tactical Marine Gunner [18pts]
Selections: Missile launcher

Tactical Sergeant [15pts]
Selections: Auspex, Plasma pistol

Total: [98pts]

Created with BattleScribe
   
Made in ca
Longtime Dakkanaut






Toronto

Spoiler:
nekron99x wrote:
How about this team? New to the forum and to Kill Team actually. It got me back into 40k and not have to add a second mortgage to buy minis. : )

Kill Team List (Adeptus Astartes) [98pts]
Configuration
List Configuration
Selections: Matched Play: Kill Team

Leader
Scout Sergeant [13pts]
Selections: Leader, Sniper rifle and Camo cloak

Specialists
Intercessor Sergeant [18pts]
Selections: Bolt rifle, Combat, Power sword

Scout Gunner [17pts]
Selections: Heavy

Missile Launcher and Camo Cloak
Selections: Camo Cloak, Missile launcher

Scout Gunner [17pts]
Selections: Sniper

Missile Launcher and Camo Cloak
Selections: Camo Cloak, Missile launcher

Non-specialists
Tactical Marine Gunner [18pts]
Selections: Missile launcher

Tactical Sergeant [15pts]
Selections: Auspex, Plasma pistol

Total: [98pts]

Created with BattleScribe


This is pretty good. For the extra points, have you considered dropping the tac marine gunner and getting an intercessor gunner with the grenade launcher? It's really good, and a tough target to take down.

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
 
   
Made in us
Longtime Dakkanaut





I am considering joining a league at my FLGS with my marines. I have very limited kill team experience so my list is more theory craft than it is taken from experience.

Right now I am looking at

Leader: Tactical sergeant auspex Combi-grav

Specs:
Combat: Intercessor sergeant power sword bolt rifle
Demolitons: Intercessor gunner assault bolter grenade launcher
Comms: Scout Gunner camo cloak missile launcher

Mooks:
Scout gunner camo cloak missile launcher
Intercessor - Bolt rifle auspex

The idea behind to double boost the missiles with auspex at the start and use explosives to take out or injure gribbles and the missiles to take out hard targets. With the missiles hitting on 3s (ignoring cover if auspexed and always being half range) I think I can reliably dish out damage all the while being durable. I see most of my CPs being used on the ignore death strat because that is just soo good.

Issues I could run into would be very cover heavy terrain but if that's the case I would likely lose anyways to the armies that could use that by virtue of me playing marines.

Any advice to a kill team neophyte?

This message was edited 1 time. Last update was at 2018/10/02 20:36:56


 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Since we have the new faq and we are discussing tactics, i have an issue that needs clarification.
As it stands, i read the tac sgt entry that he can not take an auspex if he gets a combi weapon or other weapons like a power fist. He can only get an auspex if he has a boltgun and any pistol weapon.
Thoughts?

This message was edited 1 time. Last update was at 2018/10/02 21:02:30


 
   
Made in us
Oozing Plague Marine Terminator





Yep. That's how it is.
   
Made in gb
Death-Dealing Dark Angels Devastator




Leeds, UK

First campaign game with my DA Scouts last night.

Playing against T'au, and we rolled the ambush mission.

Really enjoyable mission - snipers did some work, boltgun scout took one OOA and my sergeant and another scout held up a couple of drones in melee to keep them on the board.

I ended up taking out 3 drones and a suit of some kind, he got the rest of his team off the board. I won the game.

I'm hamstringing myself by playing scouts only I know, but it feels more fun than bringing in proper power armoured troops. I might try a couple of shotguns and maybe some with combat knives for the extra hit in combat.

   
Made in nl
Stalwart Veteran Guard Sergeant





Segmentum Solar

Hi all, in your opinion, is an all-Primaris team viable? I’m thinking a mix of Intercessors and Reivers. I think I understand that Missile Launchers are quite good (and I do have some regular marines and scouts, though no Missile Launchers at the moment), but I like the visual cohesion of all members being roughly the same size, and it's a good excuse to get my hands on some Primaris models.

This message was edited 1 time. Last update was at 2018/10/18 09:50:25


 
   
Made in ca
Longtime Dakkanaut






Toronto

 Insane Ivan wrote:
Hi all, in your opinion, is an all-Primaris team viable? I’m thinking a mix of Intercessors and Reivers. I think I understand that Missile Launchers are quite good (and I do have some regular marines and scouts, though no Missile Launchers at the moment), but I like the visual cohesion of all members being roughly the same size, and it's a good excuse to get my hands on some Primaris models.


Primaris gunners with grenade launchers, a lieutenant with power sword and auto bolt rifle, and a leader that's a reaver lieutenant, then as many intercessors as humanly possible I think.

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
 
   
Made in us
Longtime Dakkanaut





I can't understate the defensive potential of Primaris.

Having 2 wounds and a 3+ armor save gives you a ton of options. Against psychic armies, you can stick a primaris out front to absorb the Psybolt. Ok, you took a wound off me, I still have one more before I start taking injury checks.

You force enemies to overcharge their plasma to insure the kill. Against armies like Grey Knights, a player can opt to not overcharge to protect their own models. If you want to kill that Primaris, though, you need to overcharge.

Weapons that do d3 damage have a 33% chance to only shave off a single wound, giving you more chances to survive with a Primaris model.

Most games I take at least 3 Primaris models. Usually an Intercessor Sgt with a Power Sword, a Reiver Sgt with a Combat Blade, and an Intercessor with an Aux. Grenade Launcher. Then I bring Tacticals with special weapons, usually a Heavy Bolter (Hellfire Shells is just so good) a Plasma Gun (sniper specialist) and a Tac Sergeant with an Auspex.
   
Made in nl
Stalwart Veteran Guard Sergeant





Segmentum Solar

Thanks guys! I hoped they were sound, even if Primaris-only isn’t too competititve.

Modelling question: is the Intercessor arm computer an acceptable “auspex”? I’d like to get one on the team but I’m not sure I want to get the easy to build models or the Ultramarine upgrade sprue just for that one arm, and I quite like the “let me check my smart watch” look.

This message was edited 2 times. Last update was at 2018/10/18 19:52:41


 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I believe it is more than acceptable. It is the "to go" option!
   
Made in us
Fresh-Faced New User




Sorry for the dumb questions, still getting acquainted with KT. Is the new KT commander character a good option, and if so is it ok to paint up up as my chapter variant (BA successor chapter)? Or will people get hot and bothered if he's not a SW and I use the specific rules for him?
   
Made in us
Oozing Plague Marine Terminator





Pyrflamme wrote:
Sorry for the dumb questions, still getting acquainted with KT. Is the new KT commander character a good option, and if so is it ok to paint up up as my chapter variant (BA successor chapter)? Or will people get hot and bothered if he's not a SW and I use the specific rules for him?


I dont think it matters. The model itself doesent have any distinguishing SW markings. Its the generic Primaris Librarian but in a blue plastic, and since Killteam doesent have any specific Chapter keywords right now, its Chapter (or color scheme) doesent have any real effect.

Is there any info on the unique rules, and skills? Im kinda interested in grabbing one too, and i would definitely NOT be doing it in Space wolves colors either. I kinda like the name though.The only other decent Commander for Loyalists looks like the Lieutenant.

This message was edited 1 time. Last update was at 2018/10/24 05:57:55


 
   
Made in nl
Fresh-Faced New User




 Nightlord1987 wrote:
Is there any info on the unique rules, and skills?

He has a special skill tree. At level 1 he gets a bonus on his Psychic tests, at level 2 he gets to hit re-rolls in the Fight phase (with an extra bonus against Orks), at level 3 models become shaken if they take a wound from his Psybolt, at level 4 your kill team gets extra morale points if he killed enemy specialists.
   
Made in us
Dakka Veteran





I'm looking to start a Space Marine Kill Team; gonna be doing Astral Knights. I've got the Start Collecting box for the Intercessors and Reavers. I wouldn't mind getting one or two Scouts and/or regular Space Marines.

What would you suggest I get next?
   
Made in us
Oozing Plague Marine Terminator





Arcanis161 wrote:
I'm looking to start a Space Marine Kill Team; gonna be doing Astral Knights. I've got the Start Collecting box for the Intercessors and Reavers. I wouldn't mind getting one or two Scouts and/or regular Space Marines.

What would you suggest I get next?


Heavy Weapons on either Scouts or Tacticals.

Missile Launchers and Heavy Bolters are both pretty useful.

My Sniper Scouts have never performed well, but look awesome and iconic for a Killteam.
   
 
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