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![[Post New]](/s/i/i.gif) 2018/09/28 23:47:48
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Longtime Dakkanaut
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Mordekiem wrote:Per the Errata Primaris can get an Auspex now. Makes a primaris sgt leader an even more interesting option.
I’m only just lo9king and starting to learn the rules and lists in the book, now I’ve gotta reference the errata to figure things out too
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![[Post New]](/s/i/i.gif) 2018/09/29 03:02:03
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Grisly Ghost Ark Driver
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Primaris Intercessor Sgt with Auspex is 17pts. Can use him to boost the Frag Cannon gunner. Worth considering if I can find a deal or trade.
As for my Deathwatch, I now have 11 assembled figures and twenty unassembled. My reivers came in early this week (HBP, Combat Knife, Grav-chute, Grapnel = 18pts *2 = 36pts), and just came home to find Kill Team Cassius arrived from GW US. Will build the 2 bolter marines, and the Frag Cannon. The rest can remain unassembled until I've played more or have new ideas. And I still haven't finished building the Rogue Trader terrain, or the Deathworld Forest that came with the Kill Team Mordelai box.
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![[Post New]](/s/i/i.gif) 2018/09/29 15:52:45
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Esteemed Veteran Space Marine
Ottawa
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You folks think the Intercessor arm computer with screen would be an acceptable Auspex count-as?
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![[Post New]](/s/i/i.gif) 2018/09/29 16:22:47
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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The Marine Standing Behind Marneus Calgar
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Lemondish wrote:You folks think the Intercessor arm computer with screen would be an acceptable Auspex count-as?
I used that arm for my comms trooper.
In a friendly setting I’m sure it would be OK. That said, it shouldn’t be that hard to find the right bit to hang off the sarge’s belt one one of the hand-held options. I know I’m going to revisit my intercessor sarge and just add one to his belt myself. Team was 99 points anyway.
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![[Post New]](/s/i/i.gif) 2018/09/29 20:13:52
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Satyxis Raider
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I was thinking for comms I'd add a small brass rod as an antenna to the backpack. Nothing huge or anything, but enough to make him different. Can probably do something similar for an Auspex.
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![[Post New]](/s/i/i.gif) 2018/09/29 20:42:27
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Esteemed Veteran Space Marine
Ottawa
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Nevelon wrote:Lemondish wrote:You folks think the Intercessor arm computer with screen would be an acceptable Auspex count-as?
I used that arm for my comms trooper.
In a friendly setting I’m sure it would be OK. That said, it shouldn’t be that hard to find the right bit to hang off the sarge’s belt one one of the hand-held options. I know I’m going to revisit my intercessor sarge and just add one to his belt myself. Team was 99 points anyway.
No problem finding em - the easy to build kit has one, and the Ultramarine upgrade sprue does too. Just thought the arm computer looked way cooler lol
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![[Post New]](/s/i/i.gif) 2018/10/02 19:11:59
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Been Around the Block
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Have you all caught any flak for running the Auspex? RAW it should be fine, but i’ve gotten some looks.
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![[Post New]](/s/i/i.gif) 2018/10/05 02:19:22
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Grisly Ghost Ark Driver
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Rivener wrote:Have you all caught any flak for running the Auspex? RAW it should be fine, but i’ve gotten some looks.
Download the FAQ to your phone or tablet and show your opponent that this is official.
As I have not played since the FAQ came out (and I don't have an Intercessor yet) no flak for running Auspex.
Have joined a campaign at the LGS, but they are not going exactly by the book. When I go in tomorrow, I'll get them to clarify if we are using a 12 man command roster or a fixed 100pt roster like we did in the tournament.
In case it's fixed roster, here's my revised 100pt KT.
6 man Team B 100pts
Watch Sergeant w/ PS & BG 18pts
DW Veteran w/ Stalker Pattern BG Hvy 15pts
DW Veteran w/ BG Comms 14pts
DW Veteran w/ BG & PS Combat 16pts
DW Veteran w/ BG & Power Maul 16pts
DW Gunner w/ Frag Cannon 21pts
Hopefully it is a12 man roster and we can switch figures in and out as per the core rulebook.
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![[Post New]](/s/i/i.gif) 2018/10/05 19:13:46
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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Mordekiem wrote:Per the Errata Primaris can get an Auspex now. Makes a primaris sgt leader an even more interesting option.
RAW though I'm pretty sure the Intercessor Auspex doesn't work for Primaris Marines, for the same reason Primaris Deathwatch can't use the regular Adeptus Astartes stratagems.
It says "Adeptus Astartes model within 3"
Deathwatch lose the Adeptus Astartes keyword.
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/06 00:05:29
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Satyxis Raider
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the_scotsman wrote: Mordekiem wrote:Per the Errata Primaris can get an Auspex now. Makes a primaris sgt leader an even more interesting option.
RAW though I'm pretty sure the Intercessor Auspex doesn't work for Primaris Marines, for the same reason Primaris Deathwatch can't use the regular Adeptus Astartes stratagems.
It says "Adeptus Astartes model within 3"
Deathwatch lose the Adeptus Astartes keyword.
you are right! Need an errata for their errata already.
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![[Post New]](/s/i/i.gif) 2018/10/06 02:23:05
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Grisly Ghost Ark Driver
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Mordekiem wrote:the_scotsman wrote: Mordekiem wrote:Per the Errata Primaris can get an Auspex now. Makes a primaris sgt leader an even more interesting option.
RAW though I'm pretty sure the Intercessor Auspex doesn't work for Primaris Marines, for the same reason Primaris Deathwatch can't use the regular Adeptus Astartes stratagems.
It says "Adeptus Astartes model within 3"
Deathwatch lose the Adeptus Astartes keyword.
you are right! Need an errata for their errata already.
Well, that makes the Deathwatch Intercessor Sgt less interesting, although it should still work on the DW vets as they have Adeptus Astartes as a keyword. However, if it is the faction keyword that matters, then no, Auspex does not work.
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![[Post New]](/s/i/i.gif) 2018/10/06 06:21:43
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Lord of the Fleet
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Ancestral Hamster wrote:Rivener wrote:Have you all caught any flak for running the Auspex? RAW it should be fine, but i’ve gotten some looks.
Download the FAQ to your phone or tablet and show your opponent that this is official.
As I have not played since the FAQ came out (and I don't have an Intercessor yet) no flak for running Auspex.
Have joined a campaign at the LGS, but they are not going exactly by the book. When I go in tomorrow, I'll get them to clarify if we are using a 12 man command roster or a fixed 100pt roster like we did in the tournament.
In case it's fixed roster, here's my revised 100pt KT.
6 man Team B 100pts
Watch Sergeant w/ PS & BG 18pts
DW Veteran w/ Stalker Pattern BG Hvy 15pts
DW Veteran w/ BG Comms 14pts
DW Veteran w/ BG & PS Combat 16pts
DW Veteran w/ BG & Power Maul 16pts
DW Gunner w/ Frag Cannon 21pts
Hopefully it is a12 man roster and we can switch figures in and out as per the core rulebook.
Remember it's only 12 man for the first game and it's then unlimited size.
Also have them look at the nova and warhammer world event packs both of which are using 20man rosters per standard matched play non-campaign rules. The roster is really important to avoid it being all about matchup. Automatically Appended Next Post: the_scotsman wrote:for the same reason Primaris Deathwatch can't use the regular Adeptus Astartes stratagems.
None of the deathwatch can use regular astartes tactics - you have to have all models with adeptus astartes faction to unlock them.
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This message was edited 2 times. Last update was at 2018/10/06 06:31:06
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![[Post New]](/s/i/i.gif) 2018/10/10 12:03:25
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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The place I play has been running the official GW kill team league, so I've finally gotten to play around with advancing specialists and also gotten to get a solid few games in with my full 20-man roster of Deathwatch, which has pretty much one of every possible loadout. A couple things I've been learning that have surprised me so far, curious about others' experiences:
1) in most situations, storm shield > any other options for leaders and close combat specialists
I've tried a couple configurations with my close combat guys, mostly HTH Combat specialists, power sword/boltgun Blackshields and Vets with Zealot, and Reivers, but the storm shield just consistently comes up absolutely clutch. You can pretty much count this guy as invincible if you go into the enemy's shooting/HTH phase with a die held over to reroll the invuln save. The biggest problem with Deathwatch is that your power armored shooty guys get blasted if you can't smash the enemy's high powered weapons with your initial volley, and having a storm shield around is super valuable.
and speaking of storm shields..
2) veteran specialist blackshield with power weapon and storm shield is consistently amazing.
You pretty much don't want this guy in three matchups: Orks, Drukhari, and Nids. Versus pretty much everyone else, this dude letting out a blood curdling screech and flinging himself at the enemy lines is all you need to attract tons of enemy attention until they can finally take him down. Scouting phase, select the "move 20%" strategy to move him up, spend 1CP to Adaptive Tactics him forward, then charge something with a reroll turn 1. And then, if you're lucky enough to play in a campaign, this guy who will be gaining 2XP guaranteed every game will hit level 3 eventually, at which point he gets Survivor and goes super-saiyan.
Generally, the more games I play, the more I have been impressed with Toys and disillusioned when it comes to Boys. It's pretty much always worth it to try and stretch all your guys to 20ppm and load them up with swag over throwing around 1-2pt upgrades on 6 guys and trying to get any kills with pathetic boltgun shots.
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/10 12:08:13
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Longtime Dakkanaut
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Its interesting you bring up Orks, because I've found them to consistently be one of the easiest matchups to shoot right off the table, especially with Primaris. Bog them down with Demolition Charges in scouting, then harass them with a Riever then make them go face-first into a Bolt Rifle gunline and they just melt.
Had a game yesterday where the Ork player never got a shot or a charge off because of that.
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![[Post New]](/s/i/i.gif) 2018/10/10 12:28:57
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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Sterling191 wrote:Its interesting you bring up Orks, because I've found them to consistently be one of the easiest matchups to shoot right off the table, especially with Primaris. Bog them down with Demolition Charges in scouting, then harass them with a Riever then make them go face-first into a Bolt Rifle gunline and they just melt.
Had a game yesterday where the Ork player never got a shot or a charge off because of that.
I bring them up because the only bad matchups for Crazy Suicide Veteran are the ones with high volume, low quality melee attacks. So nids, wyches, and orks. Versus those you want to just bring guns and make sure you've got a couple frag cannons to bounce. A couple uses of the "tactical retreat" stratagem from Kill Team Mordecai box usually suffices to make sure you get enough casualties on those kinds of armies to beat them down.
Versus elite melee, I can generally tie up 2-3 scary guys with my crazy stormshielder, and versus shooty armies his 12" move plus rerollable charge is usually enough to have him bumrush the enemy lines turn 1.
My strategies have generally coalesced into three basic game plans:
1) versus shooty army or some others like Harlequins
Cheap shooty leader (usually a stalker boltgun), crazy stormshield veteran, longrange shooters like Intercessor Gunner with auspex, infernus boltgun, etc.
2) versus hordey rush melee like orks, drukhari, swarm nids, gsc etc
Reiver leader with carbine and knife, short range shooters like frag cannons, shotguns, etc, one longer range shooter usually a combi- plas for picking off specialists and backline leaders.
3) versus elite lists with scary melee like DG, big bugs, etc
Storm shield leader, storm shield blackshield, 2x HTHs, combimelta
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/12 02:15:26
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Regular Dakkanaut
Canada
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So, I've been toying with the idea of starting up a Deathwatch kill team. From assorted tinkering with Battlescribe, I've come up with the following possible list:
Watch Sergeant- combi-melta, xenophase blade, Leader- 22
Blackshield- boltgun, power maul, Combat - 18
Veteran Gunner- infernus heavy bolter, Heavy- 18
Veteran- boltgun- 14
Veteran- boltgun- 14
Veteran- boltgun- 14
Total: 100
The idea when I first made this team was to emphasize numbers and that sweet, sweet special ammunition boltgun fire. After looking at some of the ideas being thrown around on this board, however, I'm considering the following:
-ditching the combi-melta on the Sergeant for a regular boltgun
-possibly giving the Blackshield a storm shield
-giving one or two of the Veterans a shotgun and/or Stalker boltgun, to diversify my firepower a little.
As much as a power sword is a cheaper and more economical option than a xenophase blade, however, with the Commander supplement on the way, I anticipate running into a lot more things with invulnerable saves, so I'm going to keep the xenophase blade for now. Besides, it looks cooler.
Any thoughts/criticisms?
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![[Post New]](/s/i/i.gif) 2018/10/12 04:45:05
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Grisly Ghost Ark Driver
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Commanders is an expansion, and thus may not always be in play. Still Thousand Sons and Harlies are top tier and have INV saves, so the Xenophase blade is useful. You may want to give the sergeant a storm shield and make him dedicated CC. You'll want the 3+ INV save as KT encourages you to hunt Leaders.
Similarly, the Blackshield is better with the storm shield @ 21pts.
DW Gunner w/ Frag Cannon = 21pts. Expensive, but worth it, especially against regular melee KTs (not Harlies). Please charge me and take 2d6 Str 6 auto hits. Usually your opponent will do their damndest to deadzone this gunner and with good reason.
Here's the 5 man Fortis KT I used last Sunday versus 'nids. 100pts even. Reiver's extra equipment was not useful in that scenario. Blackshield was MVP surviving 4 turns of HtH, then killing the Tyranid Warrior Leader for the win. (Assassinate Mission)
Watch Sergeant- Storm Shield, xenophase blade, 22 Leader
Veteran Gunner- infernus heavy bolter, 18 Heavy
Blackshield: PS & Storm Shield 21 Zealot
Primaris Reiver: HBP. CK, Grav Chute, Grapnel 18 Combat
DW Gunner w/ Frag Cannon = 21
Lord of Nonsensical Crap wrote:So, I've been toying with the idea of starting up a Deathwatch kill team. From assorted tinkering with Battlescribe, I've come up with the following possible list:
Watch Sergeant- combi-melta, xenophase blade, Leader- 22
Blackshield- boltgun, power maul, Combat - 18
Veteran Gunner- infernus heavy bolter, Heavy- 18
Veteran- boltgun- 14
Veteran- boltgun- 14
Veteran- boltgun- 14
Total: 100
The idea when I first made this team was to emphasize numbers and that sweet, sweet special ammunition boltgun fire. After looking at some of the ideas being thrown around on this board, however, I'm considering the following:
-ditching the combi-melta on the Sergeant for a regular boltgun
-possibly giving the Blackshield a storm shield
-giving one or two of the Veterans a shotgun and/or Stalker boltgun, to diversify my firepower a little.
As much as a power sword is a cheaper and more economical option than a xenophase blade, however, with the Commander supplement on the way, I anticipate running into a lot more things with invulnerable saves, so I'm going to keep the xenophase blade for now. Besides, it looks cooler.
Any thoughts/criticisms?
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![[Post New]](/s/i/i.gif) 2018/10/12 11:54:10
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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Lord of Nonsensical Crap wrote:So, I've been toying with the idea of starting up a Deathwatch kill team. From assorted tinkering with Battlescribe, I've come up with the following possible list:
Watch Sergeant- combi-melta, xenophase blade, Leader- 22
Blackshield- boltgun, power maul, Combat - 18
Veteran Gunner- infernus heavy bolter, Heavy- 18
Veteran- boltgun- 14
Veteran- boltgun- 14
Veteran- boltgun- 14
Total: 100
The idea when I first made this team was to emphasize numbers and that sweet, sweet special ammunition boltgun fire. After looking at some of the ideas being thrown around on this board, however, I'm considering the following:
-ditching the combi-melta on the Sergeant for a regular boltgun
-possibly giving the Blackshield a storm shield
-giving one or two of the Veterans a shotgun and/or Stalker boltgun, to diversify my firepower a little.
As much as a power sword is a cheaper and more economical option than a xenophase blade, however, with the Commander supplement on the way, I anticipate running into a lot more things with invulnerable saves, so I'm going to keep the xenophase blade for now. Besides, it looks cooler.
Any thoughts/criticisms?
IMO the list has two issues: 1, leader is going to get picked off if he's not either long range or protected by a storm shield/Primaris extra wound. 2, boltgun vets are real bad at killing things. Like real real bad. Until you've played KT a few times you won't get an appreciation for just how good multi damage weapons are, even against one wound chumps.
Especially if you're looking at a campaign where your models are looking to get more expensive, you'll basically always be rolling 5-man squads. Just an example alternative to what you've got here...
Sgt with Xenophase and SS - 22 Leader
Blackshield with Maul and SS - 21 Veteran
Veteran Gunner with Infernus - 18 Heavy
Veteran with Combi-Plasma - 18 Sniper
Veteran Gunner with Frag Cannon - 21 Fireteam
Blackshield and leader roll up and be a huge distraction (blackshield is a Veteran just to use Adaptive tactics plus the scout forward thing for 12+ D6" move before the game starts), the rest of the team can all put out tons of hurt against either hordes by popping off all the multi-target versions of their guns, or elites by going into multi-damage/mortal wound mode.
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/12 15:13:07
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Flashy Flashgitz
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Blackshield and leader roll up and be a huge distraction (blackshield is a Veteran just to use Adaptive tactics plus the scout forward thing for 12+D6" move before the game starts).
Could you please explain this?
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![[Post New]](/s/i/i.gif) 2018/10/12 15:34:16
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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RedizDead wrote:
Blackshield and leader roll up and be a huge distraction (blackshield is a Veteran just to use Adaptive tactics plus the scout forward thing for 12+D6" move before the game starts).
Could you please explain this?
In the Scouting phase, choose "5" - Take Forward Positions. Move the veteran 6".
Before the first turn begins, use 1cp for the Veteran tactic "Adaptive Tactics". Advance the veteran 6+ d6".
In the first movement phase, the Veteran (who is a blackshield) can then charge and re-roll the result if he wants to because Blackshields get that natively.
The biggest downside I've found with Deathwatch is their glass cannon nature. at the end of the day you're only 5 space marine bodies, and having a 6th (or a few extra Primaris wounds) rarely makes a big difference. What does make a big difference against many matchups is that veteran specialist plowing headfirst into the enemy lines turn one yelling "shoot me I have a storm shiiiiiiiield!"
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/12 21:17:02
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Esteemed Veteran Space Marine
Ottawa
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the_scotsman wrote: Mordekiem wrote:Per the Errata Primaris can get an Auspex now. Makes a primaris sgt leader an even more interesting option.
RAW though I'm pretty sure the Intercessor Auspex doesn't work for Primaris Marines, for the same reason Primaris Deathwatch can't use the regular Adeptus Astartes stratagems.
It says "Adeptus Astartes model within 3"
Deathwatch lose the Adeptus Astartes keyword.
Interestingly, Deathwatch Veterans still maintain the Adeptus Astartes keyword, though it isn't their 'Faction keyword' (it's listed in the other keywords section). Intercessors and Reivers replace the faction keyword with Deathwatch, but don't have Adeptus Astartes in the other keyword section. Ultimately doesn't matter, because auspex says to "choose another Adeptus Astartes model", and you can't have 'another' without having 'one' to begin with.
Sadly still isn't clear if Deathwatch are supposed to gain access to Auspex or not...so yeah, gonna need to send in the question again lol
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![[Post New]](/s/i/i.gif) 2018/10/13 00:07:56
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Fixture of Dakka
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21. Bolt Rifle and Bolt Pistol are 2 points each.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2018/10/13 05:20:14
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Regular Dakkanaut
Canada
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the_scotsman wrote:Lord of Nonsensical Crap wrote:So, I've been toying with the idea of starting up a Deathwatch kill team. From assorted tinkering with Battlescribe, I've come up with the following possible list:
Watch Sergeant- combi-melta, xenophase blade, Leader- 22
Blackshield- boltgun, power maul, Combat - 18
Veteran Gunner- infernus heavy bolter, Heavy- 18
Veteran- boltgun- 14
Veteran- boltgun- 14
Veteran- boltgun- 14
Total: 100
The idea when I first made this team was to emphasize numbers and that sweet, sweet special ammunition boltgun fire. After looking at some of the ideas being thrown around on this board, however, I'm considering the following:
-ditching the combi-melta on the Sergeant for a regular boltgun
-possibly giving the Blackshield a storm shield
-giving one or two of the Veterans a shotgun and/or Stalker boltgun, to diversify my firepower a little.
As much as a power sword is a cheaper and more economical option than a xenophase blade, however, with the Commander supplement on the way, I anticipate running into a lot more things with invulnerable saves, so I'm going to keep the xenophase blade for now. Besides, it looks cooler.
Any thoughts/criticisms?
IMO the list has two issues: 1, leader is going to get picked off if he's not either long range or protected by a storm shield/Primaris extra wound. 2, boltgun vets are real bad at killing things. Like real real bad. Until you've played KT a few times you won't get an appreciation for just how good multi damage weapons are, even against one wound chumps.
Especially if you're looking at a campaign where your models are looking to get more expensive, you'll basically always be rolling 5-man squads. Just an example alternative to what you've got here...
Sgt with Xenophase and SS - 22 Leader
Blackshield with Maul and SS - 21 Veteran
Veteran Gunner with Infernus - 18 Heavy
Veteran with Combi-Plasma - 18 Sniper
Veteran Gunner with Frag Cannon - 21 Fireteam
Blackshield and leader roll up and be a huge distraction (blackshield is a Veteran just to use Adaptive tactics plus the scout forward thing for 12+ D6" move before the game starts), the rest of the team can all put out tons of hurt against either hordes by popping off all the multi-target versions of their guns, or elites by going into multi-damage/mortal wound mode.
Hmm, just out of curiosity, what makes special ammo boltguns so terrible? Is it that they get affected too badly by negative to hit modifiers, or is it just that they don't do nearly enough damage? Otherwise, the overall impression I got from your summary is that Deathwatch can't and shouldn't play the numbers game, and that you need to big with wargear on them or go home.
With this in mind...I admit, I like your list. It also means I can comfortably do an effective KT from a single Deathwatch box, rather than scrounge around for a 6th Marine.
Ancestral Hamster wrote:Commanders is an expansion, and thus may not always be in play. Still Thousand Sons and Harlies are top tier and have INV saves, so the Xenophase blade is useful. You may want to give the sergeant a storm shield and make him dedicated CC. You'll want the 3+ INV save as KT encourages you to hunt Leaders.
Similarly, the Blackshield is better with the storm shield @ 21pts.
DW Gunner w/ Frag Cannon = 21pts. Expensive, but worth it, especially against regular melee KTs (not Harlies). Please charge me and take 2d6 Str 6 auto hits. Usually your opponent will do their damndest to deadzone this gunner and with good reason.
Here's the 5 man Fortis KT I used last Sunday versus 'nids. 100pts even. Reiver's extra equipment was not useful in that scenario. Blackshield was MVP surviving 4 turns of HtH, then killing the Tyranid Warrior Leader for the win. (Assassinate Mission)
Watch Sergeant- Storm Shield, xenophase blade, 22 Leader
Veteran Gunner- infernus heavy bolter, 18 Heavy
Blackshield: PS & Storm Shield 21 Zealot
Primaris Reiver: HBP. CK, Grav Chute, Grapnel 18 Combat
DW Gunner w/ Frag Cannon = 21
Lord of Nonsensical Crap wrote:So, I've been toying with the idea of starting up a Deathwatch kill team. From assorted tinkering with Battlescribe, I've come up with the following possible list:
Watch Sergeant- combi-melta, xenophase blade, Leader- 22
Blackshield- boltgun, power maul, Combat - 18
Veteran Gunner- infernus heavy bolter, Heavy- 18
Veteran- boltgun- 14
Veteran- boltgun- 14
Veteran- boltgun- 14
Total: 100
The idea when I first made this team was to emphasize numbers and that sweet, sweet special ammunition boltgun fire. After looking at some of the ideas being thrown around on this board, however, I'm considering the following:
-ditching the combi-melta on the Sergeant for a regular boltgun
-possibly giving the Blackshield a storm shield
-giving one or two of the Veterans a shotgun and/or Stalker boltgun, to diversify my firepower a little.
As much as a power sword is a cheaper and more economical option than a xenophase blade, however, with the Commander supplement on the way, I anticipate running into a lot more things with invulnerable saves, so I'm going to keep the xenophase blade for now. Besides, it looks cooler.
Any thoughts/criticisms?
Out of curiosity, how good do you find the Reiver to be? Obviously I'm testing the waters before I get any Primaris stuff for my possible DW.
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![[Post New]](/s/i/i.gif) 2018/10/13 06:26:13
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Grisly Ghost Ark Driver
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Lord of Nonsensical Crap wrote:Out of curiosity, how good do you find the Reiver to be? Obviously I'm testing the waters before I get any Primaris stuff for my possible DW.
Still early days, as that was the 1st game I've fielded him. The idea is to get the superior mobility of grapnel and grav chute, but that was't relevant in that game, and against 'nids, the -1 Ld penalty is useless. When the reivers see more action, I'll post. (I've built two.)
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![[Post New]](/s/i/i.gif) 2018/10/13 07:38:19
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Speed Drybrushing
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So we're now onto the second round of our Killteam campaign, points increase to 125 from 100. Won the first round.
Core Team
Intercessor Sgt, Leader Lvl 2 (Resourceful, Inspiring), Bolt Rifle, Bolt Pistol, Power Sword 26pts
Intercessor Gunner, Demo Lvl 2 (Breacher, Grenadier), Stalker Bolt Rifle, Bolt Pistol, Aux Grenade Launcher 24pts
Intercessor, Sniper Lvl 3 (Marksman, Sharpshooter, Eagle-Eye), Stalker Bolt Rifle, Bolt Pistol 27pts
Intercessor, Comms Lvl 2 (Scanner, Expert), Bolt Rifle, Bolt Pistol 23pts
Fireteam
Intercessor, Fireteam Lvl 1, Bolt Rifle, Bolt Pistol 19pts
Intercessor, Fireteam Lvl 1, Auto Bolt Rifle, Bolt Pistol 19pts
May add in a Combat specialist Reiver Sgt
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Not a GW apologist |
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![[Post New]](/s/i/i.gif) 2018/10/13 16:10:41
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Satyxis Raider
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Rolsheen wrote:So we're now onto the second round of our Killteam campaign, points increase to 125 from 100. Won the first round.
Core Team
Intercessor Sgt, Leader Lvl 2 (Resourceful, Inspiring), Bolt Rifle, Bolt Pistol, Power Sword 26pts
Intercessor Gunner, Demo Lvl 2 (Breacher, Grenadier), Stalker Bolt Rifle, Bolt Pistol, Aux Grenade Launcher 24pts
Intercessor, Sniper Lvl 3 (Marksman, Sharpshooter, Eagle-Eye), Stalker Bolt Rifle, Bolt Pistol 27pts
Intercessor, Comms Lvl 2 (Scanner, Expert), Bolt Rifle, Bolt Pistol 23pts
Fireteam
Intercessor, Fireteam Lvl 1, Bolt Rifle, Bolt Pistol 19pts
Intercessor, Fireteam Lvl 1, Auto Bolt Rifle, Bolt Pistol 19pts
May add in a Combat specialist Reiver Sgt
Wow, fairly basic layout. No frag canon or infernus bolter, storm shields, etc I really like it.
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![[Post New]](/s/i/i.gif) 2018/10/15 11:53:17
Subject: [Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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Has anyone found a way to make Deathwatch work against Grey Knights? They seem to be my consistent achilles heel in games. Getting matched up against them again in our campaign, I took a mostly Primaris team to try and combat the mortal wounds, tried to use the "my armor is contempt" stratagem three times, and I still had a man OOA every psychic phase until the end of the game.
List was
Reiver Sarge, Carbine/Knife - Leader
Intercessor Gunner, Bolt Rifle/Aux Nade/Auspex - Demo
Vet Gunner, Frag Cannon - Comms
Vet, Combi-plas, Power Sword - Sniper
Reiver, Knife/Pistol - Fireteam
My opponent had what I would consider to be a pretty casual GK list with a mix of weapons, one psycannon one psilencer one combat specialist with a hammer and two guys with power sword and power staff. I started with the reiver out front to tank but he used Forward Positions and won first turn to finagle a guy getting closest to my frag cannon, instagibbed him with smite. Wounded both reiver and sarge turn 1 with bolter fire, smited the sarge next turn. Psycannon killed the sniper, smite killed the regular reiver, and then all the rest of the fire combined took down the intercessor just before we started checking for scoring.
I did get pretty unlucky (he never failed an injury roll the entire game, and my turn 1 and 2 I caused 3 flesh wounds) but the damn smite seems just impossible to deal with without any kind of defenses or chaff models.
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/15 12:14:55
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Longtime Dakkanaut
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Lord of Nonsensical Crap wrote:
Out of curiosity, how good do you find the Reiver to be? Obviously I'm testing the waters before I get any Primaris stuff for my possible DW.
Stock Reivers are meh, but the Riever sgt. is a customizeable disruptor unit that can pack some serious melee bite without needing to eat a Specialist slot. Go Carbine + Knife + gizmos and you've got a boyo that can put out 30 inch shots, has 4 attacks and can do some nasty things with terrain.
Automatically Appended Next Post:
the_scotsman wrote:Has anyone found a way to make Deathwatch work against Grey Knights? They seem to be my consistent achilles heel in games. Getting matched up against them again in our campaign, I took a mostly Primaris team to try and combat the mortal wounds, tried to use the "my armor is contempt" stratagem three times, and I still had a man OOA every psychic phase until the end of the game.
List was
Reiver Sarge, Carbine/Knife - Leader
Intercessor Gunner, Bolt Rifle/Aux Nade/Auspex - Demo
Vet Gunner, Frag Cannon - Comms
Vet, Combi- plas, Power Sword - Sniper
Reiver, Knife/Pistol - Fireteam
My opponent had what I would consider to be a pretty casual GK list with a mix of weapons, one psycannon one psilencer one combat specialist with a hammer and two guys with power sword and power staff. I started with the reiver out front to tank but he used Forward Positions and won first turn to finagle a guy getting closest to my frag cannon, instagibbed him with smite. Wounded both reiver and sarge turn 1 with bolter fire, smited the sarge next turn. Psycannon killed the sniper, smite killed the regular reiver, and then all the rest of the fire combined took down the intercessor just before we started checking for scoring.
I did get pretty unlucky (he never failed an injury roll the entire game, and my turn 1 and 2 I caused 3 flesh wounds) but the damn smite seems just impossible to deal with without any kind of defenses or chaff models.
From playing against an AdMech gentlemen who stacked tankbusting sniper rifles, I'll say that "Only in Death" is worth its weight in gold. Yeah he's gonna take a model OOA every turn, but that guy gets to shoot at least once (if not twice if you time it right). Accept that you're gonna take casualties, but make every one count as you make the other player bleed for every model that goes down. GKs weakness is its model count. If you make it a battle of attrition you've got a fighting chance, especially if you take his Heavies out first.
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This message was edited 2 times. Last update was at 2018/10/15 12:17:45
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![[Post New]](/s/i/i.gif) 2018/10/15 12:33:30
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Shadowy Grot Kommittee Memba
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Sterling191 wrote:Lord of Nonsensical Crap wrote:
Out of curiosity, how good do you find the Reiver to be? Obviously I'm testing the waters before I get any Primaris stuff for my possible DW.
Stock Reivers are meh, but the Riever sgt. is a customizeable disruptor unit that can pack some serious melee bite without needing to eat a Specialist slot. Go Carbine + Knife + gizmos and you've got a boyo that can put out 30 inch shots, has 4 attacks and can do some nasty things with terrain.
Automatically Appended Next Post:
the_scotsman wrote:Has anyone found a way to make Deathwatch work against Grey Knights? They seem to be my consistent achilles heel in games. Getting matched up against them again in our campaign, I took a mostly Primaris team to try and combat the mortal wounds, tried to use the "my armor is contempt" stratagem three times, and I still had a man OOA every psychic phase until the end of the game.
List was
Reiver Sarge, Carbine/Knife - Leader
Intercessor Gunner, Bolt Rifle/Aux Nade/Auspex - Demo
Vet Gunner, Frag Cannon - Comms
Vet, Combi- plas, Power Sword - Sniper
Reiver, Knife/Pistol - Fireteam
My opponent had what I would consider to be a pretty casual GK list with a mix of weapons, one psycannon one psilencer one combat specialist with a hammer and two guys with power sword and power staff. I started with the reiver out front to tank but he used Forward Positions and won first turn to finagle a guy getting closest to my frag cannon, instagibbed him with smite. Wounded both reiver and sarge turn 1 with bolter fire, smited the sarge next turn. Psycannon killed the sniper, smite killed the regular reiver, and then all the rest of the fire combined took down the intercessor just before we started checking for scoring.
I did get pretty unlucky (he never failed an injury roll the entire game, and my turn 1 and 2 I caused 3 flesh wounds) but the damn smite seems just impossible to deal with without any kind of defenses or chaff models.
From playing against an AdMech gentlemen who stacked tankbusting sniper rifles, I'll say that "Only in Death" is worth its weight in gold. Yeah he's gonna take a model OOA every turn, but that guy gets to shoot at least once (if not twice if you time it right). Accept that you're gonna take casualties, but make every one count as you make the other player bleed for every model that goes down. GKs weakness is its model count. If you make it a battle of attrition you've got a fighting chance, especially if you take his Heavies out first.
Shoot, you're right, I'd totally forgotten about that Tactic when I was trying to keep my guys from getting wounded in the first place. At the very least my Frag Cannon could have completely obliterated the guy that took him out turn 1, that probably would have made a difference. I primarily used my points attempting to use Armor is Contempt (and failing it every time) and Specialist strats on the guys I wanted to keep leveling up. Other than that, I just used Tactical Withdrawal a couple of times to kite out the Thunder Hammer. He took two turns to take out despite putting basically all my fire into him because I could not for the life of me roll an out of action, even with overcharged plasma and krak grenades from my demoman.
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/10/15 13:19:46
Subject: Re:[Kill Team] Deathwatch! The Killteam's Kill Team!
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Longtime Dakkanaut
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the_scotsman wrote:
Shoot, you're right, I'd totally forgotten about that Tactic when I was trying to keep my guys from getting wounded in the first place. At the very least my Frag Cannon could have completely obliterated the guy that took him out turn 1, that probably would have made a difference. I primarily used my points attempting to use Armor is Contempt (and failing it every time) and Specialist strats on the guys I wanted to keep leveling up. Other than that, I just used Tactical Withdrawal a couple of times to kite out the Thunder Hammer. He took two turns to take out despite putting basically all my fire into him because I could not for the life of me roll an out of action, even with overcharged plasma and krak grenades from my demoman.
Bonus points if you keep your squad tight such that your Commspex fella can boost the dying fella so that he's got a hit on 2 wound on 2 countervolley.
Rivers with Tac Withdrawl are *hilarious*. I've tied up 6+ models for several rounds in more than one game with careful use of that strategem. As for Demos, I wouldnt put them on anything other than a Frag Vet or SIA Intercessor. 2+ wounding bolt rifles are exquisite when you can double tap from across the board at AP-2.
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