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![[Post New]](/s/i/i.gif) 2016/11/29 14:14:28
Subject: Kill Team / Combat Patrol -- Standard SM Assault Squad gear choices?
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Longtime Dakkanaut
Central Valley, California
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Greetings,
I'm starting a SM force with units that would be ideal for Kill Team and combat Patrol later, eventually dwelling into 1500 points max.
I'm assembling my assault squad with jump packs first.
How should I equip a 5 man unit? Codex not here until later next week, and I'd love to get started with an all-around safe choice load out.
Thanks in advance.
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This message was edited 1 time. Last update was at 2016/11/29 14:37:33
~ Shrap
Rolling 1's for five and a half decades.
AoS * OPR Grimdark Future * Konflikt '47 * Trench Crusade * Epic Warpath * A Song of Ice & Fire TMG * Starcraft TMG |
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![[Post New]](/s/i/i.gif) 2016/11/29 15:03:46
Subject: Kill Team / Combat Patrol -- Standard SM Assault Squad gear choices?
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The Marine Standing Behind Marneus Calgar
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Magnets.
I don’t play KT, or small point games much these days. But in larger lists, I tend to run my assault marines 5 men, 2x flamers, vet sarge with a power weapon. Sword or maul if alone, or an axe if there is going to be a HQ in the squad to take challenges. First in line for a meltabomb if I have 5 points left over. Mostly with JPs, but occasionally in a pod.
Plasma pistols IMHO are comically overpriced. There might be some special rule in KT to make them a little more viable, but for their cost you can almost get another marine. From what I hear, more bodies is almost always the best answer in Kill Teams.
Combat shields are 5 points for a 6++. Pretty unreliable. But I’ve shelled out 5 points because I think something looked cool before, so if you want to take one, it’s not the end of the world.
The evisorator is crazy expensive, but can act like a hidden powerfist in the squad. There is nothing that requires that level of overkill in smaller games, so I’d pass there. Can be worth it in higher point games, but personally not to my taste.
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![[Post New]](/s/i/i.gif) 2016/11/30 16:03:32
Subject: Kill Team / Combat Patrol -- Standard SM Assault Squad gear choices?
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Longtime Dakkanaut
Central Valley, California
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Nevelon wrote:Magnets.
I don’t play KT, or small point games much these days. But in larger lists, I tend to run my assault marines 5 men, 2x flamers, vet sarge with a power weapon. Sword or maul if alone, or an axe if there is going to be a HQ in the squad to take challenges. First in line for a meltabomb if I have 5 points left over. Mostly with JPs, but occasionally in a pod.
Plasma pistols IMHO are comically overpriced. There might be some special rule in KT to make them a little more viable, but for their cost you can almost get another marine. From what I hear, more bodies is almost always the best answer in Kill Teams.
Combat shields are 5 points for a 6++. Pretty unreliable. But I’ve shelled out 5 points because I think something looked cool before, so if you want to take one, it’s not the end of the world.
The evisorator is crazy expensive, but can act like a hidden powerfist in the squad. There is nothing that requires that level of overkill in smaller games, so I’d pass there. Can be worth it in higher point games, but personally not to my taste.
Many thanks for the beneficial guidance Nevelon. Support such as this to a returning player is much appreciated.
I indeed will include the combat shield on the VET because it looks bad ass. One question, however: if the rest of the squad are armed with bolt pistols, and the Sarge has a combat shield and power weapon, can he still fire a pistol at range with the others?
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~ Shrap
Rolling 1's for five and a half decades.
AoS * OPR Grimdark Future * Konflikt '47 * Trench Crusade * Epic Warpath * A Song of Ice & Fire TMG * Starcraft TMG |
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![[Post New]](/s/i/i.gif) 2016/11/30 16:18:38
Subject: Kill Team / Combat Patrol -- Standard SM Assault Squad gear choices?
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The Marine Standing Behind Marneus Calgar
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It will be clear when you get your codex in hand, but upgrades are generally in two categories these days: add-ons and swaps.
Some things are swaps. Either direct (The sarge may swap his bolt pistol for a plasma/grav pistol) or via the armory (may take items from the Melee Weapon list). The lists in the armory will tell you want to need to trade to get things from them (normally bolter/pistol/melee weapon)
Add-ons are more simple. "Sarge can take a combat shields and/or melta bomb” This does not replace any of their gear. So he will keep his BP/Chainsword, in addition to gaining the shield/bomb.
And if he hasn’t traded in his BP, he can shoot with the squad.
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