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Made in us
Douglas Bader






So, the rules are out (if a bit blurry) and we finally get some answers on list construction for IG. Alas, Marbo remains lurking in the shadows, so how do we win? Throw down a horde of guardsmen and trust in sheer weight of dice? Storm troopers seem interesting, but that -1 penalty on short-range guns hurts. Snipers are cheap, should we just set up a bunch of them and fish for 6s?

(We all know that when Marbo is released there will be no other option, He will slaughter everything in His path as a single-model kill team. But we do need to try to win some other way until then.)

This message was edited 3 times. Last update was at 2019/05/18 18:22:31


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

I'll take The Last Chancers in differing loadouts until Marbo shows up. Win? Probably not.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in ca
Preacher of the Emperor






I honestly think that 20 guardsmen with baseline equipment would be fun to try to make work, in a Mystery Men-esque "we're the other guys" kind of way.

That said, my standard infantry squads have been using a flamer and vox, so I kinda warming to that. Here's a tentative for you to pick apart:

Sergeant Bob Guardsman
-Plasma Pistol
-Power Sword
Guardsman
-Flamer
Guardsman
-Voxcaster
Guardsman
Guardsman
Guardsman
Guardsman
Guardsman
Guardsman
Guardsman

Special Weapons Guardsman
-Grenade launcher
Special Weapons Guardsman
-Melta
Special Weapons Guardsman
-Sniper
Guardsman
Guardsman

Tempestus Scion

Run the voxie with comms, the scion as a medic. Sixteen Guardsmen for 100 points on the dot.

Plus I build these guys out of tempestus and genestealer parts so the remaining four guys I can kit out differently and swap them in for other weapons. Considering two plasma, a second sniper and second flamer.

   
Made in us
Douglas Bader






IMO melta isn't worth it, not in the current game. D6 damage is underwhelming when hardly anything has multiple wounds, and with only 12" range you're almost always going to be taking the -1 to hit penalty.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in nl
Regular Dakkanaut




The GMG review mentions that you can at maximum start with 12 members of your Kill Team, so they put a plug in spamming, at least a little at the beginning.
Also what I could understand, you can have a lot of members of the team, but you can only pick up to 100pts for each missson.
It's unclear to me if that last bit is an actual rule for all missions, or just the starting one(s).
   
Made in us
Douglas Bader






Spiky Norman wrote:
The GMG review mentions that you can at maximum start with 12 members of your Kill Team, so they put a plug in spamming, at least a little at the beginning.
Also what I could understand, you can have a lot of members of the team, but you can only pick up to 100pts for each missson.
It's unclear to me if that last bit is an actual rule for all missions, or just the starting one(s).


That's for the narrative game. For matched play, which I suspect the majority of KT games will be, you create a new 100 point list for each game with a maximum of 20 models.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Preacher of the Emperor






 Peregrine wrote:
IMO melta isn't worth it, not in the current game. D6 damage is underwhelming when hardly anything has multiple wounds, and with only 12" range you're almost always going to be taking the -1 to hit penalty.


I hadn't heard of a -1 to hit penalty, does that also affect rapid fire weapons?

Rough.

Do I slip in a plasma or a flamer to fill that gap?

   
Made in us
Loyal Necron Lychguard





The -1 to hit penalty is a general rule, though sniper rifles have a special rule in their statline to ignore it.

Also the mortal wound generation for a sniper is on the wound roll so minuses to hit don't affect it.
   
Made in us
Douglas Bader






 Captain Joystick wrote:
I hadn't heard of a -1 to hit penalty, does that also affect rapid fire weapons?


Anything over half range counts as "long range" and imposes a -1 penalty to hit. That's not crippling on a 24" weapon where you probably want to get to 12" for rapid fire anyway, but when your starting range is only 12" you're taking that penalty on anything over 6" and you only have a single shot. Melta is going to be really hard to deliver effectively, especially against anything that can threaten a charge if you get up close, and the benefits over plasma are pretty marginal when very few models have multiple wounds.

This message was edited 1 time. Last update was at 2018/07/20 22:04:21


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Heroic Senior Officer





Western Kentucky

I've not got a great photo to go off of yet, but working plan is a plasma pistol/powerfist sarge, a much plasma as I can get (which appears to be 4 with regular guardsmen) and then ????? Profit fill in the rest with regular guardsmen. Oh, and a box caster, because that seems borderline mandatory for such low ld models.

I'm very annoyed that we have no medic option and no bolter option for the Sarge. Both options are in the command box so it makes no sense to omit them. I'm also annoyed literally the only option we get for generic guardsmen is lasguns. No shotgun vets, no cqc guardsmen for breaching, just lasguns. It means our teams will look very samey and basically devolve into spam other than special weapons choices. As the special weapons are unchanged from 8th, I don't see much use for any except the plasma gun, sniper rifle, maybe a flamer, and the hotshot volleygun for scions.

Volleyguns in particular I think will be nasty in kill team. It's got good volume of fire, can be given a lot of specialist abilities to up it's already sizable firepower, and can be nasty against clumped up enemies. For scions especially I'd say they have as much merit as plasma, enough that I'd at least consider a 50/50 split.

Tactics seem pretty basic, guardsmen screen, special weapons pick targets very carefully from range while minimizing return fire, and the officer and vox stay in the back to keep up morale and orders. Guardsmen will have to be used very intelligently to not trigger early broken conditions while simultaneously screening more valuable soldiers from the enemy.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Douglas Bader






Yeah, the lack of IG options is pretty disappointing, especially the vets. GW is really pushing their new Militarum™ Trademarkus™ Shooterists™ as the elite IG unit at the expense of veterans, no doubt because the veterans don't have a specific kit (and future codex) to sell. Fortunately there don't seem to be any significant changes in our unit rules, so you could very easily house rule in a veteran squad. I'm looking forward to doing the same with some DKoK engineers and death riders.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Heroic Senior Officer





Western Kentucky

Done some more reading, a vox caster is absolutely necessary, and you want him to be a comms specialist. The crazy amount of synergy a comms specialist will give a guard list is crazy. They provide morale, command points, and shooting buffs, they're just about perfect. They're not flashy, but they will win games for you in my opinion. Even a level 1 comms guardsman allows you to add to the BS of one model and gain bonus LD. He's like having a second officer in a way.

As for your other 2 slots, it will really depend on if we can take multiples of one specialization. Sniper is an obvious choice since we rely on shooting, but one potentially useful skill is a scout of some kind. They start out kind of underwhelming but if you can get them some experience they can provide very powerful buffs to shooting and determining which missions you get in campaigns. I worry guardsmen may be too squishy to survive long as a scout, but with the "get down" strat who knows, it may not be that crazy.

The more I look at the abilities, the more I feel I want buff characters and then just generic special weapons. Properly placed buff specialists can hide out of LOS, buff your whole list, and allow you to be more aggressive with weapons like plasma. For example, a well placed scout can give your whole list reroll 1's if they target models within 6" of the scout. It may turn out this is more useful than just maxing out on Gunner abilities for plasma gunners, but I'll need to play some games to find out.

The main reason I say this is because unless you plan to run a whole squad of Stormtroopers, you will be running a lot of bog standard guardsmen. Anything that provides blanket buffs and abilities with aura affects will affect us more than most of the other factions. And since we know hordes have a good chance of being popular in kill team, having ways to buff our lasguns will be handy. We have no access to FRFSRF, so if you just go all in on specialist plasma and snipers, you will find yourself overrun by a horde very quickly.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Regular Dakkanaut




I'm planning on running an all Scions KT:

Tempestor (Power Fist, Plasma Pistol) - 13 pts
Scions (Hotshot Lasguns) - 9 x 2 = 18 pts
Scion (Voxcaster, Hotshot Lasgun) - 14 pts
Scion Gunner (Plasma Gun) - 13 x 2 = 26 pts
Scion Gunner (Hotshot Volley Gun) - 13 x 2 = 26 pts

Total: 97 pts

Vox Scion is a Comms specialist, one of the Plasma Gunners is a Sniper, one of the Hotshot Volley Gunners is a Heavy. I feel like this squad is gonna hit hard and likely die hard in turn much like Scions in fluff. Plasma Guns for heavy targets, Volley Guns for hordes. Comms specialist is definitely going to be necessary for the nerve test rerolls and bonus to hit rolls that the Gunners will appreciate. The Sniper Plasma Gunner is likely going to be pretty self sufficient as will the Heavy Gunner with maybe a Take Aim order thrown his way. We're definitely going to be CP hungry and the Comms specialist is going to help with that.

This message was edited 2 times. Last update was at 2018/07/21 23:38:03


 
   
Made in us
Douglas Bader






 MrMoustaffa wrote:
Done some more reading, a vox caster is absolutely necessary, and you want him to be a comms specialist. The crazy amount of synergy a comms specialist will give a guard list is crazy. They provide morale, command points, and shooting buffs, they're just about perfect. They're not flashy, but they will win games for you in my opinion. Even a level 1 comms guardsman allows you to add to the BS of one model and gain bonus LD. He's like having a second officer in a way.


This. Comms specialist is the most powerful one, by far. A straight +1 to hit for any model, including the comms specialist, is one of the best specialist buffs and you get it at level 1. And if you're playing a campaign it only gets better from there. Your first specialist is almost always going to be comms, probably on a storm trooper so you can apply the +1 buff to a meaningful gun even if nobody else is nearby.

For example, a well placed scout can give your whole list reroll 1's if they target models within 6" of the scout.


The downside is this only works in extended campaigns where you get to level up your specialists. In matched play, which I suspect will be the majority of KT games, you only get the base ability. And that base ability is really weak compared to a sniper getting a flat 16% more firepower and a 1 CP buff for +1 to hit. Even in campaigns that scout is going to be pretty underwhelming as you level it up, while the sniper just gets extra firepower at each step of the tree.

We have no access to FRFSRF, so if you just go all in on specialist plasma and snipers, you will find yourself overrun by a horde very quickly.


I don't think it's quite that bad. With all the -1 modifiers to everything generic guardsmen are really bad at killing stuff. You easily get 6s to hit, 5s to wound, full armor save, and a -1 penalty to convert that wound into a kill, with one shot per model. A sniper rifle is cheap and gives you 5s to hit, 4s to wound (with 1/3 of those being automatic wounds), and an extra 12" range with the same single shot per model. Even within 12" the lasgun isn't impressing. IMO if you're taking basic guardsmen at all instead of storm troopers your first purchase is going to be four sniper rifles and you consider upgrading from there.

This message was edited 1 time. Last update was at 2018/07/21 23:58:49


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Regular Dakkanaut




 Peregrine wrote:

I don't think it's quite that bad. With all the -1 modifiers to everything generic guardsmen are really bad at killing stuff. You easily get 6s to hit, 5s to wound, full armor save, and a -1 penalty to convert that wound into a kill, with one shot per model. A sniper rifle is cheap and gives you 5s to hit, 4s to wound (with 1/3 of those being automatic wounds), and an extra 12" range with the same single shot per model. Even within 12" the lasgun isn't impressing. IMO if you're taking basic guardsmen at all instead of storm troopers your first purchase is going to be four sniper rifles and you consider upgrading from there.


Exactly why I'm running full Scions They hit on 3+ which is as good as it gets in KT and their hotshot lasguns have AP -2 and in a game where few units have invulnerable saves every point of AP is worth it. They hit hard in close/medium range which helps in KT's overall smaller board size and they're cheap enough so they'll outnumber the more "elite" armies like Space Marines and other similar armies. Having a decent 4+ armor save doesn't hurt either and you can tell them to Get Down to make them a bit hardier.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge



You can’t run more than 12 models. Guard is pretty much hosed without or tanks.

 Captain Joystick wrote:
I honestly think that 20 guardsmen with baseline equipment would be fun to try to make work, in a Mystery Men-esque "we're the other guys" kind of way.

That said, my standard infantry squads have been using a flamer and vox, so I kinda warming to that. Here's a tentative for you to pick apart:

Sergeant Bob Guardsman
-Plasma Pistol
-Power Sword
Guardsman
-Flamer
Guardsman
-Voxcaster
Guardsman
Guardsman
Guardsman
Guardsman
Guardsman
Guardsman
Guardsman

Special Weapons Guardsman
-Grenade launcher
Special Weapons Guardsman
-Melta
Special Weapons Guardsman
-Sniper
Guardsman
Guardsman

Tempestus Scion

Run the voxie with comms, the scion as a medic. Sixteen Guardsmen for 100 points on the dot.

Plus I build these guys out of tempestus and genestealer parts so the remaining four guys I can kit out differently and swap them in for other weapons. Considering two plasma, a second sniper and second flamer.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Regular Dakkanaut




Is that a Kill Team general rule that you're not allowed more than 12 models? Last I heard you were allowed 3-20 depending on point restrictions.

This message was edited 1 time. Last update was at 2018/07/22 05:04:46


 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

Is 12 max I played today at GW store. Guard are not a prime contender imo... smokes a netlist Scion army with my Deathwatch today. The game is geared towards fun play imo.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Douglas Bader






 Primark G wrote:
Is 12 max I played today at GW store.


Key point: GW store. The actual rulebook, which we have copies of already, states that the limit is 20 models (and 100 points) for matched play games. The 12-model rule is that in the default narrative campaign your roster (which you build each game's kill team from, using up to 20 models) starts at up to 12 models but can grow from there using the rules for adding reinforcements, and even grow past 20 models. If you aren't playing an ongoing campaign then you just build a 100 point kill team with up to 20 models, the campaign rules wouldn't be used.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

20 models defeats the spirit of the game. Do you want to game it?

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Douglas Bader






 Primark G wrote:
20 models defeats the spirit of the game. Do you want to game it?


Uh, lol? Taking a perfectly legal army under the stated rules of the game, from a faction that lore-wise emphasizes mass numbers and has a preview emphasizing the ability to out-number an opposing kill team, is somehow "defeating the spirit of the game"? Sorry, but I'll play the game as-written, and not care about your weird self-imposed rules about what is "gaming it".

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

I’m pretty sure you can’t take more than 12 models. Was looking at the rulebook yesterday at the GW store.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in nl
Regular Dakkanaut




 Primark G wrote:
I’m pretty sure you can’t take more than 12 models. Was looking at the rulebook yesterday at the GW store.

There is a photo up on Bolter & Chainsword, where you can see the rules for Matched Play and Battleforged Kill Teams, and from what I can see, you can pick up to 20 models along with some additional rules on max one leader etc.

Check out the post here:
http://www.bolterandchainsword.com/topic/345264-kill-team-returns/?p=5128436
   
Made in us
Heroic Senior Officer





Western Kentucky

 Primark G wrote:
20 models defeats the spirit of the game. Do you want to game it?

I would love to take less than 20 guardsmen, if only we had a unit that represented more elite and well trained regular guardsmen who would be selected for just this kind of occasion that wasn't the stormtrooper squad...

SOME SORT OF VETERAN UNIT PERHAPS

So yeah, if IG want to run regular guardsmen without scions (like I do) we don't get a choice. You kit out the Sarge, take Max special weapons and a vox and then from there you fill in the rest with bog standard guardsmen. Without all the vet options and gear we don't get a choice, and mixing scions with guardsmen just doesn't feel right.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

Spiky Norman wrote:
 Primark G wrote:
I’m pretty sure you can’t take more than 12 models. Was looking at the rulebook yesterday at the GW store.

There is a photo up on Bolter & Chainsword, where you can see the rules for Matched Play and Battleforged Kill Teams, and from what I can see, you can pick up to 20 models along with some additional rules on max one leader etc.

Check out the post here:
http://www.bolterandchainsword.com/topic/345264-kill-team-returns/?p=5128436


Thanks Spiky!

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Mr. Funktastic wrote:
I'm planning on running an all Scions KT:

Tempestor (Power Fist, Plasma Pistol) - 13 pts
Scions (Hotshot Lasguns) - 9 x 2 = 18 pts
Scion (Voxcaster, Hotshot Lasgun) - 14 pts
Scion Gunner (Plasma Gun) - 13 x 2 = 26 pts
Scion Gunner (Hotshot Volley Gun) - 13 x 2 = 26 pts

Total: 97 pts

Vox Scion is a Comms specialist, one of the Plasma Gunners is a Sniper, one of the Hotshot Volley Gunners is a Heavy. I feel like this squad is gonna hit hard and likely die hard in turn much like Scions in fluff. Plasma Guns for heavy targets, Volley Guns for hordes. Comms specialist is definitely going to be necessary for the nerve test rerolls and bonus to hit rolls that the Gunners will appreciate. The Sniper Plasma Gunner is likely going to be pretty self sufficient as will the Heavy Gunner with maybe a Take Aim order thrown his way. We're definitely going to be CP hungry and the Comms specialist is going to help with that.


Nice list, I think that will be what I roll as well.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Loyal Necron Lychguard





 MrMoustaffa wrote:
 Primark G wrote:
20 models defeats the spirit of the game. Do you want to game it?

I would love to take less than 20 guardsmen, if only we had a unit that represented more elite and well trained regular guardsmen who would be selected for just this kind of occasion that wasn't the stormtrooper squad...

SOME SORT OF VETERAN UNIT PERHAPS

So yeah, if IG want to run regular guardsmen without scions (like I do) we don't get a choice. You kit out the Sarge, take Max special weapons and a vox and then from there you fill in the rest with bog standard guardsmen. Without all the vet options and gear we don't get a choice, and mixing scions with guardsmen just doesn't feel right.

An elite and well-trained regular guardsman is a guardsman with the Veteran specialization. None of the armies got their "the troop choice, but more elite" choices either for the same reason (Sternguard and Chosen are excluded, for example).
   
Made in us
Longtime Dakkanaut





Connecticut

I intend to be taking a power sword/plasma Sarge, a Pfist /plasma tempestor, vox, then as many Flamers as I can fit.

Can split the Flamers between anything within 2-3" of the target, don't need to worry about bad BS, and can use Sir, Yes Sir! And allow a full blob to receive buffs.

iirc.

This message was edited 1 time. Last update was at 2018/07/27 21:29:03


Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in gb
Hardened Veteran Guardsman





Mr. Funktastic wrote:
I'm planning on running an all Scions KT:

Tempestor (Power Fist, Plasma Pistol) - 13 pts
Scions (Hotshot Lasguns) - 9 x 2 = 18 pts
Scion (Voxcaster, Hotshot Lasgun) - 14 pts
Scion Gunner (Plasma Gun) - 13 x 2 = 26 pts
Scion Gunner (Hotshot Volley Gun) - 13 x 2 = 26 pts

Total: 97 pts

Vox Scion is a Comms specialist, one of the Plasma Gunners is a Sniper, one of the Hotshot Volley Gunners is a Heavy. I feel like this squad is gonna hit hard and likely die hard in turn much like Scions in fluff. Plasma Guns for heavy targets, Volley Guns for hordes. Comms specialist is definitely going to be necessary for the nerve test rerolls and bonus to hit rolls that the Gunners will appreciate. The Sniper Plasma Gunner is likely going to be pretty self sufficient as will the Heavy Gunner with maybe a Take Aim order thrown his way. We're definitely going to be CP hungry and the Comms specialist is going to help with that.



That's pretty much the exact same list i came up with after getting my copy of the book. Though i'm considering ditching the pistol and powerfist and switching in a SW trooper with a sniper rifle fro some extra ranged capability.

This message was edited 1 time. Last update was at 2018/07/28 14:18:17


 
   
Made in us
Regular Dakkanaut




I'm hoping to give it a test drive tomorrow! Although with melee being more viable in KT, I think swapping out one of the gunners with a Flamer might not be a bad idea. Might decide to pick up another box of Scions or the AM KT box to fill out my combat roster for when I play campaign. Something tells me you want models beyond your KT when you're playing campaign since you'll need recruits and units may end up being out of action/killed. Am I right to assume this?

This message was edited 1 time. Last update was at 2018/07/28 14:49:38


 
   
 
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