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Made in de
Been Around the Block




Hello,

so in your opinion, whats the strongest Killteam at the moment? is it like in 40k that you can say (for example) Aeldari is pretty strong right now and in the right hands you can win everything. Or is Killteam "balanced" and all factions are simmilar strong / bad in special situations.

I played just 1 game by now and it was fantastic. i rly like the idea behind this skirmisher and it looks like GW wants to support Killteam for the next 1,5 - 2 years with ne updates etc. do you think there is a competitive way to play killteam? maybe a own league? with my new job + newborn + wife i´ve rly no time for 40k maybe 1 game / month. but for a killteam is always a little time. you just can invite a friend and play it on the table, no need for a 72x48" plate / terrain etc. i´m pretty happy

now its your turn, whats your experience with the game? do you wanna play 5-6 games in a row? or is it to boring and you go back to 40k after 1-2 games? can you imagine that there is a competitive szene around killteam?



(englisch is not my first language, so sorry about that)
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Well only played two games but Tau stealth suits and drones or a Deathguard list with plague marines bubble wrapped with zombies both felt very powerful against my SM and IG lists.

3+ save with multiple wounds or a FNP is very powerful in this game when hitting something in the first place is pretty difficult..

I suppose we will play this more often than full 40k. It's just so much faster to set up and the logistics involved are so much lighter.

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Made in us
Longtime Dakkanaut




Death Guard, Death Watch, Harleys, and Tau I think round out the top.

Albeit, Space marine tactics that you get in their box are real good. 2 CP to not go out of action AFTER you roll and 1 cp for what tau would call savior protocols. It makes Space marines frustrating to take out. But I imagine the likes of Deathwatch and death guard are getting similar whenever they get a set.
   
Made in no
Hellacious Havoc





I've had two games in a row where space marine tacticals x7 only took out 1 death guard plague marine.
And the death guard only took out 3 tacticals.

Both games 5 rounds and tons of buildings and cover.


I feel death guard is very strong but havent played vs the other "top" factions.
   
Made in ru
!!Goffik Rocker!!






Scions
   
Made in fi
Hoary Long Fang with Lascannon




Finland

I found SM, Ork and IG (guardsman) lists pretty lackluster, so I'm going to build either Scions or AdMech next, already have the models at hand or some reinforcements ordered. Third contender for a new KT is Deathwatch, but I can proxy these pretty well with my SW models for the time being.

koooaei can you elaborate why you think Scions are top tier?

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Made in us
Unshakeable Grey Knight Land Raider Pilot




 Weazel wrote:
I found SM, Ork and IG (guardsman) lists pretty lackluster, so I'm going to build either Scions or AdMech next, already have the models at hand or some reinforcements ordered. Third contender for a new KT is Deathwatch, but I can proxy these pretty well with my SW models for the time being.

koooaei can you elaborate why you think Scions are top tier?


I would imagine the ability to build a list with 8 plasma guns (4 Scions, 4 Guard gunners) would be pretty strong in what is pretty much a power armour meta.
   
Made in gb
Hardened Veteran Guardsman





8 plasma lists mean every loss will hurt and let's be honest, it's guard it's very easy to lose models. There's also the fact that you can give re roll 1's to like 3 guys max (unless you have everyone clustered and the box strategems). Volleyguns is where it's at in my experience so far, they've got the volume of shots and AP to get wounds on marines fairly consistently and to force them to GEQ saves in the process to make sure some slip through.

That's not to say you shouldn't take plasma, after All overcharged plasma will quite happily chew through MEQ's and gives a good chance of killing them outright compared to Volleyguns, it's just I'd say you shouldn't take more plasma than you can safely overcharge.
   
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Fresh-Faced New User




I've played about 20 games or so with my Harlequins and have found Death Guard and Orks to be the hardest match-ups.

Death Guard are just resilient as hell and I really struggle to take them out.

The couple games that I got in against Orks involved my 6 or 7 Harlequins up against 12-15 Orks. I struggled to get through the bodies before becoming overwhelmed. Usually games came down to me taking a few casualties and then having to break off and hide.
   
Made in no
Hellacious Havoc





As deathguard i got stomped by orks in melee.

Hard to take objectives when they are so many more models, and they dont fail nercetests in blobs.

They had two powerklaws in there who rips new holes in places you shouldnt let the sun shine.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

God i despise playing against death guard. Having to roll to hit at penalties, roll to wound on 5s, make them fail armor, make them fail FNP, and THEN having to roll for OOA, just means they don't friggin die!!!

Bedouin Dynasty: 10000 pts
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The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in no
Hellacious Havoc





Do you have any ways to put out mortal wounds?
That gets past lots of stuff.
   
Made in us
Dakka Veteran





Canada

I don't think Mortal Wounds get past the Death Guard Ability. On that note, maybe bring high Str weapons? Most factions have access to them one way or another.
   
Made in us
Longtime Dakkanaut




 iGuy91 wrote:
God i despise playing against death guard. Having to roll to hit at penalties, roll to wound on 5s, make them fail armor, make them fail FNP, and THEN having to roll for OOA, just means they don't friggin die!!!


death guard should cost the same as grey knights
   
Made in no
Hellacious Havoc





It doesnt get past DS but it gets past the saves.
   
Made in ru
!!Goffik Rocker!!






 gbghg wrote:
8 plasma lists mean every loss will hurt and let's be honest, it's guard it's very easy to lose models. There's also the fact that you can give re roll 1's to like 3 guys max (unless you have everyone clustered and the box strategems). Volleyguns is where it's at in my experience so far, they've got the volume of shots and AP to get wounds on marines fairly consistently and to force them to GEQ saves in the process to make sure some slip through.

That's not to say you shouldn't take plasma, after All overcharged plasma will quite happily chew through MEQ's and gives a good chance of killing them outright compared to Volleyguns, it's just I'd say you shouldn't take more plasma than you can safely overcharge.


Yes, massed special weapons on 3+bs models for not much more than your average power armored dudes with bolters. Too cheap, too killy. Also note that you're not forced to overcharge all the time.
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
 gbghg wrote:
8 plasma lists mean every loss will hurt and let's be honest, it's guard it's very easy to lose models. There's also the fact that you can give re roll 1's to like 3 guys max (unless you have everyone clustered and the box strategems). Volleyguns is where it's at in my experience so far, they've got the volume of shots and AP to get wounds on marines fairly consistently and to force them to GEQ saves in the process to make sure some slip through.

That's not to say you shouldn't take plasma, after All overcharged plasma will quite happily chew through MEQ's and gives a good chance of killing them outright compared to Volleyguns, it's just I'd say you shouldn't take more plasma than you can safely overcharge.


Yes, massed special weapons on 3+bs models for not much more than your average power armored dudes with bolters. Too cheap, too killy. Also note that you're not forced to overcharge all the time.


Guard are not at all remotely the strongest kill team
   
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They do autowin vs primaris though.
   
Made in us
Longtime Dakkanaut




The space marine kill team without the cards of the space wolf box are weaker than guard, but if you include the cards from the box, you effectively reduce several special weapons worth of shooting at your important characters while reliably destroying a model a turn with a missile launcher that hits on twos and rerolls ones
   
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Fixture of Dakka





Harlequins basically teleport around with good invulnerable saves.

Deathguard are ridiculously hard to kill.

Those are the best.

"'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.


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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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 DarknessEternal wrote:
Harlequins basically teleport around with good invulnerable saves.

Deathguard are ridiculously hard to kill.

Those are the best.


Tau and deathwatch next to those two round out the top kill teams in my eyes.

This message was edited 1 time. Last update was at 2018/08/08 01:56:13


 
   
Made in be
Mysterious Techpriest





Belgium

I had 6 games with my AdMech so far, won 4 of them often pretty strongly. I lost only against SM, first time against full Intercessors with Bolter Stalker + 1 Grenade launcher that killed me a guy/a turn, and the second against 4 Sniper scouts, 2 ML (I think) and one regular TAC.

I have the feeling my AdMech KT is not bad at all, there is great shooting, good pistols (so lots of shots in CC) and the Infiltrators can easily be tailored against SM or E3 with the weapon choices. What has been killing me is morale but I've noticed I've been playing it wrong so it might get better now.

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Made in us
Cultist of Nurgle with Open Sores




Birmingham, UK

From what I've seen - if you're using the updated missions (NOVA event pack) and a Command Roster, every faction has options to deal with every other one. It's a small sample size though, and just my opinion - but we'll need to see top level events and the really savvy players trying to break the game to see what's actually the strongest. Everything looks fairly level at the moment, with a couple of outliers within factions.
   
Made in nl
Regular Dakkanaut





Deathwatch with 4 Frag Cannons. 3 of them can be specialists (comms, sniper and demo). Seems balanced alright...
   
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stratigo wrote:
 DarknessEternal wrote:
Harlequins basically teleport around with good invulnerable saves.

Deathguard are ridiculously hard to kill.

Those are the best.


Tau and deathwatch next to those two round out the top kill teams in my eyes.


are you talking about "tau" in the context of "nothing but stealth suits and gun drones" then? Because honestly, looking at all the fire warrior offerings besides maybe a pathfinder gunner or two, I'm really not feelin' it.

IMO Admech is solidly better than Tau. An arquebus sniper hits on 2s rerolling from downtown, army-wide reroll 1s to hit on the turn you want to smack the enemy with your Calivers on overcharge, and solid melee support troops in the Ruststalker and Infiltrator (Zealot trait infiltrator is hilarious but sadly still only gets to make one wound roll so I doubt it's actually worth it to stack him up to a million +to hits and get 8-9 hits with the same guy.)

"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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the_scotsman wrote:
stratigo wrote:
 DarknessEternal wrote:
Harlequins basically teleport around with good invulnerable saves.

Deathguard are ridiculously hard to kill.

Those are the best.


Tau and deathwatch next to those two round out the top kill teams in my eyes.


are you talking about "tau" in the context of "nothing but stealth suits and gun drones" then? Because honestly, looking at all the fire warrior offerings besides maybe a pathfinder gunner or two, I'm really not feelin' it.

IMO Admech is solidly better than Tau. An arquebus sniper hits on 2s rerolling from downtown, army-wide reroll 1s to hit on the turn you want to smack the enemy with your Calivers on overcharge, and solid melee support troops in the Ruststalker and Infiltrator (Zealot trait infiltrator is hilarious but sadly still only gets to make one wound roll so I doubt it's actually worth it to stack him up to a million +to hits and get 8-9 hits with the same guy.)


Drones and a few suits and a heavy rail rifle thrown in, yes. Fire warriors are uninspiring.
   
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Imo death guard and t sons are the strongest currently

To many unpainted models to count. 
   
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Longtime Dakkanaut




 Backspacehacker wrote:
Imo death guard and t sons are the strongest currently


I think t sons suffer from paying very much for their rubrics and being a team that relies on mismatches
   
Made in us
Librarian with Freaky Familiar






stratigo wrote:
 Backspacehacker wrote:
Imo death guard and t sons are the strongest currently


I think t sons suffer from paying very much for their rubrics and being a team that relies on mismatches


I have not had this problem, you just need to be careful in what you do. They are very much a team that is unforgiving if you screw up but if used right they can devastate. Especially running the demo soul reaper. The beautiful part about them is heavy is built into all their models so you can be really mobile with your heavy weapons which can be brutal. Plus with the warpflamer you can just roast people up close. If you are playing on a board with lots of terrain, which you should in kill team, they are just amazing

To many unpainted models to count. 
   
Made in us
Loyal Necron Lychguard




stratigo wrote:
 Backspacehacker wrote:
Imo death guard and t sons are the strongest currently


I think t sons suffer from paying very much for their rubrics and being a team that relies on mismatches


They are insanely brutal in the right matchups though. 2+ saves against D1 weapons is nothing to laugh at, especially since that's most things in the game. Necrons don't even have multidamage options (other than MWs on 6s for Deathmarks, but that's unreliable).
   
 
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