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Made in ca
Guardsman with Flashlight






Hi, I'll play Kill Team for the first time tomorrow and as Nurgle player, I want to build a DG kill team! I have 2 ideas for my team. Here's my first :

++ Kill Team List (Death Guard) [99pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Plague Champion [20pts]: Leader, Plaguesword, Plasma pistol, Power fist

+ Specialists +

Plague Marine Fighter [19pts]: Combat, Flail of Corruption

Plague Marine Gunner [19pts]: Heavy, Plague spewer

Plague Marine Gunner [18pts]: Blight launcher, Demolitions

+ Non-specialists +

Plague Marine [17pts]: Icon of Despair

Poxwalker [3pts]

Poxwalker [3pts]

++ Total: [99pts] ++

Created with BattleScribe


Here's my second :



++ Kill Team List (Death Guard) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Plague Champion [20pts]: Leader, Plaguesword, Plasma pistol, Power fist

+ Specialists +

Plague Marine Fighter [19pts]: Combat, Flail of Corruption

Plague Marine Gunner [19pts]: Heavy, Plague spewer

Plague Marine Gunner [18pts]: Blight launcher, Demolitions

+ Non-specialists +

Poxwalker [3pts]

Poxwalker [3pts]

Poxwalker [3pts]

Poxwalker [3pts]

Poxwalker [3pts]

Poxwalker [3pts]

Poxwalker [3pts]

Poxwalker [3pts]

++ Total: [100pts] ++

Created with BattleScribe


What are you thinking about them? Which one shoud I use? I have plenty of poxwalkers but only 7 Plague Marines (the GW box). Thank you!

   
Made in gb
Fresh-Faced New User




I've played my mate 3 times in total now - and he uses death guard.
Of the 3 games, first I used Astra Militarum, a mix of guard and scions, was completely un-prepared, having forgotten his marines are T5 and because we mis-played some rules, I got completely curb stomped.
Second game I was more prepared (see: spammed plasma) and made a pretty convincing win - although I did loose some guys and ultimately it came down to the objective not appearing until really late game, and due to shaken he was unable to get enough models to secure it.
Third game I played deathwatch, and curb stomped him - having tabled him by end of turn 4 and only losing one guy myself. Admittedly he had some really abysmal rolling to blame for my lack of casualties.
Ironically, in that game my only casualty was to his poxwalkers.

My general consensus from this is:
If you bring many pox-walkers - make sure they clump. It's the only way to counter their LD4 when you inevitably have to take a few nerve tests.
His issue vs my deathwatch (disregarding the fact he could not hit me) was lack of higher strength weaponry.
Your T5 and disgustingly resilient is massive.
The pox walker strategem is also big, ensure you have a point for that if you expect to be in combat with them.
I think he may have been better off bringing a few fewer poxwalkers for some weaponry upgrades (although he was trying to play WYSIWYG with the starter set marines)

Bonus: Bring dice that are rigged to roll 6's for your disgustingly resilient saves, you will annoy the hell out of your opponent

It does also depend who you're fighting.
If you're playing against T3 models, and can get into combat, lots of poxwalkers can be good, anything higher and you might find they're a liability.
Also, don't go near flamers, the roast your nasty poxwalkers.

His list was:

Deathguard
10 models total

Leader:
Plague Champion
Powerfist
Bolter
Plague Knife

Zealot Specialist:
Plague Marine Figher
Bolter
Plague Knife

Combat Specialist:
Plague Marine
Bolter
Plague Knife
Icon of Despair

Demolitions Specialist:
Plague Marine
Bolter
Plague Knife

Non Specialists
Plague Marine w/ Plasma Gun
5 x Poxwalkers
   
Made in us
Cultist of Nurgle with Open Sores




Birmingham, UK

I like the second one better - Poxwalkers are very handy in numbers. Two feels like a liability.

Swap the specialisms - Heavy does very little for the flamer (the tactic is the only benefit) whereas being able to advance and fire is huge for a slow Team. The extra shot on a Blight Launcher is also massive.
Demolitions is iffy on the BL - you're already wounding the most common infantry profile on 2s re-rolling 1s. +1 to wound is far more effective on the flamer as it sits just under the break point for efficient wounding.
Personally I wouldn't load out your leader with so much gear - they're already massive targets, making that more of an issue isn't worth the points to me. Doubly so for the Plasma Pistol - pistols are largely terrible in Kill Team, especially ones that can kill you.
   
Made in ca
Guardsman with Flashlight






Thanks for the tips! So what gear do you suggests for my champion? Only the sword and a boltgun? And adding one poxwalker?
   
 
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