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Made in it
Grovelin' Grot





Hi everyone. Yesterday I had the first game of Kill Team. I made both the lists, I used Admech and my opponent played T'au.
Now, I'm pretty sure my T'au list is good. Quite sure the Admech one was not too, because i got steamrolled...

Admech

Leader - Skitarii vanguard alpha w/ arc pistol+power sword
Sniper - Skitarii ranger gunner w/ transuranic arquebus
Comms - Skitarii vanguard w/ enhanced data-theter
Combat - Infiltrator princeps w/ flechette blaster+taser goad

Sicarian infiltrator w/ flechette blaster+taser goad
Skitarii ranger w/ omnispex
Skitarii vanguard gunner w/ arc rifle
Skitarii vanguard gunner w/ arc rifle


The map was pretty terrain heavy. Until I played I did not imagine how it is to use a map so small.
My sniper never shot. The oppnent stayed all the game away from the line of sight. Moving it means to lose a turn due to the "move = don't shoot" rule, and placing it out of cover, so I never tried.
Now, It's true that it gave me control of the map, but it surely wasn't worthy of 15 pts.
The only units that managed to do something were the infiltrators. Some good shot form the arc rifles too. The rest of the army spent the time hiding from the 2 XV25 battlesuits.


Ideas?

I'm thinking about the following list, to use with an assaulty playstyle.

Leader - Skitarii vanguard alpha w/ arc pistol+power sword
Combat - Infiltrator princeps w/ flechette blaster + taser goad
Zealot - Sicarian infiltrator w/ flechette blaster + taser goad
Comms - Skitarii ranger + omnispex

Sicarian infiltrator w/ flechette blaster + taser goad
Sicarian infiltrator w/ flechette blaster + taser goad
Skitarii vanguard gunner + arc rifle
Skitarii ranger

Moving always everything, trying to be stealthy with the infliltrators and placing some mid-range covering fire.






This message was edited 2 times. Last update was at 2018/10/27 09:08:04


2000+

Idoneth Deepkin: 1000+
Daughters of Khaine: 1000 
   
Made in us
Regular Dakkanaut




Admech is primarily a shooting army, so is Tau, I don't think your Admech list was that bad I just think you got outplayed

I have yet to lose with AdMech in Kill Team, you really need multi damage weapons to get the bonus dice on injury rolls so I would take some plasma

This message was edited 1 time. Last update was at 2018/10/28 14:02:28


 
   
Made in fr
Executing Exarch





The Twilight Zone

I agree that your list was not terrible, and without knowing the tau list you might have just been outplayed or had some really bad dice. Also playing your canticles correctly is key-you generally want to choose your benediction of the omnissiah and shroudpsalm early, then your melee canticles in later turns, saving your incantation of the iron soul for if your army breaks.

I do agree the arquebus is not only overkill, but easily thwarted. For 15 points you get some area denial, but you can't effectively move it and if you do it will likely die. It also comes with the investiture of spending your sniper specialist on it, and having a comms and omnispex supporting it. It can work, but it is a lot of eggs in one basket that is likely to not do much.

In my opinion, if you are going to run infiltrators with the taser goad, you want them to be exclusively specialists to get the extra attack. They can drown the enemy in S6 attacks, but with no AP they could whiff and D1 weapons at the end of the day are unlikely to kill. In the second turn they can unload their pistols, but this can backfire particularly against shooty armies like tau, where you are safer in melee. A combat princeps is a good choice, but I would consider making the rest of your infiltrators into rust stalkers if you want to go hard melee.

I think arc rifles are incredibly powerful and worth the point over a vanilla ranger. You lose a bit of range, but you get S6 and guaranteed AP. Consider making your vanilla rangers into vanguard gunners with arc rifles for more oomph. I also think that vanguard are just better than rangers outright. You get a slight bit more range, but assault weapons can be fired on the advance, closing the distance and having 3 shots equals for 1-2. If any of those radium carbine 6's get through saves it is almost a sure bet you are taking the enemy out of action. Having the -1 strength aura gives you decent odds in melee as well, moreso if you use your canticles. Good against tau who are near useless in melee.


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in it
Grovelin' Grot





Thanks for the advice. The T'au list is this:

Unglorious Bast'aurds #1

Leader - XV25 stealth battlesuit Shas'vre + burst cannon + markerlight 20
Heavy - XV25 stealth battlesuit Shas'ui + burst cannon 20
Sniper - Pathfinder gunner + rail rifle 12
Communications - Fire warrior Shas'ui + pulse rifle + pulse pistol + markerlight 8
Pathfinder gunner + ion rifle 10
Fire warrior Shas'la + pulse rifle + pulse pistol 8
Fire warrior Shas'la + pulse rifle + pulse pistol 8

MB3 Reckon Drone 7
MV33 grav-inhibitor 7

I didn't play well, I made an error positioning the infiltrator princeps at the start and sufferd a lot the two battlesuit's with FLY. But I think that a faster, assault squad could be better couintering them.

2000+

Idoneth Deepkin: 1000+
Daughters of Khaine: 1000 
   
Made in us
Regular Dakkanaut




I found the rail rifles to be a big problem when I played against Tau before. Not sure about the stealth suits have not faced them, I would have used my plasma on them.

I have not found the Admech melee to be very useful even though I know some swear by some infiltrators
   
Made in it
Grovelin' Grot





I killed the rail rifle quite soon with an infiltrator. Being impossible to shoot into melee from outside, my infiltrators were scary.

Battlesuits with fly dominated the map, that was really full of buildings.
Burst cannon is assault 4 s5.... enough said.
You are right, i needed plasma

2000+

Idoneth Deepkin: 1000+
Daughters of Khaine: 1000 
   
Made in us
Executing Exarch





The Twilight Zone

If there are a ton of buildings with multiple levels, stealthsuits are going to be near impossible to catch in melee. A smart player will always keep the engagement on their turns. However, outside of 9" they only hit on a 5+, which is far less impressive. If they get within 9", have your units ready to shoot at it-9" is well within your rapid fire and you can punish them back. Galvanic rifles will double tap at 15", and your plasma or arc rifles double tap at their danger range as well. Staying in cover is hard, but it further mitigates their shooting to almost a joke. Outside of 9" they score .44 wounds on your admech guys a turn, and inside of 9" you can stack rapid fire or even possibly charge. I question plasma as it has the same range as their burst cannon with lower ROF, and with their maneuverability and stealth field they will win that game. The plasma cavalier only slightly outperforms the arc rifle in single shot range against stealthsuits, but costs more points and has shorter range.

Since they can fly out of melee you basically need to kill them on the charge. If they are smart they are going to be at the edge of 2d6 charge range and just retreat, meaning they will shoot you all the same.

One strategy is to just avoid them and gun down the rest of their army. Your infiltrators can go in and beat face on the weaker T3 bodies, with pathfinders being the prime target due to heavy weapons, weaker armor and no pulse pistol to shoot in melee. With taser goads the infiltrators will easily beat face on the T3 models- heavy cover works for your advantage here too. You can spend the first turn moving and advancing for a turn 2 charge, using your shroudpsalm blessing T1 to reduce incoming fire then T2 charge in. Pop your benediction turn 2 to maximize your shooting, your infiltrators may take some enemies out of action but are also safe if they ride out another turn in melee. You can use your pistols here if you are careful, but make sure not to leave your infiltrators exposed to a tau gunline, have them shoot last.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Regular Dakkanaut




I mean you have to kill stuff on the charge in kill team anyway I posted about this in a thread. How does fly make it harder to shoot them?

Are you sure you played the rules regarding fly correctly?

https://www.reddit.com/r/killteam/comments/9awd6t/retreating_with_fly/
   
 
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