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Made in ca
Automated Space Wolves Thrall




Hey everyone,

I am finally getting around to Kill Team and I was hoping to get some feedback on my list from people who have had more time to get stuck in with the mechanics and campaign progression.

This is what I will be fielding for my first game:

Reiver Sergeant (Leader)
Heavy Bolt Pistol
Combat Blade

Reiver (Combat)
Heavy Bolt Pistol
Combat Blade
Grapnel Launcher

Reiver
Heavy Bolt Pistol
Combat Blade
Grapnel Launcher

Intercessor Gunner (Demolitions)
Bolt Rifle
Auxiliary Grenade Launcher

Intercessor
Bolt Rifle

Scout Gunner (Heavy)
Missile Launcher
Camo Cloak

Total 100 pts

Any thoughts or pointers would be greatly appreciated.

Cheers in advance!

This message was edited 2 times. Last update was at 2019/05/06 18:21:18


 
   
Made in gb
Lord of the Fleet






First, stop thinking about lists. Kill Team is a game of rosters. You put together a versatile selection of models and choose a team AFTER you know the mission and your opponent's faction.

As for the list - you're missing a lot of the most powerful models available to you. The SM team is primarily a firepower team but you're missing most of that fire power and the best melee model available to you.

The reivers in particular aren't great and their grapnels are very situational - super useful for the right mission and terrain but not useful at all in other circumstances. This is a great example of why using your roster properly is valuable.
   
Made in us
Regular Dakkanaut




 Scott-S6 wrote:
First, stop thinking about lists. Kill Team is a game of rosters. You put together a versatile selection of models and choose a team AFTER you know the mission and your opponent's faction.

As for the list - you're missing a lot of the most powerful models available to you. The SM team is primarily a firepower team but you're missing most of that fire power and the best melee model available to you.

The reivers in particular aren't great and their grapnels are very situational - super useful for the right mission and terrain but not useful at all in other circumstances. This is a great example of why using your roster properly is valuable.


I too am looking for some ideas for SM KT lists. What sort of firepower setup do you recommend?

From what I understand, you're right in that one should be thinking of kill team as a roster. From that roster you should be able to form anti-MEQ, anti-horde, etc, whatever the mission calls for. Any samples of a well rounded roster then? Or lists that are specifically anti-MEQ or anti-horde? Would just like to get an idea what is competitive before I try to make my own list.

Thanks.
   
Made in us
Oozing Plague Marine Terminator





Marines do well with the Missile Launcher, Comms, Auspex, Sniper specialism combo that can let you hit most anything on a 2+ reroll ones, and heavy bolters with helfire shell strat for mortal wounds

Plasma gunners are popular.

Intercessors are decent with their ap-1 and range.
   
Made in nl
Lord of the Fleet






SuperCow wrote:

I too am looking for some ideas for SM KT lists. What sort of firepower setup do you recommend?

In general, the models you have with the best offensive output are (in no particular order):

Scout missile launchers (x2)
Tactical missile launcher or heavy bolter
Tactical plasma gun
Tac sarge with combi-plas or power fist
Intercessor with aux grenade launcher
Intercessor sarge with power sword
Reiver sarge with grappling hook can be potent depending on the mission and terrain.

Then you have your auspex guy and comms specialist (possibly the same model, possibly two different models) supporting.

Those are the core around which you place additional elements.

Consider that some missions favour you having more bodies, some favour you having less. Some require you to close, some can be won at a distance, some require you to kill in Melee.

This message was edited 1 time. Last update was at 2019/05/09 18:43:31


 
   
Made in us
Committed Chaos Cult Marine





 Scott-S6 wrote:

In general, the models you have with the best offensive output are (in no particular order):

Scout missile launchers (x2)
Tactical missile launcher or heavy bolter
Tactical plasma gun
Tac sarge with combi-plas or power fist
Intercessor with aux grenade launcher
Intercessor sarge with power sword
Reiver sarge with grappling hook can be potent depending on the mission and terrain.

Then you have your auspex guy and comms specialist (possibly the same model, possibly two different models) supporting.

Those are the core around which you place additional elements.

Consider that some missions favour you having more bodies, some favour you having less. Some require you to close, some can be won at a distance, some require you to kill in Melee.


That is a very good run down of the Space Marines. I will add that I think the Missile Launcher is one of the best weapons the Space Marines have available to them in Kill Team. Excellent range which is important in reducing the long range penalty. It also allows frag and krak missile making it useful against chaff (if they group up) and tough targets a like. Additionally, Scout Missile Launchers have camo cloaks as an option making it tough for your opponent deal with them at range.

I know it shouldn't seem like the missile launcher is the weapon of choice in a game like Kill Team, but that is just how the rules pan out.

This message was edited 1 time. Last update was at 2019/05/09 20:27:26


 
   
Made in it
Infiltrating Broodlord





Italy

This is my roster since the beginning of the campaign we’re running at my local store/club.

1. Tact. Serg. - Combi-Plasma. 17 LEADER
2. Tact. Serg. - Combi-Flamer. 16
3. Tact. Serg. - Plasma Pistol/Auspex. 15 LEADER
4. Tact. Serg. - Plasma Pistol/Chainsword. 14
5. Tact. Heavy Gunner - Missile Launcher. 18 HEAVY
6. Scout Gunner - Missile Launcher/Camo Cloak. 17
7. Tact. Sp. Gunner - Plasmagun. 16 SNIPER
8. Tact. Sp. Gunner - Flamer. 16
9. Intercessor Serg. - Bolt Rifle/Bolt Pistol/Chainsword. 16 LEADER
10. Intercessor Serg. - Bolt Rifle/Bolt Pistol/Power Sword. 18 LEADER
11. Intercessor Gunner - Bolt Rifle/Bolt Pistol/Auxiliary Grenade Launcher/Auspex. 17 COMMS
12. Intercessor - Bolt Rifle/Bolt Pistol. 15
13. Intercessor - Bolt Rifle/Bolt Pistol. 15 MEDIC
14. Reiver Serg. - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 18 VETERAN
15. Reiver Serg. - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 18
16. Reiver - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 17 COMBAT
17. Reiver - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 17
18. Scout Serg. - Bolt Pistol/Chainsword. 11
19. Scout - Bolt Pistol/Combat Knife. 10
20. Scout - Bolt Pistol/Combat Knife. 10

With this selection of models I can of course build lot of different standard 100 points lists (basic missions).

Just ie:
Anti MEQ, mostly Shooty
* Tact. Serg. - Plasma Pistol/Auspex. 15 LEADER
* Tact. Sp. Gunner - Plasmagun. 16 SNIPER
* Tact. Heavy Gunner - Missile Launcher. 18 HEAVY
* Scout Gunner - Missile Launcher/Camo Cloak. 17
* Reiver - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 17
* Intercessor Gunner - Bolt Rifle/Bolt Pistol/Auxiliary Grenade Launcher/Auspex. 17 COMMS
Tot. 100

Anti HORDE
* Tact. Serg. - Combi-flamer. 16
* Tact. Sp. Gunner - Flamer. 16
* Tact. Heavy Gunner - Missile Launcher. 18 HEAVY
* Scout Gunner - Missile Launcher/Camo Cloak. 17 SNIPER
* Intercessor Gunner - Bolt Rifle/Bolt Pistol/Auxiliary Grenade Launcher/Auspex. 17 COMMS
* Intercessor Serg. - Bolt Rifle/Bolt Pistol/Chainsword. 16 LEADER
Tot. 100

PURE PRIMARIS:
- Intercessor Serg. - Bolt Rifle/Bolt Pistol/Chainsword. 16 LEADER
- Intercessor Gunner - Bolt Rifle/Bolt Pistol/Auxiliary Grenade Launcher/Auspex. 17 COMMS
- Intercessor - Bolt Rifle/Bolt Pistol. 15
- Reiver Serg. - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 18 COMBAT
- Reiver - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 17 VETERAN
- Reiver - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 17
Tot. 100

Close Combat vs TEQ
* Intercessor Serg. - Bolt Rifle/Bolt Pistol/Chainsword. 16 LEADER
* Tact. Serg. - Plasma Pistol/Chainsword. 14
* Reiver Serg. - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 18 VETERAN
* Reiver - Heavy Bolt Pistol/Combat Knife/Grapnel Launcher. 17 COMBAT
* Intercessor - Bolt Rifle/Bolt Pistol. 15 MEDIC
* Scout - Bolt Pistol/Combat Knife. 10
* Scout - Bolt Pistol/Combat Knife. 10
Tot. 100

Etc..

This message was edited 2 times. Last update was at 2019/06/30 21:43:59


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Committed Chaos Cult Marine





@Toban

That seems like a lot of Leaders in your roster to me. It could be that I go pretty lean on them in favor of more specialists though. I do think your lists are pretty good though. Many of them are along the same lines of what I have seen other players do.

Here is a what I am thinking about for a Roster of Space Marines. Please note, I don't have non-Primaris painted in the same color (they are 30k Dark Angels) as the rest of them.

Chapter Tactics (if used): Imperial Fists

1. Eliminator Sgt (Leader)
2. Scout with sniper/cloak (Leader)
3. Intercessor with Bolt Rifle and Auspex (Comms)
4. Scout with sniper/cloak (Comms)
5. Reiver Sgt with Knife (Combat)
6. Scout Gunner with Missile Launcher/Cloak (Sniper)
7. Scout Gunner with Heavy Bolter (Heavy)
8. Intercessor Sgt with Bolt Rifle (Veteran)
9. Intercessor Gunner with Bolt Rifle and Grenade Launcher
10. Intercessor with Auto Rifle
11. Reiver with Knife
12. Scout with Chainsword
13. Scout with Chainsword
14. Scout with Chainsword
15. Scout with Bolter
16. Scout with Bolter
17. Scout with Bolter
18. Scout with Shotgun
19. Scout with Shotgun
20. Infiltrator

I haven't put a whole lot of thought into the Roster and that is why I lean heavy on the Scouts as I have played them far more than any Primaris so I know what I am getting with them. I think I might want to exchange a couple of them for Reivers with Grapples but I haven't played around with lists enough to know if I have the extra point for them. If I had non-Primaris Marines I would definately cut down on the number of scouts in favor of a Plasmagun, a missile launcher and probably a flamer. The infiltrator is there more as an experimental unit. I can't see it being all that great, but I had the extra position so why not. I almost put the Helix Adept there and in Campaign play probably would as a Medic specialist.
   
Made in gb
Been Around the Block



Scarborough, UK

The above members sharing there rosters, none had sternguard, why exactly? Do you not rate them?
   
Made in us
Committed Chaos Cult Marine





Macabre Galatic wrote:
The above members sharing there rosters, none had sternguard, why exactly? Do you not rate them?


I don't have any non-Primaris marines for my regular space marine faction. So, can't include a sternguard in my roster. The sternguard are a good source of special weapons and special weapons are usually where the power of kill teams come from. Ultimately, I see the lack of non-Primaris marines as a fatal flaw in my roster as I can't see myself doing well against anything more than middle of the road factions. Too few bodies even with all those scouts and not enough firepower compared to other elite-ish factions. I think there are still some fun team lists within my roster though. I have played a few scout only teams, and they are fun even if they don't quite bring enough to hold their own against better constructed teams.

This message was edited 1 time. Last update was at 2019/06/24 21:01:14


 
   
Made in be
Infiltrating Broodlord





Italy

Macabre Galatic wrote:
The above members sharing there rosters, none had sternguard, why exactly? Do you not rate them?


For what concern the OP questions I poster the roster I currently use in a local campaing. Basic rules book without commanders of elites.
Talking about Elites will open a totally different discussion.


Automatically Appended Next Post:
 Saturmorn Carvilli wrote:
@Toban

That seems like a lot of Leaders in your roster to me. It could be that I go pretty lean on them in favor of more specialists though. I do think your lists are pretty good though. Many of them are along the same lines of what I have seen other players do.

Here is a what I am thinking about for a Roster of Space Marines. Please note, I don't have non-Primaris painted in the same color (they are 30k Dark Angels) as the rest of them.

Chapter Tactics (if used): Imperial Fists

1. Eliminator Sgt (Leader)
2. Scout with sniper/cloak (Leader)
3. Intercessor with Bolt Rifle and Auspex (Comms)
4. Scout with sniper/cloak (Comms)
5. Reiver Sgt with Knife (Combat)
6. Scout Gunner with Missile Launcher/Cloak (Sniper)
7. Scout Gunner with Heavy Bolter (Heavy)
8. Intercessor Sgt with Bolt Rifle (Veteran)
9. Intercessor Gunner with Bolt Rifle and Grenade Launcher
10. Intercessor with Auto Rifle
11. Reiver with Knife
12. Scout with Chainsword
13. Scout with Chainsword
14. Scout with Chainsword
15. Scout with Bolter
16. Scout with Bolter
17. Scout with Bolter
18. Scout with Shotgun
19. Scout with Shotgun
20. Infiltrator

I haven't put a whole lot of thought into the Roster and that is why I lean heavy on the Scouts as I have played them far more than any Primaris so I know what I am getting with them. I think I might want to exchange a couple of them for Reivers with Grapples but I haven't played around with lists enough to know if I have the extra point for them. If I had non-Primaris Marines I would definately cut down on the number of scouts in favor of a Plasmagun, a missile launcher and probably a flamer. The infiltrator is there more as an experimental unit. I can't see it being all that great, but I had the extra position so why not. I almost put the Helix Adept there and in Campaign play probably would as a Medic specialist.


The way I built this roster depends on the various lists I planned on paper/play tested.
I haven’t played them all however.

Regarding the many leaders it’s just because I like em to have a concrete role in the game.
I don’ Like en hidden somewhere and stop.
So the why I have many configurations of the Tactical Serg and an Intercessor for the full Primaris.

This message was edited 2 times. Last update was at 2019/06/25 18:12:24


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
 
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