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Made in us
Hacking Interventor





Hey, I am getting back into the hobby with kill team, and am starting my first league this weekend. This is the command roster I have drawn up for my Space Marine force. Is there anything I am missing, anything I am doing wrong?

Kill Team

1) Intercessor Sargeant
Power Sword, Bolt Rifle, Bolt Pistol, Leader

2) Eiminator

3) Infiltrator

4) Infiltrator

5) Scout gunner
Missile Launcher, Camo Cloak, Sniper

6) Vanguard Sargeant
Relic Blade, Storm Shield, Scout

7) Vanguard Veteran
Pair of Lightning Claws, Scout

8) Tactical Gunner
Flamer

9) Tactical Gunner
Plasma Gun

10) Tactical Gunner
Heavy Bolter

11) Tactical Gunner
Missile Launcher

12) Riever Sargeant
Bolt Pistol, Knife, Grapnel, Grav Chute

13) Suppressor

14) Tactical Sargeant
Auspex, Comms

15) Intercessor Gunner
Aux Grenade Launcher

16) Intercessor Gunner
Aux Grenade Launcher

16) Sternguard
Combi Plasma

17) Sternguard
Combi flamer

19) Tacitcal Marine

20) Tactical Marine
   
Made in us
Grisly Ghost Ark Driver






You might want to make the Combi-Plasma and/or the Plasma Gunner Sniper Specialists so they can Overcharge the plasma and have a re-roll. Also, one of the Vanguard Veterans could take the Veteran Specialism giving you access to Adaptive Tactics (Lvl 1 Veteran Tactic, pg 76 Core Rules). The added normal move or advance can be valuable at times. Alternately, Veteran on a gunner can let that model move to a good firing position, then Ready on their turn.

Works in Progress: Many. Progress, Ha!
My Games Played 
   
Made in us
Committed Chaos Cult Marine





Personally like the Eliminator, or at least the Sgt, as a Leader option. He is already in the back as a sniper and can completely be hidden and still shoot. Even with outflanking, the Sgt isn't a slouch in CQC. Kinda hurts on the points end, but I find that he can add support for anything happening which is what I want my Leader to do mid/late game.

I haven't found Infiltrators to be worth the points they cost, and Space Marines can and often have to make every point count to over come being expensive generalists. I look at this way, each point spent could have been a power sword or grav pistol for a veteran. Not completely accurate, but it gives me perspective.

I would make your Tac Gun with Plasma a Sniper specialist. It is so very nice knowing you can supercharge with built-in re-rolls of ones.

I don't know if I would spend the point for the Grav Chute on your Reiver. I have only seen it useful a couple of times, and like I said, that could be a power sword on a vet.

I would consider giving your Tac Sgt with Auspex a Plasma Gun since it only cost him a point and still can lay down some hurt to melee focused enemies before or even in CQC.

I don't know if I would bother with having two Intercessors the Grenade Launchers. You can only make use of one per round as they are still Grenade weapons. I would much rather have an Auspex Intercessor for the extra point. Comms specialist if you don't plan of bring the Tac Sgt every game.

If you want cheap objective grabbers I would go full Scout or else upgrade to Company Vets for the extra melee attack and better Leadership. Plus, easy source of Grav Pistols and/or Power Swords.

Note: I play in a very full MEQ meta, so maybe the need to smash armor saves has me lean that way.

This message was edited 3 times. Last update was at 2019/09/20 22:13:21


 
   
 
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