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[KT] Rosters; Core: Ad. Astartes; Annual 2019: Ad. Sororitas, Kroot  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut



Grand Forks, ND, USA

Wondering what the communities thoughts were on a few things:
Core Manual:
-Adeptus Astartes: Scout Gunners with Missile Launchers, Tactical with Meltagun, Tactical Sergeant with Combi-Melta, Intercessor Sergeant with Chainsword, Intercessors with Auxiliary Grenade Launchers, Scout Sergeant with Chainsword, Scouts with Combat Knives
Annual 2019:
-Adepta Sororitas: Battle Sisters, Battle Sister with Heavy Flamer, Sister Repentia, Arco-Flagellants, Canoness with Rod of Office, Repentia Superior
-Kroot: All models
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Is it worth it to take these things given their points costs, movement, weapon skill, etc.?
What of these should not be taken?

"They don't know us. Robot tanks are no match for space marines." Sergeant Knox from Star Blazers

Jesus Christ is the Resurrection and the Life 
   
Made in us
Committed Chaos Cult Marine





I can't say much about the Sisters of Battle other than I think they are only team in the Annual worth being one the first three factions a new player should start. I think both Kroot and Daemons are either a I already have the models and don't want to buy more or a faction after you already have at least three factions and just want something kinda fun to play.

There is a player in my group that has Kroot. I have never, ever been concerned with that team. And I don't even usually run fully optimized team. Generally no more than 75% of what I think highly optimized. Typically, the low tier (Orks and Genestealer Cults) factions at that. Outside the Krootox (which is still kinda points heavy) they really don't have anything. I mean maybe if I am playing Grey Knights without Subfaction Rules in a mission that favors hordes I might lose. Even them, pretty much any other horde kill team probably would have an easier time defeating me.

As for Space Marines, I think Scouts with Missile Lauchers, and Camo Cloak if you can spare the point, are pretty good. Scout Sergeants are okay as Leaders if you think you really want to protect your CP generation and don't have the points/model for an Eliminator Sgt. A Combat Knife Scout Sgt might be able to tackle an Ork Boy, but you are on spending more points to to that than the Ork player, and there so many better ways for Loyalist space marines to spend there points. Even in an all Scout kill team, prefer my Leader Sgt to be armed with a sniper rifle to stay a little ways from danger. Scouts with combat knives again are basically point heavy Ork Boyz. You got a better Save sure, but you aren't killing any better then a Slugga Boy while costing a couple points more restricting a good horde size. I don't know, maybe Blood Angels, Space Wolves or White Scars might be able to pull off that kill team.

I don't really like Meltagun in any fashion since they are points heavy, tie up a better special weapon and swingy as all get out. I mean even Marines are probably looking for a 4 to 6 to hit and trust me your opponent will be gunning for them. So I guess give melta weapons to the marines you want to die gloriously is what I am saying. Or give your Sergeant or Gunner one of the better (read: plasma) options.

The Intercessor Sgt with a Chainsword isn't bad, but if you can get another marine to be you Leader I would much rather give him a Power Sword or Power Fist as your Combat (assuming you aren't running Vanguard/Company Vets). The Auxillary Grenade Launcher, despite what other will tell you, does cost an extra point as an Intercessor Gunner. If you can spare it, take it for extra flexibility but if you need that point., don't. It is a Grenade weapon so is basically increases the range of throwing a krak or frag grenade. Can be useful in an all Primaris team, but both kinds of grenades are kinda underwhelming in one way or another. I certainly wouldn't bother with a second AGL unless I absolutely had extra points I couldn't spend since you can only shoot one per round.
   
Made in us
Sneaky Sniper Drone




From the phrasing of this question it seems like you don't have much/any experience with KT yet? Just doesn't seem like you have much context for the potential answers.

My experience playing Sisters:
Not a very competitive team (you might say they're not a very complete team, given how few units they have). At 100pts they can do OK. At 125+ they're going to struggle more often than not.
They're usually outgunned since they have only two special weapons gunners (and their access to 2+ damage is not good) and a comi-weapon on the Sister Superior.
They have no sub-faction rules.
Battle Sisters are decent objective holders/chaff. Not gonna kill much of anything but a 3+ save is nice. And they at least get a 6++ against plasma and railrifles and whatnot. 5++ if you bring the simulacrum. You're going to bring these if you're playing sisters. Not much you can do if they are bad.
The Heavy Flamer can ward off charges pretty well. It's a pretty strong profile. I've usually taken one and it's been useful.
Arco-Flagellants are glass cannons with a lot of quality attacks and they re-roll hit rolls on the charge, which is very good. But they only do 1 damage. The 5+ feel no pain save can do some work since it's a two-wound model.
The (single) Repentia is a glass cannon as well. With those re-rolls she can wreck just about anyone. Also gets the 6++/5++ for a bit of defense. The 5+ FNP doesn't help her as much, since she has only one wound. In all she'll die pretty horribly to must other melee specialists, so you better be able to attack first.
Canoness and Repentia Superior are Commanders, so I haven't used them. Though, the Repentia Superior seems like a poor choice since you can only take 1 Repentia in a team.

This message was edited 6 times. Last update was at 2020/03/04 00:52:08


 
   
 
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