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		<title><![CDATA[Latest posts for the thread "Help with Kill Team lists (IG, CSM, AS)"]]></title>
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				<title>Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ Hey Dakka,<br /> <br /> I have been spitballing some Kill Team ideas after my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> announced an upcoming Kill Teams tournament. This format allows 2+ Armour (but not 2++, or 2+/3++) and has a model cap of 20. Now, I haven't touched Kill Teams since it first came out, and back then I only had Guard. I'm not sure what makes a good kill team and I was looking for comments and criticism on the three lists I've devised. <br /> <br /> First I made a 10-man Veteran squad from my <span class="glossaryitem" onmouseover='gp(69);'>IG</span> forces and gave them a Chimera instead of fitting in another squad. I figured some extra armour would make them last longer, and the three special weapons would be my Specialists (using Ignore Cover, Preferred Enemy, and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>). I debated juggling individual special weapons around and using the extra points to give the Chimera an <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missile just in case but I don't know.<br /> <br />  <img src="/s/i/a/9a1196b6c29ebeb769feef10edc6e8bd.gif" border="0"> <br /> 10x - Veteran Squad (200pt.) Grenadiers; <br /> &gt; 1x - Veteran Sergeant ; Frag grenades; Carapace armour; Laspistol; Close combat weapon; <br /> &gt; 6x - Veteran ; Frag grenades; Close combat weapon; Carapace armour; Lasgun; <br /> &gt; 3x - Veteran (15pt.); Frag grenades; Close combat weapon; Carapace armour; Plasma gun; <br /> &gt; 1x - Chimera armored transport (55pt.); Search light; Smoker launchers; Multi-laser; Heavy bolter; <br /> <br /> Second I made a similar Battle Sisters squad of troops in a transport. This time, nine Sisters are backed by a Multi-melta Immolator. The Sister Superior would rock a maul or axe (still debating) while the Multi-melta Sister would definitely be a Specialist with either Relentless or Ignore Cover. All other options are up in the air. I've debated pinching points to make the Superior a Veteran.<br /> <br />  <img src="/s/i/a/9cf395a8c958ff16084fd1f2a0ca1cee.gif" border="0"> <br /> 9x - Battle Sister Squad (198pt.) <br /> &gt; 1x - Sister Superior (27pt.); Power armour; Frag grenades; Krak grenades; Power weapon; Bolt pistol; <br /> &gt; 1x - Battle Sister (17pt.); Bolt Pistol; Flamer; Frag grenades; Krak grenades; Power armour; <br /> &gt; 1x - Battle Sister (22pt.); Bolt Pistol; Frag grenades; Krak grenades; Multi-melta; Power armour; <br /> &gt; 6x - Battle Sister (12pt.); Bolt Pistol; Boltgun; Frag grenades; Krak grenades; Power armour; <br /> &gt; 1x - Immolator (60pt.); Smoke launchers; Searchlight; Twin-linked multi-melta; <br /> <br /> Last I have what is probably the most unbreakable but lowest model-count list, Plague Marines. The Kill Team rules disallow the Champion of Chaos rule, but that does not prevent me from buying a Gift of Mutation. I think I'd rather not buy the Champion a power fist or power weapon (all mine are modeled with axes) so the Gift is the second best option to save points. The two Plasma marines would be Specialists (Ignore Cover and Preferred Enemy) and the Spawn might get something like Stealth, Fleet, or Shred. Alternatively I debated running four Nurgle Spawn and 10 Cultists, but the Cultists would likely die and force Break checks quickly. Four Spawn seem strong though.<br /> <br />  <img src="/s/i/a/8a61ebd59777aeb64aebb76067bfabbd.gif" border="0"> <br /> @Elites [ 1 ]<br /> 5x - Plague Marines (160pt.) Mark of Nurgle; <br /> &gt; 1x - Plague Champion (34pt.); Power armour; Blight grenades; Krak grenades; Plague knife; Bolt pistol; Boltgun; Gift of mutation; <br /> &gt; 2x - Plague Marine (39pt.); Power armour; Plague knife; Blight grenades; Krak grenades; Bolt pistol; Plasma gun; <br /> &gt; 2x - Plague Marine (24pt.); Power armour; Plague knife; Blight grenades; Krak grenades; Bolt pistol; Boltgun; <br /> <br /> @Fast attack [ 1 ]<br /> Chaos Spawns (36pt.) Mark of Nurgle; <br /> &gt; 1x - Chaos Spawn (30pt.); <br /> <br /> What are your thoughts? What makes for the best Kill Team? Thanks!]]></description>
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				<pubDate><![CDATA[Sun, 9 Mar 2014 15:23:26]]> GMT</pubDate>
				<author><![CDATA[ Smashotron]]></author>
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				<title>Re:Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ Well I'm usually building Blood Angels kill teams but the <span class="glossaryitem" onmouseover='gp(400);'>AS</span> list looks pretty solid. I don't know how I feel about the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list but the Plague marine list looks... Not good. I can see how they would be, but there's just no... oomph. Kill the spawn and then you're down to boltguns and close combat. ]]></description>
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				<pubDate><![CDATA[Sun, 9 Mar 2014 16:50:25]]> GMT</pubDate>
				<author><![CDATA[ bocatt]]></author>
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				<title>Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ I imaged that the T5 Fearless, Feel No Pain, Plague Knife, Blight grenade aspects of the Plague Marines would make them a worthy choice. How would I usey Acts of Faith during a Kill Team game? Does each model get to test on the turns I choose?]]></description>
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				<pubDate><![CDATA[Mon, 10 Mar 2014 15:18:28]]> GMT</pubDate>
				<author><![CDATA[ Smashotron]]></author>
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				<title>Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ Spawn are already beasts. Fleet isn't really necessary on a 4x4 board.<br /> <br /> Are you guys following the 6E rules at all? Reason I ask is because which specialists you choose matters. Couldn't do Stealth on the Spawn if you've already got a Plague Marine using Preferred Enemy as both are in the Guerilla Specialist table.<br /> <br /> However you've still got Dirty Fighter, Close Combat and Indomitable open. If you guys are allowing Beasts to be specialists (I think you can't make them specialists under the new 6E rules actually), there's all sorts of fun stuff still there. Feel No Pain, Fleshbane, Shred, Hatred all come to mind.<br /> <br /> Plague Marines are pretty mean in Kill Team. They are just so hard to remove. You can actually do surprisingly well against Hordes with them because your dudes are just that hard to remove. All I can say is give it a test play or two with some friends!<br /> <br /> Also, that Sisters list, I wouldn't bother giving the Sister Superior a power weapon. Leaders give a kill point and aren't any harder to kill than other people so you're better off just bringing another unit than taking a power weapon. Leaders should stay out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> but within 6" of at least your heavy weapons guys so you have a 6" bubble to keep them from fleeing if your forces get broken.<br /> <br />  And yes, their test of faiths would be taken individually. Each model counts as their own unit, so unit tests are taken individually.<br /> <br /> If you guys are allowing 2+ armor, might be worth looking into a list that brings 3 terminators. There's a reason 6E doesn't allow 2+ saves. Run a few of them and you'll see why.]]></description>
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				<pubDate><![CDATA[Mon, 10 Mar 2014 15:47:17]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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				<title>Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ I do not own Terminators any longer and the removal of that restriction, as well as an adjustment to the Brotherhood of Psykers restriction, have me feeling like the format will cater to Terminators and Grey Knight ones especially.]]></description>
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				<pubDate><![CDATA[Tue, 11 Mar 2014 14:23:43]]> GMT</pubDate>
				<author><![CDATA[ Smashotron]]></author>
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				<title>Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ That's exactly why they put those restrictions on in the first place. It's simply too powerful in a game mode where you're lucky to have two guys with AP2, and maybe a third with Rending.<br /> <br /> How are you guys running Brotherhood of Psykers if you're allowing that? Because if it's allowed, Pink Horrors become utterly unstoppable as each guy suddenly gets to shoot a bajillion super strong shots.]]></description>
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				<pubDate><![CDATA[Wed, 12 Mar 2014 06:01:23]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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				<title>Help with Kill Team lists (IG, CSM, AS)</title>
				<description><![CDATA[ "Each turn, a single model originally selected from a unit with the Brotherhood of Psykers (Codex: Grey Knights) or Brotherhood of Sorcerers (Codex: Chaos Daemons) special rule can activate one of its psychic powers or its force weapon as though it were a Psyker with Mastery Level 1. Otherwise, this rule has no effect."<br /> <br /> That's not exactly broken, but it doesn't make things any better when Terminators or even Paladins(!) are able to be selected.<br /> <br /> I think my best bet is to field the Imperial Guard unit. Three plasma guns with Feel No Pain to survive Gets Hot, Preferred Enemy to avoid Gets Hot, and Ignore Cover to kill 2+ armor could turn out very well, I think. I imagine putting the Leader, some grunts, and at least two of the Plasmas into the Chimera.]]></description>
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				<pubDate><![CDATA[Tue, 18 Mar 2014 00:29:02]]> GMT</pubDate>
				<author><![CDATA[ Smashotron]]></author>
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