[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Kill-Team General: WTF is happening to Herald of Ruin

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 273
Thread images: 17

File: 7E Kill Team.pdf (1B, 486x500px)
7E Kill Team.pdf
1B, 486x500px
>official rules attached

>Herald of Ruin version:
http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html

Why are fast attack choices core now ?
>>
>>49283976

Probably because some make good core infantry, rather than simply being stuffed into Special which is a bit more limiting.
>>
>>49283976
Given that KT is still played on a standard board, games that don't include a majority of models that can get to the enemy ASAP leaves it pretty bland.
>>
>>49284656
>Given that KT is still played on a standard board

KT should be played on a 4x4 table, not 4x6 which is the standard.
>>
>>49284566
Really discourages taking "proper" core units. Why get a Tactical when you can get a Bike ? If you want a heavy weapon take one in the special slot instead.

Or in case of Sisters pay one more point to get Scout, Ignore Cover for a turn and three special weapons with Dominions.
>>
>>49284697
That and I personally think that the terrain should be dense with only a few firing lanes so it's more about setting up up the firefight and securing lanes the enemy won't use over just running at the enemy units.
>>
>>49284749

So something like how Infinity plays its games?


I should try playing kill team on an infinity table
>>
>>49283976
How is it compared to say infinity? Obviously better fluff and such a huge variety, but do the rules work well, or is it team A will almost always beat team B because team B is orks?
>>
>>49284835

It kind of fixes the shitfest that is regular 40k tabletop and is alot more fun/faster
>>
>>49284835
I can't speak about Infinity due to my low amount experience with it, although from what I read the rules it's more strategic - setting up overwatch, deploying smoke, alternating activation instead of player turns, etc.

However from what I think Kill Team changes the dynamic a bit, with small elite units being actually good and balance being a bit closer to what it should be thanks to the smaller scale - no free goodies, and armies that go for mass shooting aren't AS strong because they don't get enough cheap fodder that drows you under the volume of fire.
>>
So how would one go about making a Death Watch Kill Team?

Would one squad of veterans be basically it?
>>
>>49284835
It's interesting rules wise. some units that you rarely see on the table become amazing in KT. SM Scouts are arguably one of the best unit's to use in KT. I've been running DE Mandrakes to great success. Hell, even Kroot are popping up as really reliable units.

Most games I've played fall into one of two categories: the first is where the person has taken something that might be game breaking if it were a regular game of 40k at 200 pts, like 4 Nurgle Bikers. When you can only charge one fire warrior at a time you're in for a bad time.

The second is when people bring diverse lists of units that can do a few different tasks, they inevitably end up being far more capable of dealing with things thrown their way.
>>
>>49284968
Magic number is between 10 to 20 models, any less and losing even one guy hurts a lot, any more and you're just foot slogging Ork Boyz who will just get picked apart.
>>
>>49284968
IIRC 5 veterans cost 110 so it might be a choice - do you want more guys, some special weapons or a Razorback ?
>>
>>49284721

Some make sense in the context of their teams. Others not so much. Retarded balance is to blame there.

In some cases it adds a lot of variety. In others it adds more point-efficient choices. HoR can have you kitted out with a Centurion hero with Centurion honor guard or a team of nothing but Terminators, and you'll get cut to shreds by the guy who spams autogun cultists because you only need a couple lucky hits to get through that armor and cause a wound.

>>49284885

There's still imbalance, but it's definitely better than "oh you have that Codex? I might as well concede."
>>
>>49284984

Even Vespid get a boost in KT.

Cluttered tables, medium ranges, and a lack of large volumes of models with more than 3+ means they have a purpose as a harassment unit with a lot of mobility.

Also, they have Stealth (Ruins). What's a ruin on a KT table? A Zone Mortalis table? Basically everything.
>>
>>49285053

Well I mostly collect small amounts of 40k models since I always hated the game but kill team looks interesting and I have around the perfect amount of models.

I did get around 10 Veterans but I sort of kitted them out based on coolness factor though and that usually never helps in a game environment

So I got around
2 Shotguns
1 Xenophase Blade (seargent)
1 Frag cannon
1 Infernus heavy bolter
1 Heavy Thunder hammer (This one is a black shield)
1 power mace plus storm shield
2 with boltguns and power swords
and then one with a stalker bolter

I also got a Squad of Scions and a command squad if I could make a scion list out of it
>>
>>49285153
You won't be able to fit in that many, sorry.

Also this might be just my group's thing but fielding only Sternguards, and by extension Deathwatch vets, is seen as being That Guy.
>>
>>49285662
Really?Why? Its literally just 5 models that only move 6'', Jet pack infantry blow that shit out of the water as they'll out of LoS in your turn and jump to shoot you in their turn.
>>
can a have a imperial knight by itself?
>>
>>49285914
SURE CAN.....T!
>>
>>49285914
This isn't a serious question, is it?
>>
>>49285914
Well the new rules do have a mission where its a KT vs a superheavy, so you could houserule it and just use a knight there and just play that mission though you'll be immobile throughout the entire game.
>>
>>49285662

So how would I cut them down to 5 models
>>
>>49285699
You're outlining the situation where you're opponent is being a bigger "that guy" than you. SG/DWV are considered OP for their special ammo/ their ability to take on nearly anything that they are faced with in KT at 24".
>>
So, I picked up the new Kill Team box, and now I'm stuck with some Tau firewarriors that I never expected to have. Couple of questions

>1: Kroot look really handy in kill team. Essentially guardsmen with move through cover, sometime stealth, and a slightly better melee weapon. Even just a team of 10 is a nice source of cheap bodies

>2: It looks like I can take crisis suits in regular kill team. I know for sure I can take them in Heralds of ruin, just wanted to know if vanilla allows them. I can't see why not, just curious. If so, what's some fun stuff to take on them?

>3 Fire warriors look handy as well, especially their little Autocannon turret.


So I'm kind of paralyzed by choices here. I'm an IG player at heart, and ain't used to this fancy pants technowatzits the Tau have. I'm thinking of running 3 crisis suits with some regular fire warriors, maybe a small breacher team as well although their rules don't seem to function as well individually. I can even take 3 crisis suits, 5 fire warriors, and 10 Kroot if I really wanted to go nuts and keep them barebones.

Any advice? Am I looking at this wrong or is this an ok idea? I'm ideally looking at only buying boxes that can pull double duty in HoR and vanilla, that way if either flops I can run the other. I don't plan on running tau past kill team either, so I'm cool with buying just one crisis box for example and magnetizing the fuck out of it. The store also has kroot in stock, hence why I was curious about them.

Thanks guys
>>
>>49287492
The best rule there is for forming a KT is "boys before toys", a lot of people forget that once you lose half of the models you have on the board, you need to take leadership tests each turn not to lose individual models. With 18 models on the board in your current list, if you lose 9, you need to start taking leadership all over the place. A smart opponent will focus on removing 9 kroot (relatively easy) and watch your suits flee. You'd probably be better off with just two suits tooled up to deal with specific threats and then adding 4 hounds to the kroot to be able to quickly hit squishier shooting units that an enemy might bring, like Eldar pathfinders.
>>
>>49288009

I suspect the Pulse Carbine might come into its own in the tight confines of a KT board. Assault means you can charge (if you're suicidal or crazy enough to charge with Tau) and you've got Pinning which can help hold down lower leadership troops. I don't think the breachers do much in this scenario, though, I think their guns might be too sucky even for KT.

Stealth Suits are almost guaranteed a constant 2+ cover save from terrain everywhere.

Pathfinders get the short end of the stick. Unless you want some for their special weapons, they're more costly, have worse armor, and suffer from having their Markerlights nerfed since they only target individual models. But didn't Fire Warriors get some special weapon options? Unless you want Pathfinder specific ones, you might as well just stick to whatever has a 4+ and 3+ Sv or cheap filler like Kroot.
>>
I haven't tocuhed 40k in ages.
How is kill team? I don't have a very big army but I'm sure I can put together a small force for this.
Does it change a lot of the meta?
>>
I've never gotten into Warhammer. I played Necromunda a couple times in the 90s, but that's it. But with Kill Team, it seems like it's at a size where I'd enjoy it. So my question is, in additional to the box, what do I need to be able to run other kill teams? Like I see the "Build your kill team" section and want Eldar. What do I need to buy, to be able to include an Eldar kill team in a game?
>>
>>49289416
From the pdf, all you need is 200 points of troops, elite, or fast attack
So, not much. That's two squads of guardsman and a command squad.
>>
>>49289478
Are there any supplements I'm going to need, though? It's GW, and I assume that if I am looking at something and it appears to be reasonably priced, it's because I won't learn about the four other things I have to buy until after I purchase the first thing. Like, do I need to buy a codex for each, or are the rules scrunched down for just the box I buy? I know I could get .pdfs, but I'd end up buying books I need, so just checking.
>>
>>49289515
Well if you bought the box, I think all you would need is the codex of the race you want to play, since the box says it includes a version of the 40k rulebook that has the regular rules in it.
>>
>>49289558
Huh. Alright, it sounds reasonable. Ordering.
>>
>>49289478
How good would two squads of guard and a command actually be?
>>
>>49289894
Assuming you can see the enemy you want to kill with enough of your Guardsmen? decent. but that's entirely dependent on how the table is set up, and it gets pretty cluttered in KT. You'd be better off with smaller squads of more specialized troops, especially anything with stealth or shrouded.
>>
>>49290163
What if they have flamers?
>>
What's a good list for a scout-based KT? Want an excuse to model some BA scouts.
>>
>>49289598
The rules are in the pdf in the OP if you want, you won't need anything else beside that and your minis.
>>
What should I expect from a Kill Team made of Military Tempestus? I don't know anything about them.
>>
>>49291870
S3 AP3 and whole lot of nothing since they depend on orders from their Command Squad and you can't take one in KT. Or are you talking about HoR ?
>>
>>49292250

Kill-Team, but I suspect the manager will include some RPG elements, maybe from HoR, to the campaing.
>>
How deadly are Tyranids in Kill Team?
>>
>>49292250
if you take them as IG you can. A platoon of stormtroopers counts as 1 elite slot. Works just like an infantry platoon
>>
+++ KT Raven Guard (196pts) +++

++ Space Marines: Codex (2015) (Unbound Army (Faction)) (196pts) ++

+ (No Category) +

Chapter Tactics [Raven Guard]

+ No Battle Role (Troops) (83pts) +

Scout Squad (83pts) [3x Boltgun, Camo Cloaks (10pts), 4x Scouts (44pts)]
Heavy Bolter (13pts) [Hellfire Rounds (5pts)]
Scout Sergeant (16pts) [Boltgun, Chainsword, Melta Bombs (5pts)]

+ No Battle Role (Fast Attack) (113pts) +

Assault Squad (113pts) [Flamer (5pts), Jump Packs (12pts), Plasma Pistol (15pts), 3x Space Marines (42pts)]
Veteran Sergeant (39pts) [Bolt Pistol, Power Sword (15pts)]

Created with BattleScribe (http://www.battlescribe.net)

Reposting this from the last thread. I'm new to 40k so I'd appreciate any feedback.
>>
>>49293779

Iike it but all 3 chainswords have plasma pistols?
>>
>>49293868
No just one of them. I can only take two special weapons so i went with one flamer and one plasma pistol.
>>
R8 muh Deldar kill team.

Shadow Shrike hunter pack

8 Scourges all together, 128 points.
-Solarite with Venom Blade and Splinter pistol, 15 points. The leader of the pack.
-1 scourge has a Blaster, and is the Guerrilla Specialist with Infiltrate, 15 points.
-1 scourge has a Dark Lance and is the Weapon Specialist with Eagle-Eye (54 '' fucking range) 20 points
-1 scourge has a Splinter Cannon, and is the Indomitable specialist, with Relentless.

Total, 193 points.

The idea is to sit the Dark Lance fucker in a ruin, or some other position where he can see the whole table, and let him snipe fuckers, while the Blaster dude infiltrates near the enemy, and hopefully eliminates or at least damages something important with the blaster, or at the very least, becomes something that the enemy has to kill to feel secure, giving the rest of my birds of prey an opportunity to advance closer unmolested.
The Splinter cannon dude will give salvo fire on the move due to him having relentless, while the regular dudes simply swoop in for the kill with the Solarite, whose venom blade is a threat to pretty much everyone due to it wounding pretty much everything on 2+.

Scourges being jump infantry, I should also have very decent mobility on everyone besides the Dark Lance dude, who can't really move without losing his ability to shoot on the shooting phase.
What do you guys think?
>>
>>49294466
I honestly don't know what those are. All I remember from playing against DE are transport skimmers filled with troops with poison.
>>
>>49295046
Scourges are jump infantry with shard carbines by default.
>>
>>49294466
you're better off dropping 3 of the general Scourges and picking up 6 Warriors instead for more bodies on the table.
>>
>>49284968
I built a 5 man kill team with each one carrying a different ranged weapon, with some of them carrying a boltgun instead of ccw. Here's mine at 200 pts:

1x DW Sargent w. combi plasma and xenophase sword

1x DW w. shotgun and bolter instead of CCW

1x. DW w. stalker and bolter instead of CCW

1x. DW with infernus HB w. hellfire rounds

1x. DW w. cheese cannon

Haven't tried the full Kill Team rules yet, but I would like to see how this workd.
>>
>>49290617
10-15 scouts. Throw in a rhino, razorback, landspeeder, or attack bike if you want. A mix of bolters, shotguns and close combat. Heavy bolter with relentless, a close combat the wounds on 2+ and maybe increase range of a bolter.


I just realised today that each model is its own unit. So everyone can throw grenades. Got over numbered by a kroot horde Friday night. Should have frag spammed them.
>>
File: Mandrake_vs_Catachan.jpg (154KB, 748x1069px) Image search: [Google]
Mandrake_vs_Catachan.jpg
154KB, 748x1069px
Dark Eldar Kill Team I've been running:

Mandrakes:
5 x Mandrakes - 60 points
1 Mandrake - Leader
1 Mandrake - Weapons Specialist [Sharpshooter]
1 Mandrake - Dirty Fighter Specialist - [Executioner]
1 Mandrake - Combat Specialist - [Killer Instinct]

Beastmasters:
2 x Clawed Fiends - 60 points
8 x Khymerae - 80 points

Mandrakes pop up as close to enemy fire support as they can and hit them with balefire. with 2+ cover saves and FNP, they distract the hell out of the them until the beast pack shows up largely unmolested to devour faces.

Suggestions? I've been thinking of dropping a Clawed Fiend and 3 Khymerae for 5 more Mandrakes, as they shine so well, but I worry I can't deal with assault focused lists at that point.
>>
File: charge.jpg (386KB, 900x854px) Image search: [Google]
charge.jpg
386KB, 900x854px
So theoretically, how screwed would this list be

Infantry platoon (195 points)


>Infantry squad (55 points)
8 guardsmen
1 guardsman w/ Flamer (5 points)
Sergeant

>Infantry squad (55 points)
8 guardsmen
1 guardsman w/ Flamer (5 points)
Sergeant

>Platoon Command squad (85 points)
Platoon Commander w/ power fist (25 points)
Guardsman w/ medi-pack (15 points)
Guardsman w/ plasma gun (15 points)
2 Guardsmen

Would there be an ideal selection of specialists?
>>
>>49298133

You can give them a bolter on top of their special Death watch shit?

Damn that sounds insane
>>
>>49298453
Whats better 45 guardsmen or 45 cultists?
>>
>>49298564
I looked into it, and it turns out according to the space marine codex, yes you can.
>>
>>49298791

Man I am actually tempted to cheese that I dont play 40k that much but I made my models exactly to those specifications
>>
>>49298773
Guardsmen, because they have the power of the emperor on their side
>>
How are Seraphim + Seraphim Superior in Kill Team? (Herald of Ruin version)

I'm looking at going with a very mobile force that way and giving the superior the item that ups the shield of faith on all models in the list to 5+. That way there are Seraphim with a rerollable 5+ in case I come up against AP3
>>
File: m203_bottom.jpg (360KB, 1100x711px) Image search: [Google]
m203_bottom.jpg
360KB, 1100x711px
>>49298845
I know it kinda makes sense in the fluff because of how the deathwatch operate. Besides, I'm working on converting the shotgun model to be like a masterkey attachment.
>>
File: 4961619154657.png (416KB, 954x1500px) Image search: [Google]
4961619154657.png
416KB, 954x1500px
>>49299261

>masterkey on a bolter


Fuck you for giving me this idea when I just finished my last Death Watch model
>>
>>49299261

Masterkeys are used to destroy locks, not shoot people.
>>
isnt a combi-weapon just basically this:
>>49299261
>>
>>49299495
Pretty much
But in 40K a weapon attached to another weapon is either hot fancy tech reserved for only the elite, or the best damn idea that grotsnub ever had
>>
>>49289598
Just DL the rules from the warhammer general, you only need your models.
>>
>change graphics settings
>suddenly motion blur is on
>the game won't let me turn it off
What the fuck
>>
>>49298453
medic won't do anything. Remember, medipacks only work for the UNIT. Every model is its own unit in kill team.

I had a similar idea though

Infantry squad: Autocannon, melta

Infantry squad: Autocannons, melta

Platoon command: Autocannon, melta, Heavy flamer

200 on the nose.

Give one of the autocannons relentless, give a melta preferred enemy, and give another ignore cover. Not sold on the third specialist but that much dakka is damn handy in kill team.

Also, tried this tonight and had a blast

Veteran Squad: Carapace, Heavy Flamer, x2 Plasma gun, Autocannon, bolter for sarge

Chimera: Hull heavy flamer, recovery gear, relic plate.

Autocannon has relentless, 1 plasma has ignore cover, other plasma has preferred enemy. Goddamn ignores cover is amazing on a plasma gun. No one is safe when you have that.

it's something like 199pts. I'm gonna reconfigure it a bit, probably take the bolter off the sarge and the extra bits from the Chimera to give the vets camo gear, not sure what else would really help to be honest.
>>
>>49292318

They have a few units that can be nasty. You will really need to rework the instinctive behavior thing, though. Is that already solved? I haven't been up on my 40k since I jumped out when AdMech showed up.
>>
Are Vespids viable in KillTeam?
>>
>>49303136
I guess it'd be better to get rid of the medi-pack and then bring along two autocannon teams, huh?
>>
>>49303513
not necessarily, I just use autocannons because thats what I have in bulk. Honestly heavy bolters wouldnt be too bad either, or even missile launchers (remember, no 2+ armor saves and most 2w or more models are T4, meaning you can one shot them)

I use autocannons because they can do anything fairly decently and have crazy range. It ensures that if I see something I can hit it, even with all the terrain the game uses, it comes in handy.

But yeah even just a single
relentless heavy weapon team is nice. It gives you mobile fire support that can hang back to cover fire lanes or force a vehicle to hide.

Don't forget you have other options, like melta bombs on Sarge's or even bolters so they can contribute at range.

All the weird little 1-2 pt upgrades start to have a purpose in kill team.

>>49303303
Theyre ap 3 jump infantry right? Unless theyre just stupidly expensive I'm sure you could find a way to make them work. I'm not a Tau player though, not really sure what they do.
>>
>>49284749
That's what Heralds of Ruin recommends, IIRC.
>>
File: 1314274704211.jpg (186KB, 405x405px) Image search: [Google]
1314274704211.jpg
186KB, 405x405px
>>49299091

Pretty scary, I ran the list below. Dual handflamers with sniper is pure filth.

Seraphim 90
2 Hand Flamers 20

Elite
5 Celestians 70
Heavy Bolter 10
Melta 10

200


Specialists
Seraphim leader Combat Specialist - Killer Instinct (wound on 2+)
Handflamer Seraphim Weapon Specialist - Sniper
Heavy Bolter Guerilla Specialist - Preferred Enemy
>>
>>49297959
But what about the mobility?
>>
File: group-12.png (696KB, 760x608px) Image search: [Google]
group-12.png
696KB, 760x608px
>>49304159
>was about to correct you that sniper makes it a heavy weapon
>look it up again
>oh sweet baby emprah it doesn't
>and to wound rolls of 6 are AP2
>MFW I have a jump pack lamenter sarge with dual hand flamers
>MFW they will guarantee auto hit twice, wound on 4's, ignore armor on a 6, and can even glance av 10 if I need to
>MFW its the enemy's turn to lament

you are a wonderful person and my group is going to hate you for this
>>
>>49304159
I could probably kill that with my Dark Angels list of 6 bikes.
>>
>>49284721

I think in KT, taking 15 Battle sisters has merit. See
>>49288009

15 sisters is 180 points, you can make some of them Celestians for an extra attack and ld9 and still have a special weapon, or take 2 weapons (4 flamers), maybe take a VSS and a weapon. The specialist options help full the gaps, too. Infiltrating Heavy Flamer, Bolter with Sniper, and Celestian with melee Rending or 2+ poison. They all have frag/krak as well.
>>
>>49304551
Glad to be of assistance... its extra fun with the sisters one as her AoF gives shred for a turn!
>>
>>49303245
Hormagaunts are more powerful as they get to ignore the negatives of Feed by being single model units.
>>
File: Hormagaunt 1.jpg (73KB, 960x720px) Image search: [Google]
Hormagaunt 1.jpg
73KB, 960x720px
Since this is Kill Team General, what does /tg/ think of my first Hormagaunt for my 'Nid Kill Team?
>>
>>49305654
All I see is drybrush.
>>
>>49304099
What model do you take the bolter to put on the sargents?
Scouts id assume
>>
>>49294466
If I remember correctly, as each miniature works like its own unit, you wouldn't be able to use the Splinter Cannon properly. If you kill the enemy model with the first 1-2 shots, the other 5-4 would be wasted.

It might be useful for removing nasty stuff with FNP and invulnerable saves, but other than that... Perhaps a Liquifier could be a better idea?


>>49303303
Very much so. Jump Infantry with AP3 assault weapons and stealth (ruins) in a small table is the perfect recipe for dealing with marines.

Then again, if you face orks or guardsmen, you've wasted points in that AP3.
>>
>>49307052
I have several old metal IG models that came with them, I also have a few I made with the Catachan command box (it comes with them as well)

it really didnt help any, next time I'm going to leave him bare and just have him ride around in the Chimera.
>>
>>49308473
>stealth (ruins)

oh sweet jebus if you played where I do you'd always have it, our tables are mostly ruins.
>>
How do Acts of Faith or similar abilities work in Kill Team since each model is now a unit ?
>>
>>49310744

As far as AoF, each model can use it because each squad can use it once per game. They're all individual squads.

The real question is why about units with psychic brotherhood? The rule is ignored, yet according to GW Zoanthropes are still psykers.
>>
>>49311832
Reminder me which slot are they in ?
>>
>>49312210

What, Zoans? They're elite.
>>
>>49305654
>claws are a different color than the chitinous plates
Why
>>
Would breachers & pathfinders make for a decent killteam, or should I try to throw a piranha in there?
>>
>>49316750
Breachers with that AP3 would be alright
>>
>>49316750
>>49316772
Does it work with with eagle eye specialist?

If so, yes.
>>
Could Horus Heresy armies be used in Kill Team ? A small Vet Tactical Squad with some weapons could probably do some damage.
>>
>>49317728
30k has its own version doesn't it? Something set around the Istvan massacre if I remember right
>>
>>49318344
Victory is Vengeance in Book III.

Point purchases are for individual models
150pts set aside for 1 Hq and sergeant models
200-350pts for grunts depending on campaign performance
2+ saves allowed
Bonus and experience tables for prolonged campaign play
Chance for really brutal fuck ups like ammo running out on 1 or being forced to move like difficult terrain all the time.

It's really very good but needs a bit of tweaking to port to 40k.
>>
>>49320547
oh ok very different then, nevermind.

Talk to your opponent's and see then I guess. Personally I'd be ok with it but then again I don't really know what kind of shenanigans a 30k army could pull in kill team
>>
What would be a good team for Iron Hands?
>>
>>49320547
Has anyone played this? It sounds awesome and cool way to start with just the BAC minis.
>>
>>49321975
Anything, you already get 6+ FNP in a small model game. Take a big unit of Tacticals and I think you're set.
>>
I'm surprised that Kill Team hasn't addressed stuff like med kits, shield drone and everything else that affects the "unit." Especially since you can build those drones right out of the box.
>>
>>49324020
Kill team was just a marketing ploy.
>>
>>49324036
No reason to switch from HoR, then. Though they don't seem to have sorted shield drones out either.

Maybe my lot will import the leader and specialist skill rules for a little more variety.
>>
>>49324020
I swear I read somewhere than any rules that affect a unit are now a 3" aoe from the model with the rule. For example, a medic would have a 3" fnp bubble instead of giving it to the whole squad.
>>
>>49324108
Will scan the rules when I get home, but I'm pretty sure I didn't see anything like that. HoR turns most of those rules into a 6'' bubble, though that doesn't work for shield drones. HoR lets those things form a unit with whoever buys them, but every model is still targeted individually, so you'd need to make an exception for them to intercept shots.
>>
How well do IG veterans do in HoR?
>>
Can i use Arjac Rockfist in a Kill Team match?
>>
>>49326316
No HQ allowed.
I would say you could proxy him in for a Termie, but you can't use any models with 2+ Armour in KT.

Heralds of Ruin you can do both though.
>>
>>49326856
suppossedly arjac is an elite slot, not a HQ.
>>
>>49326068
They're BS 4 guardsmen with more options. In my experience they're pretty good, but just as squish as regular guardsmen. I tend to use them when bringing the fancier special weapons (melta and plasma) to the table and screen them with regular guard squads with a flamer or grenade launcher. Not tried camo cloaks or carapace for them yet, though I figured the latter will give them a lot more survivability against basic weapons.
>>
>>49326884
Nvm he has a fucking save of 2+. I am retarded.

I guess loki the trickster should be legal then.
>>
File: 1337016501371.png (34KB, 214x200px) Image search: [Google]
1337016501371.png
34KB, 214x200px
Is it even possible to make an interesting necron kt?
>>
Kill Team shilling is extreme in this thread.

>killteam is balanced
Only if both sides are limiting themselves and/or are close friends that don't want to play their Kill Teams to the full potential.

>Kill Team is better than Infinity
Only if both sides are SEVERELY limiting themselves and/or are close friends that don't want to play their Kill Teams to the full potential.

>Kill team fixes all the issues with 40k
Only if both sides are SEVERELY limiting themselves and/or are close friends that don't want to play their Kill Teams to the full potential.

>Small elite teams are viable
Only if both sides are SEVERELY limiting themselves and/or are lovers that don't want to play their Kill Teams to the full potential.

>Weak codex get a boost in Kill team
Only if both sides are SEVERELY limiting themselves and/or are close friends that don't want to play their Kill Teams to the full potential. Top factions are still extremely S+ tier.

>I don't know the rules xD forge the narrative, rules are made to be broken, I have three HQ's and a Furioso dreadnought as my army lol
Only if both sides are SEVERELY limiting themselves and/or are close friends that don't want to play their Kill Teams to the full potential.

>Kill Team has no meta lol
Only if you play with your gay lover
Vehicles, Horde, or Leadership break. The last category is a bit fluid and often means superior firepower and mobility. (jetbikes etc)

>Kill team is better than HoR because it's official Lolz :)
Kill yourself. Kill Team is a cheap undercooked, underperforming pamphlet made to hype up the 3-4 "40k rumour and news" sites that features 20% discounts.

TL:DR: Kill Team only works with friends that suck your dick on a regular basis. Bring your fluffy Killteam to the hobbyshop and face random people if you want to get your shit pushed in.
>>
>>49327441
necro jetbikes or necro jetpacks are extremely good.
>>
Gonna make myself a Black Templar HoR kill team. How does this look?

>Chaplain leader
>Initiate x5, one with melta gun, one with missile launcher
>3 vanguard vets with jump packs, power sword, power axe, power fist
>regular assault marine with a jump pack
>>
>>49324020
I honestly thought they would fix that this time around. They literally just changed the specialist abilities and called it a day.
>>
>>49327480
>Kill team fixes all the issues with 40k
I would play Killteam over 40k though.
>Weak codex get a boost in Kill team
Orks are actually playable tho
>>
>>49328122
I guess they don't want to detract too much from the bigger, more expensive version that they're selling all the huge £80 models for. Maybe if they announce Necromunda soon they'll be back into the skirmish game market. They really, really need to cater to it better, because right now there's a lot of people who don't have the time/money/interest to play games that take an entire evening.
>>
How much is too much to spend on an aspiring champion in HoR? I'm looking to make a Black Legion kill team with at least a few chosen with plasma.
>>
>>49328419
30-35 feels right for me. It's why I've avoided taking a power fist. Been running a Crimson Slaughter team out of the DV box and, while Chosen with a power weapon are dead killy, they're still just one 3+ save away from death. Don't put too many of your eggs in one basket.
>>
>>49329000
So just enough for a power weapon and some special equipment. I guess a Sigil of Corruption would be the best investment.
>>
>>49329119
It'll certainly help against the amount of melta and plasma fire you'll be drawing. On the other hand, that's 5 cultists. Quantity is a form of quality, after all, and CSM get access to fodder that loyalist marines don't.
>>
>>49329165
I don't really want to use cultists, this is a more fluffy strike team list. I guess I could do 10 marines with 2 plasma guns or lascannons instead. Maybe one chosen with a melta too.
>>
>>49321975
Anything with an Apothecary in HoR. Enjoy your 4+FnP
>>
>>49329474
I feel that with Chosen you really want to make use of that 2nd melee attack, but they're also you're only real option for adding more special and heavy weapons.

That said, the first Raptor and Biker you take can have a plasma gun, so that might be an option. They'll be more mobile than the Chosen, too.

>>49329624
I didn't realise FnP was additive. Surely you just take your best option?
>>
>>49329640
Apoth gives 5+ FnP in a 6" bubble.
IH chapter tactics give +1 to that.
>>
>>49329677
I know IH get a 6+ FnP, I just didn't realise that two different FnP sources add together rather than the best one being taken (as you do with saving throws).
>>
>>49329640
I think a raptor with a melta or plasma would fit nicely. Thanks.
>>
>>49329781
No prob, considering adding one myself now. I've converted a few devastators into heavy weapon carrying CSMs (because the havoc models look like garbage), but maybe some manoeuvrability is what's needed.
>>
File: image.jpg (42KB, 500x281px) Image search: [Google]
image.jpg
42KB, 500x281px
>>49329758
Are you retarded?
>>
>>49284835
No Infinity's marker spam bullshit and few other things, less options to customise your force, very simplified rule set compared to Infinity.

Games are faster, had more fun with KT than with Infinity.
>>
>>49329895
I watched a game of Infinity and half of it seemed to be "oh, you moved, let me make a half dozen attacks against you."
>>
We're mostly looking to use GW KT for my new group, but we're tossing around the idea of HoR as well.

What is good with HoR for Sisters? Frankly, the Palantine looks potentially busted. BS5, 3 wounds, and Stubborn Ld10 with an EW option.

Then again, running full Seraphim with a Seraphim leader and a Mantle gives them all a rerollable 5++ save.
>>
>>49330173
HoR is the better game, though you may want to import the specialist rules and see how they play.
>>
>>49331834

That would be cool. The specialists are why I like GW KT to begin with.

I guess you haven't seen Sisters used in HoR yet?
>>
>>49332196
Nope. Got a list sketched out and the models, but not painted or fielded it yet. I'm looking at a Palatine, 10 battle sisters and 4 seraphim for the most populous version of the list, which isn't bad for a force with 3+ saves. Still only Toughness 3, of course.
>>
>>49333527

As long as you have a mantle in there. Those Seraphim rerolling their 5++ is going to be insane.
>>
>>49284984
How are Stormies in Kill Team?
>>
>>49334150
still overpriced to hell and back
>>
>>49327480
>Liking and or talking abut something is shilling

You don't have much fun in life do you?

I also otice how you still managed to squeeze in a bit of your own HoR 'shilling', faggot.
>>
Fucking love this format.

Got a sweet Team nearly painted up called the "Red Moon Martyrs." Four Skyweavers depicting the fall of Eldanesh to Khaine. Only problem is, how the hell do you transport them? So fragile!
>>
>>49311832
>yet according to GW Zoanthropes are still psykers
Source?
>>
Do Drones in a Stealth Team have Shrouded and Stealth in Killteam? What about similar rules that affect the whole unit?
>>
>>49336887

There was a picture floating around from I /think/ the WD where the show a Zoan and talk about it having warp blast or something. Fairly certain it was in the last thread.
>>
>>49337057
Well if every model just has it, then probably
If it's a character giving it to their unit, then probably not
>>
>>49337101
It's a shame Brotherhood of Psykers is disabled. In Kill Team, it looks as though Zoanthropes are just floating heads without any abilities.
>>
>>49337606
arnt zoa's heavy units? forgive my ignorance, ive never read a nids book
>>
>>49337628
Zoanthrope Broods are an Elites choice, so you're allowed one unit of them in KT.
>>
>>49337606

That's the thing though, GW treated them as psykers still, which implies that each model in the brotherhood is a psyker.
>>
>>49337648
right, still familiarizing myself with the rules, still a tad salty i cant use any unit with railguns but thats okay.
>>
https://www.youtube.com/watch?v=HJNz2QgSNsk

>tfw starting up a guard army thanks to this.
Going to be a bunch of 1/56 scale Russians. Praise the god-emperor of man kind.
>>
Could someone explain to me how Tau drones with shield generators work? Yesterday I've been test-playing with a friend, tau vs orks, he took shield generators and we were confused how it should work. We settled that it gives a "bubble" of invul in 6` radius around it, however rulebook just says "invulnerability save" without specifying if its for ranged only. I mean it does not make sense that that bugger helps firewarriors to tank in melee now, does it?
>>
>>49337057
Depends. In regular Kill Team every model is independent, so no. If you're playing HoR then drones form a unit with the model that buys them, so the drones will benefit from those special rules.
>>
>>49338006
In regular 40k you sit shield drones at the front of the unit so they soak up hits (and get to make their invulnerable saves on them) first. In Kill Team this straight up does not happen, since every model is its own unit, and a rule that'll give them value hasn't been added. Same for any ability or rule that "affects the unit."

The latter is easily house ruled to a 6'' bubble (it's what HoR does), but with Tau drones you may want to be a little more detailed. Give it a 6'' bubble, but it'll only take hits if it's a closer target. This means it will still work in melee, but only if the drone is in the same melee as well.
>>
>>49329936
Well yeah, it's easy to generate reactive shots if you're a terrible fucking player. Half the point of that game is positioning and cover to stop that happening.
>>
What do you think of my kill team? 200 points.


Infantry Platoon
Infantry Squad [Krak Grenades for Squad]
5x Guardsman [5x Flak Armour, 5x Frag Grenades, 5x Lasgun]
Guardsman w/ Sniper Rifle [Flak Armour, Frag Grenades, Sniper Rifle]
Guardsman w/ Vox-caster [Flak Armour, Frag Grenades, Lasgun, Vox-caster]
Mortar Team [2x Flak Armour T, 2x Frag Grenades T, Lasgun, Mortar]
Sergeant [Bolter, Close Combat Weapon, Flak Armour, Frag Grenades]
Infantry Squad [Krak Grenades for Squad]
5x Guardsman [5x Flak Armour, 5x Frag Grenades, 5x Lasgun]
Guardsman w/ Sniper Rifle [Flak Armour, Frag Grenades, Sniper Rifle]
Guardsman w/ Vox-caster [Flak Armour, Frag Grenades, Lasgun, Vox-caster]
Mortar Team [2x Flak Armour T, 2x Frag Grenades T, Lasgun, Mortar]
Sergeant [Bolter, Close Combat Weapon, Flak Armour, Frag Grenades]
Platoon Command Squad [Krak Grenades for Squad]
Guardsman w/ Platoon Standard [Flak Armour, Frag Grenades, Laspistol & Close Combat Weapon, Platoon Standard]
2x Guardsman w/ Sniper Rifle [2x Flak Armour, 2x Frag Grenades, 2x Sniper Rifle]
Guardsman w/ Vox-caster [Flak Armour, Frag Grenades, Laspistol & Close Combat Weapon, Vox-caster]
Platoon Commander [Bolt Pistol, Close Combat Weapon, Flak Armour, Frag Grenades, Orders, Warlord]
>>
>>49338350
Well, if its a 6`` bubble and since every model is a separate unit, couldn't you just park 1 drone outside of melee but in bubble range? Also since its a bubble, wouldnt it be more effective to park it behind other models to prolong it's life (and bubble effect) for longer?

Sorry if questions are silly, I'm novice at 40k rules and killteam/HoR.
>>
>>49338498
It would be, but it wouldn't represent how it works in the full scale game. In that, your opponent can bypass your shield drones by attacking from an angle where they aren't the closest model, denying your shield drone the opportunity to protect the troops its attached to. Its utility doesn't come from a "give this unit a special rule" but from being a model with an invulnerable save that you can use to tank incoming attacks. Ruling it that it needs to be able to intercept attacks to protect other models is more accurate to how it works outside Kill Team.
>>
>>49337705
I really hope you're right, but I'm not quite sure I understand the reasoning behind why this would be the case. As far as I can tell, the Brotherhood of Psykers rule is what's conferring the psyker Mastery Level of one to the unit, and then when deployed, individually to each model. Under this logic and knowing that Brotherhood of Psykers is dispelled in Kill Team, so too must each member of the Brotherhood's Psyker status.
>>
>>49338436
You've formatted this list nightmarishly. I'd hate to see how you format an 1850 point list. As for what I think, it's very infantry heavy and you may have trouble with fast attack spam. Other than that, numbers are quite strong in Kill Team and you certainly have them.
>>
So anyone got advice for Necron kill-teams? I can get anything since I trying to get into wh40k. And a few friends play Necrons and I can borrow any of their stuff to try out. So what's a killer combo? Thanks
>>
>>49338689

>numbers are strong

Think it's better to go with 15 Battle Sisers with 4 flamers, or 5 Seraphim (2 w/Hand Flamers) and 5 Celestians with Melta/Multi Melta?
>>
>>49338767
Earlier on in this thread, a guy was talking about giving Sniper via Guerilla specialism to a Seraphim with two hand flamers. Genius.
>>
>>49338970
Would that even do anything for a template weapon?
>>
>>49338983
A model with the sniper special rule always wounds on a 4+ with AP2 on 6s. Nothing in there to suggest templates wouldn't work.
>>
>>49338990
Ah, forgot about that. Was just thinking about Precision Shots.
>>
>>49338970

Yup. That wasn't me, but having 2 Rending flamer shots is pretty sweet.

SoB KT 200

Celestian Squad x5
Melta
>Multi-Melta - Relentless
>Celestian Superior - Exploit Weakness
Bolt Pistol, Chainsword


Seraphim Squad x5
Hand flamer
>Hand Flamer - Sniper
>Seraphim Superior - Leader
Meltabombs

Honestly not sure who should be the the specialist and who should be the leader between the Sera and Celestian superior.
>>
A few question on how HoR/Killteam work :

- Since each unit is indivual unit (unless its a squad) , can I shoot trough my friendly guys that might be blocking my LoS?
- How melee works? If I'm charging with a squad towards model, do I have to send everyone after that guy? Can I send some guys from the same squad(and use their shooting attack) after other enemy units?
- If I came in base contact with 2 different enemy units, are they both stuck in combat with me and thus can't move away unless they kill my model?
- What do they mean by this on pg7 (HoR 3.1) >This will allow models to win/lose combat, even if no unsaved Wounds have been scored
like, I have to roll leadership and see if they run?
>>
>>49339067
Units can still block LoS, so if a model is obscuring another then they'll get a cover save. You can happily shoot through the gaps between models, of course. Unless you're playing HoR, where (small) squads are still a thing and can be used to screen.

Squads have to gang up on a single target as far as I can tell. Each model shoots individually, but all have to jump in against the same model (or at least the same existing melee).

If a legal charge takes you into contact with 2 models then yes, they're both stuck in there with you.

The combat score isn't just based on wounds, so you can win a combat without inflicting any wounds. Let's say your Guardsman squad charges a lone Fire Warrior. They all get in their, blows are exchanged but nobody dies. Now, nobody's inflicted any wounds, but you had at least one friendly model charge that turn (+1) and you outnumber you opponent by 5 to 1 (another +2). That means that you won the combat by 2, and that Fire Warrior needs to make a Ld check at -2 or run away.
>>
>>49339155
Oh, I see, thanks for explanation. Made a lot of stuff clearer. I've tried a few test games of 40k, and recently found out about HoR, HoR seems more fun and actually lore friendly, but some rules are really confusing.
>>
>>49339257
40k's already a bit of a clusterfuck as it is, and HoR adds a bit of complexity on top of that. Still my favourite way to play, since it refocuses the game on infantry and the odd light vehicle instead of entire formations of tanks and super heavies.
>>
>>49339295
>since it refocuses the game on infantry and the odd light vehicle instead of entire formations of tanks and super heavies
Amen!
>>
Really basic HoR Black Legion team I'm working on assembling.

Aspiring Champion - Power Weapon, Sigil of Corruption
10 Chaos Space Marines - 2 Plasma Guns
1 Raptor - Plasma Gun

I'm not sure how many, if any, bolters I should trade for CCWs, or if I should drop one plasma for a flamer and buy 5 of them CCWs.
>>
>>49303136
why not
Autocannon A gets ignore cover
Autocannon B gets relentless
Autocannon C gets blind or poisoned 4+

why not make the deadliest deadlier?
>>
>>49341627
Kill Team is traditionally pretty confined. Theoretically, flamers should be much stronger as a result of the forced bottlenecking.
>>
>>49342537
dropping plasma for flamers leaves me 20 points, what do think would be the best investment?
>>
In Kill Team, do unit upgrades like marks of chaos, camo cloaks, etc. still need to be taken for the whole unit or can I mix-and-match seeing as every model becomes a unit of one?
>>
>>49343376
For HoR, it says "models in the same group must have the same mark". You could conceivably have five marines with different marks, but I'm guessing they wouldn't count towards having enough to replace a bolter with a special weapon as they would be different groups.
>>
File: Mutant_Mob.jpg (37KB, 396x258px) Image search: [Google]
Mutant_Mob.jpg
37KB, 396x258px
Can gifts of mutation be taken by Chaos Champions? I see the Kill Team book says that the Champion of Chaos special rule is not used, which is what generally causes you to roll on the Chaos Boon table, but doesn't mention the other ways of rolling on the table (the purchaseable Gifts of Mutation chaos reward or the Boon of Mutation Tzeentch power if you're running a Thousand Sons kill team), so was wondering if people thought that was an oversight or not.

Don't want to be a RAW/WAAC faggot, but it seems like a better use of my points than most of the champion options.
>>
>>49337725
>can't use any unit with rail guns

Why the hell would you need them? Max AV is 12
>>
>>49337756
get warlord's soviet infantry, combine with Victoria Lamb lasgun arms. Thank me later
>>
>>49338436
For the love of God work on your formatting. I can't hardly read it except for the fact that you have vox casters which are useless in kill team. Remember that each model is its own unit, so an order would be on one specific model. And since the platoon commander isn't in the same unit as the vox casters he bought, he can't even use it. Annoying, yes, but RAW thats how it works.

>>49341710
Interesting ideas. At that point I'd be tempted to take an ignores cover heavy bolter, relentless Autocannon, and then maybe give some other shooting ability to a 2nd Autocannon or even get a missile launcher.

I hate this game mode, its making me actually consider Missile launchers and Heavy Bolters for IG. used to be they were useless but now I'm actually tempted. Specialist abilities really give them some extra mileage
>>
>>49343376
It depends on the description of the item.

Is it something bought for the UNIT like krak grenades often are, then everyone gets the krak grenades for that one price. Just like normal.

Is it a banner of some kind that only effects the "unit"? Then that Banner model is only effecting himself. You can not buy more than the ONE banner that is normally given the unit.

With marks it's different ! Depending on unit and what type of mark. Sometimes ONE of the models in the unit gets a mark, sometimes everyone gets a mark. Depending on the description.
>>
Are people playing this new official KT in stores? Been under a rock for the past few weeks and missed it's release.
>>
>>49345284
My store is considering it, haven't seen anyone come in to play it yet though.
But that's mostly cause there isn't a demo and the ones I know have it haven't opened the damned things.
>>
>>49345284
my store is trying to get it going, if only because the store owner is sick of just having GW kits sitting on the shelf not loving and this is the only way to move it.
>>
Am I doing it right?

>10 man Skitarii Vanguard
>5 man Skitarii Vanguard
>Sydonian Dragoon

I feel like it'll be hard to easily gun down the combo of bodies and the walker. Unless I'm facing fire warrior spam, in which case it's anybody's game.
>>
I'm really excited to play with my storm troopers, a volleygun with relentless makes me salivate even if that guy will be a hate magnet to the understanding.
>>
>>49345494
Scion with Volley Gun and Reaping Shots.

My Scion with that has taken out literally over half a killteam by himself, with help from the Prime giving him twin-link.
>>
>>49345915
Reaping volley is probably more practical, but I dislike salvo enough that getting rid of it is a happy note.
>>
>>49345915
>>49346028

Id say like 20 scions? Or 15 gotta check the points but

2 plasma guns and 2 hotshot volley guns seem like the best way and could you take a Commissar?
>>
File: 1388407001236.jpg (44KB, 360x451px) Image search: [Google]
1388407001236.jpg
44KB, 360x451px
How fucked would IG be against Tyranids in HoR Kill Team on a Zone Mortalis style board?
>>
>>49346088
I wouldn't take a commissar in a normal game if could could avoid it, unless they change somehow I don't see that changing.

And the best I'm seeing is ten scions with 2 volley-guns and plasma guns with 10 points left over.
>>
>>49346276
Depends on the nids and the flamers.
>>
>>49339019

Anyone?
>>
How would Jokaero work in GW kill team? They give their unit a random buffs before deployment, and as you buy units as normal, would that apply to the whole squad or just the Jokaero?
>>
>>49345284
Local game store is planning on running it while the interest is there. Me and my friends have got pretty into it after a long period of playing nothing but Infinity since around the time decurions and all these other formations-within-formations became a thing.
>>
>>49334235
Figured. AH well that won't stop me.
>>
Can I get some feedback on my Inquisition Kill Team?

Inquisition Henchmen Warband 200pts:

- 7× Acolytes w/ Storm Bolter/Chainsword
- 2×Acolyte with Meltagun, Bolter and Carapace armour
- 1×Acolyte with combi-flamer and Carapace armour
- 2× Crusader

Dedicated Transport Chimera w/ Heavy Bolters, Psybolt ammunition and Dozer Blades.
>>
>>49324093
Shield drones don't confer the shield to the bonus, unless youre talking about the shield aplifyer relay. Shield drones are just hard to remove wound screens for shooting
>>
Is Draznicht's Ravagers from the Crimson Slaughter supplement a valid kill team to give the Chosen Champion preferred enemy for 10pts? I don't see anything in the rules about named characters/datasheets (I'm not sure what the Ravagers are classed as; a unit upgrade, I guess?) being prohibited.
>>
>>49338498
Thing is shield drones dont give any bonus to the unit - they simply soak up shots becuase they are more durable. So you have to position them in front of the unit in question. So in kill team why would they operate differently?
>>
I have never run Nids, but KT is making me want to try them. How viable would the following list be?
10x Gargoyles w Adrenal Sacs
1x Shrike w Ad Sac, Devourer, Scything Talons
1x Shrike w Ad Sac, Deathspitter, ScyTalons
1x Shrike w Ad Sac, Venom Cannon, ScyTalons

Make VenomCannon the Leader, the other 2 shrikes specialists and make a gargoyle a specialist (sort of a gargoyle prime?)

Thoughts?
>>
>>49346427
technically they give their unit a buff WHEN you deploy. i.e. you only find out what crazy monkey tech they've done when you put the model on the table.

Also, fairly sure that RAW and RAI for Kill Teams, the Jokaero only upgrades himself. Which is pretty sucky.
>>
>>49329758
well, usually they don't add together. Iron Hands chapter tactics are an exception that specifically states that they do.
>>
Why does HoR never get updated on Battlescribe?
>>
>>49345428
You should consider some special weapons, an arc rifle with eagle eye and a preferred enemy plasma cavilier or something is amazing
>>
>>49345284
There's a Kill Team campaign in progress at my local store. Pretty cool.
>>
Does /tg/ think that the specialist rolls focus too much on close combat? Since an army like Tau would be at a marked disadvantage, should there be a more viable list for a shooting bias army?
>>
>>49354611

No, I 100% agree that there are a lot of melee oriented ones,, it you can get away without using any of them for full shooty. At the very least, Guerrilla gives infiltrate, and the one above it gives Relentless.
>>
>>49354848
Preferred Enemy would probably better than Infiltrate if you're playing a gun line.
>>
>>49355010

Depends. Infiltrating a heavy flamer or something is going to cause a lot of trouble. At the very least, give it to something you want to deploy after your opponents to give you an advantage
>>
So, is running a Lascannon marine with ignores cover a good idea?
>>
>>49355044
Yes.
>>
>>49348340
Because there is almost no point in shooting a unit that cannot attack. It's there to soak shots, but your opponent can just shoot around it. You maybe, maybe get a 5+ cover save if you shoot directly through it, but otherwise it straight up does not work in Kill Team or HoR.
>>
>>49355044
I prefer ignores cover on a plasma gun personally but I could see that working. Just realize that your opponent could probably hide from it pretty easy. I kind of just default my heavy weapon to relentless because of that, its so handy.
>>
>>49355044
The ability to say "fuck that guy in particular" is pretty good, especially in small games with elite models. Also good against any vehicles that show up.
>>
>>49355106
Seems like theres no reason to even consider sheild drones in KT or HoR then.

Personally it seems like any drone in KT is points better spent elsewhere
>>
>>49347852
Legal. Ravagers is a 10pt upgrade to one Chosen champion in a Crimson slaughter army to represent Draznicht. It doesn't actually mechanically change him into a named character and he's still in the elite slot.

But preferred enemy is freely given as a trait in the Guerilla table, so unless you're stacking bonuses or like chosen a lot there are better options.
>>
Can I bust out my old SoB to make a Kill Team?

Dominion Squad
>Veteran Superior w/ Power Weapon
>3x Dominion w/ Storm Bolter
>6x Dominion w/ Boltgun
Immolator
>Extra Armor
>Storm Bolter
>Dozer Blade

Make the three SB Sisters my specialists with - off the top of my head - Sniper, Feel No Pain, and Move Through Cover?
>>
What would be the ultimate 'That Guy' list for Iron Hands. I play with a bunch of Eldar/Tau players.
>>
>>49355258
immolator is heavy support right? You can't have heavy support in kill team.

Or am I thinking of something else?

Otherwise, I think sisters would work well in Kill team. They get a lot of nifty abilities built into their units, are cheap 3+ saves and they all have Invulns. Plus their short range weapons hurt less on dense kill team tables.
>>
>>49355314
Dedicated transport in the most recent PDF-Dex, I think.
>>
I want start kill team and I think about Tau or dark eldars Anny tips? thoughts?
>>
>>49355321

Immolators have been Dedicated since forever. The old goto in 3rd was 5 Celestians with 2 meltas in an immolator. That switched to 4 melta doms in an immolator with the 5th update, and with the most recent, it's everyone in an immolator.
>>
>>49355346
Same SoB-Anon here, in third they could be taken as independent HS choices, or as Dedicated Transports for most units except for Inquisitorial Stormtroopers (they got Chimeras) and vanilla BS squads (10 girls by default).

IIRC.
>>
>>49355365

Yup, though there was usually no point in taking them as heavy unless you wanted them for another unit. I did this with allied GKs, who got to shoot a psycanon out of the firing point j
>>
Do we have consensus on how AoF work in the new Kill Team?

I'm not worried about it, either the entire team gets to pop it for one turn of lighting bitches up, or each Sister gets to choose individually when to ignore cover, just curious. My interpretation of the rules leans toward the latter.
>>
>>49355428

Rules as written, it's 100% the later. Each model is its own unit with the AoF rule.
>>
>>49355345
Annyone?
>>
>>49355345
Cant speak for DE, but for Tau (only experience is HoR):
crisis suits are even more rape-y then in the main game, plasma rifles will kill or glance everything you can take
Havent played with recent changes yet, but the 6" markerlight bubble may have markerlights viable again. Before they were overcosted for a game on that scale.
In a game which focuses on infantry and light armor, having the best standard infantry rifle in the game makes firewarriors damn good troops. You will out range all of your opponents infantry
Kroot great again too, HoR even has a codex just for them, I really want to try it
Even Vespids are viable at this scale, and with stealth: ruins and being jump infantry they will be very hard to hit

So yea Tau kill your dudes and take your women once again
>>
>>49355261
There is no way you'll ever get to be a That guy against either of them in kill team.
>>
Do vespids still have S5 AP3 weapons and reroll terrain tests for landing in cover? That seems pretty good in KT.
>>
Anyone play orks? I was going to run 10 Boyz in 'eavy armor and 7 Kommandos (1 Boss Nob w/ big choppa and 1 w/ a burna) . Comes out to exactly 200 points.
>>
I think the best thing about Kill Team is it lets me make little forces for all the factions I find interesting.

I would not have the space or time for 4-5 proper armies. Plus HoR has rules for factions not in the main game.
>>
>>49343829
I'd say you can. The rule "You must challenge, roll if you kill your opponent" gets ignored, but not the rest.
>>
>>49350677
Because BS 2.0 has been about to come out for some time and the files will not be compatible, so it would be wasted effort.

If it irks you too much, you can always do it yourself.
>>
-Can someone tell me how charging multiple units at the same time works? Say, I have a squad of slugga boyz and 2 separate firewarriors , one is standing 4` further then the first. Can I split my forfces, like some sluggas will go after that guy and some after this guy?

-What did they mean by this? I thought that first its movement, then shooting, then assault phase. How is it possible for assault target to die in the shooting phase, since you declare targets in assault phase?
>If a model wants to charge, but cannot do so as his target in the Shooting phase is already dead, he may wish to ‘redirect’ his charge.
>>
>>49356380
You can declare a charge on multiple units, but all avaliable models have to get into base contact with the primary target first. As for your second question, you have to declare a charge at the same unit you fired at during the shooting phase.
>>
>>49356417
Alright, could you tell me if I understood this correctly?

So lets say that I chose closest firewarrior during shooting phase (I have to fire all 5 sluggas at him, can't aim for anyone else!), and rolled just barely enough for my boyz to get to him. Second target is 4` away, so I can't get to him.

Now, if I rolled distance required to reach first warrior + 4`, then I could declare "I'm going to charge initial target, but also I'm going to charge that second firewarrior since I can make it into base contact." Now I stretch my sluggas to touch both of them while remaining close enough for coherency.
>>
>>49356462
Basically. You do have to put as many models as you can into base contact with the first squad before you can put any on to the second though.
>>
>>49356493
But in killteam this means that you will send all 5 boyz after him, since squad of 5 is attacking single model and can just surround it
>>
>>49356518
In KT each of your boyz is his own unit so you can just pick what target you want each of them to charge.
>>
>>49356530
Oh, sorry for confusing you - I was talking about Herald of Ruins Killteam. Some soldiers there are organised as a squad and this way 5 models count as a single unit. I guess it is not the same with official Killteam.
>>
>>49355213
Yeah, you definitely need to houserule something in to make shield drones useful. I'd encourage you to do so, since unit buffs are worked in with a 6'' aura rule, so it'd be a shame to exclude something that's meant to protect/improve/etc nearby allies.
>>
>>49356010
This is why I play Kill Team/HoR. I've got 4 different forces now, all with options about what they can take, and can invite friends without the time/inclination/cash to field their own stuff over to play ~90 minute games.
>>
>>49356578
Yeah, in regular KT every single model is its own unit. No squadding up for expendables.
>>
>>49356755
Yup. I like how GW has (re)turned part of their focus on smaller size games that can be played quickly.
>>
>>49356868
It's nice, though they didn't put too much effort into Kill Team. It's mostly what the previous edition of it was, plus the rules for specialists. More than anything it's a pretty economical way to pick up the core rules and squads of tactical marines and fire warriors.
>>
>>49356975
Most of the specialist rules are still the same as the old edition.
>>
>>49357005
Wait, they had specialists back then to? NEVER MIND.
>>
>>49357013
It's mostly just an edit to make it work better rather than a whole new release.
>>
>>49356736
I think it'd make sense for a drone to give a 6` bubble of invul 4++ save against ranged attacks only, but it works only when drone is the closest model to an attacker. Imagine it projecting half a circle shield if you look at it vertically. Obviously invul works only for drone itself when in melee.
>>
>>49357452
That's what I'm planning to do if/when people bring one to the table. Introduced a friend of a friend to the game recently and he ran out to buy some Stealth Suits. Once he's done with them I'm guessing that he'll pick up the Start Collecting box.
>>
Pokkit-Rokkit of a Mek in HoR says "Assault 1 Blast, Flamer, One use only"

When I shoot it - do I get to choose which template to use or I use both templates at the same time? If second variant - what happens with models that get overlapped by templates, so they take double hit?
>>
>>49357864
It uses the regular blast template, but it has the Flamer special rule. That being the one that lets flame weapons set people on fire. The "flame" template is for weapons that have the Template rule/range.
>>
10 kommandos
boss nob (dirty fighter spec: exploit weaknesses)
kommando w/ big shoota (weapon spec: suppressing fire)
kommando w/ burna (indomitable spec: fearless)
kommando (guerilla spec: promethium grenades)

2 deffkoptas w/ tl rokkitz

200 points on the dot. Going for an ork wetworkaz theme.
>>
>>49359067
Is your boss nob the leader? If so, he can't also be a specialist
>>
Do you give a backstory/name to your leader? What about your soldiers?
>>
If you're using Necrons is it worth it to field Wraiths or Scarab swarms since they can't be leaders or specialists? And if they are useful, how many do you use and how do you use them?
>>
File: OathbrokenCSM.jpg (29KB, 340x505px) Image search: [Google]
OathbrokenCSM.jpg
29KB, 340x505px
>>49360048
I don't have personal histories for them yet, as I'm really picky about names and still rethinking the weapon and specialist choices. I do plan on them being a squad of Oath-Broken and zealously trying to earn back the favor of the gods.
>>
>>49360048
I let the game make my back story for me. Makes it feel more meaningful. Already have one regular guardsman who is tough as nails and another who took on half a chaos kill team by himself and almost won before he failed a break test.

Working on names now, good names are tricky, especially for IG when we have a million and one things to name them after
>>
>>49360048

My inquisitor I've had forever is the leader, my old necromunda arbites are my warrior acolytes and my kasrkin are my stormtroopers. No specific plot line or backstory just yet but it's great to be playing with models I've had for 15 years again.
>>
>>49286748
If you have the codex you'll have the points values. You can only take up to 200 points of minis and upgrades... I think that gets you 9 Deathwatch vets with no upgrades.
>>
>>49287492
If you're going to run suits I recommend flamers and burst cannons.

Since you only shoot at one opposing model at a time those burst cannons will be giving you some good volume. Flamers cause of the terrain and whatnot.
>>
>>49289308
Kill team is fun!
Check the PDF OP posted but basically...

200 points, no heavy support, HQ, or lords of war.
No unit coherency!
Each mini is its own unit. So rather than a tactical squad of 10 space marines shooting at a mob of 20 orks.... you're gonna have a bunch of individual firefights between one marine and one ork.

You don't need a large army for kill-team which is pretty nice
>>
File: 1454621797410.png (20KB, 564x450px) Image search: [Google]
1454621797410.png
20KB, 564x450px
>>49327480
jeez what's your damage. Let us have fun.
>>
If i give my scout the stealth ability, use a camo cloak, and get the shrouded rule from Raven Guard, will i have 3+ save outside of cover and 2+ in cover on my first turn?
>>
Are the HoR lists balanced adequately against the vanilla rules?

I have a feeling my inquisition list isn't going to steamroll anyone but I want to be sure
>>
Which specialists and rules do you think work best for a group of Stealth Suits and Kroot?
>>
>>49360391
Wraiths can only be fielded with flayed ones. Scarabs are a bit more flexible, but its not really worth it to give up the other units from fast attack for them.
Thread posts: 273
Thread images: 17


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.