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Warhammer40k Kill Team/HoR: Commissar Lives Matter

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Kill team: Illiteracy edition

HoR rules available at http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html?m=1
>>
Anyway to get a Hellbrute in kill team games without completely fucking yourself?
>>
>>49470665
is it's all around av even less than 33? I'm sure if it was you could just take cultists with it.
>>
>>49470703
aren't they 12/12/10? pretty much anything with a side armor of 12 isn't going to fly since unless it has a lower front armor (and I'm pretty sure the only thing that does is a specific flyer in 30k that is over 200 points anyway) it's going to total 34 or more
>>
>>49470665
>>49470703
>>49470747
Nothing with more than 33 combined armor and Helbrutes have 34.
Illiteracy edition continues.
>>
Any advice on making Arbites or converting them? Scouts, Scions and Cadians looks like an ideal place to start.
>>
Rate my killteam so far.

10 gun drones and 2 markerlight drones. 168p
Crisis Battlesuit with Flamer and Vector Retro-Thrusters. 32p
>>
>>49471107
I'd use scions as a base probably. They've got nice ornate looking armor and theyve got database and a bunch of other fancy straps and what not.

Problem would be finding good shotguns for them...

You know what I actually have some future shotguns lying around, I should give that a try.
>>
>>49471248
Got some scout shotguns, should that work?
>>
>>49471322

Pretty sure the shotguns used by Arbites are very similar to the ones used by Space Marine Scouts.
>>
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>>49471107
if you want too copy the old arbites Scouts are closest.
Just use cadian helmets with the sides filed smooth.
>>
Quick question: How do transports work in HoR?

Basically, I have two squads of 5 boys, a trukk, and then two meganobz. I can't start the game with a squad of boyz in the trukk, AND the meganobz, right? Only the boyz at the start, and then I can embark the meganobz on the first turn?

Sorry if this is dumb; I'm super new and shitty as this game.
>>
Can I have a Knight?
>>
>>49472371
......no.
>>
I have like 6 or 7 of the more recent but now OOP metal ogryns.

Would they make a good kill team? because I like those minis and would do it.
>>
>>49472385
Why not?
>>
>>49471107
>>49471557
I saw one conversion set that used Skitarii heads (The ones with sallet helms), and a mix of Scion and Scout bits to pull it off. You could ask in /WIPg/, that's where I saw it.
>>
>>49472542
obvious troll pls try harder next time

>>49472410
I think you can bring exactly 4 counting the bone 'ead with 30pts left for other stuff. Could take a priest to round out the numbers or if you're lucky and could scrounge up the points a sentinel.

As for if they'd be good, theyre going to be hellishly tough for the average kill team to take out. T5 with 3 wounds may as well be a damn hive tyrant in kill team. However, there are things that could go toe to toe with them.

4 ogryn is 170pts exact. At that point the only other thing you could fit in would be a priest.

Your other option is 3 ogryn and a veteran squad with a few cheap upgrades. Would give you some numbers and allow you to cover the ogryns weakness
>>
>>49466887
>>49466853

Posting this again since the last thread on the way out the door.

+++ SoB Kill Team 3 (200pts) +++

Battle Sister x7
Battle Sister with Flamer
Battle Sister with Heavy Flamer
Immolator [Dozer Blade, Twin-Linked Multi-Melta]
Sister Superior [Bolt Pistol, Boltgun]

I can stick the Heavy Flamer in the Immolator to shoot out of the firing point, or I can give the Immolator a TL-HFlamer, and stick a relentless specialist Multi-Melta inside the immolator.

Not sure what specialists I'll use.
>>
>>49473079
that immolator will help against enemy vehicles
>>
>>49472732
no, this is a serious question
>>
>>49473132
alright if you are serious

a knight has 13/12/12, this equals 37, no vehicle in kill-team can exceed total AV of 33
>>
>>49473169
This is ignoring the fact that most knights clock in well over the 200 pts limit; aren't even Elite, Fast Attack, or Troop choices, and you would need a minimum 4 of them if you wanted to run nothing but knights. SO really it's just easier to say no to knights than explain all this. Would make for a neat fight if you were doing that kill team vs Disabled Super Heavy mission the rulebook suggested.
>>
>>49473132
what do you think kill team is exactly, just curious and making it where you actually need to put in some effort. Come on bruh you're gonna have to try harder than that to get your (you) quota
>>
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>>49471107
>>49472577

This one. Scions body with Vanguard Heads are good for high ranking Arbites
>>
>>49473109

That's what the anon (you?) said in the last thread. I'm kinda worried about Marines or something and not having enough AP weapons. At best, I give the flamer Sniper so I can rend with it.

What do you think of giving the Heavy Flamer infiltrate?
>>
Posted in the 40k General, might as well post it here:

Kill Team, Wolf your Wolf edition:

>Wolf Guard (Jump Packs) - 105

>Lone Wolf (2x Fenrisian Wolf) - 36

>Fenrisian Wolves (7) - 56

Some Wolf Guard and a Lone Wolf with his Wolves to Wolf, along with a whole pack of Wolfing Wolves.

Though now that I think about it more and more, I do enjoy the idea of an insane lone furfag and a massive pack of wolves:

>Lone Wolf (2 Fenrisian Wolves, Combi-Flamer, Frost Sword) - 66

>Fenrisian Wolves (15) - 120
>>
Ive never really played 40k before, but a friend of mine suggested I take a look at HoR. Im looking at the demons but I cant seem to find a model for Bloodreapers. Is it supposed to be like a bloodletter with something tacked on or what?

Also if I play chaos space marines are cultists any good? I really like the way they look, and having a mod of them seems kinda fun.
>>
How does one play against tau as orks? Crisis "move, shoot, jump away" seems to be almost uncounterable. Also they have smart missiles that do not require LoS to fire on you, so they pretty much put you on a clock
>>
>>49473572
*edit: I play HoR
>>
>>49473315
you've got 10 power armored infantry and a pretty nice transport/at option. Infiltrate would be a nice ability for the heavy flamer for sure, its very good in Kill team. As for regular flamer, I dunno. I mean its either sniper (which hurts you against hordes) or preferred enemy, which would allow you to reroll 1's to wound.

No idea what your 3rd spec would be. I guess you could give somebody haywire grenades or something?
>>
>>49473637

Why does sniper hurt against hordes? The rend is wasted, but it's still a flamer. The sisters already get preferred enemy as an AoF.

I could take Promethium Charges. They already have Frag and Krak, but one that ignores cover can't be all that bad. I wonder if it could be stretched that the Krak ignores cover because it's worded oddly.

Actually, I think I'll go with Exploit Weakness. The wording doesn't say anything about melee only for vehicles. I'll take a Rending bolter against vehicles.
>>
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>>49473373
>Lone Wolf (2 Fenrisian Wolves, Combi-Flamer, Frost Sword) - 66
>Fenrisian Wolves (15) - 120

So everything else aside from the lone wolf is a beast. Read the rule book again and thanks for contributing to the ongoing illiteracy edition.
>>
>>49473740
dont you feel a bit autistic posting fucking advice dog
>>
>>49473740
FUCK.

>Lone Wolf (2 Fenrisian Wolves, Combi-Flamer) - 56

>Fenrisian Wolves (10) - 80

>Blood Claws (5) - 60
>>
>>49473789
Not him, but it was thematically apropriate
>>
>>49473795
Or rather, on the Lone Wolf:

>>Lone Wolf (2 Fenrisian Wolves, Storm Bolter, Storm Shield) - 56
>>
>>49473704
you always wound on 4's

most hordes will be T3 which you would wound on 3's normally
>>
>>49473541
>Is it supposed to be like a bloodletter with something tacked on or what?
pretty much yeah.
bloodreaper is just the bloodletter "sergeant". just use the fancy bits and weapons in the kit for him.
>>
This seems like a good way to get into wargaming without breaking the bank. Can I assume that at whatever LGS, I could find people to play this with? Should I already be an expert of 40k rules to play Kill Team, or at least this variant of it?

Also, can I use proxies? I want to field orks because they seem like they'd be easy to cobble together from other plastic/metal crap on a clay or foam base.
>>
>>49473951
You'll need to know the 40k rules to play vanilla kill team. HoR is even more complicated as it adds and changes rules.

Proxies should be fine for learning the game, if your FLGS won't let you use proxies to learn and figure out what army you want to start they aren't very friendly.

Orks are terrible right now, not trying to convince you not to play them but you should know what you're getting into.
>>
>>49473923

Ah, I see what you're saying. I was basing it off of the Hand Flamer with sniper, but I forgot they're only S3. Well, in that case, that would free up the ranged weapon specialist. Maybe give a bolter ignores cover or something.
>>
Any advice on my HoR Ork list?

198/200
Boss Meganob - 40
Boyz Mob w/ Shootas and Rokkit Launcha- 40
Boyz Mob w/ 'Eavy Armor - 50
Tankbusta - 13
Dok - 25
Trukk - 30

The plan is to have the trukk filled with the 'eavy armor boyz, the boss, and the dok, and have that try to get into assault. The shoota boyz are just support, and the tankbusta/rokkit launcha are for tank popping if I need it
>>
>>49473992
>Orks are terrible right now, not trying to convince you not to play them but you should know what you're getting into.
As a new player, I don't mind not winning for a bit while learning the game and seeing if I even want to continue playing it.

I'm hoping this isn't like the FGC where any kind of question or complaint is met with cries that I'm demanding free wins, though. It's already seeming like it.

Though if orks are truly a bad choice, is there another army that would lend itself better thematically or aesthetically to using homebrewed crap models in the meantime before I win the lottery and can afford real ones?
>>
>>49474043
Chaos Daemons (especially Tzeentch) can be pretty crazy looking, for what it's worth. They're a little abnormal of an army, but they aesthetically fit that bill.
>>
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>>49474092
just looked em up on 1d4chan

i dont mind losing while learning but
>Are you totally unconcerned with the fact that you very well may never win again?
is disconcerting
>>
>>49474043
>I'm hoping this isn't like the FGC where any kind of question or complaint is met with cries that I'm demanding free wins

No, in 40k the CSM, Ork, and BA players cry bitter tears daily. Complaints are normal.

>Though if orks are truly a bad choice, is there another army that would lend itself better thematically or aesthetically to using homebrewed crap models in the meantime before I win the lottery and can afford real ones?

If you like building your own models Orks are the best choice. However, you still will need a lot of boyz and that can be more expensive in the long run than an army with fewer models. If just want models to get started and you're not picky about the faction I'd recommend a box of tactical marines and a rhino or a box of scouts for a 200 point kill team. They're dead easy to model and paint, too.
>>
>>49473935

Okay that makes since, so it says I can take a juggernaut for 35 points. So to do that I need to get a bloodcrusher of khorn model and stick the appropriate head on him and Im good right?

Also in the armory it says the leader can take Khorn's Ruling as a weapon, but it doesnt give a point cost. Is it just free for the leader then?
>>
>>49470703
>>49470747
>>49470791
Question: A Triarch Stalker would be fine at 11/11/11, right? And what slot does it take up again? Would you put it in Elites or Fast Attack or is it other? Thanks
>>
>>49474227
Continuing the threads theme, I failed to read. Khorn's ruling is 25 points

So here is the Khorn list I put together. Is this going to work or do I need to spend less points on my leader to add more points to my core?

247/250

Bloodreaper w/ Khorn's Ruling, Juggernaut, and Cleaving Strike - 87
5 Bloodletters w/ Icon of Chaos - 80
5 Fleshhounds - 80
>>
I kinda want to build a death korps kill team as a cheaper way to play them until I bite the bullet start ordering larger sections of the army. I think it might be fun to focus on engineers over grenadiers so I put together list themed on combat engineers and crews picketed ahead of a krieg battleline or that have crept up to strike at a particular target. Now looking over the rules would artillery be automatically removed when the game starts using the single unit rule or would I get a pass by keeping the crew near it? I just wanted to include a lighter support carriage in the form of a quad launcher as a specialist since its just small enough for a crew to move it about themselves. If not I'll go back to the drawing board and probably consign myself to grens.

-Elites-
Heavy Quad Launcher - Reaping Volley
3 Crew

-Troops-
Combat Engineers
Watchmaster - Team Lead
3 Combat Engineers
Engineer w/ meltagun - Feel No Pain

Combat Engineers
Watchmaster
3 Combat Engineers
Engineer w/ grenade launcher

-Fast Attack-
Cyclops Team
Operator
Cyclops Demolition Vehicle - Infiltrate
>>
>>49474442
yeah 11 all round is fine. As for slot its the same as the slot its in the codex.
Triarch stalkers are elite IIRC
>>
>>49474487
i wouldn't bother with an icon.
In kill team models are units of 1 so only the icon bearer would get the benefit. Its over priced for the benefit too only apply too one model.
>>
>>49474582
Should I just drop that for another bloodletter?
>>
>>49474593
yeah. An extra body will serve you better.
>>
Hello /tg, I have a question.
What would be the lists to build two more or less balanced kill teams from the dark vengeance box?
>>
>>49474632
probably The DA tac squad vs 5 chosen and the rest of the points in cultists.
>>
>>49474666
Saw an anon a couple of days ago posting a da kt with two bikers a librarian and some tacs, not sure what it looked like exactly tho.
>>
>>49474720
librarians are a HQ aren't they?
which can't be taken in KT.
Also pretty sure minimum biker size is 3.
>>
>>49472273
Only models that the dedicated transports were purchased with can be put inside the transport.
>>
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---[HoR: Necrons]---[199/200]---
Noble [30 pts]
. . . up to Lord [15]
. . . Phylactery [15] . (It Will Not Die)
. . . Dispersion shield [15] . (3+ invul)
. . . [WARGEAR]
. . . . . . Resurrection Orb [25] . (reroll failed RP)
. . . . . . Sempiternal Wave [20] . (2+ armour save)
. . . . . . Necrontyr Command [10] . (reroll morale, pinning, fear)
. . . . . . Nubeloscope [10] . (Ignore Cover)
. . . . . . Emergency Repair Sub-Routines [5] . (reroll RP once)
Deathmark [18]
Deathmark [18]
Deathmark [18]
--------------------------------
Nothing can possibly go wrong. Nothing!
>>
>>49474506
I was tempted to do something similar, but instead of artillery I was thinking a Hades drill.
They're not cheap, but it's such a cool piece of kit - just need to make sure they don't disqualify themselves somehow
>>
>>49474972
That would also be really cool, I just thought they had to come on from deep strike reserve via tunneling. Does it not?
>>
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20 ork boyz
- boss nob with big choppa and twin-linked shoota (leader)
- ork boy with big shoota (reaping volley)
- ork boy with rokkit launcha (preferred enemy)
- 17 ork boyz with shootas

10 gretchin
runtherd (feel no pain)

200 points on the nose

Is this too many models for kill team? Will people hate playing me?
>>
>>49475064
Yeah, might do, I need to be back on the computer with the latest version of its rules (it went from vehicle to 'infantry')

Do both HoW and Kill Team ban Deep Strike?
>>
>>49475071
It might be a little bit of a pain but not as bad as you may think due to route tests, with orc leadership once you lose half of that the rest will likely rout in waves.

If anything some people might be annoyed at how long your turn might take compared to theirs. Just talk to your potential opponents beforehand and see if they're up for it/have the time. You could even pack a second, more elite, team just in case.
>>
>>49475103
Pretty sure marines can use drop pods in HoW if I remember right. So no, don't think so.
>>
>>49475123
>orks
>elite

How do I avoid being outclassed by every other faction's elites?
>>
>>49475137
I guess by having at least twice as many even when trying to cut down on model count?
>>
>>49475141
'Ardboyz, tankbustas or bikes, then.
Everything else sucks.
>>
>>49475071
>>49475137

Quantiy is a quality all it's own, m8. Let me know how that list works for you, I was planning on building a team almost identical to that, only with a couple more boyz and no grots.
>>
>>49474034
The second anything with STR7-8 AP2 sneezes at tank you are goofed. I played 3 games with very similar set-up, everytime truk would explode and kill 2 boyz, dok gets focused because he is not an independant character and thus can't use Look Out Sir! Still, surviving mob is very scary, provided that you won't get pinned.
>>
>>49475492
*sneezes at trukk, sorry, I zogged up.
>>
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In HoR, I noticed it's a bit vague here. By "Attack" do they mean "melee attack" like with Knocked Down, and by "combat" do they mean "close combat"?

If it had just said "removed if attacked," I'd take it to mean any attack, but they capitalize it for some reason, then specify in combat, so my "I'm totally new to this" part of me is hesitating.
>>
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>>49475526
Nevermind. It appears to be answered a couple of sections later, and not in the way I expected. Clearly, they would not receive a bonus Cover Save while stunned if they automatically died to shooting attacks.
>>
>>49475103
Deep Striking is in HoR, but only if the model teleports, materialises from the warp or otherwise pops into existence on the battlefield. No aerial insertions, so gravchutes and jump packs are out, and even the models that are still allowed to Deep Strike suffer a -1 penalty on the mishap roll.
>>
>>49474034
HoR usually has a 250pt limit, rather than the 200pts that GW Kill Team gives you.
>>
Bumpin for the sake of keeping the rules up
>>
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Intrigued by new kill team i will try next week at lfgs with a couple of casual friend

I"ll be facing lore dark templars and lore khorne csm/chaos

So here is my fluffy list i guess

- 16 shoota boyz w/big shoota, boss nob w/big choppa
- trukk w/ ram, grot rigs, wreking ball

the idea is to have a firing squad using the trukk as an improvised ifv (i know a razorback would be awesome)

My general has t shirt armor and poor bs will generally hinder my list, also i lack anti armor, i dont want to get tankbutas against marines since it is a casual game
(I was also thinking about a grot list with mekboy junka as ifv and maybe a buggy)

What's your opinion?
(The list in the photo is still wip)
>>
>>49477473
Under normal circumstances, I'd say two things. First, your team is weak because you're playing a weak codex with fragile units. Second, your team has too many upgrades, which could be used to purchase a higher volume of Boyz. However, due to your competition being equally weak codices with hopefully weak lists given they are lore-focussed, I suppose all I can say is 'this'll do.'
>>
>>49475733
I'd probably talk it out with the opponent and have something else on standby just in case (maybe a Bane Wolf, possibly Sentinels and just being Guard)
>>
So would you guys say that GW or HoR rules would be better if I was looking to make a Necron team?

The specialist rules and stuff from GW seem like they could add a good bit of interesting customization, but the reduced unit selection is a bummer, especially when it comes to HQs/Team Leaders
>>
>>49478066
HoR Necrons are tougher than all shit, but can't climb or jump for shit, so they need ladders. My group has started a campaign, and so far, it's been really enjoyable.
>>
Is there any way to play IG and avoid going ~20 models?
>>
>>49478365
What about wraiths?
>>
Are Meltagun Acolytes worth it in Kill Team? My team would be 3 Meltagun Acolytes in a Chimera with two Heavy Bolter Servitors and 4 screening Storm Bolter Acolytes, as well as 3 Crusaders to try and snipe MEQs. My main enemies are marines and Tau, as well as a guard ogryn wall.
>>
>>49474147
I don't the fine details the balance, as I only play casually with some friends. As far I know, daemons aren't terrible, it's really only Chaos Marines (a different codex than Chaos Daemons) and Orks that get the whole "You're so weak it's pointless" routine. Even then, that's mostly based on if you play against the absolute top tier armies (Eldar, Necrons, Tau, Space Marines), which are pretty common. In that case, Orks and CSM will get demolished, but even vs. a middle of the road army, they have a decent chance.

I play Nids (and not flyrant spam) vs. Tau, SM, and Necrons routinely, so it's not awful.
>>
>>49478377
Sentinel, chimera, vets, scions, ogryns.
Don't you guys ever read the fucking codizes or rules?
Oh w8...
>>
>>49471232
i don't see the point of the markerlight drones, too few and no way to boost bs i.e. drone controller.
Drop 2 drones, buy them from your crisis as they're 2pt less each, drop the VRT as suits I2 and hit&run is unlikely. Buy another flamer instead and roast them in overwatch.
>>
>>49478693

>Sentinel
Obvious good choice for KT, but no-one has them because of how bad they are in standard games.

>Chimera
Very good for objective games. Needs good placement to make a good weapon platform.

>vets
Very easy to fit 20 vets in with good gear.

>Scions
Overpriced units that are "MEQ killers" but can't wound them.

>Ogryn
4 Bullgryn are hilarious in KT.
Ogryn get murdered by mass S4 AP5.
>>
>>49478377
Only method Ive found involves vehicles unless you want stormtroopers or ogryn.

Simply put IG is gonna have numbers. If your opponent can't figure out how to kill ~20 dudesmen he's either the worst player ever or hasn't read the rules and doesn't understand that break tests fuck IG over royally.

But yeah, grenadier vets with a pair of plasma guns with ignore cover and preferred enemy, a heavy flamer guardsman, a relentless heavy weapon, and a chimera is about the best you're gonna be able to do.
>>
So a Devilfish with 12/11/10 would be chill in a killteam game?
>>
This seems to be a fairly """inexpensive""" way to get more models for 40k. FLGS has a set for 65 bucks; 23 models and a chopped-down rulebook seems bretty gud for the price.

...then again, I got out of 40k back in late 4th edition and I've avoided the plasic crackpipe since then...
>>
>>49479498
You get a full rulebook in there. Just has the fluff missing.

It's definitely a reasonable way to start if you want to play SM or Tau. You should be able to flip the squad you don't want pretty easily. As for the Kill Team rulebook itself, I'd urge you to give Heralds of Ruin a look as well. It'll let you bring some of the interesting HQ choices to the table (albeit lower power versions) and doesn't require you to bring whole squads that'll just get divided up into individuals.
>>
>>49478389
Sorry, I'm unfamiliar with individual necron units. I've seen a player use what looked like standard troops to great effect, basically like unkillable terminators with reanimation. Melee heavy units also do very well against armies that have shooty squads and lower leadership. My Death Korps hate pure genestealers lead by a broodlord. The line breaks the moment combat happens.
>>
Not sure what to make for an eldar kill team. Any suggestions or lists?
>>
How well do marine scout arms fit with IG? Marine scouts look like the only place to get shotguns for IG veterans without using third party resin.
>>
>>49481225

The same thing you normally bring

Scat Bikes
>>
Some people in my club wants to play HoR but im not feeling it, but they insist i join.
What army is most op bullshit in HoR?
>>
>>49481225
Not got the codex to hand, but jetbikes. Mobility and firepower.

>>49479137
Yup, give it sensor spines and tank shock things out of cover. Or if you take a pathfinder team, give it seeker missiles and smart missiles for no LOS fun.
>>
Tau: HoR (Tau Kill Team List) (250pts)
Team Leader (119pts)
Crisis Shas'vre (119pts)
Advanced Targeting System (3pts), Shield Drone (12pts), Shield Drone (12pts), Stimulant Injector (15pts), Twin-linked Plasma Rifle (10pts), XV8-02 Crisis 'Iridium' Battlesuit (25pts)
Very Bulky
Core (27pts)
Fire Warrior (9pts)
Pulse Rifle
Supporting Fire
Fire Warrior (9pts)
Pulse Rifle
Supporting Fire
Fire Warrior (9pts)
Pulse Rifle
Supporting Fire
Special (104pts)
Broadside Shas'ui (104pts)
Missile Drone (12pts), Missile Drone (12pts), Stimulant Injector (15pts), Twin-linked High-yield Missile Pod, Twin-linked Smart Missile System (15pts)
Extremely Bulky, Supporting Fire


Just knocked it up as a potential hobby project, rules are HoR cause broadsides are badass and I want one, also missiles seem cool
>>
>>49481533
YMMV but I find the rail rifle works well in HoR. No high AV vehicle so good chance of pen and long range high str can id most MEQ. Don't see the point in the missile drone and stimms.
>>
>>49481299
New GCult Neophyte kit has shotguns in it.
>>
>>49481225
I posted one a couple of threads ago that was 5 Scorpions (Exarch, Biting Blade), 5 Rangers and a Vyper. Not OP cheese, but could be fun.
>>
>>49482097
So it does, the scout ones look more 'guardy' to me but I will wait until I can get a better look at the kit.

The veteran with shotgun in the codex even has the same one the scouts use after all.
>>
So how does the "powering up" challenge mission work? What is considered a primary weapon of something like a Knight?
>>
>>49481299
go ahead and just go resin, you'll thank me later.

Ideally Victoria Lamb, she has the best single piece shitty arms and has modular ones too.
>>
>>49481353
quit bitching and embrace the superior ruleset you mongloid
>>
Does anyone have experience with the Path to Glory tomorrow?
>>
>>49478801
>Overpriced units that are "MEQ killers" but can't wound them.
A bolter marine and a HS lasgun scion (without Orders) have exactly equal chance of dealing an unsaved wound to each other, except that scions happen to be cheaper. That makes them good MEQ killers in my book. However, there are better MEQ hunters even in the IG codex, while scions must face down more than just marines, so indeed I'd say they aren't really worth it unless if you really love the fluff.
>>
>>49485969
Their only really big things they have for kill team specifically are move through cover and Krak grenades.

Don't underestimate move through cover. If you're playing with a proper amount of terrain itll come up more than you think.

Are they 12pts per model good? Probably not, but it's something to remember. You can take a full squad with a volley gun, plasma gun, and an armored sentinel with a 5pt upgrade which ain't the worst list in the world.
>>
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So, for HoR:

1x Seraphim Superior with power sword and Litanies of Devotion (40pts)
6x Seraphim (90pts)
5x Sisters of Battle with 1 multi-melta (70pts)

Plan is to use the Sisters to soak and hold some objectives while the Seraphim hit and run, preferably with the +1 attack bonus for charging downwards, given that we're doing massive multi-level cityfights.
>>
>>49486883
>multilevel city fights

Kit out one or two with dual hand flamers. Having some ignores cover templates would be great.

I'd love to put some Sisters together for Killteam/HoR, but I really, really don't want to deal with metal models.
>>
Are there any recommendations for some fun Necron teams on HoR?
>>
>>49487624
Well then I have a Kickstarter for you! Seriously these models are amazing. The first shipment arrived a few weeks ago and I was blown away by the quality.
https://www.kickstarter.com/projects/loudnraging/tgg2-light-and-darkness/description

The plan (and it's a cunning one) is to not use any flamers at all this first 200pt game. Then next 250 or 300pt game... all the flamers. Dual hand flamers everywhere. Lull the Dark Eldar player into a false sense of security and then... fire. Lots of fire.
>>
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>>49487825
>that kink in the magazine
No. This does not please my boner.
>>
>>49487960
That magazine, in real life, is less than an eight of an inch long. So it's still twice as long as your boner WAY HEY!. Also, it's resin. You can bend it with hot water if you want to.
>>
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R8 my IG Kill Team for the new GW rules:

Veteran Squad - PlasmaGun, H. Flamer, Flamer, Heavy Bolter Team, Forward Sentries - 110

Armored Sentinel Squad - Sentinel w/ Missile Luancher x2 - 90

Specialists are:

PlasmaGun (Preferred Enemy), Flamer (Sniper), Heavy Bolter (Relentless). Leader has Iron Resolve.

Im most unsure about the Flamer specialist but i cant really think of a better one. Leader trait also befuddles me. Outflank seems nice but non-vehicle rule makes me hesitant. Lastly should the Heavy weapons team be a Heavy Bolter or Autocannon. I figured with Relentless and a 36" range on the bolter the extra range of the autocannon wouldnt matter as much.
>>
Are meltabombs really worth it in HoR when I already have krak grenades and meltaguuns?
>>
>>49473541
Cultists are good in the sense that they're cheep (Also flamers are decent)
Use them to keep your enemies in a tar pit.
>>
Tyranid kill team?
>>
A Wych Cult kill team would be garbage, right? I love the idea, but I can just see them dying before reaching combat.
>>
>>49491281
Only if you hate yourself.
>>
>>49491374
Venoms, my friend. Venoms.
>>
>>49486883
Hows that going to work, lots of linked terrainm
>>
>>49491374
If there's enough cover, shooting won't happen enough.
>>
Who makes good cultists for chaos/renegade kill teams?
>>
>>49475733
most recent version of the HoR AM team lets Tempestors and Tempestor Primes deep strike with small groups of Scions.
>>
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>>49491462
Something like this, but 4'x4'x2' high.
>>
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>>
Does anybody else think plasma weapons are overpriced?
>>
>>49495708
Yes
Pistols especially
If gets hot was just 'unable to fire next game turn' instead of 'lol wound' it would be more reasonable
>>
>>49495794
Especially since in HoR it hits everybody within three inches along with the model carrying the plasma weapon.
>>
>>49493132
Man, I aint seen terra clix in forever. How much is a decent 4x4 board with multi levels?
>>
>>49474147
Source or hint? reverse image shows nothing
>>
>>49495794
No, Plasma weapons are deadly if you're using them right.

To the point that if it's an option I always have at least one in any list.

What the hell are you guys doing with them? Firing them at guardsmen in cover or something like a retard?

Now, plasma cannons and pistols on the otherhand are pretty situational and normally over costed. Only time I use cannons is on an Executioner and that's just for shits n giggles.
>>
>>49492426
the new genestealer neophytes kit would actually work really well. just swap the genecult symbols for chaos stars.
it comes with enough human heads for the whole squad plus a bunch of shotguns, autoguns and pistols as well as the special weapons.
>>
Looking at trying to make BA team. Is it possible to a viable build with an assault squad w/ rhino and attack bikes?
>>
What's a good tau kill team? Fire warriors stealth suits and pathfinders? Or should I use crisis suits? Kroot?
>>
>>49498527
God I want to figure out how to do that stark white
>>
should i go with a chimera with vets?
or should i use vets and heavy weapons teams?
>>
>>49498370
You could make some baller Salvar Chem Dogs if you just use the gas mask heads and file off the tyranid growths too.
>>
>>49499068
That's my plan too.
>>
>>49494680
Literally the only thing those guys sell that I like. I wish they'd do more than cheesecake because those are some rad cars.
>>
>>49499080
Chimera. Your dudes can shoot out of it, and the Chimera can shoot on the move.
>>
>>49498865
Stealth suits are probably a better choice, you can get more of them, and I currently run two squads of strike team with the support turret and a squad of stealth suits.
>>
>>49499080
>whynotboth.avi

I ran a vet squad with a chimera and a heavy bolter team to great success before. Dont fall into the trap of putting your dudes in it though, use it more like a IFV, and plant your dudes around it.
>>
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>>49500209
They have some pretty decent non-cheesecake things. I think the current ratio is <50% titmonsters.
>>
>>49502108
Its true they've moved away from their usual cheesecake, at least a little bit anyway, I ordered pic related to use as a Cadre Fireblade.

Planning on getting their new warp spiders as a gift for an old friend when he gets out of the navy too since he liked the look of their exarch. The chaos conversions they sell are neat as well, I'm almost tempted to pick up some of their thousand sons stuff.
>>
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>>49505265
Forgot pic related
>>
>>49500209

>want to get plastic sisters
>literally every single option is cheesecake shit

These guys are the ONLY ones who do it right, and they're impossible to get.
>>
>>49505280
Fucking hell pic
>>
>>49498370
>>49492426
Another good option is Forgeworld's renegade bitz.
>inb4 muh fw too expensive
If you dont want to pay FW prices, just buy recasts from Ebay, I've bought from multiple chinamen on ebay and never been scammed once.
And unless they demand you show reciepts or something, no one will never know the difference
>>
>>49505295
>>49505280
I feel like I'm reeeeally out of the loop with some of this terminology. "Cheesecake shit"? What does that mean? Do you mean the models look cheesy? Are they producing models of cheesecakes? Literal cheesecakes? What are you talking about?
>>
Which should I play, GW Kill Team or HoR Kill Team?
>>
>>49506003
also interested 2 bee honest
>>
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>>49505633
>>
>>49473279
what is this shield?
>>
>>49494680
DO WANT!
>>
>>49505633
it means pinup/fapbait

Essentially if the model looks like it belongs on the 40k version of playboy something is wrong
>>
>>49505279
>>49502108
Oh cool, thanks for letting me know. I guess I should look through their catalog again.
>>
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>>49506127
Looks like a brute shield.
>>
May I have a bike too father?

+++ Ravenwing Kill Team (200pts) +++

Ravenwing Command Squad (125pts) [3x Black Knight (120pts), Ravenwing Champion (5pts) [Blade of Caliban]

Ravenwing Bike Squad (75pts)
>>
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Do you guys think rough riders would make a good kill team?

Also, what set would you recommend for kitbashing cadian rough riders? Was considering warhammer freeguild pistoliers/outriders but also LotR knights of minas tirith and rohan riders. Any 3rd party would be interesting but preferably european, don't want shipping to kill the project.
>>
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Legion of the Damned Kill Team - The Spook Squad
Across the galaxy, every parent tells their children stories of scary men who will come to take them away if they misbehave. Billions of tiny nightmares echo through the warp, and coalesce in the obsidian armor of these indomitable apparitions.

Mr. Bones
Legionnaire Sergeant w/ power sword, bolt pistol, Animus Malorum
Leader (Been There Done That; Killer Instinct)
An especially large skeletal warrior with burning embers in his eyesockets, those who fall to his blade are said to wake in a cold sweat on the prior moring, only to be forced to live out the day in the same way, to die again by his hand, over and over again for eternity. You cannot get off Mr. Bone’s wild ride.

Old Red Eyes
Legionnaire with Missile Launcher
Weapon Specialist; Suppressing Fire
In the night, peering into the darkness, you may see a pair of red eyes looking back at you. Do not look away, do not blink, and if the eyes disappear you will be spared. If you turn and run, Old Red Eyes may just fire a rocket up your tailpipe.

Bogeyman
Legionnaire with Melta gun
Guerrilla specialist; Preferred Enemy
Keep your doors and windows closed at night, even your closet. A portal left open even a crack is an invitation to the Bogeyman. His melta can carve through the thickest armor, but it is said that if you hide under your blanket, he cannot harm you.

Candle Jack
Legionnaire with Bolter
Dirty Fighter specialist; Soul Blaze
Before going to sleep, snuff any candles, turn out any lights, sleep in darkness or Candle Jack will punish you by making you suffer like those lights you let burn while your eyes are shut.

Shadow
Legionnaire with Bolter
Do not dawdle when the sun sets. As your shadow is cast, it cannot hurt you. When darkness falls, it is free, and it resents being imprisoned to your feet.

3+/3++ with FNP, if you fail a fear/pinning/morale test within 12 inches of Mr. Bones you are SPOOKED TO DEATH and the squad gets +1 to their FNP rolls
>>
>>49512249
Fear, Fearless, Slow & Purposeful, and Flaming Projectiles gives all their weapons Ignores Cover, meaning none of your special characters are safe. If you get into close combat, you are in serious danger of being SPOOKED TO DEATH, and you can't break the legionnaires because fearless.

Up against anyone with And They Shall Know No Fear or Fearless, it's much less nasty, but still hard to kill and can really carve out specialists pretty quickly.
>>
>>49512316
Aren't they a deepstrike only unit and therefore ineligible for kill team? (Not HoR)
>>
>>49512476
You're On Your Own: ... If any models of your kill team can normally only be deployed via deep strike, simply deploy them along with the rest of your army.
>>
>>49512476
Any units that typically only deepstrike simply deploy normally.
>>
>>49510604
not really still too expensive and fragile
death riders might work maybe
>>
Is it possible to go too melta-heavy with your marines?
>>
>>49513321
Depends on what you're up against. Plasma might be better against MEQ, but if there are multi-wound models on the table meltas will get them off. Melta also gets past FNP on most models, so that increases their versatility.

Flamers are better if some joker decides to flood the table with boyz or cultists or conscripts, but if you're not going to be facing that, meltas are good all-rounders I think.
>>
Any fun Necron HoR team lists?
>>
>>49512249
>>49512316
One question I have is what's the ruling on wargear that affects the 'unit'. The Animus Malorum gives the sergeant's unit FNP, but in kill team's each model is it's own unit. But then that makes a bunch of wargear and models mostly useless. What's the ruling on that stuff?
>>
>>49472371
I was thinking of using inquisition rules to put together a team that was my knight pilot (as an inquisitor) and his retinue.
>>
>>49515173
each model is its own unit like you said.
Unit buff wargear only effects the model carrying it.
>>
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So, are there any used for the Hiding rules in HoR KIll Team I'm not seeing? As-is, they seem pretty useless.

>Hiding: Sometimes it may be in a model’s best interest to hide! A model can hide if it ends its movement behind an obstacle where it is at least 50% obscured from all enemy models (if in doubt, discuss it with your opponent). The player must declare that the model is hiding during its Movement phase and place a Hidden counter next to the model. A model may not hide if it is within 12” of an enemy model.

>If any enemy model moves so that the hiding model is no longer at least 50% obscured, or moves within 12”, the model is no longer hidden. When hidden, a model cannot be directly shot at, charged or targeted by enemy psychic powers. Hiding models can still be ‘accidentally’ hit by Blasts or psychic powers, as long as the hiding model is not directly targeted. While hiding, a model cannot shoot, run, charge or use psychic powers (or in fact do anything voluntarily for the rest of his turn). Hidden counters are removed at the start of the model’s next turn. Weapons that do not require Line of Sight may still not target hiding models.
>>
>>49516180
have an Imperial Guard medic hide behind a chest high wall so he can't be targeted while still giving out FnP to everyone within 6"?

Have a Venomthrope hide behind the corner of a building to do the same?

Force your opponent to move models in such a way as to draw a line of attack on said hiding models which could put them in an advantageous position for you?

I haven't gotten to actually try the HoR rules yet, but this is what I assumed hiding was meant for.
>>
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>>49516228
See, that totally would work if it weren't for the
>If any enemy model moves so that the hiding model is no longer at least 50% obscured, or moves within 12”, the model is no longer hidden.

bit. 12" is pretty close on a 4'x4' board. If you're hidden, there's a very good chance you'll won't be hidden on your opponent's turn.

Imperial Guard medic moves, then hides, to avoid the missile launcher pointed at his head from across the table. On his opponent's turn, a wandering Space Marine gets within 12". Instantly, the Medic is no longer hidden, and is sniped by the missile launcher.
>>
>>49516180
Tau has access to weapons that do not require LoS to target you. Smart Missile systems. Hiding is a blessing against those.

Also move heavy weapon unit into advantageous position and hide it. Next turn unleash the dakka while beeing behind cover at a proper ballistic skill.
>>
Could someone recommend a decent ork list to bash-in some tau faces in HoR?
>>
>>49510604
Freeguild could work well for a feudal world regiment, I wouldn't advise the LotR stuff as it's a lot smaller than 40k models, especially the chunky Cadians. Historicals could work, if you find some that are in heroic scale.
>>
>>49516478
>Tau has access to weapons that do not require LoS to target you.

That's a pretty fringe case.

>Also move heavy weapon unit into advantageous position and hide it.

Doesn't matter much, because if an enemy moves within 12", you lose the bonus for hiding.
How about adapting something from X-Wing? When a ship decloaks, it immediately makes a decloak move to represent it "not being where you thought it was".
A model can hide if it ends its movement behind an obstacle where it is at least 50% obscured from all enemy models (if in doubt, discuss it with your opponent). The player must declare that the model is hiding during its Movement phase and place a Hidden counter next to the model. A model may not hide if it is within 12” of an enemy model.

A model with a Hidden counter cannot be directly shot at, charged or targeted by enemy psychic powers. Hiding models can still be ‘accidentally’ hit by Blasts or psychic powers, as long as the hiding model is not directly targeted. Weapons that do not require Line of Sight may still not target hiding models. While hiding, a model cannot shoot, run, charge or use psychic powers (or in fact do anything voluntarily for the rest of his turn).

If any enemy model moves within 3”, remove the Hidden counter.

When the model would next move, you can choose to remove the Hidden counter.

When the counter is removed, the model may immediately move d6” in any direction, following the usual rules for Difficult or Dangerous terrain.
>>
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>>49510604

Just remember that horses are for losers.
>>
>>49516988
>space Australians
Sounds pretty nice desu. Are there actually any guard regiments that are the equivalent of Aussies in space?
>>
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>>49517030
Bushmen lf Serica
>>
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>>49517030
Not officially.
>>
How do you fight with faggots who climb up/jet pack on buildings and shoot you from there? Especially if you are playing low I melee orks.
>>
>>49518147
Punch your opponent in the dick
Repeatedly if necessary
>>
>>49518152
Pretty much every game boils down to opponent putting some long range weapon specialist on 2+ floor of a building to have a great view of the entire battlefield. Climbing up there would mean 2+ Initiative tests (1/3 chance not to fail every time). So I'm forced to let this specialist take a potshot after a potshot.

Every
Fucking
Game
>>
>>49517030
Penal Legions
>>
>>49518569
So Skitarii list:

10 rangers
1 Arquebus
1 Plasma Calliver
1 Arc Rifle
1 Alpha with the conversion field
6 Rangers

Did you hear about the 4x4 City Fight/KillTeam battlemat coming out next week? Hyped.
>>
Alright, which one of these will have a better chance to fuck up Tau army? My opponent runs triple crysis suits, one of them is iridium (T5, SV 2+) (HoR)

> A
MegaBossNob [40]
- [5] bosspole
x1 MekGun [18]
- [Free] Kannon/Lobba
- [6] +2 grots
x1 Mekgun [18]
- [12] Smasha gun/Kustom mega-kannon
- [6] +2 grots
x1 trukk with rokkit [30]
x1 boy mob [30]
- [20] `ard armour
x1 Deffkopta with twin-linked rokkit [40]
- [25] buzzsaw

> B
x1 Mega BossNob [40]
-[5] kombirokkit
x1 Meganob [40]
-[5] kombirokkit
x1 trukk with rokkit [30]
x1 deffkopta with twin-linked rokkit [40]
x4 stormboyz [36]
x3 warbikes [54]

> C (take me to da skies edishun)
Boss nob [18]
- [4] `eavy armour
- [25] da claw
- [10] rokkit pack
- [15] ard case
- [20] +1 T
x1 nob on a bike [33]
x11 storm boyz [99]
x2 tankbustaz [26]
>>
>>49519280
I'm not familiar with tau, how do Crisis suits get 2+?
>>
>>49519280
>one of them is iridium
Never mind, I can't read. Illiteracy edition continues.
>>
So Arbites squad?

8 Crusaders+Chimera with some extra equipment. Drive up, bail out and smash face.
>>
Sisters 200

Dominion squad

Vet sister with melta bombs and combi flamer

2 flamers

2 meltas

Immolator with multi melta, sb, extra armour.

Good?
>>
>>49521090
And Dozer blade on the immo!
>>
>>49498370

Sadly, only the cultist champion gets a shotgun ;-/
>>
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>>49498527
Same anon, been throwing shit at the wall to see what sticks and banged out this.

Assault Squad
- Rhino (Dedicated transport)
- Flamer
- Meltagun
- Veteran Sergeant w/ inferno pistol and power sword

Attack Bike Squad
- Multi-Melta
>>
Is One Page Kill Team any good? Has anyone tried it?
>>
>>49521774
DESU the basic rules of 40k are simple enough that I dunno why you'd need a one page ruleset really.
>>
>>49521897
So I can play with my retarded friends, of course.
>>
>>49521405
Looks good to me.
Not going to be cheese tier, but won't be shit tier either.
>>
>>49517030
Catachans are already that.
>>
So I was playing a game the other day with my Salamanders Kill Team, but all my models were painted up as Ultramarines. I like the colour blue, but I prefer the Salamander rules. I declared this right away to my opponent and my opponent was totally fine, but a spectator was a little peeved.

What are your thoughts on using different chapter tactics for differently painted teams, /tg/?
>>
>>49522187
Before chapter tactics were a thing this was has never been a problem and I was surprised that chapter tactics made it one.
I mean if you painted them up EXACTLY like Ultramarines, with their chapter symbol and everythin, I'd say that it's a little dumb. But what are salamanders tactics again? Something with flamers? So make up a reason for your Killteam of Ultramarines (or Salamander successors that wear the color blue) to be proficient with flamers.
I really don't get why someone would bother with WYSIWYG on arbitrary rules like that.
>>
>>49522279
The Salamanders tactics do two things. First, they grant all your characters a master-crafted weapon. Second, and more importantly, they give everybody Feel No Pain 5+ and 4+ against fire weaponry. Pretty damn strong where every man matters.

Yes, they are painted up precisely like Ultramarines. I feel as though Space Marine players are just better off leaving their models unpainted for freedom of Chapter Tactic choice. Quite frankly, that seems bad to encourage 0 paint job.
>>
>>49522350
I get that someone could accuse you of taking the tactics just for better stats, but it's not like it leads to major cheese right away. Also what is with people that like to play tactical marines in basic 40k and are basically forced to play Imperial Fists tactics to not totally gimp themselves? Also how would someone that cares for this shit handle a custom chapter? Would the other player need at least 10 pages of fluff to claim a certain chapter tatic? It's just really really autistic imho. Especially in times of the fluff rape that is the ally chart. And that doesn't bother me enough to make me tell the other player how my grognard ass hurts.
The only chapter tactic that leaves a bad taste in my mouth is the FW one for Raptors. Afaik it's strictly better than Raven Guard and Imperial Fists. But again I wouldn't bother, I'd just think that the other player uses it for meta reasons and not to resemble his miniatures.
>>
>>49522108
Thanks. THought it'd be something to start off with, then I could mod around it when needed.
>>
Any advice for an Iron Warriors kill team in Heralds of Ruin?
>>
5 sicarian ilfiltrators with flechettes and taser goads
- hatred
- sniper
- preferred enemy

For kill team tournament. Is it doable?
>>
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Anyone had any luck with CSM? Was thinking Crimson Slaughter Chosen for the free fear (not amazing and literally useless against all the marine players I'm sure I'll be facing, but free shit is free shit) and giving the champion preferred enemy for 10pts, then spending the rest of my points on shit like a rhino w/ havoc launcher, a spawn or just cultists for bodies.
>>
I will soon be playing a Tau friend of mine who is probably going to take either 4 Crisis suits or 5 Piranha in GW kill team.
How would I beat those lists with either Inquisition or Skitarii? Current plan is 3 meltaguns with PE/Eagle Eye/Ignore Cover in a Chimera with some Crusaders and Storm Bolter Acolytes.
>>
>>49523477
I got really excited about someone posting in the last thread about the crazy range a noise marine with a blast master and eagle eye has only to check the codex and find that, by the time you've purchased the five extra marines needed for a ten man squad you don't have the 30pts left that you need for the gun.

Plague Marines and Nurgle bikers are really good though, just like they are in regular 40k.
>>
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>>49516988
>calvalry

Is this a division of Mongoose, by any chance?
>>
>>49522058
What I did to get my retard friends to play 40k was let them use one of my armies, then make flashcards with the units stat profile, and wargear, and weapons profile on them.
I also just cut out 90% of superfluous USRs.

Just apply those principles to Kill Team. One of the biggest annoyances with 40k is trying to remember/look up a zillion shitty USRs. Like I can never remember the difference between Hatred, Rage, Preferred Enemy, and Furious Charge off the top of my head. If what I'm thinking is correct, so of those are just useless bullshit like "reroll 1 dice in one combat phase, once per game" WOW SUCH GAMECHANGER! Glad I stopped the game to look up what it did.
>>
Am I understanding this correctly?

A squad starts inside its dedicated transport, fires normally, etc. but as soon as it disembarks the whole squad exits like normal but only one model may embark later.
>>
>>49525901
Nah, you can have as many of the transported squad in w at the start, and you can disembark and reembark as many as you want in single models up to the cap.
>>
>>49525901
I'm pretty sure that you still should be able to order targets for each squad member individually.
>>
And advice for skitarii of either kill team or HoR?
>>
>>49521090
>>49521108

Seems...light on bodies. I run a similar list that's just a Dom squad with 3 meltas in a Rhino. For many missions I'd rather have the extra sisters running around than the MM. I haven't really been impressed by flamers so far, but it could just be my opponents.
>>
Faster replies than expected, thanks.

>>49525975
I initially thought this until my group disagreed. Every Man for Himself and Transport rules are probably the reasons why.

>each model is treated as a separate unit
>A transport can carry a single infantry unit

But partial disembarking sounds handy for objective grabbing.

>>49526367
I wasn't sure about this but that's good to know.
>>
>>49526718

Your group are fucking morons. It says:

>Transport vehicles can carry a number of MODELS equal to their Transport Capacity, REGARDLESS of which unit they were selected from

Of course only the unit that belongs to the DT can start in it. But anyone else can come and go as they please following normal rules.

The "normal restrictions" line just refers to bulky, beasts, etc.
>>
>>49526385
Infiltrators are boss
Fragile as all hell but baws
>>
>>49526778
That's great, I should've understood that part myself. With the epub I should be able to point it out, which will be important since my group wants to do mini Kill Team tournaments.
>>
>>49526892
I mean don't call them fucking morons. Do it nicely. But there is absolutely no reason GW would specifically word it that way in the Transport rules unless they wanted you to be able put anyone in there who can fit. Once the game is under way of course.

People seem really fucking confused about the whole "treated as a separate unit" line. If you'll notice it doesn't actually say each model IS a unit. It says they are treated like one. Generally. The specific rule for Transport Vehicles trumps that one in this case. Otherwise why would they have written it? Allowing only one model in a transport would be insanely stupid.
>>
>>49526957
>Allowing only one model in a transport would be insanely stupid.

>tfw the regiment has been living of beans for the last two months because the munitorium fucked up
>tfw you've been stuck inside a huge metal box for transit during the last two months
>tfw the Ogryns have started to have a violent reactions each time has a bowel movement near them
>tfw when you finally are deployed on the planet below somewhere
>tfw you gotta ride in the same transport as the Ogryn after you ate your ration of beans
>>
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>>49516601
>When the counter is removed, the model may immediately move d6” in any direction, following the usual rules for Difficult or Dangerous terrain.

That's... not a bad idea. If it counts as movement, it does kind of screw over heavy weapons though. You might want to add in a section for that.
>>
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Any comments on this list?
I've played a few games with it and have had a good bit of success
>except against harlequins, they're good as fuck in this
I'm 2 games into the campaign and have just purchased a forward base
Tyranids- 250
HQ
Broodlord-90
-scytal, carapace, fnp, poison
2x

CORE
2x genestealer-40
-scytal, carapace

5x genestealers 70

2x hormagaunts 50

just trying to take advantage of the boosted stealers and melee in general
>>
Rate my GW kill team

+ Elites +

XV25 Stealth Battlesuits [Stealth Shas'ui with Burst Cannon, Stealth Shas'ui with Burst Cannon, Stealth Shas'ui with Burst Cannon]

+ Troops +

Strike Team [5x Fire Warrior with Pulse Rifle]
DS8 Tactical Support Turret [Smart Missile System]

Strike Team [5x Fire Warrior with Pulse Rifle]
DS8 Tactical Support Turret [Smart Missile System]
>>
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>>49526385
Dragoons
ruststalkers
>cult mech?
breacher torsion cannon, only time its worth a fuck
>>
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Dark Eldar kill team?

Dark Eldar kill team.
>>
>>49523469
sniper is an interesting idea, I hadn't thought of that. Surprised you didn't take split fire to deal with hordes, or the assault grenade so one of your guys could charge into cover.

Also, what is your plan for killing an armored sentinel? It has AV 12 up front and you have to melee attack it there as its a walker.
>>
>>49527681
There was a debate here not so long ago about whether or not turrets can work at all in Kill Team. It was a Rules As Written VS Rules As Intended Argument. On one hand, all models are considered individual units in Kill Team, and thus, the tactical support turrets cannot have 'members of its unit' interact with it because it has no other members in its units. On the other, the Kill Team starter box actually comes with a tactical support turret, so surely they intended its use. Either way, you're treading in dangerous waters if you come up against a proponent of the former. I use a similar Kill Team with 6 Fire Warriors to each squad, which should be stronger for you.
>>
What're people's thought on the genestealer cults? Will HoR update any time soon, or will that take some weeks/months?

If they can maintain those ambush rules, they could be one of the more unique/fun kill teams, quickly spreading around the map and getting in position really quickly.
>>
>>49531454
we at the genestealer cult HoR development group are waiting on the codex or complete codex leaks to get to complete revamp out the door fast.
>>
>>49531571
Oh, word. If the ambush mechanics are preserved, and they can get free reinforcements like tyranids, I think I know what my first kill team will be.
>>
>>49531684
Hey, make a wishlist of stuff you wanna see get carried into the HoR stuff and i'll bring it up when we sit down to hash shit out
>>
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>kill team comes to 2 points over with everyone having Veterans of the Long War

Balls. I bet the False Emperor did this.
>>
>>49530356
There is no fucking debate if you are a literate human being.

>Every Man For Himself: Most models in a Kill Team are selected as part of a squad. However, WHEN DEPLOYING your Kill Team, and throughout the course of the game, each model is TREATED AS a separate unit. (Kill Team rulebook, 2016)

Got that? Can you fucking read? Does it say anywhere in there that each model is a separate unit from purchase until forevermore. No. It says that they are treated as separate units during deployment and gameplay. It doesn't delete or abnegate the unit they were selected with during Kill Team creation. In fact that unit is very fucking important for rules like USRs, Dedicated Transports (as we read one paragraph later) and others.

Good. Let's pretend we wanted to build a Tau Kill Team using the Kauyon supplement.
>The unit may take a DS8 tactical support turret with missile pod or smart missile system (Warzone Damocles: Kauyon)

We grab a Strike Team of pulse rifle fire warriors plus a DS8 turret for 55 points. We buy some more shit that doesn't matter and find an opponent. We roll for mission, deploy, etc. Our individual models from our Strike Team are now "treated as separate units" for most gameplay purposes, but they still all belong to a Tau Strike Team unit that was purchased during list creation.

Now onto the moment of truth. Our first movement phase comes and we want to drop a turret.
>if a model in its unit remains stationary in its Movement phase, you can set up the tactical support turret on any area of open ground, within 2" of the model (Kill Team rulebook, 2016)
There. That's it. A model from the Strike Team unit. A FUCKING MODEL.
But wait, how do we know this means they intended for this to work as simply as it seems? Because the Kauyon version reads as follows:
>if the UNIT remains stationary in its Movement phase... (Warzone Damocles: Kauyon)
Why would they change the wording if every fucking model was a unit? Because they aren't. Reading!
>>
>>49534133
Holy crap! I was just stating what the two were talking about, not taking a side! No need to be angry!
>>
>>49532027
Damn, I can't tell if you're just a random guy fucking with me, or if you're legit and you guys are just cool as hell.
>>
>>49534291
This is 4chan. Assume the former.
>>
>>49534303
Why would someone lie on the internet? That'd just be mean.
>>
>>49534350
Well my son, not all people are nice like your mother and I. Some people are kind and others use 4chan.
>>
>>49534133
and yet you conveniently ignored the bit about where if there's no models from the turrets unit within 2" it is immediately removed .

Realize that I think this is stupid too, and it's blatantly obvious that GW intended you to use the turret in kill team considering there's one in the example team at the back.

It's just another example of sloppy rules writing. Just like IG not being able to use their medics or other armies being able to use their banners, etc. They shouldve thrown a few "FaQ" pages in the back pointing out potential RaW vs RAI issues like this just so that guys wouldnt have things they could use to screw you over.


this is why HoR is nice, because they address these weird screw ups and there's a lot less loose ends.
>>
>>49534291
just woke up. actually legit, i just can't guarantee that what you want will get in, as i'm not the only one working on it.
>>
Do any kits come with a slung bolter? Or will I just have to go with the good old magnets excuse and stick one to a marines backpack?
>>
>>49532163
Sick looking Kill Team dude. I wouldn't sweat 2 points to be honest.
>>
>>49530356
If you don't mind me asking, whats your list look like? I'm trying to use this one for an upcoming tournament in my store and I want to have a really solid team. The only reason I go for two turrets instead of more guys is I get 2 more shots each that don't need LoS.
>>
>>49538100
you could probably clip off the sling to a stormbolter and toss it on there.
>>
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>>49538444
Not mine sadly but I am definitely going Iron Warriors.

Just looking for all the bits I need at the moment. Half the fun of Kill Team is making each guy unique.
>>
>>49538545
Yeah, and as you don't have to get a million models you can afford some nice upgrade kits for your models too. My Inquisition will look nice with Forge World hostile environment Cadians and etched brass symbols on their transport.
>>
>>49532163

Nice IW, what is the actual list?
>>
>>49473315
>I give the flamer Sniper
>sniping someone with a flamer
Wat.
>>
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>>49538866

>not knowing about the Cherubim
>>
>>49538703
Sounds good, my team is going to be using both an Iron Hands and an Iron Warriors upgrade kit plus miscellaneous marine/chaos warrior bits from bits sites. Mine is for HoR, I assume yours is for official KT?

>>49538796
Still fiddling with it, decided to drop the Obliterator. I wanted a fairly fluff squad so right now its ten marines with a heavy bolter and a melta plus an aspiring champion with a comb-melta and bionics. I have 38 points left, not sure what to spend it on.
>>
>>49538975

>bionics

What are you using to represent that? A Mark of Nurgle for a cyborg body or Tzeentch for a power field?
>>
>>49538975
Yeah, mine is official KT. Quite new to warhammer in general as well and the only store near me is the local GW, so HoR is out.
Thinking that a 7E Inquisition update would be nice just so we can get obsec and less now useless rules.
>>
>>49539013
I am giving him the bionics you can buy in the HoR chaos list?
>>
>>49539099
I make sure all of my HoR lists can also make a legal squad for KT just in case. It also lets you build up to the full game as well if you like. Worth seeing if you can make some gaming buddies there as well, then you can play HoR on your own time if you prefer the rules.

If your GW manager is not a dick he might even let you play it in the store, I think they care more about what models you use than anything.
>>
How do you beat a kill team that is made up of 45 guardsmen conscripts?
>>
Thoughts, gentlemen?
This is all one elite choice.


Tempestus Scions Kill Team

Elite Choice: Militarum Tempestus Platoon

Militarum Tempestus Scions 90
Sergeant Leader
Scion, Hot-shot Volley Gun Weapon Specialist - Reaping Volley
Scion, Hot-shot Volley Gun Guerilla - Preferred Enemy
Scion
Scion


Militarum Tempestus Scions 105
Sergeant, Power Sword Combat Specialist - Killer Instinct
Scion, Hot-shot Volley Gun
Scion, Hot-shot Volley Gun
Scion
Scion
>>
>>49539366
Yeah, I already play Admech full scale 40k, and I might ask about HoR. I hope I can actually take Inquisitors in that?
>>49539393
If it's literally just conscripts, take a vehicle with a Flamer.
>>
>>49539393
Flamers and frag grenade spam. Everyone is there own unit so everyone can toss grenades.
>>
>>49539539
Yes, there is an Inquisition list that lets you make whatever kind of inquisitorial retinue you like. No transports in HoR though.

You can also ally the list with most other imperial HoR lists.
>>
Is the Imperial Guard fugged or do their sheer numbers bail them out?
>>
>>49539798
Neither. They're an effective fighting force when using the right units (veterans, chimera, sentinels, maybe scions).
>>
Death Company kill team?
>>
Bro and I were talking about Eldar in Kill Team. What can beat 7 scat bikes?
>>
200/200 IG Kill Team
>Veterans
Leader is Sergeant
+ Autocannon HWT (Relentless)
+ Plasma Gun (Master-craftsman)
+ Plasma Gun (Preferred Enemy)
+ Grenadiers Doctrine

>Veterans
+ Autocannon HWT
+ Grenadiers Doctrine

Plasma Guns worthwhile on foot slogging IG or should they be kept mobile and in a transport? I've been thinking of using Krak Grenades in all Veteran KT lists so those with just flashlights have a back up plan.
>>
>>49539798
>>49540024
Are regular grunts a bad idea?
>>
>>49539393
break tests. You only need to kill 23 realistically and the rest will run. Abuse templates, especially flamers.

Make sure youre playing the missions too. Many of them gimp hordes from the get go. For example, the king of the hill mission forces you to have more models in the center, making them template fodder.
>>
>>49539445
I would heavily consider at least a melta or plasma for vehicle duty. A preferred enemy plasma does wonders for me.
>>
>>49539647
I thought hor had optional rules for transports?
>>
>>49540232
I've had good luck with plasma every game, they always contribute heavily. Having a Chimera to hold them is nice, but having extra guardsmen/distractions helps too I'd imagine.

20 carapace armored infantry with good support weapons is nothing to sneeze at either.

Also, I would heavily recommend giving ignores cover on a plasma a try. You have not seen fear until you tell a marine player that he has nowhere to hide. Especially with how prevalent night fighting, it helps more than you think. He makes an excellent for hunting enemy specialists and leaders.
>>
>>49473585
>>49473572
They don't have access to smart missiles on jump shoot jump models. Only on vehicles and stationary targets. Should be easy to catch those.
>>
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What the hell happened to Arco-Flagellants? What is this weak-sauce low-risk bullshit?
>>
>>49539099
Wow, do GW stores have a policy against HoR? How is different than just using one or two agreed-upon house rules between friends, or making rules for your own campaign?
>>
>>49544952
My local GW store is fine with it.

As you said, it is just like custom campaigns and house rules, and that is also GWs stance on this kind of thing. They even like including custom campaigns or battles in their white dwarfs, so this isn't just my GW store.

Some GW employees just have a huge stick up their ass, and refuses anything that isn't core Games Workshop, and even then, they still ban certain GW products for no discernable reason (see GW banning Forgeworld)
>>
Is combat patrol welcome here too?
>>
Can you start the game by putting your dudes on floors/rooftops of buildings? As long as they are within 12` range to the border.
>>
>>49539539
You can also take an Inquisitor/Interrogator as an ally in HoR, either as your leader or as one of your special unit choices. They also get to bring along a special friend depending on their ordo, so that's a Grey Knight, Deathwatch Veteran or Battle Sister if you want to dedicate another special choice to them.

>>49544952
A local GW said no to it since if someone comes in and asks "what are they playing" the staff can't turn around and go "a custom, non-official and free version of this thing we sell".
>>
So I'm thinking:

Space Marines; Raptors Chapter Tactics

5 Sternguard Veterans
Combi-Flamer

5 Scouts
Camo Cloaks
Missile Launcher

200/200

What does /tg/ think? I know a lot of people aren't crazy about Sternies in Kill Team but they've worked pretty well for me so far.
>>
>>49544952
whats the big difference between official kill team an HoR?
>>
What do you guys think would work best for a 200 points kt? 3 Nob bikers (1 klaw, 1 big Choppa, 1 normal choppa)+a unit of gretchins or 10 burnas in a trukk? also looking for hints about specialists skills distribution
>>
>>49546692
HoR has slightly more developed rules and fully developed lists for building your forces which allow you to take mini-HQ choices and buy models individually for the most part. Official KT makes you adhere to the codex when it comes to unit purchases, then splits everything into individual models and doesn't put much/any thought to making various abilities work.

For example, a OKT marine force may be a single tactical squad with some wargear. An HoT one might include 5 tactical marines, a couple of well kitted veterans, two bikers and be lead by a lower powered version of a Librarian.
>>
>>49522187
>>49522472
That's why I painted my Marines as Blood Ravens and tell people they're just "burrowing" someone else's relics
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