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Warhammer 40k Kill Team

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Thread replies: 197
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File: Kil Team.pdf (1B, 486x500px)
Kil Team.pdf
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The 40k format where you play with a few small squads of dudesmen and individual models. GW official and HoR welcome, though it's polite clarify which one you're talking about.

Heralds of Ruin rules here:
http://heralds-of-ruin.blogspot.com/
>>
>>50562601

So how retarded would I be if I ran 4 ironstriders in gw kill team?
>>
>>50562626

Probably very. Still, AV11 means you're immune to most basic guns, barring Tau Pulse weapons.

Two Dragoons and Ballistarii make 200 points even without upgrades., or four Dragoons to have 20 points leftover, enough two of them to pack a Serpenta. Still, it's probably a better idea to pack some Skitarii to keep the Melta and heavier hitting weapons away or at least tied up.

Also I'm not sure if there's a rule that says you can't make a team composed entirely of vehicles.
>>
Currently thinking of a couple of teams for HoR, built for campaign build so they start at 200 rather than 250:

Harlequins: 195 Points
Leader [60]
>Troupe Master (35)
>>Piercing Rose (10)
>>Domino Field (15)
Core [75]
>Harlequin x5 (15*5)
Special [60]
>Shadowseer (60)

Adeptus Mechanicus: 200 Points
Leader [50]
>Infiltrator Princeps (45)
>>Refractor Field (5)
Core [90]
>Vanguard x5 (9*5)
>Vanguard x5 (9*5)
Special [60]
>Secutarii Peltast x5 (12*5)
>>
Any cool brews you guys have seen recently?
>>
>>50562809

I stumbled upon HoR's Rogue Trader list. It looks bizarre, but also pretty fun. I like a list with large amounts of choice and neat models and options to consider. Bonus points if it's fluffy.
>>
I was also directed here on a thread from yesterday night. What do I need to start playing 40k if I have literally nothing?
>>
>>50563165
You should probably get the start collecting box of whichever army you want to play.
>>
>>50563165

This: >>50563243

With Roundtree in charge, some of those boxes actually get you a good deal. Of course, it is best to choose an army box that gets you things that are actually useful in game, as some have been or are stuffed with subpar units you might actually never use.
>>
>>50562712
You must have 4 non-vehicle models in your army in the GW rules. A leader and three specialists.
>>
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>>50563939

Ah, so quad-strider Skitarii is impossible, then.

Also, Sentinel squadron teams are not a thing either, which is a shame because then your team could basically just play Top Gun but with Sentinels instead of jet fighters.
>>
>>50563988
No, but vehicles in general are very solid in Kill Team. A scout or armoured Sentinel is very good and the weapon options are flexible.

Veterans are great given their flexibility, especially in a chimera which can shoot at three different targets, plus pop people out of the hatch.

Ratlings and scions both solid options as well. AM has very solid options for KT.
>>
>>50564157

And THIS is what I like about Kill Team, the subpar options suddenly glimmer if not shine brighter when the core cheesy models are cut from the roster. Combined with Zone Mortalis or similarly dense and obstructed terrain, you have models coming into their own where they are otherwise bad units in regular 40k games.

That's not to say KT doesn't have cheese, but it's much more limited when it's got only one or two wounds and if vastly outnumbered by cheap goons who only need a few lucky hits from their massed, prodigious volume of fire. Also when they can rarely throw down large blast templates that crack open tanks.
>>
>>50562601
Thank you based bro!

Also, GW KT game.

Just ran a Tau list of:

>6x breachers
>6x strikers
>3x Stealthsuits

Against SM. Went pretty good. Although got close at the end, his SM broke my troops and I lost 2 stealths and 3 FW to Ld tests lol... Won by 1 point.

I think I'm gonna take 10 breachers, 6 Strike, and a Deathrain next time for more bodies.
>>
>>50563988
well you can get close. it's easy to bring 3 sentinels and a vet squad or even just some ratlings to fill out your leader/spec requirements
>>
>>50565055

I've been out of the Tau loop for a while now. Are Fire Warriors now classed between their weapon options? Warriors getting the rifle, breachers getting the shotgun, and strikers getting the carbine? Also, the Deathrain is the turret, right?

>>50565076

Close, true. I still like the idea that these vehicles are highly limited, and love the emphasis on infantry that KT brings as opposed to other options. But I do love walkers, and Sentinels are still cool-looking models. I play Skitarii in HoR, though, so a single Dragoon will hold me over on that mark.
>>
Bumping, but also does anyone have fluff for Their Dudes, do you have a background for your Kill Team, or if in a campaign, is there a context to their struggle?
>>
Is it worth investing into a duelling Leader or should you keep him cheap ?
>>
I bought the Overkill box recently, could I make a a good kill team out of the genestealer cultist in there?
>>
>>50562601
So, question: How viable is a Necron kill team? Also, any list builders for Kill team?
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>>50562601
Bought the Execution Force board game so I could get all the Assassins with the start of a Chaos warband as a bonus.

Hoping to start building an Inquisitorial Retinue after Imperial Agents drops and make a nice fluffy group of witch hunters backed by an Assassin and then build up on my Chaos boys further.
>>
>>50567507

A dueling leader can be fun, but otherwise they can be good at assassinating individual special units if they're speedy. You don't just have to challenge the enemy Captain, you can kill the guy holding the Plasma Cannon and let your dudes advance without the fear of deadly templates. Otherwise, invest in survivability if the Leader gives good benefits or not at all.

>>50567598

Most likely. A good mix of weapons and options but a lot of dudes to build from.

>>50568352

Necron Infantry is durable and packs good guns. It's usually a problem for anything lacking AP3 or AP4 at least. Plus Reanimation Protocols. They do pay for that all but otherwise make intimidating foes.

>>50568537

I'm not sure if they work in GW Kill Team (minimum 4 models, hard in 200 points), but HoR lets you take lesser (but still expensive) versions of them with the option to buy up their rules and wargear to full power, which is good for a campaign where you start small and build up to bigger.
>>
>>50562626
very
you aren't playing HoR then.
>>
Fielded 2 Crisis Suits and 7 Fire Warriors versus 6 Marines and 6 Scouts. It actually went fairly well; tied on points, lost on elimination. The guy was new, so I didn't abuse the Crisis jetpacks all that much and let them be stationary fire platforms for a few turns.

Any suggestions for a Crisis-incorporating Tau list?
>>
>>50569174
Here's what I had for my Necron Kill team:
10 Warriors
3 Immortals
1 Deathmark
>>
>>50562601
How many points is GW KT?
>>
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>>50569174
Oh yeah, definitely using HoR rules

Assassins are actually a little broken in a way. They're cheaper points wise, just about all of them have 4 AP 3 and AP 2 attacks, have access to lots of gear, and can be upgraded to literally be WS 10, BS 10, I 8, Ld 11, and saves on a 3+

Guess the trade off is the point cost for gear is expensive making one assassin add up fast.
>>
>>50569830

14 models makes for a pretty medium-sized list. Although there's a lack of heavy weapons, which I suppose Necron regulars might be lacking in, even if their primary guns have a chance to wound regardless of toughness. Still, generally well-armored for the team.

Also, is that HoR? IIRC, GW KT means you need to follow minimum unit composition rules, and Deathmarks and Immortals have minimum squad sizes of 5.

Anyway, you're probably weak to elite teams of few models but powerful weapons. Balance in Kill Team seems to revolve around a loose rock-paper-scissors trinity of Balanced/Medium teams, Horde lists, and Elite teams.
>Balanced Teams usually beat Horde lists
>Hordes can destroy Elite teams for not having enough shots to deal with them
>Elite teams can many times beat Balanced teams because of the firepower they bring
>>
>>50569915

GW Kill Team is typically 200 points. However, I've heard it can build up to 500. HoR does as much as well, though the standard game size is 250 rather than 200.
>>
>>50569920

Assassins usually lack the attacks or shots to do much damage to more numerous teams. They can be torn up by numerous melee guys or high volumes of fire. Also they're only T4. They're made to kill HVTs, not deal with massed frontline armies.

As much happens in fluff as well, where Assassins are killed by angry mobs.
>>
>>50570151
How many points is a squad of Dark Angel Tacs with Plasma Cannon, Gun, Pistol, and Power Sword with Vet Sergeant and a Rhino?
>>
>>50570341

I'm not very familiar with the DA Codex, but I think that's 147 points.
>Vet Srgt (24)
>>Plasma Pistol (15)
>>Power Weapon (15)
>Tac Marine (14)
>>Plasma Gun (15)
>Tac Marine (14)
>>Plasma Cannon
>Rhino (35)

But that's quite a lot for just four models.
>>
So is boys>toys still true in kill team?
>>
>>50570431
>4 models
I keep forgetting that 40k Tac squads don't come in packs of 10.

Wait, that's only 4 models? I thought it was 5?

Don't tell me that DA can't have 10 man tac squads.
>>
>>50570462

That's just for the points cost with the listed options. I originally assumed you wanted max marines, but just for the guys with the guns and Rhino, it's 147, so you have points leftover for more Tacs. I also assumed the Plasma Pistol and Power Sword were for the same model; the Vet Sergeant.

Also, I'm pretty sure minimum squad size is 5, and you might need to take more models to be able to take the Plasma Gun and Cannon in the same squad.
>>
>>50570303
Yeah, it's why I want to pair them with Inquisitors, I figure they can be either a KT sized distraction-Carnifex or they'll rain swift death.

Hopefully, I don't get to play enough to have a good attack plan with Assassins
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>>50570489
Yeah, iirc you need 10 marines to take both. So at 14ppm the total should be 189 for a 10 man squad with the options listed and a rhino. I think. Could probably put some upgrades on the Rhino and call it a day.

Nice!

>tfw don't have the DA Codex and Mega hates Mobile users
>Refuse to download an app for a single book
>On iPhone so can't into epub
>>
>>50570538

I think that's actually 245.

For simplicity's sake:
Tac Marine x10 (14*10) [140 points]
Upgrading one to Veteran is... wait, is that 10 points or free with squad purchase? [10 points?]
Power Weapon, Plasma Pistol, Plasma Gun, and Plasma Canon are 15 points each (15*4) [60 points]
A basic Rhino is 35 points, I think [35]
140+(10?)+60+35=245.

Unless I'm missing something.
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>>50570589
Dang. So get rid of the Veteran Sergeant and the Rhino and it's fine then.
>>
>>50570442

Yes, kind of. Models are generally the best way to build your team, and around 10-16 is pretty ideal, but without some heavy weapons you can have a hard time dealing with hard targets. Though if you max bodies on the field with a horde army, you can drown most other armies, though balanced teams might have a flamer or two or a good mix of high-output weapons to deal with them.

>>50570637

In HoR, you're fine, assuming you're playing with the Dedicated Transport optional rule. Although you can also just lift the point cap to 250 and be fine in GW KT as well.
>>
>>50570665
Oh, nice! 250 points would fit it perfectly then.
>>
Has anyone considered custom rules for their Kill Team campaigns?

Personally considering:
>Unwieldy reduces Initiative by 1, rather than to 1 (when used for determining Initiative order in CC, not for Initiative tests)
Because there have to be reasons to take unwieldy weapons, and now a Powerfist punches faster than someone who is Concussed. Concussion is now worth it against those models as well. At the very least, these weapons strike at the same average Initiative as lesser armies. In HoR, it also means you can freely buy Initiative in a campaign to compensate, without it being pointless outside of running and jumping.
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>>50571849
My store is considering heavily overhauling terrain rules for GW kill team, mainly by allowing players to target any and all ruins as av 12 vehicles (our store has mostly ruins) due to the fact that my IG list turned out to be a little broken on a high terrain board

Vet squad: Bolter sarge (leader) x2 plasma, sniper, autocannon (fnp because fuck you), camo cloaks

Vet Squad: Bolter Sarge, x3 sniper, autocannon, camo cloaks.

The leaders in our store can choose their trait, so I go with 12" break tests score
The plasmas are ignores cover and preferred enemy
One autocannon team gets FNP, as with as many weapons as I have I don't have to move them around much.

You got numbers, surprising amount of firepower, and are an absolute bitch to dig out of terrain. The only spooky thing out there really is plague marines, which is why you bring the snipers as dirt cheap ways to hurt high T units.
>>
Onagers are KT legal right?

Are they worth?
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>>50571946
They're 12/12/11, so they're 2 armor too high.
>>
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I'm getting the Start Collecting! Tau Empire box for Christmas. My game store is just starting to do Kill Teams, but I don't have any rules for 40K or Kill Teams or the Tau codex. What do I need to play, and what should I run as my kill team?
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>>50571998
I thought it was 33. Does HoR lower it?
>>
Can I use Legion rules in a KT? I don't see why not.
>>
>>50572098
perhaps, not familiar with HoR, I just checked my skitarii codex so that's the GW version.
>>
>>50572098

HoR has their own mini Codices for each faction to choose minis from, plus custom equipment in a few cases. The Onager, and pretty much anything like (tanks and such) it aren't among them.

However, the 33 armor rule still applies to vehicles, mainly Transports for the optional rules, although Drop Pods are a notable exception to this rule.

The Campaign supplement does include a custom Davian Thule as an example of a Legendary Hero (essentially a KT character mercenary), however he is AV12/11/10 to fit with KT's armor values.

>>50572105

30k generally does poorly against 40k because of balance (Forge World gives a shit), but in all but official tournaments, it should be fine. HoR even has a shittily-formatted list for legions, but I'm not sure if it's up to date.
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>>50572241

>30k

Anon pls

Have you been under a rock?
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>>50572269

Sorry, I was under the impression you meant Legiones Astartes. You did only refer to them as "Legions" rather than "Traitor Legions" so I must have assumed otherwise.

Anyway, I see no reason to bar Traitor Legion rules from CSM Kill Teams, provided they follow all the other rules for KT. It's not like CSM is especially powerful without them, and many of those rules would give them a welcome and fluffy boost to the tabletop.

I personally can't wait to see how it expands in HoR, which the dev team did try and do justice to long before Traitor Legions, but having them be official is nice, too.
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>>50572352

Fair.

I had just planned out my Night Lords, and saw the KT thread. Funny enough, raptor troops don't actually matter because they're 95pts base. However, night fighting, stealth, and super fear are pretty sweet.
>>
What are the solid Ork lists/choices for kill team?
>>
>>50572406

In a game mode that focuses on Infantry and smaller dudes, Fear can go a long way because a lot of basic infantry doesn't have some form of Fearless.
>>
>>50572410

In all honesty, I wouldn't know. I am tempted to say Boyz spam, but I am far from sure. I know HoR amends some rules like Mob Rule to make them work better with Kill Team.

How exactly would Mob Rule work for Orks if every model is its own squad?
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>>50572446

Unless they're marines of course, but yea. An army of fear that forces tests with a -2 penalty is pretty great.

Quick list:

Night Lords Kill Team

Raptor x5
Raptor - Exploit Weakness
Plasma - Sharp Shooter
Flamer - Infiltrate
Lightning Claw - Leader

CSM x5
Plasma
>>
>>50562601
I'm doing a Raptors SM army. Chapter tactics give Heavy 1 Rending to bolters and bolt pistols if didn't move, and Stealth/Shrouded as Raven Guard rules.

What's the optimal combination? I was thinking of putting out a bunch of Tacs and a Scout sniper squad, how does that sound?
>>
>>50573129

Could work. You're relying on playing defensively to put that Rending to work. Scout Snipers can be good, but you're really relying on those 6s to make those wounds count. Still, if they're packing heavy weapon specialists their concentrated fire is likely to pick them off.

Doesn't sound bad. Scouts are the cheapest model you have access too, and Tacs are fine as they are. If you want pricey (for points) I suggest Sternguard, which have a profile for different situations. Generally, that utility is invaluable when you don't have a lot of space in your team to specialize. I'm building HoR Skitarii and am getting Secutarii Peltasts for this reason.
>>
Also contributing Zone Mortalis rules from Forge World for those interested.

We might need to make a dedicated copypasta if we want these threads to stick around. If there's enough interest, of course.
>>
As a new person looking to get into the hobby it seems like kill team is the way to go. Does getting the current box give me everything that I need to play a full game of KT with someone or is there anything else that I need? This is asking as someone who has never purchased a single mini in his life
>>
>>50573545
The box gets you pretty much all the models and the rulebooks you will need to play. You will want the codexes if you want to really get into how each squad works, but you can get those for free as downloads off the 40k general.

From there, you will need modelling supplies to build and paint the models, which are not included. Basics would be

>Superglue (loctite works great)
>X Acto knife
>Hobby clippers
>Paintbrushes
>paints

That would get you pretty much all the mandatory hobby stuff. You can live without stuff like files for a while
>>
>>50573545
A Start Collecting box gets yah everything yah need.
>>
>>50573545

Kill team is only 200 points and most games of 40k are around the 1500 range. This means you need significantly fewer models to play a game, and thus an equally significant drop in investment with Sisters being exception.

In short, yes.

The boxes have enough and iirc are actually a little more than enough, though don't think that you need the KT boxes to play. Start Collecting! Boxes are just a good place to start in general, and KT is no exception.

But, yes. The KT boxes are good for KT as is because that's how they were designed.
>>
>>50573271
>Still, if they're packing heavy weapon specialists their concentrated fire is likely to pick them off.

What do you mean by that?
>>
So how good are noise marines considered in kill team ?
They seem pretty versatile with In5 and ignores cover.
Have a killteam laegue coming up, and taking a couple of them + some bikes sound like fun.
>>
>>50565233
>shotgun
>on Tau
I am so happy about not following the new releases right now, spared me some ragefits.
>>
So what do yall think a good list for skitarii would look like? Gw kill team.
>>
>>50576047

You can easily fit a couple of minimum or even full squads of Vanguard in there. That in and of itself is quite deadly to most troops just from the volume of fire it packs. After that, maybe a Dragoon or stick some special weapons to those Vanguard to get some ability to deal with tougher units.
>>
>>50575532

Noise Marines are actually pretty intimidating in KT. The Blastmaster is best, and Sonic guns are okay but need to be stationary to get the most out of them. Unless they have Relentless for some reason.
>>
Currently planning a kill-team to make the start of 40k for Christmas how'd this look

9x Cultists
Cult Champion

5x Chosen ~ (Autocannon - Sharpshooter, Flamer - Crusader)
Chosen-er ~ (Chainaxe, Bolt Pistol) - Leader

1x Chaos Spawn ~ (MoN) - Killer instinct

I wanted to do Death Guard legion rules but no I need to buy MoN on everything if so then I guess I will drop the mark and pick up a power sword or something
>>
>>50565233
Deathrain would be a missile pod Crisis, I believe.
>>
Playing Dark Eldar in 250pt GWKT.

On Scourges, I'm deciding how best to run a Weapon Specialist-
Splinter Cannon with Reaping Volley or Sharpshooter; or Heat Lance with Eagle-Eye?
The rest of the list besides Scourges is Kabalites either in a Venom or a squad of Mandrakes. Any opinions on that?
>>
My 200pt Word Bearers GWKT:

Chaos Champion (Power Sword, Gift of Mutation)
Chaos Marine (Heavy Bolter)
Chaos Marine (Plasma Gun)
7x regular Chaos Marine

And VotLW on all of them.

Gift of Mutation is a fucking blast in KT.
>>
Is GW KT actually any better than just playing a 300-500 point game of 40K? I looked over the rules and wasn't particularly impressed. Controlling models independently is interesting I guess, but you can get the same effect from playing a slightly higher point game. Is KT just for people that only own 12 or so models, then?
>>
My friend asked me if he could use Ministorum Priests in his Sisters of Battle Kill Team.

Obviously they're HQ choices in the HQ section, but they don't take up HQ slots, and rather are just something you add on to a detachment, which at the time of writing the codex was either CAD or Ally.

My good instinct is that I'd like to let him, and will, but I was wondering what you guys would personally do?
>>
>>50581496

Controlling models independently makes it feel very different. A lot of units are made better or worse by having to work as a unit. For example >>50581446 using a heavy bolter, in standard 40k that's awful, because it's a heavy weapon and can't be fired on the move, so the rest of the squad suffers. But if the heavy weapon can find somewhere to camp and unload, it's much better.
>>
>>50581563

In the spirit of Kill Team, "Fuck it, let's give it a try."
>>
>>50572072
the fire warriors and the crisis suits are all you need. tau, specifically crisis suits, are very good in kill team.

you can run 8 fire warriors, 4 gun drones, and 2 crisis suits with options for 200 pts. the start collecting box is good for kill team.
>>
>>50581446

If Gift of Mutation rolled a Daemon Prince, that'd be allowed, right?
>>
>>50581609
I have heard that Space Wolves Start Collecting is also a "ready for kill team" box.
What about Nids? Are they ok as they are or should I buy box and obligatory something extra? I want to keep this party as cheap as possible
>>
You know i really wanna play HoR, but all the guys i know just play GW.
>>
>>50568352
We had a local tournament with gw kill team a year or so ago. I brought 3 jetbikes and a swarm of Flayed Ones. My friend just brought 7 Triarch Praetorans.

Unfortunately we faced each other in the first round and he trounced me. But we both won every other match we played. I lost once to him, and he went undefeated.

Flayed ones were extremely fun to use, and the Praetorans are fast enough to do anything, while being tough as nails, and ignore all armour.

Necrons are stupidly tough in KT.
>>
>>50582105
so i've found that Nids have a hard time kill team. warriors are good; 3 wounds is massive in KT. i've not seen gargoyles fielded against me, but being jump infantry is super useful in high terrain games common to KT. genestealers would be a good pick up - no worries about synapse, super fast, psionics option.
>>
>>50582264
But Anon, I want to play only pure "wormy" Nids, no genestealers
>>
>>50582333
then you'll have to start with a squad of warriors or shrikes. only synapse units pick-able in KT.
>>
My Ork kill team right now.

4x Kommandos 40pts

Boss Kommando w/ Big Choppa 25pts
>Specialist: Dirty Fighter - Blinding Distraction

Kommando w/ Big Shoota 15pts
>Specialist: Weapon - Expert Shot

Snikrot 60pts

4x Stormboyz 36pts

Stormboy Nob w/ Big Choppa
>Specialist: Guerilla - Move Through Cover (lol)
>>
>>50582954
Whoopsie. That last dude is 24pts. Brings it to a perfect 200pts.
>>
Better to max out on 10 raptors with 2 special weapons, go with 5 Raptors and 5 CSM for a 3rd special and a toy for the raptor champ?
>>
>>50581863

HoR addresses this by rerolling all results of Spawnhood or Daemon Prince on the table.
>>
>>50582215

Show them the rules, or ask if you can build to 200 points using the HoR builder.

Biggest changes are how it makes terrain more granular and gives models more choices for movement, taking special care to address how certain units, and even whole factions, play while on the field.
>>
>>50582264
>>50582431

HoR gives 'Nid leader base 24" Synapse range, and 12" for others IIRC. They also let you take gaunts and gargoyles by the 5-man squad.
>>
Is death watch the only way to play loyalist scum in gw kt?
>>
>>50588391

What are you even saying?
>>
>>50562626
You still need an infantry squad friend
>>
>>50588429
why even bother playing any other trash chapter in loyalist scum?
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>>50585811

Bump? Currently leaning on the latter, but more mobility is nice.
>>
>>50589298

I see.

I suppose for flavor's sake, but also mechanics. Deathwatch have toys, but they do lack in Chapter Tactics, even if they do have their own Combat Doctrines.

Of course, half the Chapter Tactics are trash anyway, or much better for larger forces than a tiny Kill Team. And if you're going with the Codex deviants (SW, BA, DA) then they have their own unique units they can bring that you miss out on. Deathwatch are better for making even more Elite teams than regular Space Marines, which are just a bit more flexible.

>>50589316

Do as you will. The second gives you some extra firepower, and that's a good thing to bring to field, but the first does net you mobility, which is also great in the cramped spaces of Kill Team boards. Really it's up to you: mixed company and more special weapons or a more uniform force with a direct approach.
>>
>>50562601
Could Killteam make it actually viable to play Sisters?
>>
>>50589414

Possibly. They're still -1 Space Marines. Acts of Faith would need to be revised as well.

Still, they have Flamers enough to deal with Horde lists, Melta enough to deal with Elite lists, and Heavy Bolters enough for everything in between.

Otherwise they all still suffer the faults that come with Sisters of Battle, although this is somewhat mitigated by the lack of heavy vehicles and bullshit they have to deal with, though they also lose all their HQ choices, which were where the SoB's power choices were.
>>
>>50589414

>implying Sisters aren't solidly mid tier

As for Kill teams, they can take scouting ignores cover meltas, flying dual flamers with sniper, a MM/HF razorback, or 15 power armored bodies. They're pretty solid.
>>
>>50589414
They're cheaper space marines with more special weapons that are intended for close quarter firefights

aka Kill Team in a nutshell.
>>
>>50589414

Kill Team makes a whole lot of shit viable.
>>
>>50589962

KT is the only place I get to have a relentless flying dark lance, a flying blaster that ignores cover, and a flying heat lance that infiltrates
>>
>>50589414
>>50589524
>>50589643
>>50589796
>>50589962
I more meant in terms of how much the models cost meaning building a full army of them was never really viable, so I was wondering how well they work in this game built around much smaller unit sizes. Good to hear they're decent enough in this version of the game to make them actually worth buying. Killteam might be where I'll get to finally scratch the itch for the old Sunday GW Mega-Battle experience, where 1v1 army-scale fights could never replicate the experience.
>>
>>50590144
>10-woman Battle Sister squad is $80
Jesus, that's over a third of the price of the entire Space Marine army box I ended up having to buy back in the day.
>>
>>50590144
>>50590183

Yeah, you might want to try recast or third-party for those prices. Metal Sisters are not cheap.
>>
>>50590144

Well, they're still expensive per model. In terms of money. My KT of 5 Seraphim and 5 Sisters is over $115. Thankfully, I already have everything because I've been playing them since 4th edition
>>
>>50590207
I got started back in fourth edition too (or whichever one had the Battle for Macragge as the starter box), and ended up going with a plastic Space Marines army because Sisters were prohibitively expensive.

Weirdly enough, buying that 10-woman Sisters unit as three three-woman units plus a Sister Superior separately comes out to a total of $64, on the same page from the official website.

What sense does that make? Why does buying it all at once cost MORE?
>>
>>50590245

The $80 comes with 2 specials and a banner, that's why.
>>
>>50590245
>>50590262

By the way, the best way to buy a squad of sisters is one 3 pack and whatever 2 weapons you want. SS models are not needed in the least, especially because at most, they'll have a combi-weapon and in niche cases a Storm Bolter.
>>
>>50590262
Oh you're right, there's a Flamer Sister and a Heavy Bolter Sister in there.

Let me do the correct math then... okay, that evens out exactly. $79.80 in both cases.
>>
>>50590245
>>50590262
>>50590281

You're better off doing what others have suggested: buying Sisters of Silence and either giving them Sallet helmets off of Skitarii Vanguard or just leaving them as-is, and converting whatever weapon options you need onto them.
>>
>>50590201
Yeah, there's always ebay or something.
>>
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>>50590373
>ebay
>exorcists are $57
>comes with immo sprue
>>
>>50590415
That might be an issue, yes.
>>
>>50590455

I check a lot, and its rare to find anything decently priced for sisters anymore on ebay.
>>
>>50590477
>>50590415

Let's not turn this into a Sisters thread. This is first and foremost a Kill Team thread. Although we do love our little metal angry wimmin.
>>
>>50590514
Fair enough. The initial question was "Could I actually, plausibly play Sisters in Kill Team", and the answer is apparently "yes". Pretty cheaply, too, considering a 5-woman squad is apparently viable.
>>
>>50565233
>I've been out of the Tau loop for a while now. Are Fire Warriors now classed between their weapon options? Warriors getting the rifle, breachers getting the shotgun, and strikers getting the carbine? Also, the Deathrain is the turret, right?

sorry for the late reply broski.
>All are firewarriors. Breacher and striker are two specializations between the two. Strikers can take either pule rifles or pulse carbines. Breachers take Pulse Blasters (i.e., shotguns).
>Deathrain means a missile pod toting crisis suit.

Also, how are Skitarii? I'm getting close to finishing my Tau (roughly 2000pts) and am looking for a nice side piece. Either skitarii or Salamander KT.
>>
>>50569800
YES.
First, what were their load outs? I'll post some of mine that I have done with fair results.

Crisis
>2x Missile Pods
Crisis
>2x Plasma Rifle
Crisis
>2x Burst Cannon
Striker Team x6

This offers a fairly mobile force, Make the Deathrain the Commander. I usually give my Burst cannon Preferred Enemy for rerolls, and Plasma Feel No Pain, and give a Firewarrior Rending for the lulz (he usually gets 1 kill with it a game so far). Stay aggressive with this load out and utilize JSJ to stay alive. (Although I am in the same boat as you, most people I play with are new, so I am taking less suits nowadays in favor of troops.

You can also take away the striker team and add a 4th Crisis that has twin-linked Flamer and another flamer. For pyros. Then give them all bonding ritual for Farsight Enclave rules (makes elites troops).
>>
What's the best kill team I can build from the Star Collecting! Tau box?
>>
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>>50590729
>5-woman squad is apparently viable

Well, that's how it is in normal 40k, too. There is very little reason to go above 5 because at 5, you get both weapons and can fit in an immolator. The only reason they never did that in the last was because the minimum was always 10 before.

As for KT, squad size doesn't matter because there are no squads. You can't look at 2 five man teams and say "I have two 5 man squads." Instead, you have to say "Ok, I have 10 one model squads. "

Pic related are my KTs for sisters.

List 1:
Seraphim Superior - Leader
Hand Flamers - Sniper
Multi-Melta - Relentless
Celestian Superior - Expose Weakness

Seraphim are mobile with a 6++ rerollable and shared once per game. One of the Hand Flamers has sniper, which means it gets 2 rending flamers that wound on a 4+, relentless MM is obvious, and the Celestian Superior gets 3 WS4 attacks base with rending and one furious charge.

Note: celestians are worth it here because they all have 2 base attacks and base Ld9 for 10pts more than a BS squad.

List 2:
Leader - Celestian
Melta - Eagle Eye
Heavy Flamer - Infiltrate
Celestian Superior - Expose Weakness

18" melta gun and 3 normal meltas with scout and one ignore cover, infiltrating HFlamer is awesome, and again, the murder CS

List 3:
Leader - Superior
Flamer - Infiltrate
Bolter - Sharpshooter
Bolter - Promethium Charges

This one has bodies. Lots of bodies. Lots of bodies in power armor. Lots of bodies in power armor with many ways to ignore cover. Let's count: 4 flamers, Promethium charges, and Sharpshooter. Note, all sisters have Frag and Krak grenades, which means Sharpshooter gives us another blast that ignores cover if the bolter isn't enough.
>>
>>50581496
I can speak only for myself, but i enjoy shorter games a lot more and GW TK can actually be played at just about an hour. It's not so much about numbers, given that i have an entire room of models to throw at people, but about tactical decisions. Just like with HoR it feels more emotional to see one of your guys go down instead of nameless squad #358 being torn to shreds. Specialist rules are a little here and there and not all that balanced, but they give you a nice way to set up your guys. Also it's a lot more open to newer players, which is something that the game lacked in general.
>>
>>50575998
Why would that make you mad? It's a high risk/high rewards weapon. Better than pulse carbines within 5 inches, equal to 10, worse to 15. If you don't kill what you're shooting at you will die in CC because WS2. Their ability to get a 5++ is the only favorable part.
>>
>>50591483
Look at >>50591346
Crisis and strike team combo.

For more friendly games, 1 crisis, 3x stealth, and Strike team.

There ya go.
>>
I'm looking to expand my options for Chaos Marines in HoR. I have the Dark Vengance box, which gives me some basic marines, some CC focused Chosen, a bunch of cultists and an aspiring champion leader who can pass for a sorcerer. I've also assembled a couple of havocs for some long ranged firepower. What should I look into picking up next? Are Raptors worthwhile? Bikes?
>>
>>50585838
There's an online tool for list building in HoR?
>>
>>50591488

Anyone have any thoughts here? Always open to criticism.
>>
>>50591488
>>50594903
Looks solid. My only concern is that List 3 hasn't got any great ways to deal with vehicles. Will undoubtedly be great against horde lists, but the others are more flexible.
>>
>>50595119

Well, they all have Krak grenades, too. I figure 15 Kraks can deal with any vehicles I might have to deal with.
>>
>>50595151
I guess, but that's 8'' range. Massed bolt fire might work against AV 10 too, but neither is as "certain" as a melta gun.
>>
>>50595196
Sure. I also mostly made the list because 15 sisters is 180 points, and I could fit 4 flamers in that. I suppose I could cut 2 flamers for a MM with Sharpshooter/Eagle Eye/Relentless
>>
>>50595243
You could also cut 1 body for a second melta. 14 bodies is still pretty good, and then you've got 2 flamers and 2 meltas. Plenty enough to handle swarms of lesser foes while still giving you solid anti-armour power.
>>
>>50591279

I know my Skitarii so I can help you there.

Skitarii are actually very good and balanced. It means they'd need to take cheese formations and alliances to stand a chance against more cheese, but otherwise they're a solid force in their own right.

As for KT, Infiltrators are amazing for their debuff field and melee ability, while Vanguard are great also for their debuff in base contact and their volume of fire. Rangers are a little pricey and get a little less utility, but they have Move Through Cover, so they're mobile. Sydonian Dragoons are also very good. Taser gets you high strength melee and the sniper gets you a Heavy 2 sniper. I wouldn't recommend Ruststalkers, though, they're better when they're in larger teams in larger games, where their volume of melee attacks has more chance to get them to hit at AP2.
>>
>>50594004

No, I don't think there's an online army builder for HoR. I was referring to the mini Codices.

It's usually easy enough with the low model count and the points costs and options listed.
>>
>>50591488
>Well, that's how it is in normal 40k, too. There is very little reason to go above 5 because at 5, you get both weapons and can fit in an immolator. The only reason they never did that in the last was because the minimum was always 10 before.
Like I said, the last time I actually played 40k was in Fourth Edition (and killteam didn't exist yet, so I needed a whole damn army).

I suspect a lot has changed in the last decade or so.
>>
>>50591488
>This one has bodies. Lots of bodies. Lots of bodies in power armor. Lots of bodies in power armor with many ways to ignore cover.
This has always been my favourite way to build an army, so I suspect I'd start with this one.
>>
Anyone else play Deldar in KT?
>>
>>50596370

Yea, with the 6th Codex, they finally lost the 5 extra bodies, so it's all immmolator spam, now.

>>50596385

Yea, it felt very fluffy, which is why I love it.

>>50595371

That triggers points autism because it's then 198 pts, yet it would be a more functional list. I'll probably do it anyway.
>>
>>50599771

>That triggers points autism because it's then 198 pts, yet it would be a more functional list. I'll probably do it anyway.

Two squads of 7. That's pretty nice and even.
The real sticking point will be whether to give them each a flamer and melta, or give one squad the flamers and one the melta.
>>
>>50599585

I don't know much about DE, so I would also like to know more about the units they can bring and if something shines in this format.
>>
>>50599585
>>50599980

Okay, so reading up on HoR's Nightfiend HQ, it looks like the Leader and Nightfiend-specific wargear options let you make a mini-Kheradruakh the Decapitator. I don't know much else about the old DE characters that got the axe, but I suspect the other wargear options make the team leader into mini versions of their other infamous characters as well. This seems pretty typical of HoR.
>>
>>50599963

Well, that's largely irrelevant in KT because none of them are in a squad once the game starts.

The real question is specialist. KT is the only place I'll use MMs on foot because I can do shit with it. The question is Relentless, Eagle Eye, or Sharpshooter?
>>
5 Ravenwing blackknights a good Kill Team?
>>
>>50600168
I was primarily concerned with GW's KT. My group doesn't have any interest in HoR.
>>50599980
Troops are either Wyches or Kabalite Warriors with Venoms and Raiders as dedicated transports.
Elites has Incubi, Mandrakes, Grotesques, Wracks, Trueborn, and Hekatrixes.
Fast Attack has Reavers, Scourges, and Hellions.

Wyches, Hekatrixes, and Hellions are still utter garbage even in Kill Teams.
>>
>>50600398
I forgot to mention you can take Venoms or Raiders in the Fast Attack slot as well.

Venoms, Mandrakes, Reavers, and Scourges are probably the best options you can take. The Reaver vs Scourges debate comes down to how many special weapons you want, plus armor/invulnerable vs cover save.
>>
GW Kill Team, my hopefully decent list:

Inquisition Warband (200pts)

Chimera - Dozer Blade, Psybolt, 2 HB (65 pts)

8 Acolytes with Storm Bolters
Crusader (Warlord)
2 Acolytes with Plasma guns and Carapace armour, Specialists, Preferred Enemy and Master-Crafted
Acolyte with Meltagun and Combi-flamer Specialist, undecided

Plan was to have the Special Weapons hide in the Chimera and shoot down specialists and light vehicles, although maybe another plasma would be better than a melta?
Crusader does something similar, although he might run off and try to kill a Specialist or something.
>>
>>50600329

Well, are heavy flamers assault or heavy weapons? Also, you don't need ignores cover on flamers since they ignore cover anyway.
>>
>>50600345

Probably not. Boys>Toys, but they might do well against more balanced teams that don't either drown them in wounds or pack enough special weapons or deterrents against them.
>>
>>50600906

Heavy flamers are assault, but I'm talking about Multi-Meltas. Not sure where you got HFlamers.
>>
>>50600999
>>50600329

Well, from the looks of it, you can have only one specialist from each specialist category, and Eagle Eye and Sharpshooter are from the same one. So You can have your Relentless Multi-Melta, but you have to choose between Eagle Eye and Sharpshooter.
>>
>>50601109

Those were all options FOR the MM, sorry.

I get either Relentless, Ignores Cover, or a. 36" range melta. All three of these are tempting.

The regular melta will probably get infiltrate to suicide against any tanks.
>>
>>50601178

Given that whatever vehicles that could be brought are probably huge, Ignores Cover might be superfluous, but KT does have a lot of terrain to it.

Getting that extra 6" of Melta range is good, or just 36" full range because whatever vehicles they do bring can't be that armored. Gets you 6" range on most snipers, too.
>>
>>50601239
honestly I think relentless is a good trait in it's own right (different guy here)

Because melta is nasty to things besides vehicles. There are a lot of multiwound T4 or less characters out there in kill team that can be nasty. Having a 1 shot "fuck you" weapon with a 24" range and AP1 is pretty good, don't underestimate that. It'll do work.

That said, a 36" range multimelta is essentially a sniper rifle from hell as well.

I'd try out both and see how they do.

Also, I wouldn't rule out preferred enemy on melta weapons. 1's really hurt, and with preferred enemy it almost guarantees that it'll hit and wound/penetrate anything you fire at. Especially since even the most armored vehicle in kill team is still going to get glanced on a 4, you've got a very reliable weapon as long as it has a shot.
>>
>>50602468
>>50601239

Battle Sister's AoF is preferred enemy, so it's somewhat wasted as a specialist.

As for the MM, I think I'm going to go with the extra range. That 36" range is huge.

You know, now that I think about, why not both?

Battle Sisters x7
MM, Flamer

Battle Sisters x7
MM, Flamer

Specialists:
MM w/ Eagle Eye
MM w/ Relentless
Flamer w/ Infiltrate
>>
>>50602702
oh wow didn't realize you can take 2, yeah that would be best of both worlds honestly.
>>
>>50602788

Yea. Sisters get Special + Special/Heavy at 5 models with Melta, Flamer Storm Bolter, MM, HFlamer, and HBolter for options, which is one of their biggest strengths.

I can also take this:

Battle Sisters x5
Flamer x2
Immolator w/ TLMM

Battle Sisters x5
Flamer x2
>>
Will games workshop put this game possibly on sale for christmas?
>>
>>50604667

>what did he mean by this?

https://www.games-workshop.com/en-US/mobile/search/searchResults.jsp?Ntt=Kill+team
>>
>>50604728
No as in saving money. Like discounted products. I always look on their site and it seems like they never put anything on sale . Hoping to save some money
>>
>>50604755

Start collecting boxes.
>>
>>50604755
GW literally never does sales. They do discount boxes like the start collecting boxes, but never drop prices as that "devalues their brand."

Strictly speaking kill team is a big discount already, the models alone are close to $80 direct from GW and the rulebook usually goes for around $20 online.

That said, buy from another source, like the Warstore, and you'll be able to buy kill team for 20-25% off in most places.
>>
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>>50562601
>http://heralds-of-ruin.blogspot.com/
>the hrud
>skaven in space
Stopped reading there.
>>
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>>50605135

Yeah, the community has some bad ideas. They should be the ribbed spine hrud monsters, not space rats, although that would mean the potential for using Mantic minis, even though they kind of suck.

Better yet, just get me a fucking Xenos Beast PDF for random encounters, terrain rules, and set pieces during games. Crawler-infested sands with installations the teams have to jump around on for a "the ground is hot lava" scenario, Ambulls popping up when you fuck around too close to where they're burrowed, Genestealers; not the Tyranid version but the leech-like, slobbering weirdos from Ymgarl.
>>
>>50562601
Why would you go for Elysians in KT when you can have Tempestus ?
>>
>>50599585

Scourges, man.

Relentless Dark Lance
Ignores Cover Blaster
Infiltrating Heat Lance
And a bunch of flying assholes
>>
>>50608549
cheaper, stormtroopers pay for a lot of gear that doesn't necessarily get used.
>>
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>>50605135
>>50605658
Hrud were space skaven in the 3rd ed Rulebook..
>>
>>50609831
What does a blaster hit better than a Heat Lance? Are there a lot of Toughness 5 and 6+ models running around? Seems to me the extra 2 strength isn't worth the 5pts in kill teams.
>>
>>50611140

Blasters kill mutli-wound T4 models and mine ignores cover saves on top of that.

Dark Lance, Blaster, 2 Heat Lance is the loadout
>>
Death guard sound like a handful in kill team. How would you deal with 10 fnp t5 fearless death guard marines?
>>
>>50611186
Same way as you deal with regular marines: plasma and melta. FNP is trouble, but you're still looking at 2+ to wound and no save on a 1 Wound model.
>>
>>50611286
But it's a whole team of them and they have plasma and melta too
>>
>>50611160
Are Splinter Cannons worth it at all?
>>
>>50611186

Alpha legion

Infiltrate 40 cultists and drown them in attacks.

>>50611542

Relentless or splitfire Splinter canons are very nice
>>
>>50611557
For Deldar is more boots or a Venom better?
>>
>>50572072
>What do I need to play
the rules for 40k, kill teams and the tau codex

two birds with one stone if you buy the GW kill teams box and you get some more firewarriors

still need the tau codex or the campaign book
>>
I was looking into getting into HOR kill team since my local club wants to start a campaign. Was looking at CSM or Khorne Daemonkin, which has the better Khorne list? Both can get berserkers as core and i think there was some experimental rule to get bloodletters in CSM?

Are bloodletters worthwhile in either anyway?
>>
>>50613913
The issue with a kt venom is that all 12 shots have to go into a single model.
>>
>>50616618
Well at least we know it'll be dead.
>>
>>50616639

Very likely, yes, though that's a 65 point model living a single space Marine or something in a 200 point game.
>>
Should I be buying dice and other garbage to play kill team with my new box? I opened it up and there are 2 books and some models I have to assemble. Why didn't anyone warn me that this wasn't one size fits all?! Why is this something expensive too? Why can't games workshop just put this stuff on sale or discounted?!
>>
>>50618582
I don't know if you are joking or not, but yes theres quite some assembly and/or painting.
As for why they didn't put dice, templates or measurement instruments in there, its because they are a soulless corporation looking to take everything from your wallet.
>>
>>50564157
Honestly, one of the most fun thing in my CSM kill team has been the Rhino with destroyer blades. Tank shock can be mean in Kill Team, especially when you get d6 Strength 5 hits on the model, or 2d6 if it tries Death or Glory. Add a Dirge Caster and it can be fun to just charge your way around the battlefield squishing things.
>>
>>50562601
How do Act of Faiths work in Heralds of Ruin?
>>
>>50619186

RAW, each model takes a test once per game.
>>
>>50595668
Thanks! I've been eyeing vanguard or rangers because they are aesthetic as fuck to me
>>
Taurox Prime: Autocannons or HS Volley Guns?
>>
>>50610692
Wish I still had that rulebook
>>
>>50599585
I did fielded Incubi vs Melta vets. My Klaivex survived 4 melta shots. I was proud of him.
>>
>>50621557

Vanguard are a bit stymied on range, with only 18" guns, but if your field is properly KT terrain heavy, that shouldn't be too much of a problem. They do, however, spit out a lot of firepower with Assault 3, and that extra wound on a to-wound of 6.

They also dissuade melee units because their Rad Saturation rule takes one Toughness off of models they're in base contact with. This makes their otherwise limited melee ability daunting because it takes otherwise more powerful units down a notch, even those who would otherwise shrug off the pitiful rifle-butting of the Vanguard might find themselves wounded by those S3 punches.
>>
>>50621796
How the hell did that happen? Pitiful to Wound rolls?
>>
>>50622024
Yep. Four 1s.
>>
>>50621687
I've ran a regular taurox with my vets and have really enjoyed the autocannons. Keep in mind that's my only weapon on it as the crappier one but for only 50pts it's consistent.

For a prime, that depends on your main weapon too.

Keep in mind that in KT you only shoot one target at a time. I think autocannons/Missile launcher would be the best combo. Can reliably hurt vehicles and H's punch for tough models that your stormtroopers will struggle with.
>>
Any ideas for a dangles HoR deathwing killteam?
>>
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Could i get a decent HoR Dark Angels list please? I want to play HoR but i suck ass at making lists.
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