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/ktg/ Kill Team General

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File: 7E Kill Team.pdf (1B, 486x500px)
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Official Kill Team rules in the image, Heralds of Ruin rules bellow:

http://heralds-of-ruin.blogspot.com/

You know the drill. Now tell me which do you prefer, the official or the HoR version ?
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Well the point of HoR is to weed out any flaws within the official version.

Trying to get into 40K through Kill Team games. I really want to dick around with my assassins but the last time I did that the other freaked out pretty badly, so now I got a Chaos Terminator Lord, Possessed Marines, Tacts, and some Cultists for one team. Got a squad of Loyalist Tacts too, but I don't really know what to do with them/out of work and can't justify buying Veterans, Bikers, and an Apothecary right now.

Pic related to the team I want to build in the future too if the new models arrive/are good
>>
>>50859651
other player*
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>>50858890
Have a bump.
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>>50858890

I prefer HoR rules. They're much more granular and they encourage fluffy builds. Also homebrewing. I'm currently thinking of trying to start my own campaign, and also stocking it up with a bunch of custom Legendary Heroes.

How would you feel about a Bonesinger?; either a unit that functions like a Tech-Priest but for Eldar, or a pseudo-psyker that uses Warp Charges generated from your own Psykers to repair Eldar vehicles or allow units to reroll armor saves?
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>>50861353
not OP but +1 the bonesinger idea. there is a model for it and it's pretty rad.
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>>50861513

I just ordered one. Planning a Harlequin team (my painting skill is not going to live up to what I want for them) and their dedicated transport is pretty squishy. Still, it'd be neat to have a character in there to make them more durable, but it'd be broken as all fuck to have him start giving Wraithguard 3+ rerollable saves, and he doesn't do much for Harlequins save for fixing their bikes, as they have Invulnerable saves.

Maybe he can have some offensive capability, singing Wraithbone spikes out of the ground, or messing with battlefield terrain, and otherwise fucking with the enemy in a non-shooting way. Still, being a buff and support character would be neat.

Perhaps a selection of powers he can use once in the shooting phase or psychic phase. You choose one of the following:
>fuck with target terrain within 12" (+cover, -cover, suddenly difficult/dangerous terrain)
>fix vehicle
>target Eldar/Dark Eldar/Harlequin units within 12" gets to reroll a save of their choice, or maybe just armor or invulnerable if not just armor
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>>50861595

>save for fixing their bikes

I mean transports. Bikes would be a different thing.
>>
>>50859651
Assassins are broken, (Especially in low point games) so I could see why.
>>
Anyone have good setups for Dark Eldar in HoR? Also, can anyone that can take stuff from the Armory take Modified Biology?
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>>50861704
Yeh I don't know how to fix the Assassin rules outside of taking away their armoury that HoR gives them and taking away their Grandmaster upgrades.

which sucks since all that stuff is cool and goddamn nothing is more gratifying then melting shitloads of dudes in melee turn 1
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>>50858890
I really want to take 5 Jokaeros as a Kill Team. Like really, really want that

Anyway, what's your favorite Kill Team? Are the models great, or are you pulling some unbeatable gimmick?
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Newfag here. Looking for some easy advice for regular Kill Team.

-Are Camo Cloaks worth it for scouts? I'm assuming everyone has something with at least AP4. Or is it better to just take another Scout?

-Are a few scouts with Sniper Rifles worth it/useful?

-How many guys should I have that can deal with vehicles?

-Did they get rid of the "if you want to use Necrons Reanimation Protocol, they have to be within 2" of a friendly unit."?
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>>50862865

The high(er) density of terrain in KT means you'll probably get a lot of mileage out of Stealth, though boys before toys is the rule.

Sniper Rifles can be good with good spotting positions, but they're at once helped and hampered by the terrain: able to perch and dissuade someone from moving models down your firelane, but the terrain can also get in the way of their fields of fire.

A few special weapons are ideal. You should have something to deal with heavies and give special rules to. Volume of fire can definitely put the hurt on models with high toughness and saves, but vehicles need something with high strength and armor penetration.

Not sure about Necrons in GW KT.
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>>50862527

I'm a fan of a lot of infantry models. Skitarii have great troops, Space Marines are a staple, Eldar have so many awesome miniatures... But the game as it is now seems so heavily focused around big models shooting each other and smashing up infantry like it's nothing.

Kill Team is a format where infantry can make up the bulk of a team's fighting force, and it seems more balanced when models aren't trying to dodge S10 AP2 large blast templates, just trying to dodge bolter rounds and lasgun shots while ducking through cover.
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>>50861993
I have no tips but yes you can give any unit that has access to DE armory Modified Biology
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>>50859651

One Squad of Tacs and one of Sternguard can basically just make a solid Space Marine list. 5 Tacs, a Sternguard-y leader, and then Sternguard to fill up the remaining points plus some options and equipment for fun and flavor if you can afford it. Should probably aim for a minimum team number of seven to eight models so you don't get shot off the table from one or two casualties. If you need more specialized bits, you can check eBay for bits sellers and pick the parts you need.

Of course, I fucking make my teams all uniform as fuck because it's easier to math and plot out.
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>>50863058
This right here is why I favour KT. I looked at getting back into 40k half a year ago, noticed all the superheavies and flyers rolling around and went straight to HoR instead.
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>>50861595
Couldn't he just allow you to heal a point off of anything wraithbone-y? with a successful roll of course.

What about creating walls of wraithbone to obscure lines of sight?
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>>50858890
So did GW ever release any official campaign rules for their Kill Team ?
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>>50865591
They released something for an upcoming event at Warhammer world. 5 games in a row, three awards depending on how well you did at various things, specialities are fixed and can't be changed between games. No progression, though.

https://warhammerworld.games-workshop.com/wp-content/uploads/Kill-Team-Spyral-Prime.pdf
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Is this a good start to an admech HoR list? Am I right in thinking that the tech priest dominus is one of the better leader choices?
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>>50865727
I'd wager so. Pity that the Dunecrawler will most likely end up as scenery, or perhaps an objective/scenario gimmick, though you could always flip it. The regular dudes in the box have loads of weapon options, if I recall correctly, and if you're into it you could magnetise them for more adaptability/options.
>>
>play kt instead of regular 40k because it's not as bloated
>bloat it up again with HoR
Why is it that you guys need a rule to represent everything on the model? Too much granularity is cancer.
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>>50865727
You better get 2 boxes of infantry if you dont plan to play regular 40k.
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>>50865756
Depends what you fancy. GWKT is nice and quick, but HoR is good for getting a specific team of Your Dudes and having the intricacy of something approaching Necromunda.

That said, my lot consistently forget about pinning, hiding and setting stuff on fire when we play, and almost always ignore any failed team rout tests.
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>>50863927
Why did you quit instead of stomping them until they saw the light? Superheavies and flyers are Timmy traps. They're big and cool and not actually good.
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>>50865807
Wanting to have a half dozen small forces rather than a single big army may have been part of the decision making process.
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>>50865755
Can Skitarii take transports in the current rules? Which one is the fluffiest to take?
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>>50865925
I don't think they have any transports in their codex, not does Cult Mechanicum. If you're playing HoR with transports your opponent will probably let you take a Rhino/variant or a Chimera, since that's well within the purview of the Ad-Mech.

As for which would be fluffiest, that'd be whichever one their forge world manufactures. So that's up to you.
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>>50865073

Well, the thing about healing would be anything with 1 Wound, which is just dead off the bat, meaning he'd only help special characters.

Wraithbone walls seem neat, but modifying existing cover instead of creating new walls seems like a more balanced idea. You'd have to give the wraithbone walls a pretty even toughness so as not to break the game, especially so in Zone Mortalis where you might be able to simply plug up certain entrances and camp objectives or deny your opponent access to others completely.
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It has occurred to me that Sisters now have the option of taking command squads in kill teams.

DUAL WIELDING SPECIALISTS
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My gf got me a box of skitaari rangers and a box of GSC neophyte hybrids and we decided to put together some kill teams. Ran a test game yesterday with her playing super speed painted skitaari and me playing my nurgle guys.

I got my shit pushed in mostly cos I bulked my group with plague zombies who got shot to shit immediately. Also had shitty luck with the die but had a lot of fun and the skitaari seem like a really good team. Can't wait to play around with them moar. Maybe gonna add some ruststalkers or something for some more melee power.
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>>50866246
Could I take a dunecrawler and say it uses the same rules as a chimera?
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>>50869562
Probably. Your opponent would have to be a real dick to not let you proxy it in as one, especially since the model will otherwise be unusable in HoR (and regular KT too).
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Anyone have advice about building with HoR Harlequins?

Currently trying to build a 200 point list easily upgradeable to 250 for a growing game. As it stands, I have:
Leader: [35]
>Troupe Master (35)
Core: [75]
>Player x5 (15*5)
Special: [60]
>Shadowseer (60)
Which leaves me with 30 spare points I figure would be well spent on making the Leader more survivable and deadly, since I'd like to make a miniature Solitaire out of him.

Posted image: HoR Harley Codex.
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>>50871031

Forgot to mention, probably going to have to leave 10 points flexible on the upgrades so I can get a Death Jester when upgrading to 250 points. Figure I'll get a whole Troupe in on the action.
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>>50865727
My friend plays with two dominus and a bunch of those troops, they wreck house and have great weapon choices
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>>50865925
My buddy took rhinos when we were playing, but there are no admech transports. It's up to how willing your opponent is to let you bend the rules that way
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>>50867490
I killteam with my Tau vs my friend's skitarii and he usually out-dakkas me, they really have great guns
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>>50871196

I feel like I might be unfair on my opponents for fielding two full combat groups of Vanguard plus 5 Secutarii Peltasts. Fifteen dudes with good guns seems offensive. Might decide to just trade in a Peltast and a squad of Vanguard for a Dragoon and maybe some upgrades for the team, as it otherwise seems disgusting save for its lack of weapons to deal with vehicles and tough units other than volume of fire.
>>
Bump.

Shame Kill Team is not more popular. HoR used to have a general for a while IIRC.
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So how do you prefer your team:
>elite
>medium
>horde

and

>themed
>spam
>varied

Personally I have hard time deciding between themed pure Deathwing or varied with Tacticals as core and Ravenwing/Deathwing in Special.
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>>50873883

I prefer elite force that matches the fluff, as if the army was taken straight out of the campaign in a rulebook or codex. But list design wise I prefer spam and min/max, which can be horde medium or elite. My army is copied from the Badab War and isn't very spammy or min/maxed.
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>>50873883
>elite medium horde

Elite for IG, horde compared to anyone else. I have 20 vets kitted out to the nines with snipers, camo cloaks, autocnanons and plasma. Even have bolters for the sarges.

>themed spam varied

I guess it counts as spam, since I have at least 2 of every weapon, but that's just how IG functions as a codex. I've got em themed as an infiltration force.
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>>50873883

I like Balanced and Elite teams. Balanced has a good number without getting too steep in price, and a good spread across multiple factions that can actually do them. Elite teams are easy to paint and model, although it takes some work to figure out how to squeeze models in there as well as toys, and they have some great factions to them.

I like Themed, I suppose, but Spam is also something I like. I don't like tripping over the tools in my arsenal and like consistency across my team, so my Core units end up very uniform while my Special and Leader might deviate for their own specialties. Although I do like a good mix with my Special models.
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>>50873883
Elite and Themed for me.

CAN I GET A YO HO FER DA FLASH GITZ AND DERE BELURVED KAPTIN?
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>>50873883
I kind of want to get a horde of cultists for a trashy casual game.

And also because I really want the Cultist leader in pic related and not the aspiring champion that comes in the cultist box my FLGS sells
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>>50875365

eBay has some good sellers for cultists. Just remember that if you want some heavier weapons, you should pack some CSM proper in there with heavy guns. Cultists act as human shields for the heavies, tarpitting anything that's a threat or standing in their way.
>>
For HoR, has anyone considered making their own Legendary Heroes as hires for a campaign game?

I'm currently considering crunching out an Eldar Bonesinger, basically a Tech-Priest/psyker for Eldar/Dark Eldar/Harlequins who can choose from a few custom psychic powers each battle, fluffed for support but giving choices other than what a Warlock or Far/Spirit/Shadowseer would provide.
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>>50875458
Might be what I do since I don't want Dark Angels that comes with the Dark Vengeance box set and the Aspiring Champion looks like it needs some converting to correct pic related, among other shit
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>>50875617

Playing by GW KT rules, or HoR?
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>>50858890
I have played both and HoR is far superior

GW kill teams is basically just W40k only with 200 point lists that limit some things like no 2+ armour and vehicles over 33 armour (by adding the sides). The real problem with Kill Teams is that the thing they introduce to make it interesting, which is having a leader and a specialist, only gives certain models pre-existing rules such as master crafted and rage. It introduces literally nothing new except for the fact that units dont have to cohere, but everything is basically the same. Not to mention that Kill teams does not try in the slightest to balance OP units, so it is still extremely easy to abuse

TLDR: kill teams is nothing new

HoR on the other hand is fresh. It is highly modified modheim rules, which Im sure the bulk of 40k players have not played. Not only are the rules astronomically better for a skirmish type game that is kill teams, but the creators actually try to balance out the units by introducing their own model lists that you can choose from. They change some of the game breaking rules that are abused by factions such as TAU and NECRONS so that the game is actually fun. HoR actually plays like a skirmish type game

If you play a campaign HoR blows GW out of the water since your surviving units (because they may actually not die and survive to fight on in the next fight) can be upgraded with various abilities and new special rules.
TLDR: do not bother with GW kill teams, just do HoR, its balanced and plays like a skirmish game should.
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>>50875638
HoR
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>>50862865
1.) absolutely, most ruins cover in HoR is 4+, so by putting your scouts in a ruined building, which you probably will, you are basically giving them space marine armour that cannot be negated by ap 3 weapons.

2.) Pinning is pretty devestating in skirmish games as it slows down the advance of those assault units. If somethign really assaulty is coming your way just pin it so you have time to shoot it with the big guns

3.) atleast a couple that have the ability to zoom around (such as bikes or jump packs). Vehicles are not as much as a threat since they are mostly limited to transports.

4.) read the rules, it explains it in there.
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>>50875794

I'm still a fan of some of the wargear options listed in team armories. Kaptin equipment for an Ork Freeboota team, a Power Sword so Tau can make a miniature Farsight leader, enough options in the Dark Eldar armory to make miniature versions of all their lost special characters...

They make the game fun, but are just as easily ignored in favor of standard wargear or other equipment choices. Nothing seems overly game-breaking, usually more situational and thematic, or it offers a good choice for a usually underpowered model.
>>
Bumping.
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Kill team box set

What does /TG/ think to the main tau vs Black Templars box set?

Good value? Seems a close quarters with space marines and tau would be a slaughter.
>>
>>50878409

Pretty much.

Tau, however, have weapons enough to try and chew up anyone who tries to get in close. Also those new Pulse Blasters are pretty tough close up. And don't discount the Tau's assault phase; it's murder on suits and low model squads, but with a squad of Fire Warriors that's still a bunch of S3 coming at you even at low WS and I, and that's why volume of fire is deadly in 40k.

Hell, there's the occasional greentext of Tau who manage to finish off units in their charge phase, players favoring bold strategies while their marine allies camp objectives in fear for their infantry. Essentially, they're as dangerous as you are aggressive and lucky with them.
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Any recomendations for an Iron Hands HoR killteam?
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Dark Eldar based on these guy.

Yay or nay?
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>>50879216

All of the yay. Creepy DEldar best DEldar.
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>>50878409
>Black Templars
>Not knowing what is the Raven Guard

Anon...
>>
>>50873883
Depends on the faction, but I'm definitely boys over toys. I tend to lean towards melee or shooting, but try to have a few models to shore up weaknesses. Unless I'm playing Guard, in which case I just try and avoid melee at all costs.
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>>50875365
Just plug Dark Vengeance Cultist into ebay and you'll get a billion hits.
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>>50873883
>orks
just guess
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>>50879335
I aways thought it'd be fun to have a warband with Dishonored themes.

>my dear Kor'vo. You've lost another archon.
>>
What is better for GWKT, a 5 man unit of Vanguard or Rangers?
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>>50878636

Same builds as a regular KT, I suppose. Well, maybe invest in an Apothecary if the Iron Hand's FnP (6+) stacks with the Narthecium of the Apothecary for added durability.
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>>50873883
somewhere between elite and medium. for wargear, priorities are themed then varied.

i run dark angels mostly against tau and 'nids, so i run 5 tacticals w/ combi-plasma and then 5 veterans with storm bolters, melta, and heavy bolter.
>>
>>50873883
I like balanced teams, since they can pull out wins against most things and I try to vary things up a lot. My Skitarii are usually Vanguard and Rangers of varying combinations and maybe a Dragoon, and my Inquisition is a Chimera, some special weapons to hide in it, a couple melee units and the rest of the slots filled with Storm Bolter Flakolytes. Feels like an actual Kill team, especially when they take down hordes of Orks or Deathwatch squads.
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>>50882534
Rangers.
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>>50882534
Infiltrators.
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>>50858890
question lad, is it possible to make a team using just the Imperial Agents supplement?
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>>50887621

Might be, although you'd be better off using Codex Inquisition or associated Codex for each faction.

And if HoR, they have their own Codexes.
>>
>>50887621
Like what, one Sister, one Deathwatch Marine and an Inquisitor ?
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>>50879393
I object to this image -- tau are great in combat
>>
Rolling to give this thread IWND.
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>>50878453
> Close combat game based on a small set of unit.
> box set is Space marines versus Tau
> Tau set don't even have equal point value

What the fuck?
>>
>>50892436

Tau are fucked in melee, generally. Using the Tau assault phase as anything other than a phase to move Jetpack units around is folly. Still, if you play aggressively you might actually get lucky, but don't bank on it, it's more than likely suicide for Tau.
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Current team leader I'm working on. Last HoR game I played my list was

Terminator Lord
2 Possessed Marines
5 Marines with one Metla
2 squads of Cultists

A fire line, unlucky rolls, and generally being new and shitty took me out within an hour, but I had fun. Will give up the cultists and some gear for another Possessed and more Marines next game.
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>>50858890
should I even bother fielding crisis suits in GW KT or is it something that I cannot do?
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>>50892633

Crisis Suits are something you can definitely field, and are pretty powerful in their own right. Just kit them up well and keep them jumping around; their JSJ is more effective in KT than it is in 40k because of the terrain density, cover is everywhere! Plenty of perches to park your rocket pods or plasma rifles, and plenty of ruins to sit your fusions and burst cannons behind.

Stealth Suits are also good because they get 2+ cover practically everywhere.
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>>50858890
I just picked this up and honestly it really doesn't go far enough in making 40k a skirmish game.

It's basically just the stardard game with a few caveats on troop choices and squad movement.

Should I just sell it and pick up infinity red vail or check out HOR?
>>
>>50894467
Check out HoR first. You now have a solid start of 2 forces for HoR and you can always use the regular KT missions for it too.
>>
A buddy and I have been talking about modding up Kill Teams to run a Space Hulk survival game.

The idea is to have all of the players fighting eachother as well as randomly spawned mobs from the table. Each room would have a token with either Ork, Nid, or Cultist on the bottom. A token is revealed when an unit enters the room and then the GM rolls on a chart for that type.

We've been thinking of doubling the points to 400, removing the 2+ armor and HQ restriction (no unique characters allowed), and we were thinking of removing the specialist rules.

We used to have games similar to this where anything with ap2 could punch through walls, and if it was an exterior wall it would vent the room, any models without sealed suits would be removed as causalities. Even missed range attacks of ap2 had a chance of breaking the wall. We're planning to leave this out this time as last time we did something like this that rule caused almost 2 full armies to be killed when a Khorn berserker put a plasma shot to the wall on purpose to take out other players.

Wondering if anyone might have suggestions.
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>>50859651
God I love this pic.

Not sure about new assasins but Eversor as far as I can remember have potential to almost wipe out full tactical squad, so I understand their fear.
>>50861353
If we talking about rules and home rules, how dose weapons like Ossefactor works?
I was thinking of giving that splash efect a blast marker as radius so it wont be op but have some use with clumped enemies.
>>50861595
>fuck with target terrain within 12" (+cover, -cover, suddenly difficult/dangerous terrain)
>fix vehicle
Great idea.
>target Eldar/Dark Eldar/Harlequin units within 12" gets to reroll a save of their choice, or maybe just armor or invulnerable if not just armor
I think you described Fortune here. Or I remember something old.
>>
>>50880252
Is eavy armour any good? I tried it during recent tourney and it seemed like 80% of stuff just ignores 4+ armour =(
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>>50894623
Sounds cool man, you plan to use the Space Hulk faceing rules?

>Wall banging

Interesting but sounds fiddly man.
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>ravenwing/deathwing kill team
Too small or did anyone here do it before ?
>>
>>50895129
yeah 4+ ain't nothing
>>
>>50894623

Try some Zone Mortalis rules. It also has rules for resolving vacuum and stuff.
>>
>>50894793

Fortune, yes, a Codex Eldar power.

I've been trying to avoid taking Eldar powers, and generally trying to take ones that cost 1 Warp Charge since these points are so limited in game already. Still, seems like a good start. Technomancy seems like it has what I need, although I'd like the power to have a minor effect on Infantry, too, to encourage it as a choice even in regular games. Reforge seems like just what a Bonesinger needs, but it's just for vehicles even if it's powerful. I could strip it of its IWND and replace it with an infantry effect.

Terrain fuckery falls under Geokinesis, although most Geokinesis powers suck, but I figure I could modify them along the lines I proposed. Landquake seems like a fair representation of this power, but Phase Form seems awesome.
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So any opinions on Victory is Vengeance, the Horus Heresy version of Kill Team ?
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>>50898684

Never heard of it before.

Well, let's take a look, shall we?
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>>50898727
I think those are rules for an event with a short summary of the actual rules. Here's the official thing from one of the books.
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>>50898887

Ah, I see.
>>
>>50898684
>>50898887

Seems neat. It makes me want to play a team of mixed Loyalist Emperor's Children and Iron Hands, friends fighting as one to the last even in the face of their own Primarch's treachery and murder.
>>
Might be a bit off topic but I'm looking for a dropship to use as an objective piece for my kill team, anyone know of any good alternatives to the corvus dropship/storm raven?
>>
>>50900640

Arvus Lighter!

Otherwise, find a third-party supplier, there's a few out there.
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>>50873883
>>medium
&
>>themed

Im infact working on my own space marine chapter, with customised equipment with greenstuff and custom made rules.

I dont really care if i win or lose, just that i get a chance to play the way i really want to. Dont worry my guys arnt over powered, that would be grey knights, and i intend to spend the right amount of points on everything, even if the force organisation is different.
>>
>>50892633
I tear shit up with my XV8s, especially when you give them all FNP with stim injectors or whatever it's called. They can also out-move basically anything else you'll see, and there's so much cover in KY that maneuverability is a must. Take plasma and missiles and you'll dominate
>>
>>50892708
Damn, don't know why I never thought to bring stealth suits to KT... I guess I have them mentally slated in very specific support roles like dropping deep-strike beacons or supporting my out-flanking drone-net cancer
>>
>>50899383
It also has resource management which is nice.
>>
>>50904693

Which is something I do like about it. Base-building is fun, but resource management is also great. Some element of in-game management which affects the tabletop would be great, and if you combine resource management with base-building, then you can build bases that harvest, provide, or store resources much like how Necromunda worked, and the two elements work with each other to provide bonuses to tabletop play.
>>
is it a good idea to field an entire squad of guardians in KT?
>>
>>50905851

Going to include some artillery in that?
>>
>>50905862
No, just want to go guns ahoy
>>
>>50905927

Suppose it can't be too bad if you bring some heavier weapons. Still, you miss out on Aspect Warriors and all the power that goes with them.

Warp Spiders do excellently in KT.
>>
>>50858890
I prefer the HoR version, since it has a greater focus on YOUR DOODZ, as well as allows for elite terminator squads
>>
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I've seen it said multiple times in the general that Assault Marines are shit unless they are a death company.

Does KT/HoR make Assault Marines useful? Can they be Iron Hands
>>
I'm sorry /tg/ but I need your opinion on a kill team and before u ask I have the rules the codex and WAHAMMER 40,000 THE RULES

Command squad elites (90 points)
Leader: veteran sergeant
power sword and bolt (15 points)
Specialist 1: combat specialist with death blow and a power wepon (15)
Specialist 2: indomitable specialist appcorathy with eternal warrior
Specialist 3: weapon specialist has egale eye and melta
All on bikes and one more has a storm bolter
>>
>>50907636
Hadn't checked the points cost but for regular KT that looks legal
>>
>>50907636

How much is that total, roughly 145, 150 points?

Could stand a few more expenses, mostly in terms of more dudes. Also note that the biggest drawn of the Apothecary (squad gets FnP) is negated because the models can't form units, but it seems you just want a really durable guy with EW.

Overall, doesn't seem too bad. You'll get bogged down in swarm lists, but everyone does unless they're balanced and packing anti-swarm gear, and Space Marines can barely pull off balanced or do elite very well. So don't sweat your weaknesses because you can't plan for everything.
>>
>>50890039
Which ones ?
>>
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Anyone have any ideas on how to incorporate Traitor Legion rules for HoR Kill Teams?

Not sure if the guys heading it now have any plans on updating it for that use nor even if having 16 point T5 FnP Fearless, Relentless Traitors running around would be a good idea but it seems like a fun idea for most of the Legions.
Alpha Legion get a bit screwed over from it though.
>>
>>50907509
They have a chance in HoR since you can sweep the enemy if you pull of the charge without even causing wounds or finish them off on the ground if you cause one.

One or two Assaults could be useful for hunting down heavy weapon guys.
>>
>>50909640
Don't all the Legions already have rules ? Check the list.
>>
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I have some spare Space Marines and a ton of spare Space Wolves bits. How would you rate this list /tg/?
>>
>>50895129
>>50896929

Depends on what you're fighting. There's not much in terms of basic line weapons that are AP4 or better, and if you get into melee with stuff without power weapons it'll help keep your boyz alive. Of course, you could use those points to simply bring more boyz.

My friend swears by it with his orks (playing HoR), since it significantly improves the survivability of his dudes against lasguns and bolters.
>>
>>50865925

Oh, anon...
>>
>>50910095
Also forgot Specialists:
Plasma: Weapons - Master Craftsman
Flamer: Guerilla - Hit n Run
1 Skyclaw: Combat - Furious Charge
>>
>>50907509
I have had reasonably success with some in HoR, though most of them are actually Vanguard Veterans with assorted power weapons. The lower number of attacks and lack of AP3 on the few regular assault marines I have certainly isn't great.
>>
>>50909778
That they do, though I'm guessing that anon is after stuff derived from the recent Traitor Legions supplement.
>>
>>50907786
>Also note that the biggest drawn of the Apothecary (squad gets FnP) is negated because the models can't form units

I always house rule things like that to bubble of 6" it gives you some options and isnt OP since you can counter it by templates weapon or other that have AOE effect. Also makes fluuf sense and dosnt mean your dude ability is trash.
I wonder why havent they fix things like that alredy.
>>
>>50910152
I have been out of touch with 40k for some time, ist that Legion suplement any good, like old gloious codex rules?
>>
>>50875794

Would you say HoR is more like Rogue Trader was?

God I'm so mad about modern 40k. It's nothing but tanks and superheavies blowing through infantry like they were nothing
>>
>>50910733
Exacly why I droped this as a game. And each edition models getting cheaper in points. You can play horde DE right now. Back when I started I had sometimes lower model count than SM.
>>
>No tanks or Goliaths for 'Stealers
B-but I wanted bugs in cans...
>>
>>50911316

Wait, are you kidding? You can, in fact, bring Goliaths because they fit the armor total requirements for both HoR KT and GW KT. HoR lets you take them in campaign or if both teams allow dedicated transports and you can take them as normal in GW KT.

>>50910654

HoR houserules effects that target a "unit" to mean "target model and eligible models within 3 inches," which is pretty fair.

>>50909640

HoR had Traitor Legion rules for quite a while, although they turned out to be somewhat to pretty different from what we got. I expect the CSM team is busy working on incorporating them into the HoR codex right now.
>>
>>50910950

I miss when 40k was actually a skirmish game and they also had Epic
>>
Oh HoR hands down....even though my army got banned becuase it was turbo cheese :p
>>
>>50913653

What were you running? How could it be made less cheese? I know they've gimped a lot of the options in HoR to rein in broken options as of recent.
>>
>>50873883
Deathwing fan who ran pure DW

If you run a campaign they are great early but are garbage mid to late game. They are junk in melee becuase they are so slow.

Only way I have found them to be good is the following combo

Lightnig claws for at init attack
Teleporter and assault cannon, really good combo to pop in and out of firing locations then dip.
Terminator apoth

That's about it, storm Bolter Deathwing just don't cut it.
>>
HoR question.Am I allowed to use an inquisitor as a special to ally with my deathwatch kill team? And with my inquisition ally I can take units to fill my core requirements? Because Im thinking of fielding a deathwatch sargeant with an inquisitor and acolytes
>>
>>50913720
Oh I ran an assassin team.
vindicare
Culuxes
Eversor

And the poison one off board, if you give the celuxes a c'tan blade, role of a 6 the model is just gone, no arguments, so saves, nothing, unless they have eternal warrior. Because it has instant death from the poison assassin, and it ignores invul and is a AP 2.

Also gave the eversor a melta pistol, so I would charge him in, and use gunslinger for 4 melta shots, and 4 poison shots hitting on 2+ even with suppressing fire. I tabled a guy turn one with my build
>>
>>50913799
Yeah, what point cost were you playing at? Cuz that is so far out of the 250 point limit, holy shit.

Also the Culexus cannot take a C'tan blade, only the Callidus can take that, unless you got the names mixed up.

I keep reading they've changed the rules that Eversor's cannot take 2 pistols anymore, but I keep checking the latest rules set and I don't see anything about it.
>>
>>50913799

Ah, Assassins. That makes sense. I wouldn't run them as anything other than an NPC encounter, myself, and even then I'd only run one solo.

>>50913739

Looks like it. You follow the model availability of the primary list but you can buy Inquisition models so long as you have an Inquisitor on the team at all times.
>>
>>50913953
Yeah sorry name mix up, and we were playing a 400 point campaign they were my second army.

The rules for him are you can not take 2 of the same pistol, so you can have what ever pistol you want plus the poison one.

They got rid of taking 2 plasma cus it was turbo op
>>
>>50913979
Thanks! I was worried i might be cheating having two multi wound models. But it doesnt seem too bad
>>
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>>50914031
Yeah about the only way you can make Assassins "Fair" would be to play on a table that's stacked hard against Assassins and let the opponent have his 5 wound HQ models and a relic that somehow denies Infiltration rules.

Small part of me wonders if it would be healthier for Assassin players to remove the Grandmaster upgrade that gives them WS/BS 10 and 3+ Invuln, limit armory to assassin specific weapons, make the Eversor and Callidus poison weapons 1 use only, gimp the Callidus's Polymorphine skills somehow.

Also remove the Vanus and Venenum Temples because, holy shit, Table Wide debuffs is fucking terrifying. I don't think there's anything comparable to that from any other army.
>>
Dunno if X-Wing destroyed my wargamer heart but since 40kKT released, I haven't played a game of standard 40k since.

I miss shitting out tons of fun dudes on the board, but KT is just infinitely easier to play as far as time and management goes.

Anyone else in a similar boat?
>>
>>50914825
Yup. Cannot imagine sinking 4+ hours into a single game now, let alone one that only involves 2 people.
>>
>>50912593
3" isnt it small blast radius?
>>50913624
Preach, we can only hope they notice lack of steps in their ofert. It would be also good for buisnes as far as I know.
>Buy starter set/kill team with friend.
>Play small easy games to get in to rules and general feel
>Go normal 40k(skirmish) with various pts range
>You can go Apocalipse if you like using your minis
>Or go for Epic minis if you want to command full armies
Its quite simple, alows players to find their spot and still buy minis. WHY for the love of dark gods they arent doing it is beyond me.
>>50913799
>>50914728
Holly Throne, thats real? Gotta check them out, I got my Culexus/Eversor eating dust but they might see some action now.
Do we have some death-cult assasins there? I miss those crazies.
>>
>>50915022
Death Cult Assassins are part of the Inquisition list. Haven't had the pleasure to play against an Inquisition KT but I heard they're fun. Plus they can run with any Imperial Kill Team so run your Inquisitor with some Death Cultists beside an Eversor
>>
>>50914728
Oh no man, the list I was using had no masters in it
>>
>>50915022
Oh yeah man assassins are crazy, if you give the celuxes a power fist, just get ready for the lawls, he reduces their WS and bs to one. So with a power fist he is instant deathing t4 and below and he automatically has instant death to paykers.

By far the 2 most powerful units in the game is the celdius and eversor.

Celdis becuase she can infiltrate 1" away, turn one, hit them with your ap2 4+ template, then charge in and get 6 attacks at WS 8 AP 2 sword that ignores invul on a 6 combine with the poison guy who makes to wound rolls of 6 ID you can one shot a model no matter what unless they have eternal warrior.

Then fuck, the eversor, melta pistol with a 2/2 to wound and hit, and you can use suppressing fire and still get a 2 to hit, then charge in with 8 attacks and force everything in 6"(?) to pile in on you, FUCK!

the only thing that's equally cheesy is a centurion Sgt in the iron hands with grav.

You can kit it so he has a 2+ 4++ 4+++ win linked grav amp that rerolls to wound and his built in heavy Bolter.

Me and a guy ran a meme army of that and Deathwing it was painful to watch.
>>
Is a team full of guys with shotguns any good? I want to build an Imperial Navy shore party using the Rogue Trader HoR list.
>>
>>50915855
That sounds really unfun to play against and I'm happy no one things about bullshit like this at my club.
>>
How are the new official GW Kill Team rules? Are they about the same as the old set? My local GW store is going to be running some on Saturday probably.

I'd much rather play HoR, but it's most likely going to be the official version.
>>
>>50921477

GW KT is very much the same as the old rules, although it may have a few more options for specialists. It might even allow psykers, which the previous one prohibited.
>>
>>50916144

Could work, problem is getting everyone in close. You probably want to pack enough special weapons and range to deal with threats that can catch you from further away, and you have to get in close and risk a charge to get into weapon range. KT is supposed to be more dense terrain, so just keep your team to packed terrain and cover saves and you should be mostly fine.
>>
Anyone ever spotted a Tanith list?
>>
>>50923145

Nope, but HoR has a Colonel Shaffer's Last Chancers list.
>>
I wanna get into Kill Team but I haven't played 40k in years and got rid of my armies. Is there a way to avoid paying for a full box of minis when you just need one or two for your team ?
Also any advice for a Kill Team newfag ?
>>
>>50923799

If you just need one or two minis, check eBay for bits suppliers. Some sell single figures and you can buy enough individual weapons and equipment bits to kit them as you will. They'll be more costly than the price per mini from a box, though, but I guess you save when you don't buy the whole box.

Newbie advice would be "don't be too elite," or "boys before toys," which basically means that the amount of models and wounds you have in your army is more important than how much equipment and survivability the individual models have. Many teams will run around 10-16 models, and that's a good amount to deal with without the game bogging down, but some can be hard pressed to run 9 and another it can be very easy to run 20. You probably want at least 8 individual models, though, even if a team of four Terminators sounds tempting.
>>
>>50923930
Seconding Ebay. I picked up 6 (pre-built) Tyranid Warriors for two thirds of the price I'd have paid for a box of three. You'll generally be able to make quite a saving if you're willing to accept stuff that's already been built and had a little paint put on it.
>>
>>50910733
except when the infantry blow through tanks like they're nothing....
>>
Gonna be facing my friend's Skitarii/Mechanicus in HoR tomorrow. It'll be his first time properly playing the game and I'm unsure about what to bring in order to have a good game. I want to avoid demolishing him without also making it a cakewalk.

Would Guard, some variety of marines or Tyranids make for the best games?
>>
>>50923930
>>50926314
Thx, noted. I spotted some preassembled fire warriors and stealth suits 1/3 of the normal price so I'm definitely gonna buy my minis on ebay.
>>
>>50923009
Thanks, I am going to give boltguns to the Arch Militant and House Guard to give the team a bit more range. All of my squads having S4 shotguns just seems fun though.

Also I will take a Servitor with a multi-melta or plasma cannon for heavy support, might give someone a sniper rifle, see how it works out.
>>
>>50917755
Oh yeah I don't try and pretend it's not a bullshit list, in the campaign I even tell people to this is a bullshit list and because of that, when you roll to determine injury at th end of the game, you rolled a 6 for a full recovery on everyone "wink wink nudge nudge"
>>
2x 30 grots with runtherds for GW Kill Team.

Yay or nay?
>>
>>50927012
I think you can only have one unit

Side note my lol kill team wanna get some thoughts

Legion of the damned x5
Multi melta with sharp shooter
Sgt with fnp
And another legionary with dirty fighter

All of their weapons have ignore cover
>>
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Hey guys, I am a lead developer for the Admech HoR team list. We are currently working on a new version that will overhaul the Tech-priest for more customization options, lower the price of electro-priests, and add servitors to the list.

Question because I want outside opinions- Is there anything you think the list is missing or needs changing?
>>
>>50927227
A mention of transport options, maybe? I know Skitarii/CM have nothing in-Codex, but it might be worth briefly touching on what the AM list can do when people want to play a game with transports.
>>
>>50887621
Not GWKT. Read the rules.
>>
>>50927227
>>50927328

Definately add rules for transports. Maybe Chimeras or something.
>>
>>50865925
Only the FW ones--namely the rinkydinkydink and the rinkydoo
>>
>>50927470
Are they those £90 art deco looking things?
>>
>>50926454

Skitarii have fairly strong Infantry as it is, he should be fine. Vanguard especially are worth it just for their guns. Marines might give him trouble if he's not packing any special weapons, though, but his volume of fire might be able to take care of that. Tyranids or Guard might be the better choice.
>>
>>50927227
What you've said you're doing is perfect- Servitors, transports, and Tech-Priest options are great.

With Servitprs it'd be cool to mix it up, though, make them like a Tech-Thralls; options for stuff like SnP, FNP, etc. that would be cool for options of either gun platforms or swarming troops
>>
>>50928973

Well, the Servitors being put in are basically the Servitors Tech-Priests get from Imperial Guard and Agents.

HoR tends to play with models that exist or slight variations thereof rather than making up new ones, save for the Forge World ones that fit in like Secutarii in AdMech's case, or Shadow Spectres for Eldar for another example. There is a 30k list for Mechanicum, although the balance of models in 30k is a bit up in the air with 40k ones, hence why it's a separate list.
>>
>>50927785
Sure.
>>
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Used to play 40k as a kid.
I found my old models in the attic and while I don't want to lug them all around/buy new ones, I've got a few questions about Kill Team (which I just learned existed in another thread):
Is Kill Team good?
Do many people play it? (ie; if I went to a 40k night at a LGS, would I be able to randomly find a game?)
How many models do I need?

The small scale is really appealing to me.
>>
>>50929666

Kill Team cuts out a lot of the larger models in 40k, which avoids a lot of the major cheese that seems to plague the game. The emphasis on infantry means things are much more small-scaled, and there's a much larger emphasis on individual model customization and developing some character with Your Dudes.

GW Kill Team as official rules is generally okay, but a lot of people find Heralds of Ruin's (HoR) rules to be superior because it scales down the game rules which are abstracted in 40k proper to focus on whole squads of units rather than individual models. Models interact with terrain more realistically, or at least more cinematically, and can make jump or climb moves to get vertical or move across gaps.

That said, as for finding players, you might need to make your own league or group by getting people interested, but it seems like GW Kill Team is more approachable because it's more "official," while HoR is forever fan rules despite its greater granularity.
>>
>>50929819
Thank you! That sounds pretty fun.

Also could any Tau players tell me if I could make a decent kill team out of this stuff? (4 stealth suits + random kroot stuff).
I have fire warriors as well but I'd like to bring as few models with me as possible.
>>
>>50930444

Stealth Suits are great with their 2+ Cover save pretty much anywhere, but keep them out of melee.

Kroot are alright, you might want Pathfinders or Fire Warriors for heavier weapons, though. But it looks like you have one with the Krootox.
>>
>>50930749
Are Krootox legal in Kill Teams?
>>
>>50930883
There's rules making them legal in HoR, don't know about GW Kill Team tho
>>
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rate my GW KT tau list? i'm unsure about the airbursting fragmentation projector. my meta is 'nids, dark angels, and dark eldar.

i'm trying for a fluffy urban warfare crew. think metal gear solid 4.
>>
Anybody tried combining HoR with Zone Mortalis?
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