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Kill Team General /ktg/

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Thread replies: 178
Thread images: 23

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.

Ask Questions, Give Advice, Post Lists.


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


Created because of this thread. Made me feel bad that we had no ktg.
>>51308622

What is everyone's thoughts on kill team? Do you play HoR or GW exclusively? Or both?

What are some houserules that you use to help make it a more gratifying experience?

Also, post pics of your games! (or your kill teams)
>>
File: 7edRef.pdf (1B, 486x500px)
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Posting 7ed Reference Guide that has helped me out a fuckton in KT games (and in general games)
>>
File: 1pg Killteam.pdf (1B, 486x500px)
1pg Killteam.pdf
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Also posting this "1 page Kill Team" rulebook. Seemed like a way to simplify the game play. Haven't fully read through it yet but offers homebrewed stats on the factions.
>>
Is using chimeras in KT a dick move?
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>>51310035
Does your opponent know about it before the game and can field a transport of his own ?
>>
>>51309831
Thanks, I was looking for one since I formatted my phone.
>>
How's the officio assassinorum in HoR? I ordered the board game and I want to know if I'll either A: never win a game or B: lose all my friends.
>>
>>51310262
Np man. I printed out a few a will for that very reason lol.

>>51310035
Depends who you fight honestly and if it is a friendly game. I wouldn't care, but I can bring a crisis suit with missile pods or fusion guns if I need AT.
>>
>>51310513

Little of column A, little of column B. Assassins can be wiped off the board by superior numbers of dudes, but are most elite of the elite and can take out very elite teams, although pretty much all of them die easily to concentrated attention.

Assassins are powerful, but squishy, and god help you if you're playing a game with more objectives than you have dudes. At that point, your opponent just needs to kill one or two of your dudes and you can't actually win. Also, if you're going two very highly kitted assassins, then they just need to kill one and now you have to take a break test every turn or lose the game.
>>
>>51311441
What's the difference between a break test and a route test? I know that assassins are immune to the latter.
>>
Is 16 models too many for Skitarii (HoR)? Been thinking of reducing my list a little.

Currently have:
>Infiltrator Princeps
>10 Vanguard
>5 Peltasts
But am thinking of dropping two Peltasts and two Vanguard for:
>Infiltrator Princeps
>8 Vanguard
>3 Peltasts
>Sydonian Dragoon
For 13 models with more diverse equipment, models, and that sexy strider walker, and it leaves me with enough points to put a Conversion Field on my Princeps for a shield with potential Blind.

Is Sniper Rifle or Taser Lance better in KT? My list looks like I have enough shooting, but I'm not sure about bringing a Walker into close range.

>>51311523

Might be the same. If Assassins are immune to Route then I guess they're fine if they lose a model.
>>
>>51311554
But I should be fine if I'm up against, say, dangels and chaos marines right?
>>
Posting some KT lists that were fun to play.

x1 Crisis 57pts
- x2 missile pods
- x1 flamer
- (Rending)

x5 strikers 55pts
- x1 shasui (leader)

x5 breacher 45pts
- (FNP)
- (Preferred Enemy)

x1 piranha 40pts

197 pts and pretty fun to play without taking advantage of the Tau's JSJ or other cheese. Fought guard and SM to good effect.

Breachers are hilariously fun when they work, but when they don't...

>move breacher toward SM to get dat str6 ap3 goodness
>feel safe enough to not measure before hand
>5.5 inches...
>fire str5 ap5 instead SM saves the hit
>I have no other choice
>oncemoreintothebreach.jpeg
>mfw breacher took down a SM in close combat.
>>
>>51311613

I can't say, I don't have much experience with any of those. Maybe because those sound more elite, unless CSM guy is bringing a horde of Cultists.
>>
>>51311613
Post a list and I can help you more than just guessing at what you will be fielding.
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>>51312521
I don't actually have a game set up right now, I'm just guessing based on what my friends field.
>>
How do demons of nurgle play? Are they competitive? Is a greater demon and nurglings viable? Or is it take plaguebearers and sowly swarm? thanks in advance for advice.
>>
>>51312539
Well for csm or dangels you'll want weapons that can ignore their armor or enough shots to overwhelm their armor saves. If the CSM plays horde-y cultist heavy list you'll want templates or again, high volume of fire
>>
>>51309855
I can't stop being offended by these "one page" rules that provide game rules that cannot be played from one page.
>b-b-but the credits and cover page and advanced rules don't count to the one page
Ok so can you play with the rules on just one page?
>yes completely! All you need is the basic rules
What about finding out the unit stats
>Well ok you need a page for each army
And you can't play without that and therefore you can't play with just one page, right?
>Well that's true
So basically it is not one page rules no matter how twisted your ridiculous logic?
>well no
Then stop calling it that.
>>
>>51311554
>Is 16 models too many for Skitarii (HoR)?

Nope. I often play one with 25. Peltast Alpha, 19 Vanguard, 5 Peltasts. All naked.

>Is Sniper Rifle or Taser Lance better in KT?

The Radium Jezzail is hands-down terrible considering the points investment.

The Taser Lance on the other hand should punch out a Marine on the charge, makes good use of the Dragoon's extra speed, and is strong enough to threaten vehicles.
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Guys, I decided to make the loudest KT ever. Could you advice me on how to play this list? I'm taking this team for campaign, most of my opponents will be spess marines.
>>
>>51313386
forgot to add that for our specific campaign all orks leaders got +1LD for free, Host thought that all orks having 7 LD was silly, and I agree with him.
>>
>>51312857
Lol, I thought the same thing. I posted it anyway since it seemed like a new spin on KT though.
>>
>>51313685
I like the rules. Particularly their "grim dark racing," which should actually be mario kart rules instead. I am just offended by the gimmick..
>>
>>51314191
Grim dark racing sounds awesome lol.

I have a friend who is into 40k literally because of the space marine bikers. Racing sounds like a good way to keep the interest alive.
>>
>>51313332

Well, I do like that I can have a good mix of dudes, and cutting down my team to make them more elite seems fair. I could spam Vanguard and Peltasts, but that just seems unfair, unless my entire group is cheesing their lists.
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>>51316885
>inquisitorial deathwing librarian
>>
>>51316885
>uncircumcised cocks fly out of a black hole above his head
>HE STANDS ALONE
Space marines for sure.

Eldar best race.
>>
>>51316915

Must have pissed someone off to get seconded to the Deathwatch. Probably doubly embarrassing for a Dark Angel, but you've got to send somebody to the Deathwatch out of solidarity.
>>
How would a Deathwatch Kill Team work out (in HoR, though possibly GW)? Seems like they're built for the fucking job, since Kill Team takes its title after the Deathwatch Kill Teams.

If I did run HoR, I'm tempted to run a Captain with a Storm Shield, 5 Veterans; one with an Infernus Bolter and the other with a Frag Cannon, and an Apothecary. That many dudes, plus maybe an upgrade or two, seems to clock in at 250.
>>
>>51316915
>>51316944
It's a prime space to be on a look out for the Fallen. And they must also uphold the Lion's honor which serving in the Deathwatch requires.
>>
>>51318863

True enough. One of the better places to look for Fallen is the Deathwatch, as they are actively on the lookout for shit that needs fucking up.

And, yeah, the Space Marines demand that you occasionally send some dudes to the Deathwatch to help them keep down the xenos, so naturally you have to keep a few guys stocked there to uphold appearances, even if you're not on good terms with the Inquisition. Hell even the Space Wolves have a number of dudes stationed there, and they do, in fact, have to mock fight with any Dark Angels they are paired with on their team before they team up.
>>
>>51309804
How does a GW Kill Team of 8 KdK Raptors sound?

-Raptors, 105
+3 Raptors, 57
+Meltagun, 10
+Lightning Claw, 15
Total, 192
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I've just picked up the SC box for Dark Eldar, along with some Wyches. I'm also going to be picking up Gangs of Commoragh when it comes out. What sort of fun can I have when it comes to building a HoR KT? My first draft has a mix of boys and toys, but was drawn up before I figured on getting 6 more reavers and a swarm of hellions.
>>
>>51320442
Should I swap out the Meltagun for an Icon of Wrath for Furious Charge, or no?
>>
>>51317126
As with all Kill Teams, toys before boys will lead to tears. The Apothecary is a good shout, but with only 6 bodies each casualty is going to hurt.
>>
Trying to come up with a Dark Angels team for HoR involving all 3 wings and can't decide between a terminator or biker Leader.
>>
>>51322130
Thematically a terminator would be better (more elite, you'd bring bikes to support terminators but not terminators to support bikes), but a biker is more durable (re-rollable 3+ jink, Toughness 5) and mobile.
>>
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I got a Raptor space marine kill team

Assault Squad and Scout squad

Assault Squad has a plasma pistol and sergeant with power sword

Scout squad have bolters with camo cloaks and a heavy bolter with relentless
>>
>>51322481

I think you could also squeeze a flame thrower in that Assault squad

With that seems like a solid list
>>
>>51322481
What about melta bombs on the assault leader? I'm assuming all have jump packs. What are the points at right now?
>>
>>51322206
I was thinking about a biker librarian so it can ride around, be hard to kill and catch up to anyone they want to kill. But yeah, I will probably go with a terminator, can't decide on which specifically though - a DW Champion for good damage output at initiative but weak inv save, DW Knight for a good damage at initiative (AP3 though) and a storm shield or just slap TH/SS on him and call it a day.
>>
Any way to mix the Sisters of Battle with Imp guard in kill team? I was thinkin about using the Raging Heroes minis as SoB then picking up a box of Guard for vets.
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>>51322679

I forgot the melta bombs but I think I should almost be at max like 199 points if I add the flamer and melta bombs
>>
[Noob warning here, sorry for stupid question]

I'm wondering how you do when building a list for this with the FoC. For example if I want to buy a few basic chaos space marines, do I pay 70 points for 4 and a champion which takes up 1 troop slot or do I buy 1 marine per slot? Again sorry if stupid question
>>
>>51323000

Not currently.

I know in HoR you can take Inquisition alongside another faction, so you could bring Sisters alongside some guard that counts as Inquisitorial Acolytes or Stormtroopers.
>>
>>51323325
might add that I'm going from the basic GW rules, not HoR
>>
>>51323325

You have to take a minimum squad from what I can tell, including a squad leader if that's included.

Both Victory is Vengeance (Horus Heresy Kill Team) and HoR let you buy models individuals (save for horde models), so you might just decide to buy them individually for the cost of additional members to the squad.
>>
>>51322130
why not an warden (i.e. interrogator chaplain)?
>>
So with Gangs of Comorragh going up for pre-order, i'm considering a super speedy kill-team.

How good are reavers and hellions generally considered in Killteam ?
>>
So I ordered a box of Lychguard for kill team. I figured I could stick in 3 as Lychguard, use one for the Noble, and convert one to fill the role of one of the Core units that I'd need to include.

Would that be decent overall? I feral like that many shields and the durability would do nicely.
>>
>>51326075
they are conflicting troop choices in GW kill team; you can only have 1 fast attack.
>>
>>51326075
They're "okay."

Reavers are sanic speed, but only a 5+ means you'll be jinking a lot- as per usual with Deldar- but the problem is your gear is so crappy you can't reliably kill anything better than a guardsmen.

Helions look and feel awesome, but do jackshit. Hit & Run seems like it's useful, but either you will kill something in one round of combat or it will kill you, with very little exception.

Same problem most of the army has- cool gimmicks, but good luck dealing with varied play styles. Some Tac Marines in a Rhino can easily ruin your day, so be ready to play smart for a chance of success.
>>
The jury is still out on how effective it was over all but we began rolling to hit with a D20 and using cover to reduce ballistic skill.

Eg : A 20 is always a miss, BS 3 = 17. A unit out of cover adds + 5 to a units BS, a unit in very heavy cover removes 10.

It was somewhat slower than normal but it made the cover a little more interesting. It sort of broke when you got into "move behind the guy who is in cover, unload into him with your increased BS shoota boys" but that could be fixed with some sort of over-watch bubble.

It was fun and interactive but it got fairly lethal pretty quickly.
>>
>>51327331
fuck you're right... shit
>>51327477
good advice, thanks man.
>>
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HoR Deathwatch any good?
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Wanted to do Night Lords for HoR running all raptors and warp talons. During my initial play test it seemed like it might be kinda hard for me in the upcoming kill team campaign we're going to be doing. What do you guys think?

Aspiring Champion
> Jetpack, Dual Lightning Claws, Aura of Dark Glory

Raptors x 4
> 1 flamer, 1 plasma gun

Warp Talons x 2
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Guys, will I be seen as a cheesy faggot for taking this list to a kill team tourney?

Also, can I make the senine the specialist that gains +1 bs?
>>
>>51310513
They're the definition of a glass cannon.

The number of friends you'll lose is dependent on how autistic they are. If they freak the fuck out over a Vindicare then they're huge pussies who probably aren't fun to play with anyway.

Not that Assassins can't be abusive either, but really a game with an assassin is so short there's no reason to panic. Try new strategies and shit, experiment with ideas you wouldn't normally do, ect.
>>
>>51311613
Yes, all Assassins have access to AP 2 weapons. There is literally nothing in 40k an assassin can't kill.
>>
>>51320498
Just make your dudes world eaters
>>
Question about Victory is Vengeance, if any of you are familiar.

What is stopping people from just only taking Breachers instead of tacticals? They're the same points cost. Is FotL ever going to be worth it?
>>
>>51335801

Seems like it would be hard, Those units lack powerful shooting save the plasma gun and aren't considered very good outside Kill Team anyway.
>>
>>51339574

Well, Smashfucker, but I think he's an exception.
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>>51339822

Actually, Breachers are 5 points more than tacticals. You buy them for the "add additional marines" price, and Tacticals are 10 while Breachers are 15.
>>
>>51340175
Can you even take smashfucker in either Kill Team system?
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>>51340784

No. HQ choice that uses relics which can't be taken in any KT version, that exceeds the point costs of and doesn't constitute enough models in Kill Team.

Also, he'd suck. Just put a blob or two of cheap infantry in the way and have a couple of fast guys to cap objectives; there's only so many wounds smashfucker can cause in a single round of assault.
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>>51340858
Even with an apothecary you couldn't cheese Iron Hands in Kill Team, right?
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>>51341402

Most you could probably get out of it in GW KT is 3+/3++/FnP (4+). Except can Apothecaries confer abilities in GW KT? I thought units didn't work like that in GW KT so abilities don't confer.

In HoR you could have 2+/3++/FnP (4+) for sure with a Terminator (TH/SS) Iron Hand and Apothecary buddy (alternatively, Artificer Armor and Stormshield build if possible), but you can't in any way have Eternal Warrior and It Will Not Die, which is a huge component of what makes Smashfucker so fucking tough on the field.

Also not counting Cataphractii on a Bike as a thing. That's fucking cheating and you fucking know it.
>>
>>51340230
Oh. You're right, I'm just retarded.
>>
R8 my Ork KT

Deffkopta w/ Twin Linked Rokkit Launcha

20 Boyz, of which one with a Big Shoota

13 Gretchin and a Runtherd.
>>
Anyone got a decent 250pt HoR Iron Hands list?
>>
Anyone have custom missions they're dying to play in Kill Team?

Train robberies, defend the line, multi-part scenarios with multiple outcomes to advance a campaign?
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>>51352006
My group has been tossing around the idea of a 'convoy ambush' style mission. Have a couple light transports or vehicles for one team, and make them the objectives that need to be driven to the other side of the board.
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>>51352006

I've got a pretty cool finale for a campaign coming up that I'm excited about.
Basically its a three-way race to the last lander evacuating a planet before exterminatus, all the while being chased by a much larger and more powerful force.

And the space on the lander is limited so not everyone gets a ticket off-world....
>>
>>51352146

Sounds neat. Roll some transports down the middle and try not to get them fucked up. There'd have to be ways to defend them better, though, or someone might just park a heavy gun in the way and draw LoS. Could be they have to steal something from them instead and can't risk blowing up the transports, but can to force a draw to deny the defender points while losing out any chance to gain any of their own.

>>51352164

Sounds like a fun one. Desperate three-way dash for the last transport out definitely sounds like a fun way to end a campaign, and appropriately grimdark. How has the campaign been so far? Is there a narrative that's been built of these wins and losses?
>>
>>51352227

Yeah, our campaign gm has made up a narrative according to who wins and who loses.

At first the campaing was your fairly standard everyone-fighting-everyone-else -funtimes but after our GSC player got a few impressive victories he was rewarded with a Tyranid bio-ship crashing into his camp, drawn there by the cult.

Since then its been no reinforcements, pants-shittingly scary crawl towards the spaceport for everyone else. Every fight draws the 'nids eventually so if a fight drags on for too many rounds the bugs show up and start wrecking ass. And as I said, casualties are not replaced so at that point its fuck-the-objective-and-run -scenario.

Been really interesting and fun (and stress-inducingly intense at times). I highly suggest having a campaign gm who decides how the games effect the campaign and to try out different scenarios and don't be afraid of homebrewing some wacky mechanics in there.
>>
>>51352227
Yeah. I imagined it would be a bit more like the typical Relic missions, except with the transports starting in possession of it. It'd need some tweaking both to ensure those ambushing couldn't simply alpha strike with a big gun, and those escaping couldn't just flat out to the board edge.

Having the transports themselves count as objectives and being non-scoring if they get wrecked would help with that.
>>
>>51352552

I would certainly love a game like that. Setting up a scenario with each team having goals they're working towards. Other times they could merely be representative of a wider force, and their own special missions could be reflective of an overall wider campaign.

Like, the AdMech could place some archeotech geo-resonators along a fragile faultline, and the AdMech player's Kill Team is one of the representatives of those teams. If they win, the fault line breaks and the AdMech cause some massive devastation. If they lose, maybe the other teams didn't do so well as well or there weren't enough to chain and set of the fault, so it fails or at most does very little.
>>
Hello /tg/ !
I'm having very few time to play these days so I'm looking upon killteam to provide me with my mandatory weekly dice rolls

I have a few questions for the experts
-How's magic handled ? Can I have some warp fuckery in my killteam ?
-How viable are bike gangs ? My CSM army is bikegang-themed, so I'd like to use some, idk if it's allowed/playable/viable tho
-How "your dudes" is killteam ?

Thanks !
>>
>>51352640

>How's magic handled

Theres some tweaks to the psychic phase in the rules but its there and psykers are nothing to scoff at especially in HoR. Check out the rules and decide for yourself if you like it but I think it works.

>How viable are bike gangs ?

Very. Your team is going to be small but effective, especially if you play on a bigger table (my group uses a 6' x 4' table)

>How "your dudes" is killteam ?

Extremely. Your model count is so small that you can really go balls to the wall with customization and give some love to your dudemans.
>>
>>51352568

Fix the vehicle's path and movement. They're not controlled by the Kill Team player, they're NPC vehicles. They have a set path and behaviors, moving forward along the set path if able, firing only at the closest enemy, etc. The Kill Team has to work around them in order to get the job done.

Also possible, the opponent might buy stratagems like barricades, tank traps, or mines to try and slow them down or disable them. Homebrewed, these could cause Immobilized results, or Crew Stunned might result in the vehicle slowing for a turn. Free vehicle tools to fix those would be a must. Instead of outright blowing up the vehicle, they might just knock it down for a turn.
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>>51352689
If you play SM don't bother giving them character. They'll just get wiped off the board by Tau and Eldar anyway.
>>
>>51352689
Yay ! thanks for your answer !
I really like playing my 10+ (13 hehe) bikes at classic 40k, and its really sub-optimal against most stuff that isn't a single big think that massed bolters can kill or massed troops. So it's cool that it works fine in KT !
Also, for psychic, I'm looking for flavor more than efficiency, as long as it's not destroying any chance of a fair game, I like having a(t least one) psyker (I'm a cyclopia cabal fanboy, kinda). But imo 40k lacks customisation on powers, rolling for them really isn't cool when it comes to building a story about it.
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>>51352719
I feel like having them be automated would help a lot. That also means they could probably be a slightly more durable vehicle and not have to eat into the player's points at all.

Tank traps and other traps for the ambushers might be interesting. Perhaps Grav Mines that could inflict temporary immobilization and eat up turns. Having some NPC techpriests or mechanics to conduct repairs from inside the transport would help a lot as well.

I feel like an ideal map would be a sort of narrow road through a city. Lots of alleyways to ambush troops from, narrow passes where it'll be hard to get past the vehicles, and winding routes to make sure things don't progress too quickly.
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>>51352754
Getting wiped by tau/aeldarflakes is called "a normal game of 40k', but ty, captain obvious ;)
>>
>>51352819

Bulk up the terrain and make it an alleyway fight. Send in the dudes to fight alongside the transports and counter-attack the attackers, forcing them to focus on you, not the transports.

Also, it could be possible to make the road these vehicles travel be curves around the map, or at least have some corners to it.
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>>51352805

HoR gives you a selection of a few powers, though you don't get a massive range of choice because some is just bullshit for KT. Along with the new powers from the SM and CSM expansions, it's likely the next HoR mini-Codex update for them will see a couple of the more modest powers added.

They also allow psykers, among other things. I'm not sure if GW KT bans them this edition, but it did last one.

A few rare psykers get the whole range of their disciplines to choose from, but this extends only to very expensive and fluff-wise masterful psychics. Harlequin Shadowseers get the run of three Psychic disciplines, but they're 60 points base, are already in an army of glass bones for toughness and paper skin for armor, and to get to ML2 you pay 20 more points for an 80 point model at T3 with just a 5++ and her own powers to protect her.
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>>51345453
Would be worried to fight. I doubt I would have the shots to kill all of them.

Which kt though? GW or HoR?
>>
I'm going to be building a Genestealer Cults -team based on an IG -unit that turned out to be cult infiltrators. What do I take to deal with vehicles and bigger things?

Sentinel with lascannon? A few weapon teams? Whats the smart choice here?
>>
>>51336456
It's ok, I can field 6 Meltas if I want.
>>
>>51311342
Love these models, but they just look super bored in combat.
>>
Spontaneously bough a dark Eldar start collecting +scourges

What would be the best way to outfit the scourges for Hor?
>>
>>51358785
Scourges are probably best used as your special Weapons platforms. Reavers can do that to a degree, but are more limited in how many they can get and also want to be in assault. Your Kabalties can handle anti-infantry duty fine, so that leaves Scourges for bringing mobile, High AP firepower.
>>
Any top tips for handling shooty Tau ( is there any other kind) as Orks in Heralds of Ruin. The JSJ suits are killing my wins into draws. What units would work well in that context? Tankbustas have been true MVPs oddly enough, taking down suits like nobody's business, sadly they can get a lot of my boys out as well.
>>
Thinking of delving back into 40k with this; how well do Militarum Tempestus lists do?
>>
>>51360577
I tho,k the only thing you could really try is bikes or jump units for speed to try and catch them.
>>
>>51360577


This >>51360795 2bh. You can swarm them with jumpies would probably be your best bet since they cost fuck all. Get as much as you can and use them as expendable assets. Tau suffer from getting tarpitted pretty bad.
>>
>>51361023
>>51360795
That sounds pretty perfect. I was thinking a Rokkit Swarm would probably do work against them. Maybe If I dominate ground with two bikes and jump all up in their faces.
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>>51360733

Probably poorly as always

>troops and transports are expensive and frail
>hellguns are ZOMG AP3!!! but still STR 3 with a gimped range
>>
>>51360733
I can't imagine it'd be too well, as they suffer from a lack of variety.

It might work if you ran them in an IG list and brought along extra stuff that fit the theme, like Carapace vets or Sentinels.
>>
>>51360733
Are you using GW or HoR rules?

HoR has Tempestus in the Astra Militarum rules, I assume they'd be alright with a good balance of other dudes with them
>>
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What do you guys think would be a good paint scheme for tzeentchian cultists

Im also thinking of running a lost and the damned kill team based a tzeentchian group called the brethren of fire. It's going to be a fluff army like this-

>primaris psyker as leader
>two squads of cultists
>they Mananged to summon a small amount of pink horrors and flamers
>maybe a chimera

I'm also new not just to kill team but warhammer 40k so any criticism is welcome
>>
>>51364991
Bright colors tend to be fitting for Tzeentch, though they should also be varied upon either an individual model, within a squad, or within an army. For example, having your cultists be blue and orange, or having some blue cultists and some orange cultists would be fitting. Reds, yellows, and pinks can also be suitable colors, and even brighter green can find a place.

The key is to have them bright and contrasting. Don't be afraid to get a bit crazy with mixing up shades though, especially for a kill team. The /Wil/ thread might be a better place to look if you're after specific advice.

A sorcerer, two cultist squads, and some daemons seems nice overall. The main thing I would be worried about is a lack of ways to deal with more heavily armored units. You want at least a couple sources of AP 1 or 2 in case you need to take out terminators or the like.
>>
>>51365178
Thanks for the very helpful advice,anon
>>
>>51364991
>What do you guys think would be a good paint scheme for tzeentchian cultists

Blue is the usual Tzeentchian colour, but it need not be the main colour or even present at all.
>>
>>51365178
>The key is to have them bright and contrasting

I don't think that's an absolute. I saw some badass Tzeentch Chaos Knights painted by GW that were a mix of pale, unearthly metallics and black.
>>
>>51365270
No problem. I ended up adding a few Tzeentch models to my larger warband, so I'm somewhat familiar with them.
>>
>>51365318
Fair. I was mainly offering more general suggestions regarding the typical schemes.
>>
>>51357321
I know right? Unfortunately those aren't mine. I just got my grenadiers I'm that I may use as tempestus replacers in KT.

On another note, been playing a lot if xcom lately amd I'm thinking of making some rules to fit it into KT. A nice campaign to upgrade your models into death machines, having to choose what city to save from terror missions. Maybe against chaos/orks/tyranids?

Maybe they'll be NPC with the players being on opposing teams with parallel objectives. Score the most points to win upgrades for your elite squad.
>>
>>51368107

There are old 4e Kill Team rules centered around trying to stealth your way through NPC patrols to complete objectives. There was an alarm setup that would trigger all the NPC models to act freely rather than rolling random direction and walk distance. It also incorporated stratagems much like Zone Mortalis does, allowing attackers and defenders some stratagem points to help set up defenses or gain advantage on the attack.
>>
>>51309831
This is so good. Thanks, anon.
>>
>>51371247
Thx friend.
Keep this thread alive!

>>51368857
Neato. I'll look for the old rules then.
>>
How do Orks handle going into kill team?
I was thinking of running some nobz with most of them equipped with melee weapons, and some of them with some fancy guns... and maybe some boyz
How would this work out for me? i was thinking that Im might not have enough ranged weaponry to deal with tanks and infantry.

Sorry if this sounds unintelligible I've just got off my shift at 2am
>>
>>51372016
Well, Tanks are less of a concern. The highest AV you'll ever see might be 12, and that's gonna be on the more heavily armored transports.

Focusing on Nobz could work better in killteam where there's less high-strength shooting to inflict instant death. Kombi weapons might be a good choice there, Rokkits for some anti-armor and skorchas for something more reliable and anti-horde.

Burna boys and Tankbustas might be good additions for similar reasons. Flamers help with accuracy and Tankbustas can be good for cracking harder targets. You'll want to get at least a couple power klaws on something in case of terminators or the like.

It depends somewhat on if you're going for GW killteam or HoR as well.
>>
Did some GW-Killteam games with this EC list

Noise Marines
Champion
1x Blastmaster Specialist:+1BS
4xSonic Blasters
Melee specialist wound on 2
Dirty specialist: abuse weaknesses

Chaos Rhino w/ Dirge Caster

played 4 games with that list and have yet to lose
the Ignore Cover all sonic weapons get is crazy in Killteam, then again I havent been against anything with reasonable armor saves
>>
>>51372126
I guess I'd probably be better off running HoR just from a gameplay perspective.

It would also allow me to get some FnP in but I honestly am a bit daunted to learn HoR tactics.
>>
>>51372212
Well, HoR might help in the sense that things are run a bit more individually, so it's easier to customize if you wanted to give all of your Nobz cool guns or melee weapons. It also means you can run a single Meganob or Nob biker as a random off-thing.

Easier to customize, overall.
>>
>>51372212

1d4 has HoR tactica pages specifically, if you need those. They may not be completely accurate or updated, but it's a start.
>>
>>51372334
>>51372360
I actually might just run vanilla kill team as it allows my nobz to be equipped individually and run them in an actually decent number.

Cheers dudes
>>
>>51371942
Not the original, but close.
>>
>>51313386
No advice for a fellow ork?
>>
The 1d4 HOR article on tau says that xv8 should be taken with flamer and fusion blasters.
If you fire a flamer at a group of marines, do you have to fire the fusion blaster at one of the targets of the flamer?
Also, plasma is ap2, does instant death ignore the injury table or is there something i'm missing?
>>
>>51372417
>>51372360
Its not very up-to date. I think they are giving advices on 3-d edition of HoR orks, when nobs had I2 and when Big mek was overpriced.
>>
Anyone got any cool terrain tutorials or some cool terrain projects going on? I'm supposed to build a shitton of urban terrain for the weekend and I'm short on motivation.

Would rather be working on my GSC but gotta get the terrain done so I can finally get some games going.
>>
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>>51312857

The Autism is strong in this one.
>>
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>>51315032
I wish they made a good gorka-morka racing game. There is one on mobile phones as it seems, but it looks like shit.
>>
>>51373325
Is there any way I could help the dudes update the codicies?
I've been in the game a while (sine 4th) and I have some ideas on cool relics and ways to balance the orks in a small scale setting.
>>
>>51373959
Well, you could update ork HoR article. If you want latest information and codex, then you need to register in facebook HoR ork group. I cleaned a bit of outdated stuff myself, but got lazy.

Right now ork HoR codex is waiting for an update, it is going to involve clanz and different bonuses. Sadly ork codex creator is not very active, at least in the group, like I pointed out that rokkit packs are not designed for HoR at all, everyone agreed, but sadly it hasn't been changed. (you can roll 2D6 instead of running 6` while risking a wound, so risk is not worth it at all). You can make suggestions there, people generally like to discuss fresh stuff.
>>
>>51374016
Thanks man, will do, yeah a lot of that kind of stuff stops me from really understanding the pros of a game system when it is weighed down by the shitty original (GW) ork codex crap being directly ported.

No offence to anyone except maybe Cruddance
>>
>>51374067
While you are at it, please bump my post about rokkit packs. Such issue beeing ignored is still triggering me really badly, but I consider bumping it myself beeing a bad tone :)
>>
>>51374103
I can't seem to be able to find the right group, could you post a link to it?
>>
>>51374165
Horks VII development
4chan is beeing a bitch about me putting FB link.

/groups/1694074337472085
>>
>>51374222
Thanks man, do you have any other recommendations that I could throw out?

Was considering changing jump packs to 9" + d3 movement btw
>>
>>51374280
I think I dropped a suggestion for it to be 6`+d3, but then people said that it should be 6`+d6.

Well, personally I wanted to make flashgitz be more flash - I was thinking about giving them access to a wargear that allows them to reroll their AP once per shooting phase. As a tradeoff, whenever you reroll like that, your weapon gains gets hot! until the end of the turn. Also recently I've suggested adding heavy armour option to flashgitz, maybe it'll get added. Who knows.

Right now HoR codex has some messy parts, worst offender is probably Dok not beeing a character(while SM apothecary is, it was agreeded that healers and repairmen get character status), LD7 all across the board, troubles with climbing because of low I and flashgit captin having access to a stuff that buffs flashgitz in melee (just why?)

You might enjoy mob rule beeing a bit reworked in HoR - you give a single thump of S4 AP- on a roll of 4+.
>>
>>51374360
I think
1: Flash gitz should be able to get blasters as an upgrade, that lets them roll on d3 and roll a pinning check after the shots have been made.
2: Dok should definitely be a character, be at least Ld8 on all models with more than one wound (except deffkoptas)
3: mob rule should be the strength of the model giving the bump, so a nob would be S4 but you get ld8, and a boy would be S3 but ld7
>>
>>51372127
Fought any horde factions?
>>
>>51374400
Well, Oscar, dev behind Horkdex said that he tried LD8 and apparently it was broken with orks. Which is a weird way to put it.

1. So, with blaster you are guaranteed to get at least AP5? (you get either AP1, AP3 or AP5) If you mean that you get either AP1, AP2 or AP3, well, it sounds a bit too strong, to the point of beeing mandatory. Also who rolls pinning check, flashgit or target?
2. Dok will probably get fixed, in my local group we consider him a character.
3. To be honest I think HoR mob rule is fine as it is. It'd be nice to have a leader with better LD though - Oscar said that it'll be possible to purchase +1 LD wargear for all ork leaders. (which makes it so inspiring presense actually works on your runts)
>>
>>51374494
Hmm I see what you mean about flashgitz, maybe rending or something on them for the pinning check?
>>
>>51374538
Well, in my opinion, flashgitz have the same problem as lootas - they are extremely random. I don't mind having random here and there, but it'd be nice to have tighter spread for random things instead of more additional rules. Random is more fun when all outcomes are good, its just that some are less good than others compared to having outcomes where you get fucked over.

I'd be okay with flashgitz having 3 outcomes (ap2,ap3,ap4) , and lootas having 2 outcomes (2 or 3 shots). Although these changes might make them overperforming units.
>>
>>51374661
Yeah, I honestly wonder if adding back the weapon options from 6th wouldn't be so bad.
You could have -1 ap for like 5-10 points or something, +1S for 10 and maybe have salvo 3/5 for 10 points.
You could kit them out to be terrifying, but it would cost most of your army at that point and that makes sense
>>
>>51309804
Couple of semi-related questions and also a bump:

How densely packed do you guys that play generally have terrain?

Have you ever run Zone Mortalis, either at Kill Team points or slightly higher (up to say 500)

How dumb or not is the idea of a kill team made of one, maybe two units of siege engineers, the main one with a hades drill and in general lots of unusual gear (mole launcher, gas grenades, demo charges, heavy flamers)
>>
>>51373002
Is this using squads or single marines clumped together?

I would say you get to fire the fusion at something else. Although desu, your flamer will probably not kill very many marines since it's str4ap5
>>
>>51377199
Engineers would be good, especially with carcass shells upgraded on their shotgun and maybe a melta or plasma. What is the armor on the hades drill? 12 10 10?

I think the more terrain the better, I usually have tons of terrain in kill team. It makes kill alleys and it evens up my tau quite a bit. Unless I use breachers.

For a 500 pt kill team...eh I don't know, at that point I would allow for an additional elite/fast slot, or even a heavy slot (that still does not surpass the 33 armor rule) to give variety.
>>
>>51377461
>What is the armor on the hades drill?
It used to have armour, now it's a big "infantry" model instead.

Unless they changed it again - this is the most recent version I know of

The only reason I'd be unsure about using it is that it enters like a Deep Strike.

500pts would be for ZM, which is between Kill Team and regular game size - above 1000 it breaks down a bit
>>
>>51377807
>The only reason I'd be unsure about using it is that it enters like a Deep Strike.
Ah, well I'm pretty sure KT rules say if a unit deep strikes to just ignore that and let them enter as normal.

Also, I must have the old rules, that pretty awesome to make it a unit.
>>
>>51373002

Pretty sure you still need to roll for injury on Instant Death from double strength, and everything but a roll of 1 kills it.
>>
>>51377461
>>51377954
The rules for the Hades from Orpheus (2013) and the Vraks reprint (2015) are contradictory, though they are technically 2 different lists (Assault and Siege, respectively)

The Assault ones can buy Corpse Shot, but their Hades is a shitty 2 HP vehicle with a scattering blast.
It's somewhat confusing, but at least they're all the same points.
>>
>>51380802
Bump with a pic or something to say. Like your KT dream team or what your last game was like.
>>
>>51380802
>>51380896
Also slight reee
>>
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Any tips for Space Marines in killteams? I kind of wanted to go heavy on Missile Launchers for the versatility and the cool factor, but they seem really limited in how many you can bring.
>>
>>51380947
I don't know how others feel but I think just one with suspensors is probably best. I think in a 250 point game you might be able to get two missile launchers.

With HoR rules, that is.
>>
>>51382124
Yeah, HoR was what I was looking at. I had a feeling there'd be issues with getting more than one just based on the restrictions, though I suppose I can make do with a single one.
>>
>>51382235
Yeah, man, save the rest of them points on a variety of other dudes like bikes and shit.
>>
>>51382290
Well, I don't have any bikes, though I was thinking of bringing along a terminator and a couple assault marines to go along with the tacticals.
>>
Hey question,

Can Ork take Looted Wagons as a transport? They're only 11/11/10
>>
>>51387133
yes
>>
>>51379049
Thanks for the clarification. I was going off the Hades stats from assault rules.
>>
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>>51309804

I have enough space marines and chaos marines left over to make kill team a thing for them.

>imperial fists kill team
>2 tac squads with heavy bolters
>razorback with options
>maybe 2 razorbacks.
>some scouts if i want to go digging.

For Chaos i can do marines and a rhino i can built to suit (havok, combie bolter ect ect)

Would not be opposed to buying some cultists.
>>
Sup /tg/,

The guy trying to do a Night Lords kill team is back. After some consideration I'm actually leaning towards being Khornate instead that way I can make use of Hit and Run to constantly charge things

Aspiring Champion
>Jet pack, Power Lance, Plasma Pistol, Aura of Dark Glory, MoK

Raptors x4
>MoK, 1 flamer , 1 plasma gun

Warp Talons x2
>MoK
>>
How useful in the infiltration special in GW Kill Team? I have a build for tau consisting of a mix of Kroot and stealth suits that all infiltrate, but I haven't had much chance to test it out and it seems a bit squishy. I'm wondering if the all infiltrate army is awesome, or if I should drop in a crisis suit for durability.
>>
>>51388705

Infiltration can be good for getting in to objectives. Infiltrating a number of dudes on either side can easily context objectives, although they'd need a little staying power to keep them. They can also be good at flanking your opponent, and some flanking Kroot with sniper rounds can hit vehicles on their more vulnerable armor or catch some models out of cover from your forward-marching dudes.
>>
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>>51387740
I hope you're making an Iron Warriors Kill Team out of those Chaos Marines.
>>
>>51389605

Whats this from? Looks bad ass!
>>
>>51388153
Seems like a decent idea. Highly mobile, decent amount of AP 2, quite a few power weapons.

The main thing I'd say is I'm not sure how much the flamer would do for you, though there probably isn't much alternative for the points.
>>
>>51389605
>>51390081
Looks like the new ongoing Dark Angels comic.
Is that an IW Cataphractii Termie in the background?
>>
Hey guys, just getting into KT after playing 40k for a while, was wondering if this stood a chance in casual play...

Kommandos:
Boss nob with big choppa
2 boyz with choppas and sluggas
2 boyz with burnas

Boyz:
Boss nob with big choppa and twin linked shoota
9 boyz with shootas
1 boy with rokkit launcher
>>
>>51309804
I quit 40k about a year ago and sold most of my stuff because i hated how almost everyone was playing some retarded un-fun and un-immersive armies with the latest overpowered eldar/necron formations and units.

However i still have my favorite miniatures and i'm still a huge fan of the lore.

How balanced / fun is kill team compared to vanilla 40k? Also, where can i buy/download the rules?
>>
>>51392098

Depends on who you play with. It's certainly meant to be more fluffy/ narrative but there are ways to waacfag in KT.
Just play with friends who don't care as much about winning or optimal builds and you'll have a good time.

Campaigns and custom scenarios and shit make it super-fun in my opinion.
>>
>>51392098

Also, play with the Heralds of Ruin -version of the rules for better balance. Just google it, you'll find all the rules etc.
>>
Bump.
Also have you ever played a Ork biker gang list? I know the rule "boys before toys", especially for Orks, but would it be efficient/fun? (For GWTK, I didn't find in HoR how to have more than 3 bikerboyz...)
>>
>>51392013

I'm curious about this too.

How will you deal with enemy armor? Kinda seems like one rokkit is risky.
>>
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So how does a small Deathwatch team does in HoR ?
>>
So yeah, pretty fucking done with the whole hobby at this point.

My flaky gaming group outdid itself with Kill Team. We originally started the group for Mordheim, organized by me. Got my band ready, made terrain, set up gaming nights... This was about a year ago. To this day out of the five people in our group ONE has bought some models for Mordheim, and afaik they are sitting in his drawers untouched. The others haven't gotten anything done.

So while waiting for the goobers to get their shit together I started working on some 40k models and spoke to one of my group about Kill Team, soon everyone was on board with starting a KT -campaign.

So I got my Kill Team done, made some terrain, started designing a campaign... And now, after I stated that someone could help me out with the terrain (really don't feel like doing a full tables worth by myself again) it seems no-one is interested in KT anymore. One guy stated that "books and mugs and shit" is enough for terrain (its not) and another said he'd be interested in coming over and playing once we get the terrain set up.

I'm just gonna pack up my shit and give up, fuck this gay earth and fuck everyone not willing to go through the tiniest bit of trouble for their chosen hobby.
>>
>>51395654

That is why you build for the buildings sake and paint for the paintings sake.
Gaming part should be of secondary importance if you dont want to be disappointed in this hobby.
>>
>>51396344

I did exactly that for years. Painting the models I happened to like just because. I played 40k with a few friends a long time ago but quit that after I moved.
Just over a year ago I started to get the itch to play again instead of just aimlessly painting random models and now after a year of trying to get games going I'm just fucking done.
>>
>>51393893
You can have as many bikerz as you want in HoR by taking a bossnob with warbike. It unlocks the choice from the set amount. It's the rule "Da Boss" under boss nob. Warbikes can damage your opponent a lot in kill team, and are great for herding your opponent around the field - BUT - Don't get them in the open if you can avoid it. that armor and cover save can only save so much, since your going toyz every loss will hurt, especially with Ld 7.

The fun factor is immense still, plus it's incredibly fluffy. I recommend converting kustom bikes out of bigass engines by strapping wheels on them and going full Evil Sunz. Read up on Jazgob, he's your man for big ass engines.
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