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Spirit Leech
04-10-2010, 05:20 PM
Do you guys have any particular tactics that you use for kill team, also what kind of list do you use?
For what it is worth I am thinking of using an IG veteran squad with x3 sniper rifles and a valkyrie to taxi them around and to drop off the snipers on rooftops.

DarkLink
04-10-2010, 09:53 PM
I just use a 6 man Grey Knight squad with 1 psycannon, and kite the enemy. Splitting fire with 5 storm bolters and a psycannon is sweet.

Of course, bringing a Valkyrie in a Killteams game is kinda mean to your opponent.

Spirit Leech
04-10-2010, 10:11 PM
Thanks for pointing that out, didn't stop to think if it was a bit on the overpowered scale. Went along with what I always viewed as the essence of a kill team with that list, helicopters with black ops repelling from them.



+edit+ Meanest thing I could think of off the top of my head would be a doom of malan'tai with eternal warrior

DarkLink
04-10-2010, 10:20 PM
Yeah, in and of itself, a Valkyrie isn't bad. The problem is, most kill teams probably won't have anything that can touch it, unless you have, say, a Marine squad with a Razorback. Which would actually be a pretty good killteam.

Regardless, it depends on who you're facing. My Grey Knights couldn't touch the valkyrie, but if you were facing said SM player with a Razorback then it'd be more evenly matched.





'course, now I want to play in a Kill Teams tournament. I think you could make up some awesome missions and stuff, and get in like 10 games or something. I bet it would be awesome if done well.

fuzzbuket
04-11-2010, 10:59 AM
teleport attack justicar meltabombs :D

I run

bro-captin+meltabomb+bionics+needle pistol=83pts +tank hunters
psycannon=71pts+infiltrate
terminator=46pts+FNP

works really nicley also playin KT at say 750 pts is soooo fun :D

DarkLink
04-11-2010, 12:13 PM
Unfortunately, you can't use reserves in killteams. So no teleporting in. That was my first thought too, though.

Aegis
04-11-2010, 12:25 PM
Something I have been enjoying about Kill Teams is that is seems an appropriate place to finally see some Inquisitor love. The Inquisitor plus retinue model just seems nicely set up for the Kill team, considering for 200 points, you can have a crazily kitted squad.

Not to mention that along with extra bodies (warriors, acolytes, sages, etc.), you also gain squad benefits. Especially if play a game of hide and seek with units like Chirugeons and Acolytes, which essentially keep your Inquisitor alive and kicking, viciously...

Alternatively, given the wargear aspect of the DH and WH books, you can tool up some pretty dirty veterans storm troopers to go into the fray with.

Of course, the problem with the above approach is that you are basically placing your eggs in a single basket, but it sure makes for a fluffy fight.

fuzzbuket
04-11-2010, 12:26 PM
even thought Gks are tough enough to survive and the most missed out GK rule
The sshrouding

roll 3d6 x 3 and that is the enemys spotting distance for your Grey knights blasts outside spot rnage double there scater

it also says that

TA squads may teleport even in missions that DO NOT allow reserves.

any way a turn of running and everytings is in range anyway :D

DarkLink
04-11-2010, 02:10 PM
Oooh, that's right. Never mattered in 5th, since reserves are always allowed.

Too bad Heroic Intervention isn't a USR

Tynskel
04-11-2010, 05:05 PM
Sanguine Descendants (Blood Angels-Second Founding Chapter)
Kill Team Alpha
Skirmish Force 200
95 Scout Squad
5 Scouts, Missile Launcher and Bolt Pistol, Combi-Plasma and Shotgun, Shotgun and Bolt Pistol, Sniper Rifle and Bolt Pistol, Bolter and Bolt Pistol.
105 Death Company
3 Marines, 3 Jump Packs, 2 With Bolters and Chainsword, one with Bolt Pistol and Chainsword

I think this is a good mix of soldiers, and some flair. Three Jump Pack Crazy-men that are trying to get themselves killed. The Death Company allow for the Scout Squad to move in and finish the 'Job'. There are already a nice mix of Special Rules on the Squads, so the USRs are VERY flexible. Maybe: Fleet for the CC Death Company, Tank Hunters for the Missile Launcher (kinda obvious...), and Stealth for the Sniper. I really like Scouts for Kill-Team. They just have so many weapon options and Special Rules built in.

Kill Team Beta
Relic Recover Team 198
145 Techmarine
Power Weapon, Bolt Pistol, Jump Pack
4 Servitors, Heavy Bolter
53 Sanguinary Priest
Storm Bolter

This group just sounds fun to me. Give the Hv Bolter Servitor Relentless. Scouts for the Sanguinary Priest. Preferred Enemy for the Techmarine. Recovering an Artifact sounds like a great kill team scenario

Kill Team Gamma
Gene-seed Recovery Team 198
78 Sanguinary Priest
Jump Pack, Storm Bolter
120 Assault Squad
5 Marines, Power Weapon, Flamer

Preferred Enemy for the Sgt. Scouts for the Flamer Marine, Infiltrate to a Close Combat Marine. Another fun objective, similar to the Relic Recovery Team.

Rage might be a fun one to give to a marine: someone failing to control the Red Thirst (gaining Furious Charge, already- just give 'em Rage too!)

DarkLink
04-11-2010, 07:48 PM
10 Veterans w/ Forward Senteries (camo cloaks and snare mines)
2x plasma guns
1xFlamer or Grenade Launcher
Autocannon HW team
Chimera

Autocannon has Relentless or Tank Hunters, one of the plasma guns has whichever one the autocannon doesn't

Killteams are supposed to be played on boards with lots and lots of terrain. That means 10 guys with 3+ cover saves:D. 2 Plasma take care of any high armor saves stuff, the autocannon any vehicles, and the flamer can help thin out hordes. And the Chimera acts as a shield wall and pours out fire.

Tynskel
04-12-2010, 12:52 PM
10 Veterans w/ Forward Senteries (camo cloaks and snare mines)
2x plasma guns
1xFlamer or Grenade Launcher
Autocannon HW team
Chimera

Autocannon has Relentless or Tank Hunters, one of the plasma guns has whichever one the autocannon doesn't

Killteams are supposed to be played on boards with lots and lots of terrain. That means 10 guys with 3+ cover saves:D. 2 Plasma take care of any high armor saves stuff, the autocannon any vehicles, and the flamer can help thin out hordes. And the Chimera acts as a shield wall and pours out fire.

Here's some minor changes, but flushes out the character of the squad:

200 Veteran Squad
Forward Sentries (Camo-cloaks and Snare Mines)
Sgt. w/Las Pistol and Power Weapon
Specialist with Flamer
Specialist with Grenade Launcher
Specialist with Plasma Rifle
Heavy Weapons Team with Autocannon
Vet with Lasgun
Vet with Lasgun
Vet with Shotgun
Vet with Shotgun
Chimera w/ Multi-Laser and Hv Bolter

Give the Autocannon Tank Hunters-- two shots at Str 8 vs Vehicles is pretty Nasty.
Relentless would be useful on the Plasma Rifle- but I think something like Scouts would be better- moving the guy up high into a building before the game starts would be seriously good!
Furious Charge to the Sgt might be fun!

You'll have a fair amount of High Strength weaponry and horde dealing weaponry with the Grenade Launcher/Flamer/Plasma Rifle. Plus, you have a mini-squad with the Shotguns, Flamer, Grenade Launcher and Sgt. The other mini-squad could be the Lasguns, Autocannon, and Plasma Rifle.

And you have that Chimera!

superhappyrobot
04-13-2010, 07:03 PM
There's a 200 point KT tourney at a local store. No vehicles. 0-2 troops, 0-1 fast attack, 0-1 elite

Vet squad
GnySgt. Harker
Vet w/ Plasma gun
Vet w/ Plasma gun
Vet w/ grenade launcher
Heavy weapon team w/ heavy bolter
4x vets w/ shotguns

3x Ratlings

Don't know which USRs to hand out. Probably Slow & Purposeful and Relentless on the plasmas. Stubborn on Harker?

Tynskel
04-13-2010, 07:26 PM
There's a 200 point KT tourney at a local store. No vehicles. 0-2 troops, 0-1 fast attack, 0-1 elite

Vet squad
GnySgt. Harker
Vet w/ Plasma gun
Vet w/ Plasma gun
Vet w/ grenade launcher
Heavy weapon team w/ heavy bolter
4x vets w/ shotguns

3x Ratlings

Don't know which USRs to hand out. Probably Slow & Purposeful and Relentless on the plasmas. Stubborn on Harker?

Personally, I wouldn't use a special character in a 200 point match...

1) switch one plasma dude to a Flamer. take another ratling sniper 2) USRs: Scouts! Don't use slow n' purposeful-use Relentless on the plasma gun. Take an autocannon instead of Hv Bolter (give that Tank Hunters).

papa smurf
04-13-2010, 07:57 PM
Kill Team Beta
Relic Recover Team 198
145 Techmarine
Power Weapon, Bolt Pistol, Jump Pack
4 Servitors, Heavy Bolter
53 Sanguinary Priest
Storm Bolter

This group just sounds fun to me. Give the Hv Bolter Servitor Relentless. Scouts for the Sanguinary Priest. Preferred Enemy for the Techmarine. Recovering an Artifact sounds like a great kill team scenario




i had a similar idea to this one for my own chapter with the regular Codex: Space marines. the idea of a techmarine getting together a small band of space marines to recover a relic or fallen piece of machinery appeals to my inner fluff-boy.

techmarine 100 pts. just a bolter. relentless USR
sergeant with power fist and plasma pistol: stealth USR
five or six more regular marines (it comes out around 200, give or take a point)
one of them has the Counter Attack USR, usually the most bad@$$ looking one.

maybe not too effective, but characterful. maybe replace the sergeant's gear with a razorback so the techmarine can have a machine spirit to talk to (other than the machine spirits of his own gear, of course :) )

also, about transports in kill teams: since every model acts independently in kill teams despite the fact that they are bought as a unit, does this mean that only one model can get in a transport?

Uncle Nutsy
04-13-2010, 08:38 PM
A couple KT games I played I tried out two crisis suits with a piranha in tow. It worked fairly well.

This time 'round I think i'll try two XV9's with dual PIGs.

"hey necrons! How ya doin? oh what's that? there's twelve of you? ok.. *RENDRENDREND*. WBB from THAT, bub." LOL

DarkLink
04-13-2010, 08:45 PM
There's a 200 point KT tourney at a local store. No vehicles. 0-2 troops, 0-1 fast attack, 0-1 elite


Yeah, they should have kept vehicle restrictions in the killteams mission. I mean, how nasty would a Baal Predator be?

Tynskel
04-13-2010, 11:32 PM
Yeah, they should have kept vehicle restrictions in the killteams mission. I mean, how nasty would a Baal Predator be?

It would be really nasty--- and you know what? That would make a great kill team objective!


"TAAAAAAAANKK!!! Take Cover!!!"

::bwaaahzzzzzzzzsshhhhhhhhhhhhhhhhhhhzzzzttttttttt t!::

Heheh

140 Baal
Twin-Linked Assault Cannon, Hv Flamer Sponsons
60 Death Co.
3 Marines, 2 with Bolters, 1 with Bolt Pistol and Chainsword

Scouts, Infiltrate, Preferred Enemy

OR

115 Baal
Flamestorm Cannon
Scout Squad
5 Scouts, Sgt Bolt Pistol and Chainsword, Sniper, Shotgun, Missile Launcher, Bolter.

Tynskel
04-13-2010, 11:59 PM
i had a similar idea to this one for my own chapter with the regular Codex: Space marines. the idea of a techmarine getting together a small band of space marines to recover a relic or fallen piece of machinery appeals to my inner fluff-boy.

techmarine 100 pts. just a bolter. relentless USR
sergeant with power fist and plasma pistol: stealth USR
five or six more regular marines (it comes out around 200, give or take a point)
one of them has the Counter Attack USR, usually the most bad@$$ looking one.

maybe not too effective, but characterful. maybe replace the sergeant's gear with a razorback so the techmarine can have a machine spirit to talk to (other than the machine spirits of his own gear, of course :) )

also, about transports in kill teams: since every model acts independently in kill teams despite the fact that they are bought as a unit, does this mean that only one model can get in a transport?

That's an expensive Techmarine- You have to have given it something? Is that a Master of the Forge?

Yeah-- I think Kill Team is all about making fun squads full of character. Gaunt's Ghosts come to mind.

For Space Marines, the small characters, like Techmarines, and Scout Squads.
Blood Angels, throw in Sanguinary Priests and Death Company- suicide missions.

Blood Angels Vanguard Veteran Kill Team
5 Jump Pack Marines, Sgt with Power Weapon and Bolt Pistol, 2 Vets With Chainsword and Hand Flamer, 1 Vet with Infernus Pistol and Chainsword, 1 Vet with Bolt Pistol and Chainsword.
Infiltrate (Infernus Pistol), Scouts (Hand Flamer), Furious Charge (Sgt)

Blood Angels Recon Patrol Kill Team
100 Scout Squad
5 Marines with Camo-Cloaks, Sgt with Bolt Pistol and Chainsword, Missile Launcher and Bolt Pistol, Sniper Rifle and Bolt Pistol, Shotgun and Bolt Pistol, Bolter and Bolt Pistol
100 Scout Biker Squad
3 Bikers, 2 Bikers with Astartes Grenade Launchers, Combi-Plasma
This is a fun one: All sorts of Special Rules could be used here-- especially since everyone already has Scouts, Move Through Cover, and Infiltrate rules (scouts also have stealth!).
Furious Charge Scout Sgt, Relentless for the Sniper, Tank Hunters for the Missile Scout (or a Biker!)

robertsjf
04-16-2010, 08:19 AM
Another list that completely violated the spirit of kill team:

4 nobz
Battlewagon with deathroller and 2 big shootas:

Tactics: Load up nobz, push battlewagon around like a tonka truck making engine noises with my mouth and occasionally shouting WAAAAAAGH all the while crushin' your d00dz to death!

Figure shouldn't be too rough for someone to circle around for the rear shot, though...

PhantomPhoenix
04-16-2010, 11:05 AM
One thing I've really wanted to try, but have been hesitant due to their special rules, is a small squad of TSons. AP3 Bolters, 4++, Slow and Purposeful(AKA Relentless), and a Psyker+Force Weapon. Now, due to their special rules, when a squad of TSons loses their Aspiring Sorceror they only get to roll 1 d6 for movement instead of 2. Since all models are considered a unit of 1, does that mean that they'd all only be able to move 1d6? That said, would giving a model Move Through Cover as a USR negate that? If they're all that slow I would have to skip them, but since the Sorceror is still technically there and they move fast, they'd be mean and hard as hell to kill off.

robertsjf
04-16-2010, 12:12 PM
Now, due to their special rules, when a squad of TSons loses their Aspiring Sorceror they only get to roll 1 d6 for movement instead of 2.

But they hadn't lost their sorcerer, they merely don't have to maintain unit coherence. There are other "squad-wide" skills (viz Exarch) that should be able to work just fine, even if everyone in the unit isn't close enough to hold hands....

Rangerrob
04-16-2010, 12:55 PM
Roberts kind of hit on what we have house ruled in our games.

Unit coherency keeps squad based abilities.

So the Dire Avenger with bladestorm can pass along that skill to all the other avengers in coherency but not to the one that set up 12" away.

karandras
04-16-2010, 12:55 PM
Tynskel - really liked your lists.

Just had a read through this thread. There is actually a Kill Team tournament here on 05/08 and it will be my first attempt at it. I am really looking forward to it. Not sure of a list yet. A few points of interest to clarify as I shamefully do not own the Battle Missions book.

Kill Team restriction is 0-2 Troops / 0-1 Elites / 0-1 Fast Attack @ 200 points. Correct?

Also, it states that each model acts as an Independent Unit, not an Independent Character. A transport can only carry a single unit with any attached Independent Characters, but with the explicit exception of the Stormraven - only ever a single embarked unit.

As there are no Independent Characters in Kill Team - only Independent Units of one model each, is it correct to assume that a transport could never have more than a single lone model in it???

I have only read through it once, but it seemed like an intentional re-wording by the games designers presumably to discourage people from just running everyone inside of a tank or Valkyrie.

On the same note, it would seem to cripple Eldar Exarch abilities as only the Exarch would benefit???

What say you all???

DarkLink
04-16-2010, 01:21 PM
Tynskel - really liked your lists.

Just had a read through this thread. There is actually a Kill Team tournament here on 05/08 and it will be my first attempt at it. I am really looking forward to it. Not sure of a list yet. A few points of interest to clarify as I shamefully do not own the Battle Missions book.

Kill Team restriction is 0-2 Troops / 0-1 Elites / 0-1 Fast Attack @ 200 points. Correct?

Also, it states that each model acts as an Independent Unit, not an Independent Character. A transport can only carry a single unit with any attached Independent Characters, but with the explicit exception of the Stormraven - only ever a single embarked unit.

As there are no Independent Characters in Kill Team - only Independent Units of one model each, is it correct to assume that a transport could never have more than a single lone model in it???

I have only read through it once, but it seemed like an intentional re-wording by the games designers presumably to discourage people from just running everyone inside of a tank or Valkyrie.

On the same note, it would seem to cripple Eldar Exarch abilities as only the Exarch would benefit???

What say you all???

Right on the force org stuff.

Each model acts as an independent unit, and can split its shooting and cc attacks however it wants among available targets.

However, nothing is directly stated about how embarking on vehicles/exarch powers work. The wording is not particularly precise. Some other issues can pop up as well. For example, can you choose to "hide" ymgarl genestealers in terrain, even though you normally can't reserve stuff. Can Grey Knights deepstrike despite the restriction on reserves, because they have a rule stating they may deepstrike even when missions would not otherwise allow it.

Simply put, the mission wasn't released to be a highly precise thing. It would potentially take several pages to explain all of the changes caused by the implications of the aforementioned rules. You're going to have to houserule all of these potential issues that come up.

Tynskel
04-18-2010, 08:24 PM
Tynskel - really liked your lists.

Just had a read through this thread. There is actually a Kill Team tournament here on 05/08 and it will be my first attempt at it. I am really looking forward to it. Not sure of a list yet. A few points of interest to clarify as I shamefully do not own the Battle Missions book.

Kill Team restriction is 0-2 Troops / 0-1 Elites / 0-1 Fast Attack @ 200 points. Correct?

Also, it states that each model acts as an Independent Unit, not an Independent Character. A transport can only carry a single unit with any attached Independent Characters, but with the explicit exception of the Stormraven - only ever a single embarked unit.

As there are no Independent Characters in Kill Team - only Independent Units of one model each, is it correct to assume that a transport could never have more than a single lone model in it???

I have only read through it once, but it seemed like an intentional re-wording by the games designers presumably to discourage people from just running everyone inside of a tank or Valkyrie.

On the same note, it would seem to cripple Eldar Exarch abilities as only the Exarch would benefit???

What say you all???

Since you are attending a tournament-- ask to see the tournament rules--- it is quite possible that these issues have been addressed by the hosts of the tournament. If they haven't-- I would ask them to see if they can come up with a ruling.


Powers like 'Bladestorm' and 'Defend' are squad upgrades-- they are purchased before you split your squad into distinct characters. With that point of view, each member can use those powers, unless specifically stated that only the character benefits.

Example: Bladestorm-- it says the exarch and his squad. This would mean that individual Dire Avengers could enact the bladestorm, laying suppressive fire, as other members do not. This allows for Leapfrog tactics--- sounds pretty cool to me!

There maybe some problems-- and the solution may be all members of the squad follow the rule at the same time (basically the Exarch/sgt/whatever calls out an order).

Something like Simmershield is a piece of wargear, as long as the bearer is alive and on the board, the squad should benefit from the wargear.

A different type of example:

Wraithguard have the wraithsight special rule. Even though there is a squad upgrade of a Warlock-- the rule states that the psyker has to be within 6" to negate wraithsight (or 12" if the warlock is a spiritseer).

Uncle Nutsy
06-06-2010, 08:14 PM
I have two lists, depending on what I feel like running. We also bumped up the points limit for KT by 100 pts

2x TX42 piranhas with missilepods. One has stealth, the other has scouts
4x stealthsuits with targeting array. One has FNP

or if someone throws me necrons

3x tx42 piranhas with fusion. Scouts for one and stealth for the other
1x tx42 piranha with plasma. Relentless

Porty1119
06-06-2010, 09:40 PM
For when you want to be beardy:
3 Chimeras, Multilaser+Hvy Bolter
175pts
Guardsmen
25pts

Oh my. Of course, this would be simply ridiculous. If you wanted, the Chimeras could also have heavy bolters or multilasers replaced by heavy flamers. This next one, however, is something I would use

Covert Air Assault Team 'Scalpels'
Valkyrie Assault Carrier, Hvy Bolters
110 pts
8 Veterans, Meltagun,Flamer,Sniper Rifle, Sergeant has Power Weapon and Bolt Pistol. 4 lasguns, 4 shotguns.
88 pts
As for USRs, the Valk would probably have Tank Hunters for 3xS7 shots off the multilaser. Not sure about the Veterans though.

DarkLink
06-06-2010, 11:51 PM
You still need to take a guardsman squad to take a Chimera. I don't think you can get three guardsman squads for 25pts.

dvs1
06-10-2010, 02:58 AM
how nasty would say three warwalkers with shuriken cannons be? You would even have the points left over for min guardian squad. Or maybe just two WW and a kitted out squad?

Son_of_Osiris
06-14-2010, 01:58 PM
However, nothing is directly stated about how embarking on vehicles/exarch powers work.

Wasn't there an FAQ that addressed transport vehicles? I may be wrong

Folks at my local store really like the new (simplified) kill team. I am definately one of them!

I like to take either all tyranid warriors and raveners. Or warriors and hormaguants. It just feels just like the alien movies that way!

Also, since house rules are big part. Some of the guys will fill their points with one of each eldar aspect warrior they can fit in the points.

I feel kill team is designed to come up with great narratives for the small games. The best part of kill team is it doesn't take much time at all. You can play many games in one night.

Porty1119
06-14-2010, 03:11 PM
How scary? Terrifying, in fact as long as autocannons aren't faced.

SierraFiveOne
06-18-2010, 10:56 PM
I like using five Nobs with heavy armor. I give one a Power Klaw and another a Big Choppa.

I put them all in a Trukk with a Wreckin' Ball. It's a nice little extra to have if the enemy brings vehicles with them.

For rules I usually go with the following.

Tank Hunter on my Power Klaw guy. This really helps against any vehicles that may be deployed against me (especially those darn walkers)

Feel No Pain on my Big Choppa guy. I usually send this guy into close combat so Feel No Pain makes him pretty good, especially if the opponent has power weapons.

Preferred Enemy on another guy. Re-rolls are always nice, especially considering the number of attacks Nobs can put out when they charge.

Porty1119
06-19-2010, 11:33 AM
That WW list would be flattened by anything remotely resembling....antitank. A few plasma guns or grenade launchers (don't get me started on melta) would flatten them.

DarkLink
06-19-2010, 01:20 PM
You would probably never get into melta range in order to kill them. And Killteams means lots and lots of cover, so they're always going to have cover saves.

Crotch Lictor
06-22-2010, 12:36 PM
WW are Heavies. Not allowed in KT. Troops, Elite and FA only. I had some luck with a 10 man Guardian squad with Scatter Laser, and 4 Fire Dragons Plus Exarch (with Firepike and Crack Shot). Rough on marines if you can get the shot, but having a lot of cover on the table helps. The Exarch is likely to get a kill almost every shot with BS5, ignore cover and AP1.

Tougher when there's a mass of guys though.

Nabterayl
06-22-2010, 01:05 PM
Feel No Pain on my Big Choppa guy. I usually send this guy into close combat so Feel No Pain makes him pretty good, especially if the opponent has power weapons.
Er, just to be clear, you're aware that power weapons negate FNP, right?

DarkLink
06-22-2010, 03:45 PM
Hmm, Vypers might be fun. I own some of those now, I might try out a Killteam with a few of those, and maybe some Dire Avengers.

SierraFiveOne
06-23-2010, 05:25 PM
Er, just to be clear, you're aware that power weapons negate FNP, right?

Wait, really?

Crap you're right. Newbie moment, there. Guess I should read the book again. (Though it does make friendly games pretty interesting.)

Eternal Warrior then. That should help a little bit against strength 8 weapons.