Jump to content

Killhammer Strategy: Elites


Warp Angel

Recommended Posts

As a follow-on to my Killhammer Strategy: HQ choices, and as a building block for "Killhammer: Army Building", I'm tackling the next item on the army list, and where a lot of your Killhammer potential resides - The Elites.

 

For the purposes of this article, I'm including the Command Squad, Honor Guard, and other HQ type choices that aren't army commanders, since they fill a similar role in your army. Anytime you see a reference to "Elites", you should include these guys in addition to actual Elite slots.

 

The purpose of Elites in your army should be to kill things. These choices tend to have lots of options for increasing offense and have a high K when properly equipped. Increases to offense can come from additional attacks, standard or optional wargear, or special abilities. Fewer of these choices have enhanced defensive abilities, and those that have enhanced defense almost always have enhanced offense over a base troop choice as well.

 

From a Killhammer perspective, if you can get better offense AND better defense in a single package, it's a pretty straightforward choice. You WANT that kind of unit in your army.

 

But adding this kind of unit takes some thought. Without exception, Elite choices tend to both cost more and be more specialized than most other units in your army. That means that before adding a 10 strong Grey Knight terminator squad to your army, or upgrading all of your Chaos terminators to Chosen with combi-plasma, you need to fit them to your list.

 

The first thing that you need to think about is deployment options. How do you get these offensive juggernauts to their optimal killing zone (reducing K2 to 0) while still relatively intact?

 

Your choices are:

 

-- Deep Strike: Knowing that you're going to risk deviation, death of the entire unit, delay getting on the table (increased K2), and have to weather a full turn of shooting and possibly being assaulted.

-- Dedicated Transport: For those units that have them, you can grab a dedicated transport without using up another force org slot... at the cost of the transport. Some transports (like the drop pod) come with some of the deep strike issues.

-- Other Transport: You can hijack another unit's transport choice, or grab a non-dedicated one. The former has the issue of not being able to start the game or come in from reserves with it.

-- Enhanced Mobility: Veteran Assault Squads from the BA list have jump pack options, and some other squads can be upgraded to have packs or bikes.

-- Footslogging: If you're going to plant yourself in one place and not move, maybe this option is for you. I'm not a fan.

 

The second thing to think about, and you probably want to do it at the same time as you're thinking about deployment options, is role in your army. In general, you won't be using them as "Defenders", who are going to sit on and protect a home objective. It tends to be a waste of their offensive capability. I talked about "Defenders" and "Hunters" in my article on Tactical squads. There are other roles that I'll discuss in a later article in more detail, but I'll list them below for discussing Elites.

 

Roles:

==============

- Defender: These are guys that you park someplace and whose primary job is to hold a position. Not something Elites generally do.

- Hunter: This role is generally assigned to a unit whose purpose is to pick a specific enemy unit or type and target it as a first priority, but to also cause havoc in the enemy's zone of control. You expect this unit to die, or at least suffer casualties, so this may not be the best choice for a large and expensive elite squad, but for a small and dedicated one it might be. This unit is generally focused on anti-vehicle or anti-monstrous creature/low save units.

- Killer: This unit is designed to be able to take on your enemy's infantry and light vehicles. It's typified by high firepower, relatively high model count (for number of shots), and above average CC capability.

- Counter: This unit performs best in a counter-assault role or in fire support for a Defender.

- Cleaner: Striking fast and hard, this unit is designed to clear an enemy off of objectives, or failing that, contest objectives. In a kill point game, they are the "mop up" crew, used to finish off already weakened opponents so your Killers can move on to someone else.

- Firebase: This type of unit requires multiple heavy weapons and it's job is to park itself, like a defender, and make hash of enemy units.

 

You'll notice a distinct lack of "anti-tank". That's because it's up to you to decide which of your roles is kitted out for anti-tank, since most of the roles listed above can have built-in and/or dedicated anti-tank capability.

 

I've found that Elite units that can perform more than one role in my army give a greater overall S (and impact to the game) than most of the single purpose ones. In my army, I tend to stay away from dedicated Firebases as an elites choice, since I can fill the Firebase more easily from the Heavy Support choices of most armies. And get some mobility to boot. Though in some armies, a Firebase Dreadnaught choice is a serious consideration.

 

So... you've got your Elite choice, know what it's role is, and know how you're getting it where it's going. Great. It's still not enough. Each of these roles needs a complimentary unit to support it, since if you leave them hanging out alone, they're going to get crushed.

 

Killers need Hunters or Cleaners to keep away the things that can hurt them and that they have problems hurting.

Counters become Killers or Cleaners without Hunters, Defenders, or Firebases to support.

Cleaners can't do it on their own. They need a Firebase or Killer to create openings, and a Hunter to occupy your opponent.

 

I'm sure that you can come up with more synergies on your own.

 

And thus the connundrum of how much of your army you want to dedicate to elites, and the type of elite to use. This is where, you, as the general, need to know your playstyle and environment, and fit the Elites into your army.

 

So let's look at what we've got - I'm focusing in on Marine, Chaos, and GK because that's what I know best. If someone can chime in with some Sisters and/or Daemon input, I'll work that into the final version of this article before Librarium submission.

 

Marines

-----------------

Vet Assault Squad - Killer and Cleaner

Honor Guard - Pure Killer that needs transport

Command Squad - Counter or Cleaner if put on Bikes

Terminators - The most versatile unit available... can fill ANY role... but the most expensive.

Sternguard - Only 50 points more than an equivalently equipped tactical squad, it can be made scoring (dramatically increasing its S) and suitable to Defender, Firebase, Hunter, or Killer depending on load out. Be careful of cost.

Assault Terminators - Killer, Hunter, or Counter, probably best used as a Hunter to face the things that nothing else can face. Desparate for a Transport.

Dreadnaughts (all types) - Hunters, Counters, or Firebase. Weakest at Counters, excelling as Hunters. DO NOT overestimate their ability to inflict wounds. They have a limited number of CC attacks and need proper support if they're going to do more than tie up a reasonably sized enemy unit, and very vulnerable to MCs.

Techmarines - With Servitors they COULD be considered Firebases, but I think their role should be pure support and thought of as a Squad Upgrade character. I have read some interesting ideas about Bike mounting them with Servo harnesses and using them as Hunters and Cleaners.

 

GK/Inquisition/Sisters

-------------------------

GK Terminators - Hunters or Killers.

Inquisitor - Depending on retinue, they can be Firebase or Hunter. Due to overall low D, not a great Elites choice.

Assassin - You need an inquisitor to get one, but these guys are pure Hunter with a lot of S potential to your army. Don't expect them to live, but watch the fireworks while they do.

Death Cult Assassin - Same as assassins, but individually much weaker and with less army S contribution. A liability in KP games.

 

Chaos (don't have my dex handy, so I know I'm missing stuff here)

------------------------------------

Terminators - Lack of good anti-tank and small squad size if transported makes them great Hunters, and Killers in larger squads. You've got better Counter options in your army.

Chosen - Killers. But you've got equally good or better killers in your troops choices, and I don't think I've seen any of these fielded in 5th.

 

The final trick to putting Elites in your army is not overspending.

 

A rule of thumb I use is "If it gets more expensive than a terminator squad that fits in it's dedicated Land Raider: STOP and buy the Terminators."

Another is: "If I just doubled the cost of the squad, why don't I buy two of them instead?"

A third one goes: "What else can I get in the same role that's nearly as/more effective and costs less?"

 

It's up to you whether or not the cost of the unit is worth it to your army. You're the general, you know your playstyle and army better than anyone else ever can. But the guidelines and thought processes above should help you make choices when you aren't sure what you're looking for.

 

As always, I'm looking for feedback and discussion. And I think a lot of the things that I talked about (especially the roles) should become more clear once I finish my force org articles and start on Army Building.

Link to comment
Share on other sites

Let's take a slightly more indepth look at one of these units and flesh them out. In particular, I'd like to take a look at Terminators. I like shooty Terminators (going to give some Assault Termies more time on the field in the near future but for now, dakka!)

 

Shoot Terminators take what's good about Tactical marines, enhance the good parts (tougher, more fire power) and eliminate their weaknesses (longer range, excellent in close combat.) Shoot terminators are probably best used to thin hordes while actually shooting. With just a minimum unit, being able to put 8 Bolts and 4 Assault Cannon rounds to anything within 30" of where they start is pretty sweet. Tacticals can't hit anything until they're at best 26" and that's assuming a Rhino and open ground! And their firepower persists all the way into combat. Getting to pump Assault Cannon rounds or missiles into a unit before charging it is awesome. So, while Terminators have about the same killing power as a Tactical squad at range they can begin attacking before the tacticals can (Lower K2.)

 

The immediately obvious thing that makes them so much tougher than marines is their 2+ armor save. This helps them immensely against things like Battle Cannons, Flamestorm Cannons and all the other AP3 stuff floating around. Doesn't help much with plasma rounds, power weapons or Demolisher cannons, but that's when the 5+ invulnerable save comes in. One should not rely on this save. Terminators are far too expensive to throw at Howling Banshees, for instance. That said, it's handy to keep in the back of your mind and makes them roughly 33% tougher than Power Armored Marines. This gives them a high D1 compared to regular power-armored marines. Also, because you can be shooting down range from turn one at 24", you can keep your D2 high by playing keep away with hordes of stuff that will be able to swamp you.

 

The other bit that greatly increases their killing power is the fact that each and every one of them has power fists (except for the bullet-catcher... I mean sergeant.) Swinging 3 times at Str 8 and ignoring saves makes a charging Terminator a scary guy. Giving him a Chainfist means he becomes a can-opener of epic proportions. However, it's not enough to throw them blindly into the first combat you find. Terminators, as opposed t their more assault orientated brethren, should be used to target elite units that have a low number of attacks but are tough. Carnifexes, Dreadnoughts, other terminators are all good targets to swing that mass o' power-fists at. In this essence, they can have ridiculously high K1. Second only to their assault orientated brethren when it comes to putting the hurt on small numbers of very tough units.

 

This creates a dichotomy. Terminators guns tend to be best for firing on Hordes. The assault cannon can do some damage against bigger fellows, given, as can a pair of Krak missiles but Stormbolters aren't terribly good at dropping Carnifexes or Dreads. So, generally, Terminators are multi-purpose and are not highly specialized. Ideally, you have a combined arms forces coming at you. You shoot the little stuff and charge the big stuff. Also, if your Termies are in a Land Raider, they're not shooting. So, footslogging Termies isn't a bad option. Shootie-nators are thus particularly good when acting as counter assault for slightly more static armies.

 

Ultimately, Terminators are probably the most versatile Elites choice Codex SM has. Possibly the reason they can cost the most as well. :wub:

Link to comment
Share on other sites

I'll pretty much agree with you on everything you said.

 

They require some finesse to utilize fully though, and I'd argue that if you're going to be buying these guys instead of their more specialist CC brethren, you're better off buying the full 10 men.

 

The D2 goes up dramatically and you can subspecialize with these generalists if you combat squad them. The amount of flexibility that you get out of a 10 man squad is amazing. S goes up stupidly high as well.

 

If you buy a heavy support Land Raider for their transport, you get all sorts of possible deployment options a

 

1) 10 man footslogging squad with a Land Raider you can use for other units or keep in reserve.

2) 2 5 man combat squads, rearranged to suit your opponent and the terrain. One can get in the Land Raider and one can slog it.

3) Deepstrike all 10 (risky without homers, but potentially game breaking) and still use the Land Raider.

 

This lets you essentially create "specialized" squads out of one elites choice in a way that no other single unit in ANY army can do it. It's one of my favorite units, right behind Bikes as Troops.

Link to comment
Share on other sites

Vet Assault Squad - Killer and Cleaner

 

Does this include Vanguards or do you really count them as Fast aattack.

I use them the way you just described, I say they are elite but since the elite slots are very busy they putted them in the fast attack section.

Link to comment
Share on other sites

The Vet Assault Squad I referred to is the BA Elite choice. Vanguard are going to be in the fast attack, but yeah, they're pretty much killer and cleaner too. Though you really really really need to watch the points with those boys.
Link to comment
Share on other sites

I disagree with the Chosen. I think you said you havent seen any in 5th and don't think they are worth the points. I think they are well worth the points. Take a squad of 8 chosen, 4 with 4 melta guns and a PW is up to the task to kill pretty much anything, and they can infiltrate. I have had a lot of luck with this unit. They always kill something important, and then on top of the 4 melta gun shots they are a pretty good assault unit as well. You just have to be careful with how you infiltrate them.
Link to comment
Share on other sites

Chosen are pretty much the Chaos equivalent of Sternguard and Vanguard, but without all of the fancy bells and whistles. They can be kitted out to be super killy, like you said, but I guess that most folks I know that play Chaos run dedicated Marines.

 

I've got a near-pure Thousand Sons army myself, despite having the models to play a mixed force. So I don't spend a lot of time figuring out how to fit Chosen into the list.

 

How do they stack up against other Elites choices?

Link to comment
Share on other sites

Next is Heavy, then I'm not sure whether or not I hit Troops or Fast attack.

 

My Brain may take a diversion onto Advanced Killhammer first though. Dunno. I write only when my thoughts are organized and I'm still only 75% happy with the results. There's always something that I missed, or something that I wish that I had communicated more clearly.

Link to comment
Share on other sites

Chosen are pretty much the Chaos equivalent of Sternguard and Vanguard, but without all of the fancy bells and whistles. They can be kitted out to be super killy, like you said, but I guess that most folks I know that play Chaos run dedicated Marines.

 

I've got a near-pure Thousand Sons army myself, despite having the models to play a mixed force. So I don't spend a lot of time figuring out how to fit Chosen into the list.

 

How do they stack up against other Elites choices?

 

 

I think Chosen are the most flexible MEQ elite there is. They are not really all that expensive either, in fact they are 6 points les then a Sternguard. They can be equiped wit up to 5 special weapons per squad. That is a lot of fire power, or close attacks if you wis, so they can be given the equipment to take on any foe, from heavy armor to swarms or gretchin.. Plus they can take an icon and make em even tougher. I personally never play chaos without them, if I had more models with more special weapons I would take 2 squads.

 

Example of a chosen squad (the one I run)

8 chosen

3 melta guns

combi melta (only because I do not have 4 models with melta guns)

power weapon

Icon of Chaos Glory

 

Total is 214 points. These guys infiltrate and rock and roll first turn.

Link to comment
Share on other sites

It's 230 for the equivalent Sternguard, kitted out the same (except for IoCG).

 

Sternguard have better bolters, weaker CC, can't infiltrate, but have arguably better leadership equivalent.

 

It would seem that anything you'd be using short ranged Sternguard for, you could do the same thing with Chosen. But for slightly less, and that Icon gives them some different S options.

 

Hrm. I may need to rethink these guys.

Link to comment
Share on other sites

I've really enjoyed reading your KillHammer articles they're very well thought out and helpful. How about posting a one of your lists and stating the role each unit plays in the army? For example unit A is my hunter while unit B is the cleaner. Sometimes it easier to understand when its spelled out in front of you. That would really be helpful to see it kind of all fall into place, if its not to much trouble. B)
Link to comment
Share on other sites

I'm building towards that. But I need to evaluate units in their force org slots first, so I don't end up with a thousand page long article. The idea is that I put it all together in digestible, linkable form, so that you can digest it in pieces and link to what you care about... all formatted for the Librarium.

 

Because I can't write everything all at once, and my time is limited... I've got to paint 20 tacticals and 2 transports for the painting thing going on right now -by the end of Feb - or face a pennance and a signature of shame for example...

 

So things are being done in chunks.

Link to comment
Share on other sites

Whats your take on a 5 man squad of assault terminators with lightning claws and a chaplain in a land raider.

 

On their charge they would get the re-roll on all missed hits, and then re-roll all missed wounds.

 

Not the greatest against vehicles, but seems like they could take out infantry at a decent rate.

 

Would you think 5 man or a 10 man squat or give up on the idea at all?

Link to comment
Share on other sites

The deeper I dive into Killhammer, the more I realize that there is no WRONG choice in terms of picking units for your army.

 

If you like the unit, then you need to make sure that it fits into your army, and that what it doesn't do, other units can.

 

As a general rule though, more models increases your D2 (time to be killed), so more models is better. But there's an upper limit to what's practical or possible. My personal preference is for the broader versatility of Thunderhammers, but if I was up against a horde army, the lightning claws might work better.

 

You're the general. You know your army and playstyle better than I ever will.

Link to comment
Share on other sites

Whats your take on a 5 man squad of assault terminators with lightning claws and a chaplain in a land raider.

Would you think 5 man or a 10 man squat or give up on the idea at all?

Land Raider Crusader has Capacity for 8 Terminators. So Squad of 7 + Chaplain. Also you do not need to give the Chaplain Terminator Armour he can keep the Bolt Pistol for the extra attack. Personally I would have one or two of the Terminators with TH/SS to help soak incoming armour peircing attacks and give you some Anti-Tank as a backup.

Link to comment
Share on other sites

Great article Warp Angel, keep on writing...

 

I'm reading your killhammer articles and just waiting to try it all out in battle (lack of free time :lol: ) as my army need some composition changes.

 

I must agree with travh20 about Chaos chosen, they can be rally troublesome. I've faced them armed with LC and icon of slaneesh - totally diffrent option but as killy as those with meltas. If I've knew then what I know now about killhammer it would be surely much easier.

 

Waiting for more...

Link to comment
Share on other sites

  • 7 months later...

Firstly - awesome articles! Spent ages reading them, really well written :)

 

Secondly, I notice that the Legion of the Damned don't get a mention here, I thought they'd be quite a neat Hunter unit against armies that have a lot of massed plasma guns or elite power weapon units. Taking a 5 man squad for 155pts, deep striking them in (with the scatter re-roll) right behind an IG company command squad and blowing them to pieces with bolter fire, when your main attack is closing in, could divert a lot of firepower; hopefully from squads containing plasma guns that might be otherwise directed at your Killer units. It'd be hard for the guardsmen to tie up in assault as well - maybe deep strike in charge range of a rough rider unit that would otherwise counter an assault squad, the lances would be wasted on them. Seems ideal though, as if any are left alive, being fearless will enable them to annoy/kill another squad next turn too (provided the gits don't roll 1" for movement).

 

Alternatively, a multimelta could fire on the same turn as deep striking due to relentless, as a bit of an expensive tank popping device. (Combi-meltas and meltaguns are available too) Less reliable in shooting than the Chaos termicide, but they take a lot more killing from plasma fire, and are more likely to get facing rear armour/short range.

 

Might also be worth a laugh trying to bait banshee's into them (or a similar high value power weapon squad), 10 charging banshees (with an exarch + executioner, 182pts) would produce on average 2 kills, so 5 would die to soon to tie them down for long, but if you managed to get a solid round of relentless shooting (maybe with a heavy bolter) into them, killing about 3-4, the combat would last for a least another turn.

 

The deep scatter re-roll also means you don't have to get a locator beacon near the target too

 

Any thoughts? I suppose they could arrive too late to reduce the firepower creating a kill-gap. And that they need a bit of tailoring to the opponent, I only regularly play against the guard.

Link to comment
Share on other sites

Firstly - awesome articles! Spent ages reading them, really well written <_<

 

Secondly, I notice that the Legion of the Damned don't get a mention here, I thought they'd be quite a neat Hunter unit against armies that have a lot of massed plasma guns or elite power weapon units. Taking a 5 man squad for 155pts, deep striking them in (with the scatter re-roll) right behind an IG company command squad and blowing them to pieces with bolter fire, when your main attack is closing in, could divert a lot of firepower; hopefully from squads containing plasma guns that might be otherwise directed at your Killer units. It'd be hard for the guardsmen to tie up in assault as well - maybe deep strike in charge range of a rough rider unit that would otherwise counter an assault squad, the lances would be wasted on them. Seems ideal though, as if any are left alive, being fearless will enable them to annoy/kill another squad next turn too (provided the gits don't roll 1" for movement).

 

Alternatively, a multimelta could fire on the same turn as deep striking due to relentless, as a bit of an expensive tank popping device. (Combi-meltas and meltaguns are available too) Less reliable in shooting than the Chaos termicide, but they take a lot more killing from plasma fire, and are more likely to get facing rear armour/short range.

 

Might also be worth a laugh trying to bait banshee's into them (or a similar high value power weapon squad), 10 charging banshees (with an exarch + executioner, 182pts) would produce on average 2 kills, so 5 would die to soon to tie them down for long, but if you managed to get a solid round of relentless shooting (maybe with a heavy bolter) into them, killing about 3-4, the combat would last for a least another turn.

 

The deep scatter re-roll also means you don't have to get a locator beacon near the target too

 

Any thoughts? I suppose they could arrive too late to reduce the firepower creating a kill-gap. And that they need a bit of tailoring to the opponent, I only regularly play against the guard.

 

Once you throw weapon upgrades onto the LotD, you're up in Terminator Price territory. And they are arguably a lot more survivable when utilized in the same role as a deep striking LotD squad, and a lot better in CC.

 

They just aren't efficient in my mind. Pick something you want them to do, and for about the same points, something else does it better at a similar points cost.

 

Anti-infantry? - Sternguard in drop pod.

Anti-elite? - Terminators.

Anti-vehicle - Dreadnaught in drop pod.

 

And, as S-Sgt McColl said: They don't exist. ;)

Link to comment
Share on other sites

Since they do not exist, I will not call your attention to the Badab War campaign book at BOLs which seemed to indicate that Huron was aided before he went bad by a group of black painted marines that certainly were not third co ultramarines...

 

Because they do not exist, imagine the surprise on your opponent when something they do not know anything about pops out and does things they would not expect. I think their value is in their uncertainty and surprise value, causing real fear in your opponent, which is a different part of the metagame. Plus the cool factor of something like this added to your list. I might need to compare them to Vanguard...If I played them, I'd keep them in a separate box that the opponent would not see till they came out...or maybe I'd put them next to the board as a visible threat. Ya never know....

Link to comment
Share on other sites

Since they do not exist, I will not call your attention to the Badab War campaign book at BOLs which seemed to indicate that Huron was aided before he went bad by a group of black painted marines that certainly were not third co ultramarines...

 

Because they do not exist, imagine the surprise on your opponent when something they do not know anything about pops out and does things they would not expect. I think their value is in their uncertainty and surprise value, causing real fear in your opponent, which is a different part of the metagame. Plus the cool factor of something like this added to your list. I might need to compare them to Vanguard...If I played them, I'd keep them in a separate box that the opponent would not see till they came out...or maybe I'd put them next to the board as a visible threat. Ya never know....

 

I'd actually be more concerned with terminators set out in exactly the same way. There's nothing unexpected about what LotD can do. Deep strike, move and shoot, invulnerable save. Of course, I tend to play against mostly veteran players which are largely immune to OBVIOUS psychological ploys. They can still be baited to go after units of my choosing from time to time.

Link to comment
Share on other sites

  • 1 month later...
Thanks for the replies - I tried them out as plasma soaks in a couple of games, they did an alright job of diverting fire but did virtually no damage in return. Another squad of TH terminators would have caused more of a diversion, for less points - so yeah dead on assesment!
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.