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Games Day Kill Team


BrotherTim

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So a few of the events at Games Day involve kill teams not to exceed 200pts and "any three models can be upgraded with a special ability." I have been toying around with several ideas and the best combination I can come up with is

 

5 Scouts w/ sniper rifles

-Camo. Clokes

-Vet w/ MB (Relentless)

-one scout (slow and purposful)

 

Corbolo (infiltrate)

 

Two scouts can move, shoot sniper rifles, and assault in the same turn. I figure on average my souts will have a 3+ cover save in addtion to a 2+ FNP making them some of the most resilliant troops in the game. How do you think this list will fair?

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Im not too sure you're able to use Special Characters I'm afraid, i can be wrong, i dont have my battle missions book nearby.

 

You'd also be in a bit of a fix against "horde" armies, i was able to take 3 ratling snipers, 3 specials with 2 meltas + 1 plasma gun and 3 more in the squad, a 10man normal infantry squad as well as Comissar for 200 points. With the army you have you'd be limited to taking 6 out per turn - providing you hit/wound all the time and they fail armour saves. And you'd have the fact that 3 die (with only a 4+ fnp rule if i'm right - providing you're within 6" of the Sang. Priest) till you start having to take Leadership tests.. As i say. I could be wrong about the Special Characters.

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thanks, haven't read the dex in a few weeks and havn't played in over a year...looking to get back into the game jsut before games day. I thought the the 2+ was for his bubble? guess i have to read the dex again. Thanks for the insight against horde armies, how can space marines combat this threat of numbers in a game of such small point value?
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Could you take a Sternguard squad with a Sanguinary Priest? It wouldn't be as good as Corbulo, but you could take 1-2 heavy weapons, 1-2 special weapons, combi-weapons, and special ammo on everyone. Give one of your heavy weapons relentless.

 

With your list, giving one a heavy bolter and relentless would be at least better against hordes.

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the only problem is that each individual model counts as a seperate unit, hb and the like will still only target on model at a time. It seems like hordes will be my biggest problem...
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In kill team you can split fire with any weapon I believe as in a heavy bolter could fire at 3 different targets. 1 shot into each. Please correct me if im wrong. Also seeing as a sang is an indipendent character could you attach him to one of the sterguard in kill teams?
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So a few of the events at Games Day involve kill teams not to exceed 200pts and "any three models can be upgraded with a special ability." I have been toying around with several ideas and the best combination I can come up with is

 

5 Scouts w/ sniper rifles

-Camo. Clokes

-Vet w/ MB (Relentless)

-one scout (slow and purposful)

 

Corbolo (infiltrate)

 

Two scouts can move, shoot sniper rifles, and assault in the same turn. I figure on average my souts will have a 3+ cover save in addtion to a 2+ FNP making them some of the most resilliant troops in the game. How do you think this list will fair?

 

I think this team is quite bad my friend - sorry. I play Kill Team a LOT. ;) The camo cloaks are cool but WAY too expensive... The 'mission' of KT is to get your opponent below half strength so he can roll out before you... you will likely need a few more men to survive the first round, and remember that 3+ is only in cover.

 

Also in my experience Sniper Rifles suck in KT. The range is good and the rare 'rend' is real nice... but you hit on 4+ already, with the Sniper Rifle you also wound on 4+ regardless of the enemy Toughness - and let's face it, in KT you won't see anything but T4 and T3 most of the time. Further the 'pinning' rule is useless as every model becomes its own unit. The worst part however is that they are 'heavies'. I've found Bolters to be infinitely more useful.

 

Infiltrate is technically not allowed in KT. If you read the proper rules for KT, all units begin in the deployment zone. Some tournie organizers might allow for it - but the rules basically say you cannot use it.

 

Just as an example, here is the list I've been running, and winning with most often.

 

List Summary (9 Total Models):

 

Sanguinary Priest with Hand Flamer (Gonzalo Arrius) Blood Chalice (6" FC & FnP), Move Through Cover (for being an IC) [
*Scout
]

 

Scout Squad - 8 Scouts (Red Thirst, Infiltrate, Scout, Move Through Cover): 114-points

- 1 Scout Sergeant with Power Weapon (Rodrigo) [
*Preferred Enemy
]

 

- 1 Scout with
BP
&
CCW
(Faustus)

 

- 1 Scout with Missile Launcher (Acies) [
*Relentless
]

 

- 2 Scouts with Sniper Rifles (Nestor and "Baldo" Baldezareo)

 

- 3 Scouts with Bolters (Balius, Hadrian and Hector)

 

 

TOTAL: 199

 

My opponent needs to kill 5 guys before I starting rolling for the game end.

 

Every model can get a free 'scout' move if I want but of course it depends on my enemy. If they have AP4 or better I usually keep a little distance and pick out their good weapons with my missile launcher and the occasional successful sniper rifle hit. Remember every model is it's own unit, so you can target any single model (and anything of yours can be targeted). I also like to move in a Priest-bubble pack hoping to get the bolters in double-tap range as well as the hand flamer while using that FNP. The missile launcher blast is also great against hoardish lists. Flamers (even hand flamers) are nice because you can then assault any model that was under the template.

 

Assault is really not that devastating because it's typically just one model versus one model, but it helps to have a few specialist (like my sarg, CCW scout and priest). Don't forget to roll for Red Thirst! :P

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BrotherTim, I should also mention that Scouts are really not the most efficient Kill Team list for us... I chose them because they really have a 'kill team' feel though. :)

 

I've been doing good with them anyway. The relentless missile launcher is invaluable hehe, and the 2 snipers do play an important role - mostly 'scare' tactics. In a doubles kill team tournament one guy sent 4 assault marines after one stupid sniper scout... meanwhile my missile launcher kept running further away and shooting each turn; blowing holes in his teammates guard force (play the mission - get your enemy below 1/2!!).

 

In my experience kill team brings out all of the rarely seen, xenos and other less common units/armies. I was facing mostly T3 (thus the bad part of using sniper rifles) and less marines than usual. Though I do personally have a Plaguemarine kill team that the snipers might be very useful against. :)

 

I think a 10men tactical is really our best choice. You get the flamer and missile launcher for free and have enough points to trick out the sergeant.

 

You could do Death Company with bolters and hand flamers, an assault squad with flamers or even a Devastator squad with 2 missile launchers and combi sergeant... Imo the scouts are really a lot of fun though.

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Scouts do "feel" like the right choice for a kill team, however I am afarid that they will not be resilient enough. From everyone's advice I was able to put this list together, let me know what you think.

 

10 Man Tac.

-Heavy bolter

-Plasma gun

-Vet with power weapon and storm bolter

 

Total: 198

 

I have put a lot of thought into the SP and feel that it is unlikly for one to be dispatched as a memeber of a kill team, so I decided to stick with a generic tactical squad. The only thing I am still questioning is to swap the special and heavy weapons (plasma for flamer, and missile launcher for heavy bolter) Any advice would be greatly appreciated!

 

P.S.- Thanks for the advice about the red thirst and should I roll for each model or just the unit?

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I'd definitely keep the plasma. It has much longer range than the flamer and is much more likely to kill. The only thing you have to worry about is Gets Hot!, but if you give that model the Feel No Pain USR you have better survivability.

 

Heavy bolter versus missile launcher is a tough call. I like the better range of the missile launcher, personally, and the blast template is nice. As was said above, though, models can shoot at/assault any eligible target, so the heavy bolter could conceivably shoot and kill three different Ork models. The missile launcher can only do that if the Orks are in close proximity (which canny Ork players will avoid). I favor missile launchers in my armies. If it were me, I'd probably take the missile launcher. Whichever heavy weapon you take, Relentless is a great USR for that model.

 

On the Sergeant, I'd swap the power weapon for a lightning claw. There's no increase in cost and your chances of wounding are better, all with no loss in attacks.

<--- Oops! I had the Arena of Death on the brain and was thinking of Captains. 5 minutes in the pain glove for me.

 

Just a note on the B&C's kill team table - we'll definitely allow one specialist per kill team. It will be up to the players whether or not they allow for two or three, though. If you get a stingy player, you might be limited to just the one USR.

 

On our table, if you bring Blood Angels, each model will roll separately for the Red Thirst since each counts as a separate unit.

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Scouts do "feel" like the right choice for a kill team, however I am afarid that they will not be resilient enough. From everyone's advice I was able to put this list together, let me know what you think.

 

10 Man Tac.

-Heavy bolter

-Plasma gun

-Vet with power weapon and storm bolter

 

Total: 198

 

I have put a lot of thought into the SP and feel that it is unlikly for one to be dispatched as a memeber of a kill team, so I decided to stick with a generic tactical squad. The only thing I am still questioning is to swap the special and heavy weapons (plasma for flamer, and missile launcher for heavy bolter) Any advice would be greatly appreciated!

 

P.S.- Thanks for the advice about the red thirst and should I roll for each model or just the unit?

 

Imo the flamer or combi-flamer (even hand-flamer) is tailor made for kill team because you can keep moving (on a smaller board), ignore cover and still assault, but then a double-tapping plasmagun does sound nice; I haven't tried it myself but since you are rocking mostly rapid fire anyway I say go for it. I do prefer the missile launcher over the HB just because it has been so versatile, can deny a save, insta-kill bugs, and with so much range you can stay alive by keeping your distance - definitely give the heavy weapon guy 'relentless'! :cuss

I'd give the sarg 'preferred enemy' or possibly even 'fleet'... without a priest there is no 'bubble' to stay within coherency of anyway.

You could give the plasmagunner FnP and not worry about 'gets hot' hehe...

 

I wrote my SP into my narrative... he was once a veteran sergeant of the same scout unit - thus his 'scout' ability. :P ...and the FnP bubble does help the Scouts stay alive. You also have to figure that your opponent only has 200 points on the table as well. I was beaten by an all melta/fusion fire dragon list... but even having 3+ save marines wouldn't have saved me in that case. The second time I played him I just kept my distance and out ranged him... once I got his exarch (18" range) out of the way it was easy as the rest were all 12" range.

 

For Red Thirst - per our codex we roll per unit... but in one tournament I played they had a special set of addendum rules to address issues like this, as each model IS it's own unit in Kill Team. I'd see what the game organizers say - but imo given the individual nature of KT I'd say roll per model.

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Considering I will be playing at games day, I think the ML would be the better choice (big bugs and insta kill IC or leaders) and i should have enough rapid fire to deal with most hordes. Thanks for all the advice guys, you have all helped a lot! If you can think of any additional advice, please don't hesitate to post. Thanks! :cuss
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My best advice is to 'play the mission' and get his army below 1/2 strength as soon as possible, by the easiest means possible. Make him phase out rather than trying to go toe-to-toe with his tougher models.

 

So many of my opponents get caught up in individual heroics or that one uber weapon/model that they feel they must kill... Like the guy that sent half of his assault marines after one sniper scout... of course he killed my scout, but he took those 4 models out of the game for 1 kill. Had he sent his entire unit over to the bulk of my army he would have at least got me below 1/2 and made me roll for phase out (where my sniper would go byebye anyway heh).

 

Unless there are secondary objectives, be very mindful of range and your opponents reach. Eldar or Nids can still pack a lot of 'fleet' into 200 points for example.

 

And again, don't forget to roll Red Thirst before the game begins... I forget probably half of the time lol. It's written in huge letters at the top and bottom of my list. :)

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