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Kill Team advice


Urauloth

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New to wolves, just picked up my first box the other day. I'm really looking forward to the kitbashing and fluff-writing ahead of me, but in terms of gameplay, I'm going to start small - my store runs games of kill team (as per the warhammer world rules pack) every week and it seems like a logical starting point. As a lifelong skirmish game player and a big kill team fan, it's also something I'm likely to stick with however big my collection gets, but I digress: since I'm new to the codex, I thought I'd see if anyone had any advice.

 

The obvious choice seems to be grey hunters, and I have a couple of questions here. If I'm reading it right, if I take a flamer as my first special weapon pick in a squad of 10, I can get both my special weapons free? If so this seems like a great deal; with cover being a big thing in kill team a flamer seems like a useful thing to have around, and I definitely want at least one plasma gun for putting holes in light vehicles (DE, in particular, have a habit of shoehorning venoms into kill team games)

 

So, if I'm right on that, that leaves me 50pts. Not enough for another squad, but rather than blowing it on upgrades I could shell out for a small pack of fenrisian wolves (a nuisance to deal with, and more models on the board) or possibly a lone wolf, although buying him gear gets expensive fast.

 

The other option would be to go for wolf guard instead of grey hunters, but while their range of options is extremely tempting, I'd end up with a very small team (albeit an elite one)

 

So, any advice - especially from anyone who's used SW in kill team before?

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Hrrrm... Well, kill team is a strange beast. Let's see... A couple of possible kill teams you might end up staring down...

 

 

-5 Codex Marine Assault Terminators: 200 points, 5 2+/3++ models with S8 AP2 weapons. A terror for, say, a tactical squad to stare down, but could be brought down through massed fire (Which Sisters are probably going to do better than you.

-3 Grey Knight Paladins: Fewer bodies than the Codex Marines, but they're WS 5 and you end up master crafting everything with the spare points. Holocaust (which each of them can cast seperately) makes blobs less threatening.

-Multiple Necron Wraiths and/or a Triarch Stalker: Wraiths are a classic bogeyman, although they suffer a little against the 2+ saves that abound. AV 13/13 is just going to be a pain in the butt, though.

 

Other units to be aware of are Guard blobs (Each marine can only kill one guardsmen, even with rapid fire, unless you bring a flamer. And that won't work so well against anything else), Sisters (Being the cheapest 3+ save available, they do surprisingly well here since their numbers can make up for other problems), Dreadnaughts, and Plague Marines (T5 with feel no pain gives them durability, and they can bring plasmaguns).

 

Personally, I think I'd try bringing a 3-4 thunderwolves (if you take 3, give one a power fist). Wolf Guard terminators with 4 combi-plasmas, 2 meltabombs, and a heavy flamer might also work. If you really want to use the power armored marines, your best bet is probably two units of six grey hunters each with a plasmgun, or maybe the unit of ten and the fenrisian wolves. Power armored Wolf Guard are generally used only for suicide units in drop pods (illegal in kill team) and pack leaders for Grey Hunters riding in rhinos.

For my SW kill team i usually run 1 lone wolf (free USRs!) with TH/SS and some grey hunters with a melta gun. if you want to be really dirty (which i do with mine) you give the lone wolf fleet (dont remember what its called in 6th if you can let him run and charge) and take a plasma gun instead and give him relentless.

For my SW kill team i usually run 1 lone wolf (free USRs!) with TH/SS and some grey hunters with a melta gun. if you want to be really dirty (which i do with mine) you give the lone wolf fleet (dont remember what its called in 6th if you can let him run and charge) and take a plasma gun instead and give him relentless.

Running and charging is no longer a thing. Fleet's still good for assault units, though as it let's you re-roll any number of dice for your charge (So, if you get a 4 and a 1, you can just re-roll the 1), as well as re-rolling your run move.

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