Dread Posted December 31, 2013 Share Posted December 31, 2013 So around here, our gaming group has started playing kill team. The short games have made 40k a bit more exciting. It is also amazing at how just with 200 pts and the fancy little rules how even a kill team can be hard to beat. I have tried 1 form of sisters to try in this but to no real competition . So what I'm asking from all of you other seasoned players, What would you take? My team has been this: 13 battle sisters Vet superior with combi-melta 1 meltagun 1 heavy flamer 10 sisters Thanks in advance, Dread Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/ Share on other sites More sharing options...
Naminé Posted December 31, 2013 Share Posted December 31, 2013 I don't know the new rules but in the old rules I found seraphim a strong option. Fast enough to keep in range and decent in all roles. Give torrent to an inferno pistol Seraphim and you get 2x s8 ap1 flame templates up to 12" away. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3557500 Share on other sites More sharing options...
Dread Posted December 31, 2013 Author Share Posted December 31, 2013 That is a great idea Namine except inferno pistols are 6" range and hand flamers are str 4 AP 5 template and unfortunetly no torrent. But you have given me a really great idea. Take one with hand flamers and give them the split fire special. Giving her the chance to flame 2 different areas at once, thanks for that. So I will take another with 2 inferno pistols and give her the infiltrate specialist rule. Sneak in and BLAM! Oh it looks like a plan may be coming together. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3557517 Share on other sites More sharing options...
Quixus Posted December 31, 2013 Share Posted December 31, 2013 Naminé referred to the first kill team rules that allowed you to select three rules from the list of Universal Special Rules in the rulebook. The list has since been shortened. No more S8 AP1 melta torrent weapons. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3557627 Share on other sites More sharing options...
Dread Posted December 31, 2013 Author Share Posted December 31, 2013 Ah Got it. I am thankful he wrote to me since it helped with some decisions. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3557891 Share on other sites More sharing options...
*Furyou Miko Posted January 1, 2014 Share Posted January 1, 2014 Flamer Seraphim with Split Fire would pretty awesome. I'd probably go with Dominions though. Meltaguns all round and an immolator. Unlike Brotherhood of Psykers, Acts of Faith isn't restricted in Kill Team so every dominion could activate Holy Fullisade. Ke he he. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3557985 Share on other sites More sharing options...
Fibonacci Posted January 1, 2014 Share Posted January 1, 2014 Flamers are not as good in KT since your enemy will be sparse and spread out. However the mobility of jump infantry is just about broken. But then so are "ignores cover" melta guns. Which brings up the real question and first big hurdle: Seraphim or Dominions? And BTW, Acts of Faith still work; each individual model will have to pass their own test. One chance per model. I guess you could put in a simulacrum but it would only affect the model holding it. What I used last time were 6 Seraphim, no superior, 2 dual hand flamers and 5 Celestians with 2 melta guns. And one final bit of info for no reason ... if you take Seraphim with 2 dual Inferno pistols you will be taking just take seraphim since there won't be enough points to add another unit with any upgrades. Not that an all jump infantry team is necessarily bad, you are just limited on the number of special weapons you can take. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3558099 Share on other sites More sharing options...
Dread Posted January 1, 2014 Author Share Posted January 1, 2014 Thanks for the help. My current list that I've been toying with is: Dominions 4 meltaguns Vet superior with combi-melta Immo with TL multi-melta, extra armor and dozer 200 pts Haven't fielded this one yet but my only concern is the Immo's weapon, TLMM or Heavy bolters? And Happy New Year everyone!! Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3558147 Share on other sites More sharing options...
Vigrid Of Asgaror Posted January 1, 2014 Share Posted January 1, 2014 I would personally go with the heavy bolter just for the range, but it wouldn't matter if you intend to get your tank in the action. Multi-melta would probably get the job done better. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3558158 Share on other sites More sharing options...
*Furyou Miko Posted January 1, 2014 Share Posted January 1, 2014 I would say Heavy Bolters, but since you can't multi-target without a special rule not available to vehicles, the multimelta is better. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3558449 Share on other sites More sharing options...
AdmLancel Posted January 2, 2014 Share Posted January 2, 2014 Multimelta gets my vote as well. Link to comment https://bolterandchainsword.com/topic/285098-kill-teamwhat-to-take/#findComment-3559037 Share on other sites More sharing options...
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