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Kill team Tactics etc sample lists post your ideas.


Sir_Isenhar

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Hey fellow Brothers,

 

I was thinking of Kill Team and that a small army like this is easy to transport around to play as I travel alot with work and carrying around 1500pts is not soo easy!

 

Anyways I ran into a great article here : http://www.dakkadakka.com/wiki/en/Kill%20Team%20Tactica%20(for%20Warhammer%2040%2C000%206th%20edition)

 

 

I was thinking of using the following for Kill Team

 

Assault squad with sergeant and 2 flamers at 95pts

 

Although by this I forfeit using Sternguard as the minimum is 120pts am I correct?

 

Supplemented by either Scouts or a Tactical squad with a HB and the Sergeant a Melagun or something..

Still in the process of thinking and would gladly hear the ideas of our community.

 

For The Emperor!

Deathwatch Kill-team - Mantis Warrior CT

 

Librarian (I can get away with this because in my group certain exceptions have been given for fluff squads [and some of the older guys want their revenge on my old KT!])

5 Sternguard - Sergeant with Lightning Claw or 1 with combi-weapon, sergeant with melta-bombs.

 

Another old option is 6 Sternguard with a MM Attack Bike

Space Marines:

Tacticals x7, combi-plas on sarge (leader), plasmagun-123

Sniper scouts x5, missile launcher-74

 

197

 

Scout sarge-FNP or relentless or something fun

Plasmagun-Ignores Cover

Missile scout-Master-crafted (grants twin-link in this case, basically)

Space Wolves

 

Grey Hunters x5, Motw and a plasma gun

Lone Wolf, Motw and a Fenrisian Wolf

Thunderwolf

 

Usually go with Relentless for plasma gunner, Fleet for the Lone Wolf, and It Will Not Die for the Thunderwolf.

My old Angelic Chior list:

 

1 Seraphim Superior with Power Weapon and Plasma Pistol

2 Seraphim with 2 Hand Flamer each

7 Seraphim with 2 Bolt Pistols each

 

Use to be 200pts on the nose, need to check the Digi-Dex to re-confirm.

 

SJ

I'm not certain of what KT's current rules are. However, I used to enjoy taking Dark Eldar in KT. A Venom + Trueborn... very fragile... but with good movement, and enough terrain... you can jump from shadow to shadow picking off enemy units that threaten you.

 

 

Oh, for a really cool game with lots of death... Play KT + Zone Mortalis together.

I've had some luck with a pretty "standard" Iron Hands kill team list:

 

5 Sternguard

1 Combi-Grav gun (Specialist with Relentless so he can throw out all 3 salvo shots with the combi)

1 Missile Launcher (Specialist with Ignores Cover)

Razorback with Twin-linked heavy bolter.

 

My last specialist I give Scout so I can scout the whole team in the Razorback, or outflank him behind enemy lines. Sternguard are amazing with all of their ammo, and the razorback is pretty tough while still throwing out decent firepower. And Iron Hands tactics for 6+ FNP (rare, but when you get it it's great) and IWND on the razorback.

 

The only downside is that it's only 5 infantry models, so every casualty really hurts.

just finished up a Kill Team local tourny this past weekend. we used the recent KT rulebook that was released digitally. 

 

i tried an ork blob ... (2 groups of boyz, choppa slugga, one big shoota and one nob with eavy armor per group) ... did great against everyone other then a tau kill team that filled mine full of holes ... 

 

what won was a SoB list, and then second was a chaos daemons list, then a four way tie for 3rd ... two eldar's the tau player and my ork list. the others was a dark eldar list, another ork list (that tried using a trukk) and then an imp guard and a few dark angels ... 

 

when i play another one, not sure if i will run the same list ... with each model for themselves .. the bad aim of orks really stands out.

  • 4 weeks later...

use tacticals and a land speeder with a typhoon missiel launcher.  The str 8 instant kills anything that can kill it AND at heavy 2 you have a great chance of hitting.  not to mention you get jink and can bypass ALL terrain. 

  • 2 weeks later...
  • 1 month later...

id love to try legion, arent they leadership 10? so eve nwhen you eventually start taking break tests you'r pretty solid.

 

find my sterngaurd die to quick and ive not even played against a tau force.

 

I thinking of trying this out over the next few weeks.

 

Scout Squad 1

 

Sgt: Sniper Rifle (Kill Team Leader) 

Heavy Bolter (Rending)

Scout Boltgun

Scout Boltgun

Scout Boltgun

 

Scout Squad 2

 

Sgt: Storm Bolter (Fleshbane)

Scout Sniper Rifle

Socut Boltgun

Scout Boltgun

Scout Boltgun

 

Land Speeder Typhoon (Ignores Cover)

 

Imperial Fists chapter tactics to shoot bolt weapons better (re-rolls all ones to hit). keep leader hidden at the back with his long range. cheap, mobile, long range heavy support ignoring cover is nasty. ten models is resillient and puts out a lot of shots.

 

what do people think? 

leadership tests actually wont even matter in kill team I think.  You take them when you lose 50% of a squad right but each guy is completely seperate.  There is no unit coherency. Meaning that you can't lose 50% because its 1 guy to a unit.  Legion end up being wrecked by chaos cultists.  you can have 35 of them for 120 pts.  The odds are ever in your favor lol. The scouts idea looks good though.  At first glance I get scared because its only BS 3 but then I remember that space marines have exceptional BS so 3 actually isnt bad.  

I have been successful using scouts  in kill team. Having extra bodies is good to have in case you have a bad roll in saves.

 

I never tried using the legion of damned in small games. If the point level is 200 that would mean you would have at most 6 man squad right? I just read the rules and it seems you do not have to worry about the units arriving by deep strike since it has been ignored for this type of game.

what are peoples thoughts on more scouts. i could get another squad in for the land speeder which seems fragile. five more guys and heavy bolter with armourbane? or do i leave it cause its such a threat... till they take it out its keeping my scouts alive by drawing fire and its taking out at least one marine every turn? this needs play tested

The land speeder seems fragile but if you think about it how many weapons actually break AV 10.  Bolt rifles would only glance and the land speeder could stay way out of range.  No one will spend the points to take a heavy weapon specifically to kill a vehicle.  another bonus is that it gains jink and kill team tables tend to be heavy on scenery so it can just hover right over some stuff to get away. 

I agree Butters. think ill keep it in, if it has to play tau with ignores cover shenannagins then it'll just have ot stay as far away from them as possible and shoot anything to death that comes close. just finishing up painting them tonight needs highlights on the bases, but im happy, bout as good as i can do.

 

Land Speeder

Scout Squad Butcher

Scout Squad Arrow

I am yet to lose a game with my killteam.

 

It is as follows:

Sternguard sergeant (white scar)

-power sword

 

Sternguard (Imperial fist)

-Heavy bolter

 

Sternguard (iron hand)

-Combi grav

 

Sternguard (Salamander)

-Flammer

 

Sternguard (Dark angel)

-Combi plasma

 

Sternguard (Ultramarine)

 

I run salamander chapter traits to give the white scar master crafted and the salamander a twin linked flamer.

As for specialists, the imperial fist has relentless, the ultramarine has preferred enemy, and finally the iron hand has twin linked or maybe master crafted which ever it is.

 

I tried to make it as fluffy as possible, originally the iron hand had feel no pain but it clashes with relentless. Basically you sit back and snipe models with the 30" bolters +the heavy bolter, and when the enemy gets in close you try and hit them heavy with the flamer and AP3 rounds or Hellfire shells. The white scars power sword is for power armour mop up duty if need be.

 

The downside is anti armour, but with the max being from 12 you can stay out of sight till you're in killing range with either krak grenades or side armour heavy bolter

I am yet to lose a game with my killteam.

 

It is as follows:

Sternguard sergeant (white scar)

-power sword

 

Sternguard (Imperial fist)

-Heavy bolter

 

Sternguard (iron hand)

-Combi grav

 

Sternguard (Salamander)

-Flammer

 

Sternguard (Dark angel)

-Combi plasma

 

Sternguard (Ultramarine)

 

I run salamander chapter traits to give the white scar master crafted and the salamander a twin linked flamer.

As for specialists, the imperial fist has relentless, the ultramarine has preferred enemy, and finally the iron hand has twin linked or maybe master crafted which ever it is.

 

I tried to make it as fluffy as possible, originally the iron hand had feel no pain but it clashes with relentless. Basically you sit back and snipe models with the 30" bolters +the heavy bolter, and when the enemy gets in close you try and hit them heavy with the flamer and AP3 rounds or Hellfire shells. The white scars power sword is for power armour mop up duty if need be.

 

The downside is anti armour, but with the max being from 12 you can stay out of sight till you're in killing range with either krak grenades or side armour heavy bolter

 I am confused too, but do you mean your running a sort of death watch list using one overarching chapter tactic? I take it that the salamander chapter tactic is your main one, no?

 

 

Also could you run a Vanguard Veteran squad with only a few of them with jet packs seeing as it's 3 per model?

i get what you mean alex567. got them painted up in different chapter colours deathwatch style. yeah i like the slamanders chapter tactics for the free Master Crafted on the Sgt. but my scouts need that bolter drill to keep the hit rate up. still a very low model count have you found that a problem?

 

my local gaming hub is running a tourney with the most updated rules. so had to change out specialist choices vehicles cant take them boo! you also have to choose your specialities from five sections with only one model allowed to take an upgrade from each section. means i cant have my rending heavy bolter. still i made a few changes and played my first game against a 10 man grey hunters squad and got a win. definately need a bit more practise especially with these rules. you take break tests on each individual model and leaders have command bubbles of 6" around them. was really good fun

 

Scout Squad 1 - Sgt: Sniper Rifle (Kill Team Leader) 

                           Heavy Bolter (Relentless)

                           Scout Boltgun

                           Scout Boltgun

                           Scout Boltgun

Scout Squad 2 - Sgt: Storm Bolter (Fleshbane)

                           Scout Sniper Rifle (Master Crafted)

                           Socut Boltgun

                           Scout Boltgun

                           Scout Boltgun

Land Speeder - Typhoon

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