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Kill Team


Sigvard

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Evening my angelic brothers,

 

I came to you as a friend and ally from the Vlka Fenryka of the rout.

 

I have been tasked by a group of friends to create a Killteam for a friendly tourney we are holding in march, the army has to be painted and based and there is a small buy in as prizes are always fun.

 

The stipulation we have put on is that each of has to find a new army with which to use. So I find myself looking at my second favourite First Founding Chapter for the source of my killteam dominance.

 

So my question to you is regarding the new killteam rules and what I can or cannot do as a Blood Angels commander.

 

First question -  Sanguinary Priests -  what is the deal with them in Kill Team - do they provide their bonuses to all their battle brothers or to only themselves?

 

Second Question -  As a Blood Angel do you prefer tactical squads or assault squads?

 

Finally....well thats about it really.


All your help is appreciated with any advice you could give.

 

Regards


Sigvard

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I don't have the codex infront of me at the moment, so I can't recall if priests FnP and all that jazz is given to all Battle Brothers, or just BA units within range.  The Priests are good, but costly IMO.

I personally tend to use scouts, or tacticals for my ranged troops, and DC for cc troops.  More of a modeling thing for me, as I got back into the hobby a little while ago, and had a ton of tactical squads that I stripped/re painted, and all the DC boxes I bought I turned them all into DC.

For a fun killteam list, I think 5 or 6 DC with jump packs would be fun.  You already have FnP, and Rage, which takes out the expensive priest out of the equation.  There's tons of weapon options for them, and the killteam rules can actually make some pretty cool combos.  I have yet to try it out, this is strictly from what I've read from the rules.

But if you are wanting scoring in your KT, I'd probably go with 10 assault marines, with 1 melta gun and 1 flamer if you can, and utilize cover.  If you really want to, make it a smaller unit so you can fit a priest in there points wise, and keep you assault marines within range of him to benefit from FnP and FC.

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*1.)* I don't have the codex infront of me at the moment, so I can't recall if priests FnP and all that jazz is given to all Battle Brothers, or just BA units within range.  The Priests are good, but costly IMO.

 

*2.)* For a fun killteam list, I think 5 or 6 DC with jump packs would be fun.  You already have FnP, and Rage, which takes out the expensive priest out of the equation.  There's tons of weapon options for them, and the killteam rules can actually make some pretty cool combos.  I have yet to try it out, this is strictly from what I've read from the rules.

 

A fellow here who followed Horus but who enjoys Kill Team and wanted to chime in:

 

1.) It's range I believe. Much better than if he grants it to the unit as only the Sang Priest would benefit from it in KT. If you can make maximum use of it then it could be worth it.

 

2.) Jump Packs are fun and I advocate them! You can cover a lot of ground quickly and keep an opponent second guessing what they should do. I enjoy my raptors for this as one turn they are ducked behind cover and then the next they are launching themselves at the enemy. 

 

Definitely get a list made up and get some games in for first hand experience and see what you like.

 

And as always, Death to the False Emperor!

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Yeah I know its a range thing, but I can't remember if it states in the codex that it affects BA specific models or not for allies.  He would be worth it if the right list was made.  Priests are just really expensive for KT when its only suppose to be 200pts.  They're 1/4 of your list before upgrades sadly.

You know what, scratch that, I miss read his question.  I was sort of under the impression it was maybe like a 2v2 kill teams type thing and was asking if his chalice worked on his allies.  My bad.

So yeah. His Chalice is a ranged piece of wargear, and everyone benefits from it as long as they are within range.  You can take 3 for 1 elite slot in your army.  Most people that field 3 will have a "bubble" of FNP and FC when they spread out their priests throughout the army, ideally giving you FNP army wide with good placement.

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Sang Priests are a bad idea in Kill Team. They're a quarter of your points and don't have a squad to hide in.

Death Company are also a bad idea in Kill Team - when all non-vehicle units score, DC still do not.

 

As for Tacticals vs Assault Marines, the answer is Sternguard. Versatile with their special issue ammo, can take a Heavy in squads of 5, Leadership 9 across the squad for break tests and are cheaper than the SM equivalents.

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I wouldn't say DC are a bad idea.  Kill Team is still very much a quick fun game.  I still win regular games with 1 squad of 10 scouts, and 1 squad of 10 DC.  Only 1 scoring unit, that 99% of the time don't care about an objective.

DC won't win you games vs guardian spam, but no SM list will beat guardian spam.  You could say the same thing about Sternguard, or Tactical marines being bad.  They have rapid fire weapons, but can only kill 1 target.

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To be honest, I wouldn´t use BA scouts, tacticals or assault marines at all, since we are overpriced if you compare us to DA or SM. And with only 200pts to play with, that is a big thing.
10 DC with bolters is one way to use BA. They already have the special rules we want and if you play DC you don´t bother with objectives anyway. Kill half the enemy and watch them run, fearless is perhaps the best special rule in killteam.

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10 scouts and 10 DC are 340pts - Kill Team has a points limit of 200pts.

 

Guardians certainly aren't undefeatable in kill team.

 

I said REGULAR games.  Not Kill Team.  Scouts and a kitted out DC are closer to 700pts in my lists.  And yeah, 20 guardians will murder marines, especially BA marines.  I'd love to see a BA list that could take on guardian spam though if you have one.

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