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Played Kill team... OMG!


guillaume

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It had been a year since I hit the 40K table having had far too much to paint, fewer and fewer opponent to play with and not enough time to play (and I truly suck at it and I always get blasted hard because I don't know everyone else special rules).

 

I am a casual 40K gamer. So, I don't really know new releases and such.

 

In any case, a friend of mine showed me Kill team on his new ipad. Told me it was only $12 for a digital edition. I promptly got my copy of battle mission paperback 2008:

 

"you mean this kill team..."

 

"I guess so. But this one got new rules..."

 

After I carried on all sarcastically about whether the new release was worth $12 (yes, I can be an ar$$ sometimes), we played a 200pts game.

 

I thought, "what would the Grey knights send to a kill team".

 

I opted for regular GK feeling that purifiers were too few and far between to be part of a potentially suicidal mission. But regular GK, the Imperium has plenty of those to spare.

 

7 Grey knights, with psybolt ammunitiion (because you are crazy if you don't), 1 GK with daemon hammer and Master crafted specialist, 1 GK with dual falchion and Shred specialist (FTW!), 1 GK with psycannon and relentless specialist, 2 GK w force swords and 2 GK (with justicar) halberds.

 

I felt this was quite thematic.

 

I played 2 games in 2hrs, including setup and chatting with people I hadn't seen a while. Whoa!

 

First game, mission head hunt, won against a genestealer and broodlord kill team of fast death. Victory was mine when my last GK shot the remaining broodlord with 1 wound left. The shot went through, wounded (hooray for St5) and he failed his 4+ armor save. Every one around the table stopped and stared at those two miniatures who were fighting to the utter death. What an epic finale.

 

Second game, mission forward push, lost against a wave of 10 ork commandos and 10 ork boys. The big shootas he had, managed to kill my justicar and my dual falchion wielding specialist in the first 2 turns (incredible shooting by the orks) Then, when we got to 24-18 range, his ork boys with shootas opened up, I killed plenty of cheap orks too, but in the end, I could not get rid of those orks fast enough before the remaining commandoes got into close combat with the 2 GK left. Holding on to objectives the whole game was always  going to be hard against so many orks.

 

All of this to tell you that if you have not tried it, KT is a really fun and fast game. It is a bit weird to think of every single of your guys as his own unit when deploying. But when it gets going! Great mission.

 

I am glad to be back playing. I may just keep playing KT for a while before I get back to playing full size games. Unfortunately, GK do not give us an awful lot of variety. Next, I am thinking of bringing the purifiers for the extra attack, but I may have to lose the psybolt ammunition, although I could bring a second psycannon.

 

Two psycannons at 200pts? May be a bit too powerful and not totally within the spirit of the game.

 

 

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I'm working on a True Scale Kill Team atm, just need to find time to try them out once they''re done. I always enjoyed KT much more than larger games, as I'm more of a fluff player, I find i really get into the missions a bit more.

 

Cheers,

 Jono

I'm working on a True Scale Kill Team atm,

 

What is a true scale Kill team?

 

I also agree that smaller points game are far more rewarding than large 1750-2000pts game, because there seem to be a lot more on the line. When you have 8-10 units on the table, you can deal with a loss or two. When you are playing skirmishes with 2-3 units, a unit loss is dramatic.

 

With KT, losing 1-2 guys a turn does not feel that bad at the beginning. and then once you fall below half strength, even GK will flee occasionally. Then you realize how important each and everyone of your little dudes on the table really is.

I'm working on a True Scale Kill Team atm,

What is a true scale Kill team?

I also agree that smaller points game are far more rewarding than large 1750-2000pts game, because there seem to be a lot more on the line. When you have 8-10 units on the table, you can deal with a loss or two. When you are playing skirmishes with 2-3 units, a unit loss is dramatic.

With KT, losing 1-2 guys a turn does not feel that bad at the beginning. and then once you fall below half strength, even GK will flee occasionally. Then you realize how important each and everyone of your little dudes on the table really is.

True or Art Scaling is making Space Marine models as big on the table as they are in the fluff, ie. they tower over regular humans, here's what I mean,

gallery_48988_5384_412807.jpg

Cheers,

Jono

Whoa, I am truly impressed Jono. That is serious time consuming work having to cut all the parts into half parts and gluing plasticard in between. I salute your dedication.

 

Out of curiosity, which human model did you use as your base height? an IG cadian?

Whoa, I am truly impressed Jono. That is serious time consuming work having to cut all the parts into half parts and gluing plasticard in between. I salute your dedication.

Out of curiosity, which human model did you use as your base height? an IG cadian?

Yeah Cadian, but really I just followed Doghouse and Apologists lead, those guys are the creators of this method. Veteran Sergeant also has a good log with an alternate method.

Grot, that conversion work is pretty incredible. Paint it!

Just 'cause you asked so nicely

gallery_48988_5384_81881.jpg

gallery_48988_5384_279257.jpg

gallery_48988_5384_24656.jpg

Cheers,

Jono

Kill-Team is mainly for lulz and fun. Just ensure no one figures out how to use Legion of the Damned in it. You'll weep blood once you see what they do in Kill-Team. 

That's funny, I was just thinking of using them in a KT, after all, I have their new digital codex. And yes, 7 LoD marines, 3+ inv saves, Slow and purposeful which means that the dude with the heavy bolter can move and shoot, flaming projectiles that ignore cover and fearless (which mean they never test for break test when below strength). Nice.

I've been tinkering with a 5man GK Interceptor KT, with a mix of NFW, a Psycannon, and Psybolts. The ability to move 12" every turn, shunt 30" if needed, or getting a boosted assault from being Jump Infantry seems like a good equalizer for dealing with horde or light vehicles.

 

Haven't played them yet, my Sister Seraphim KT is just too fun at the moment.

 

SJ

I've been tinkering with a 5man GK Interceptor KT, with a mix of NFW, a Psycannon, and Psybolts. The ability to move 12" every turn, shunt 30" if needed, or getting a boosted assault from being Jump Infantry seems like a good equalizer for dealing with horde or light vehicles.

 

Haven't played them yet, my Sister Seraphim KT is just too fun at the moment.

 

SJ

5 sounds quite small. You would test for break by the time you lose 3 GK which only 1 less than if you had 7 regular GK. I think the ability to move 12" could be quite good, you'd be able to quickly move into range on turn 1 and retreat and shoot. Of course you would also be in danger of being overwhem with shooting.

 

But against tyrannids and other fast attackers, keep retreating and just before the assault, move 30 out of range behind some cover. Sounds nice

My plan was the 5 man , 200 point interceptors as well.  Each named, with bare heads, custom modeled from the old pewters and new plastic bits combo with convertible backpacks.

 

Interceptor Justicar w/ 2 mc falchions, mc stormbolter, psybolts

Interceptor w/ psycannon, relentless

Interceptor w/ daemonhammer, psybolts, feel no pain

Interceptor w/ halberd, psybolts (either scout or infiltrate, not sure yet)

Interceptor w/ halberd, psybolts

 

Call it a day :)  Yeah it's low in numbers, but we're Grey Knights.  What else is new?  The 12" jump move, hammer of wrath, and then shunting if need be... a lot easier to abuse the 24" shooting range with a 12" move instead of 6".

 

That's funny, I was just thinking of using them in a KT, after all, I have their new digital codex. And yes, 7 LoD marines, 3+ inv saves, Slow and purposeful which means that the dude with the heavy bolter can move and shoot, flaming projectiles that ignore cover and fearless (which mean they never test for break test when below strength). Nice.

>heavy bolter

I guess you don't wanna get too dirty in KT. Try out the plasma cannon or lascannon on him sometime, it's truly disgusting how good LotD are in KT. 

5 man KT squads are very, very low, and that's a bigger deal in that game. Squeezing in even one or two more becomes huge. Basically you have to assume that if you lose half of your models (easy enough when everyone's a unit of one, no matter who they are), you lose the game.

 

But then, if your opponent is similarly playing a 5 or 6 man team, it evens out. KT is a friendly game so it makes sense to talk about each other's expectations.

5 man KT squads are very, very low, and that's a bigger deal in that game. Squeezing in even one or two more becomes huge. Basically you have to assume that if you lose half of your models (easy enough when everyone's a unit of one, no matter who they are), you lose the game.

 

But then, if your opponent is similarly playing a 5 or 6 man team, it evens out. KT is a friendly game so it makes sense to talk about each other's expectations.

Agreed, however, And They Shall Know No Fear really helps put SM based armies which can reroll their break test. I had lost my leader and unfortunately had to test break test on 8.

 

Far less of a worry when you can re-roll.

 

I would not want to play Ork in KT. Ld of 7 or 8 with no rerolls is no joke when testing for break tests, I think I would always try to bring as many bodies as the point allow me for that purpose.

 

Eldar Dire avengers could turn to be quite the Kill team with such good Ld of 9, mmmm,... 10 dire avenger + 1 vyper = 200pts ish. I like it.

 

I would not want to play Ork in KT. Ld of 7 or 8 with no rerolls is no joke when testing for break tests, I think I would always try to bring as many bodies as the point allow me for that purpose.

 
To be fair for Orks, you'd need to increase the point limit to probably 500, so they can take more than one 20-strong Boyz mob. 
  • 3 weeks later...

May I suggest the Heralds of Ruin version of Kill Team, it's very well thought out for a fan supplement and is a most triumphant time.

 

I recently started Grey Knights with this game in mind, I am in the process of building a fully converted army that will hopefully be ready for September.

 

This is a good reason to get to chopping and building, developing backstory and some flavour for each Knight that hits the field.

For those who's search-foo is found lacking:

http://heralds-of-ruin.blogspot.ca/p/kill-team-rules.html?m=1

 

 

Plus they are good at updating new Codesxes as they are released!

 

The campaign is very well thought out and fun also, first games with my GK's are to be played this weekend! (Hopefully...)

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