Jump to content

GKs for Kill Team?


Chronas

Recommended Posts

I am starting a league this month that uses kill team missions for part of the overall campaign. I was going through the rules and I noticed that the Brotherhood of psykers special rule is nullified for Kill team missions. 2+ armor saves are also disallowed.

 

So my question is does this put Gk's at a big disadvantage due to losing all our psychic abilities and inability to bring terminators? No 2+ armor isn't too bad but loss of psychic ability seems to turn gk's into really expensive vanilla marines. Given that the max range of all our weapons are 24 inches and no AP2 weapons at all I think vanilla marines would be better. Interceptors seem like they would be good for Kill Team missions but strikes and Purifers w/ no psychic powers seem mediocre at best. I would like to play my GKs but since its a faction but I'd rather not put my teammates at a disadvantage by playing a subpar army for the missions.

Link to comment
https://bolterandchainsword.com/topic/301330-gks-for-kill-team/
Share on other sites

id argue that since you lose your Brotherhood of psykers they should all be mastery level one tbh, i ran GKs in a killteam vs chaos, got destroyed, so aye if you cant get them to let you have them as level ones just sit it out man, its disheartening

id argue that since you lose your Brotherhood of psykers they should all be mastery level one tbh, i ran GKs in a killteam vs chaos, got destroyed, so aye if you cant get them to let you have them as level ones just sit it out man, its disheartening

I think the rules have been changed in kill team. Even though every brother is his own unit you can only use the psychic powers once per normal 40K unit. So no 10+ bolts of change from pink horrors for example.

Seriously, how much do you think you're even paying for that rule? And how much difference would the powers available to the squad even make, considering your opponent is under the same limitations? Storm bolter and power weapon is 20 points of wargear to any other Marine of that statline.

 

If you can't even manage a draw in those scenarios with a kill team that can practically guarantee a model on every objective at the end of the game, you probably need a bit more practice away from your Dreadknight crutches. 

 

Even though every brother is his own unit you can only use the psychic powers once per normal 40K unit.

 

No, Brotherhood of Psykers specifically has no effect in Kill Team. There's no general rule on psychic powers, but in practice almost nothing with the psyker rule passes the other restrictions.

3++ would be a big deal, if you were ever to assault them. But how often will you need to do that when you have them beat in mobility and firepower? They die just the same as you do in the kind of fight you'll actually be having, and you have twice as many shots.

Legion of the Damned are broken in Kill-Team. 

 

As for us, Interceptors are probably your best bet. You'll be fast enough to charge things, and storm bolters let you whittle down superior enemy numbers. Incinerator and Infiltrate for one of them, Relentless and a psycannon for the other special weapon dude. A halberd and Furious Charge specialists could be pretty evil (especially with 'Hammerhand' on top). 

Posted · Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.
Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.

He said that he couldn't change his army so what's with all if the other army suggestions? Do GKs have grav weapons or LotD? No, so stop suggesting it.

 

This thread needs to be closed as this discussion is going nowhere.

Blue, as Reclusiarch Darius post is directly above yours then I'm guessing he is not goint to close the topic. The LotD discussion was... merely about the competition Chronas might be facing. biggrin.png Let's not forget that you were the one to suggest playing a different army.




With the 10 point increase in the base cost of strikes and the loss of psybolts and psycannons becoming less effective on non relentless models, I feel that GK are not that great in Kill Team. But since you cant change faction lets have a whack.

Purifiers are a better choice over strikes. They only cost 15 more points and have 2A base, which with the static melee weapon upgrades means that they benefit more from it. They also allow two special weapons per 5, once again bettering anything else. They are fearless too which is great as units are still susceptible to moral checks.

Purifiers
Kight of the Flame, Falchions, Leader
Purifier, Psycannon, Indomitable Specialist (Relentless)
Purifier, Psilencer, Weapons Specialist (Sniper)
Purifier, Falchions, Guerrilla Specialist (Fleet)
Purifier, Falchions

Purifier, Halberd

Total: 199 points

The Combat Specialist is left free in case your warlord/leader rolls a 5 and can also select a specialist which cannot be the same as one already selected. In that case I would select Combat Specialist (Instant Death) or Dirt Fighter (Shred) for the KotF as you probably want the other leader or multiwound model in close combat as Nemesis Force Weapons really shine in Kill-team where no-one has Terminators or equivalent devil.gif

An other list which makes good use of a rhino

Purifiers
Kight of the Flame, Falchions, Leader
Purifier, Psycannon, Indomitable Specialist (Relentless)
Purifier, Psilencer, Weapons Specialist (Sniper)
Purifier, Guerrilla Specialist (Infiltrate)
Purifier

Rhino

Total: 199 points

The Guerrilla Specialist (Infiltrate) also works on the rhino when he is embarked, and all models from the unit can embark the rhino at deployment to bring the pain within reach of the enemy. The only thing I would advise is don't let the enemy get too close with the rhino as you cant jump out and assault in the same turn due to no assault ramps.

Over GW and Heralds of Ruin kill team rules I soooo prefer Heralds

As the heralds allow brotherhood of psykers one power on one model within 12 of the champion or team leader they also allow termi armour on the champions only which makes my paladin champion brilliant

Posted · Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.
Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.
Yes, I did suggest another army but the OP specified That he wanted to stick with GKs, yet people continued talking about other armies which was irrelevant to the thread.
Posted · Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.
Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.

And your point is? You arent a mod, and until one asks us to change over, it isnt your job to police it up. You make inflammatory threads then try to be thread nazi, no wonder noone listens to you.

 

I have toyed with the idea of a purgation kill team, with a mix of special weapons (infiltration on the incin, relentless on psycan), might be worth a tabletop try

Posted · Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.
Hidden by Kurgan the Lurker, January 3, 2015 - Problem children.

Neither are you so why are you trying to tell me off? You are not my superior!

Also, please do not call people Nazis, it is very offensive.

 

Why are you attempting to bully me just because I think differently to you. What's wrong with my threads? Please enlighten me.

I've been using Interceptors for Kill Team since 5th, with great results. The 12" move is dominating, and Shunt is awesome to either chasing or breaking away. Hammer of Wrath, however, is the shining star of Interceptors, almost making up for the changes to NFH we got with 6th and 7th. Relentless Psycannon is a must since Psybolts were lost. Falchions were already great for Kill Team in 5th, so no real modeling changes were necessary for my team.

 

Team Hexagramic Wards

 

Justicar Saul, Stormbolter, Falchions, Melta Bombs, Leader

 

Knight Mordecei, Psycannon, Relentless

 

Knight Teeg, Stormbolter, Daemonhammer

 

Knight Rebek, Stormbolter, Falchions, Shred

 

Knight Coben, Stormbolter, Falchions, Fleet

 

Knight Leto, Stormbolter, Falchions

 

These guys are fast, very dynamic, and great fun to play. I'm almost always pitted against shooters or monster spam, so being able to shoot-n-scoot or bounce-charge is very helpful. Most of the time I will argue for the squad to either be able to roll once per Psychic phase to cast Hammerhand or activate Force as a group, or let the them each count as their own PML1 Psyker. Sometimes I win the argument, sometimes I don't.

 

SJ

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.