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GKs for Kill Team?


Chronas

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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

The Heralds of Ruin Kill Team rules are better as they allow a team to still benefit from BoP, although only one model gets to use the power. I've not used the rules myself but I've glossed over it at some point. If you can Chronas, try and get them to at least look into it as it will benefit you tongue.png

edit: I spelt sykers with an S.

The Heralds of Ruin Kill Team rules are better as they allow a team to still benefit from BoP, although only one model gets to use the power. I've not used the rules myself but I've glossed over it at some point. If you can Chronas, try and get them to at least look into it as it will benefit you tongue.png

More importantly it allows you to field individual models not only units as they are in the codex. And it allows either up to three or only terminators.

I've removed some posts.

 

If you feel a thread should be closed, then us the report button. Don't go and put on the tin-moderator badge, it often ends poorly for those that do. 

 

If I or RD have to come back in here for similar reasons there will be problems.

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).

 

Kill Team is limited to 200 points. You can't afford enough models to unlock a second special weapon.

 

A Psycannon is far preferable to an Incinerator. You'll rarely be shooting at more than a single model with a template, and you'll want the strength to deal with the occasional vehicle that turns up.

 

As discussed above, Brotherhood of Psykers does nothing, so no Hammerhand.

Kill Team is limited to 200 points. You can't afford enough models to unlock a second special weapon.

 

A Psycannon is far preferable to an Incinerator. You'll rarely be shooting at more than a single model with a template, and you'll want the strength to deal with the occasional vehicle that turns up.

 

 

Ah true, I forgot about that. Yeah in which case the psycannon is a better option, much more flexible. 

As discussed above, Brotherhood of Psykers does nothing, so no Hammerhand.

 

So no psychic powers in Kill Team at all? Every unit barring HQ has set powers. 

So no psychic powers in Kill Team at all? Every unit barring HQ has set powers.

 

Brotherhood of Psykers/Sorcerers specifically does nothing. Rather than deal with how it would work when every model is a separate unit, they just invalidated it altogether.

 

There's nothing to stop Psykers generally, but almost everything with the Psyker rule (or Psychic Pilot) is either in HQ now or blocked by one of the other restrictions. The Aspiring Sorcerer in a Thousand Sons squad is the only one I can think of that's still valid. EDIT: Genestealer Broodlords are another one.

 

If Eldar Warlocks get the same treatment as Wolf Guard when GW get round to updating them, I suppose they'll be available too. Not that they need any help in Kill Team, obviously.

Le sigh. Well Kill-Team is an extremely casual version of the game anyway. I suppose I'd make some rulings with my opponent prior to the game, on how to handle BoP (GW's solution is a farce). I think one activation to put 'Force' or 'Hammerhand' on the unit is fair; I can still fail or be dispelled, and it prevents me just overwhelming their dispel. 

 

Just seems stupid they'd ignore an entire phase of the game. I mean, it was their decision to make psychic powers all happen in the Psychic phase. Then they just ruin our army because it's all too hard to just say 'one activation for the whole squad, even though they're seperate units now'. 

Well, it's a 6th ed. supplement that's never been updated, so that wouldn't have been a consideration.

 

I really don't think doing without it is a big deal, and it certainly doesn't "ruin the army". But as you said, it's easily house ruled if that's what you want to do.

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