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Kill team suggestions...


Kros Morotho

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As part of our local GW's upcoming campaign, I have the opportunity to pull together a Sororitas Kill Team. Thoughts?

 

 

Also, since every model is considered to be a "unit of one"... how the hell do our Faith Powers work (if at all)?

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Faith powers work on a model by model basis. smile.png Since each member of the squad has the Acts of Faith rule and the special rule for their Act.

It's hard to make a bad Sororitas kill team, to be honest. You'd have to field Celestians. ^^; But nasty ones are Dominions with melta or Seraphim, and a screaming mob of Repentia...

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Here's the team I wanted to play when I was deciding what to play with in Kill Team (Unfortunately did not push through, as my models wouldn't arrive in time for our league and I ended up running Imperial Guard instead), with commentary based on my experience with the league.

 

5 Dominions with 4 Meltaguns and a Combi Melta on the Dominion Superior.

5 Battle Sisters with Meltagun, Multi-melta and Storm Bolter on the Superior (Warlord).

 

Give the Battle Sister meltagunner Scout, the Multi-melta Relentless, and you have an extra skill free for the Dominion Superior. The smaller table size (4x4 is official, i think. At least that's the size we played all our games on) gives scouting meltas a huge amount of reach. It IDs almost everything you can think of in Kill Team games, provides a great solution to the people who bring vehicles, and you have six of them!

 

The five Dominions can all but guarantee five kills with their Act of Faith.

 

In a pinch, you can also outflank 6 of the models.

 

The 6++ also provides beautiful movie moments.

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You can't take Retributors in Kill Team. tongue.png It's 0-1 Elites, 0-2 Troops, 0-1 Fast Attack.

Damn, I forgot that.

I recall some the heavies I used to use in other forces were elites back in the day, I had dreams of using a dreadnought I tell you! (to high a armour but was still elite)

To be honest with your choice there i think the melta guns are not the best choice, their lack of range in kill team really hurts them.

Personally I think you will be better with Serphim, more firepower, rerolls to wound, fast, hammer of wrath and the flamers really do help clean up.

You could take 5 Sisters with 2 Duel hand Flamers, Melta bomb and still have 100 points spare to put into a geared sister squad.

So you can still have 5 Sisters with Multi Melta, Melta Gun and have 20 points left.

Enough for some more melta bombs and a power weapons or maybe even some combi goodness.

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Its two shots that auto hit, likely on the rear armour as they can fly and rear armour at most is 10 because of the restrictions for Kill Team on Armour.

Now 2d6, average dice roll is a 7 on 2 dice means you average 2 glances.

Allot of armour at this level is either A) a transport or is a light skimmer of some sort with 2 Hull Points.

 

Personally with how flexible the model is and how reliable I can't fault it, besides we still have 2 meltas in the other 10 sisters.

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Wouldn't Poison be better than Armorbane though? IIRC Poison is a 2+ in the Kill Team rules.

I agree though the Seraphim are much more useful in KT. I am biased in my preference of Dominions because of Ignore Cover, nothing is more frustrating than landing that killing blow and having it screwed up by random terrain. Yes, the range does hurt, but so does the gun. tongue.png It is also mitigated somewhat by scout/outflank.

Seraphim get so many chances to kill a model. Two bolt pistols, Hammer of Wrath, and CC attacks, Shred if needed.

The other options:

Repentia - might actually turn out OK, but the amount of damage they can dish out is usually overkill for KT games.

Celestians - eh, like Battle Sisters but more expensive. Act of faith is near-useless too.

Aside, I wish we could use Penitent Engines in KT. IG got to play around with up to 3 Armored Sentinels with Missile Launchers. blink.png

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Ooh, and of course... it's a template. It ignores Jink!

 

And this is exactly how I have no friends. ;) lol

 

 

If your thinking poison, replace the Rending Flamer, poison will cause allot more wounds on high toughness foes and will give you much better results.

What do you wantm wound on 5's and kill on 6's or wound on 2's?

 

Math will back up the 2+ so thats a good call here but shred does ho allot of this as well truth be told.

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I will chime in to vote for seraphim in Kill Team.

I run 5 of them: one with 2 hand flamers and one with 2 inferno pistols. Leader has a power weapon.

There is enough room leftover to have 5 basic sisters with 2 flamers as back up- 200 points on the nose...

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Actually, our store manager has upped the Kill Team to 250 points. he thinks it provides more options.

 

I was thinking about taking 20 Battle Sisters (including one gal with a multi-melta), just for the lulz... and, the Emperor, or course. ;)

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I was thinking about taking 20 Battle Sisters (including one gal with a multi-melta), just for the lulz... and, the Emperor, or course. msn-wink.gif

You know, that might not be a bad idea. You could go with two groups of 8 just to get more special weapons in, too.

Orks and the other IG guy did really well with like 20+ dudes and deffkoptas/chimera at 200 points.

Personally I think 200 is a good pointage for Kill Team. I'd argue 250pts if the 50pts above 200 was used only for wargear.

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I was thinking about taking 20 Battle Sisters (including one gal with a multi-melta), just for the lulz... and, the Emperor, or course. msn-wink.gif

You know, that might not be a bad idea. You could go with two groups of 8 just to get more special weapons in, too.

Orks and the other IG guy did really well with like 20+ dudes and deffkoptas/chimera at 200 points.

Personally I think 200 is a good pointage for Kill Team. I'd argue 250pts if the 50pts above 200 was used only for wargear.

I think thats a good system. When we have played with 250 pt Kill teams we noticed a little power creep for certain armies.

The last time we did a campaign at my LGS it was for xenos kill teams only, which was fun for a change. I picked Tau and went with a stealth team and 2 Pirahnas. If I did it again, I would go for Kroot instead. I think the key is to pick units that have a lot of potential for internal variety so that you can really craft a set of specialists. Thats one reason that Seraphim stand out- since you have at least three individuals with potentially very different weapon loadouts.

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