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Mechanicus Kill-Teams


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Well, not my greatest day. And the dice gods were particularly cruel (honest!)

 

5 sicarian infiltrators with power swords

Reaping volley

Promethium charges

Killer instinct

 

I really suffered from the low model count compared to my other opponents - Grey Hunters who tended to wait until the opposition had been thinned a bit and then move in, necron flayed ones and 3 wraiths which were utterly brutal, and Dark Eldar Kabalites and Incubi with a Raider.

 

My Infiltrators coped really well in close combat with the power swords negating armour saves, but unfortunately i was shot to ribbons by the Kabalites and the pesky darklance on the raider. My swan song, however was shooting the raider, 3 6's on my to hit, followed by 3 6's on armour penetration... Kaboom!

 

Really fun game, I really need to figure out a decent strategy for using these guys though. I split them all up on my infiltrate, my idea was to really spread out the neurostaric aura debuff but it didn't work and i took early casualties to shooting which seriously disadvantaged me for the rest of the game.

 

My biggest downfall though was completely forgetting that I had feel no pain!!! Admit it, we've all done it. That's the problem with running a unit you've never used before from a codex you are unfamiliar with. Perhaps I should have gone with my trusty Black Legion or my tried and tested Blood Angels, eh? Alas, I was drawn in by the lovely new models and could not resist their siren-call. Inevitably, down I went. Gloriously !

 

G

While the B&C was down, I've been chewing on my Kill Team for my second annual Christmas event.  I'm going ahead with:

200 points on the dot, 4 models, 12 wounds total. As I said earlier, this time around I wanted to focus on a minimum model count so I can make them each as characterful as possible.  The idea is board control and guerrilla objective-grabbing, while avoiding or mitigating tarpits.

 

The Djinn-Sight special rule mitigates cover and pushes back Infiltrators, allowing the Thallax some breathing room while maximizing the damage they can do with their ranged shots. They're Jet Pack Infantry, so they can perform hit-and-run style attacks against individual models and move around the board quicker than others. And, hopefully, it will allow them to chose the combats they end up in.

 

The major weaknesses are getting bogged down against high model count opponents, and low volume of fire. The Specialists were all chosen to engage multiple models at once. Lightning guns are single-shot, so the Fusil with super-Split Fire will try to avoid combat while gunning down as many models as possible. Once the others end up in melee, they'll almost certainly be outnumbered. Not-Rampage gives extra attacks with the heavy chainblade, while Fear can cripple GEQs that try to bury them in bodies. I know it's been a huge pain for my Skitarii in the past.

 

I wanted Eternal Warrior for the Leader because... well, it matches the model. He (it?) took a shell to the face and is still marching onward. S10/ID weapons aren't terribly common in Kill Team so I don't expect it to make any kind of a difference in-game. The Instant Death Specialty was also replaced with Deathblow for the updated version of Kill Team, so Eternal Warrior technically doesn't work against it. I just like the character of Eternal Warrior.

 

In the end, that's really why I chose this list. With so few models, I can give them each more individual attention. And with their increased durability and ability, they'll hopefully survive long enough to be entertaining.

While the B&C was down, I've been chewing on my Kill Team for my second annual Christmas event.  I'm going ahead with:

  • Thallax with lightning gun and heavy chainblade, Leader, preferred Trait is Been There, Done That for Eternal Warrior
  • Thallax with lightning gun and heavy chainblade, Combat Specialist with Berserk Fighter
  • Thallax with lightning gun and heavy chainblade, Dirty Fighter Specialist with Fear
  • Thallax with Phase Plasma-Fusil, Weapon Specialist with Reaping Volley

200 points on the dot, 4 models, 12 wounds total. As I said earlier, this time around I wanted to focus on a minimum model count so I can make them each as characterful as possible.  The idea is board control and guerrilla objective-grabbing, while avoiding or mitigating tarpits.

 

The Djinn-Sight special rule mitigates cover and pushes back Infiltrators, allowing the Thallax some breathing room while maximizing the damage they can do with their ranged shots. They're Jet Pack Infantry, so they can perform hit-and-run style attacks against individual models and move around the board quicker than others. And, hopefully, it will allow them to chose the combats they end up in.

 

The major weaknesses are getting bogged down against high model count opponents, and low volume of fire. The Specialists were all chosen to engage multiple models at once. Lightning guns are single-shot, so the Fusil with super-Split Fire will try to avoid combat while gunning down as many models as possible. Once the others end up in melee, they'll almost certainly be outnumbered. Not-Rampage gives extra attacks with the heavy chainblade, while Fear can cripple GEQs that try to bury them in bodies. I know it's been a huge pain for my Skitarii in the past.

 

I wanted Eternal Warrior for the Leader because... well, it matches the model. He (it?) took a shell to the face and is still marching onward. S10/ID weapons aren't terribly common in Kill Team so I don't expect it to make any kind of a difference in-game. The Instant Death Specialty was also replaced with Deathblow for the updated version of Kill Team, so Eternal Warrior technically doesn't work against it. I just like the character of Eternal Warrior.

 

In the end, that's really why I chose this list. With so few models, I can give them each more individual attention. And with their increased durability and ability, they'll hopefully survive long enough to be entertaining.

 

This is basically wonderful. No doubt. And it's the kind of stuff kill teams should be made of, too.

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