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Filling up a Primaris Kill Team


Black Knight

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##Woops can someone either delete this or move it to Deathwatch please I posted it in the wrong place.##

 

I was wondering what the consensus was for a Primaris Killteam when using the teleport stratagem.

 

We have to have the normal 5 Intercessors and I find that the single Inceptor for the fallback and shoot is a given. That leaves four more slots for either 4 Hellblasters / 3 Hellblasters and an Aggressor / 4 Aggressors.

 

I want it to be a medium distance team that can drop in at 15 and have rapid fire. So Hellblasters have better strength weapons that have rapid fire. Aggressors would make the team T5 and if they survive the first turn they can fire twice in the second.

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I wanted to keep this one at range as long as I can, I've got a CC kill team(Termies, bike, etc) ready to throw into the fray in front of this team. So I will not be charging with it "Most" of the time. I still like Vets more than Primaris except for the idea of this team.

I personally think that using the teleportation stratagem should be reserved for heavy hitters. Examples below.

 

 

Relic Leviathan Dreadnought

- Storm Cannon Array x2 & whatever else you want

 

Redemptor Dreadnought (any variant)

 

Fortis Kill Team: (Bolter Profile)

 

Intercessor x5 (Assault Bolt Rifle... etc)

Inceptor x1 (Assault Bolters)

Aggressor x4 (Boltstorm & Fragstorm)

 

Fortis Kill Team: (Plasma Focused)

 

Intercessor x5 (Bolt Rifle)

Inceptor (Plasma guns)

Hellblaster x4 (Plasma weapon)

 

Hellblaster Squad x10 dudes with the plasma weapons (Not sure if this is an option as I don't get to buy my codex until the 23rd.)

 

You want units that are going to have a HUGE impact on the game that has the risk of getting wrecked if you don't have the first turn. Drop those units in and get at least one turn of shooting.

Is footslogging even a thing? I remember when Primaris came out that the biggest complaint for them was that they died before they got to shoot, without the use a Repulsor.

 

Can that many wounds last two turns to get into combat?

 

Ten Hellblasters are allowed but not in a killteam, they are Heavy Support. I am running two Dreads and two backfield teams with Missile Launchers so I am floating towards the Aggressors for the volume of fire. Just wanted to see if anyone had tried these teams so far?

I’ve got two fortis kill teams, one with two aggressors and three inceptors added to the intercessors (this has the effect of making the unit T5, not brilliant but every little helps) and giving them some decent firepower at all times particularly short ranged.

 

My other is one aggressor and four hellblasters added in. This one is going to teleport in as it can provide quite the nasty alpha strike if needed :)

 

I’m planning on teleporting in two infantry units and my watch master who will then use the beacon Angelia to move another infantry unit to him. Basically I think I can get about half my army behind someone’s lines on turn 2 :)

I'm going with 5 Intercessors with auto-bolters, Inceptor with the heavy bolter things, Reiver with the Carbine, 2 Hellblasters and an Agressor with maybe the flame gauntlets for the overwatch. I think to be fair though a ten man vet unit with storm bolters would be a lot nastier as you could be teleporting 40 special ammo rounds in at close range.

 

From what I am seeing so far it's pretty easy to go overboard on individual units for the sake of it when regular guys will do the job just as well.  

Is footslogging even a thing? I remember when Primaris came out that the biggest complaint for them was that they died before they got to shoot, without the use a Repulsor.

 

Can that many wounds last two turns to get into combat?

 

Ten Hellblasters are allowed but not in a killteam, they are Heavy Support. I am running two Dreads and two backfield teams with Missile Launchers so I am floating towards the Aggressors for the volume of fire. Just wanted to see if anyone had tried these teams so far?

 

I have a foot slogging Fortis Kill team of 5 Intercessors with auto bolt rifles, 1 Inceptor with auto bolters, and 4 Aggressors all with the boltstorm gauntlets. These guys advance up the field quickly, grab cover, and blast away to clear screens. Then my Vets drop in to put the hurt on soft targets. This unit is T5 with a 2+ save in cover. I support them normally with some guardsmen so that the Fortis Kill Teams aren't the ones eating smites early, and so that their biggest threat (drop plasma) is ranged out so they can't easily hit the field within rapid fire range.  

 

I'm trying to find a way to add in a Custodes Vexilla with the 5++ banner, but I can't find out the best way to include him. The normal Custodes supreme command detachment doesn't actually do much for DW since we don't really need more bolt shots...'

 

My other kill team was a bolt rifle and rapid fire plasma hellblaster squad with 1 plasma inceptor. In a few games I was able to start them out of line of sight and then move forward slowly while firing from afar. The threat overload I could produce with DW meant they weren't really focused down, but this would be a prime candidate for deep strike as well.

 

I'm going to try and proxy in a stupid expensive unit of 5 auto bolter Intercessors, 1 Aggressor, and 4 Plasma Inceptors and see how painful this can be. Unless I'm really messing up my mathhammer, they'll have a great chance of deleting T8 targets every turn. 

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