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GK for Kill Team and non standard units for mid level play


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The thing is, in such games like Kill Team your focus should revolve around positioning so you don't get hit as easily in the first place. Then you have superior armor as Space Marine (yes, in such small games a 3+ armor is worth a lot more than in regular 40k) and then, if all those things fail, then you have to roll to see whether your guy is out. And if you play in a campaign then you have an additional table to roll on after the game to see whether he's actually dead.

On the other hand Marines will have a much easier time to take targets out due their superior native BS and the opponents lower defense (unless you play against some other super elite team).

 

It takes some time to get used to such careful positioning but I really don't see a problem with the Flesh Wound mechanic so far.

I like the mechanic too, just don't like it is 50/50 chance of dying. 4+ is the most unreliable roll in the game. You can easily withstand enemy focus one time and die from random bullter the second time. And SM ignore 1st wound only for shooting/fighting penalty purposes - it doesn't make them more resilent. 

I like the mechanic too, just don't like it is 50/50 chance of dying. 4+ is the most unreliable roll in the game. You can easily withstand enemy focus one time and die from random bullter the second time. And SM ignore 1st wound only for shooting/fighting penalty purposes - it doesn't make them more resilent. 

 

Well it beats having to roll a 6+ to survive or even just a 5+. I REALLY don't get why you're so upset about that. Seems like a perfectly reasonable rule to me.

 

What makes Marines more resilient is their T4 Sv3+ and their ability to take out targets more reliably due their BS3+ even if they're obscured and far away.

Guardsmen and T'au only hit an obscured target more than half their range away only on a 6+, Marines on a 5+. That's a huge difference. And once you hit you are more or just as likely to wound them (S4 vs T3 compared to S3/S5 vs T4) and if you wound them you have a way better chance to actually kill them (Sv3+ vs Sv4+/5+).

Marines aren't more expensive for no reason. They're simply way more reliable to do their job which should go a long way in this game of limited ressources. Just don't be a derp and stay out in open while your opponent uses you as target practice.

Well it beats having to roll a 6+ to survive or even just a 5+. I REALLY don't get why you're so upset about that. Seems like a perfectly reasonable rule to me.

 

IWell it beats having to roll a 6+ to survive or even just a 5+. I REALLY don't get why you're so upset about that. Seems like a perfectly reasonable rule to me.

  • 1 month later...

Commanders expansion was announced for KT today on Warhammer World Open. There is a Watchmaster on one of the pics, so we can expect some Terminator characters, I hope.

 

What do you think, they will be? Grand Masters for rerolling 1's? Brother-Captains for 24" smite? Brotherhood Champions with 2++ in close combat? Looks like they cannot go wrong here. (And they didn't for GK in KT so far, tbh.)

 

Since they annaunced Primaris Librarians, I expect Psychic discipines added for all the main factions. I bet on Astral Aim, Sanctuary and Hammerhand for GK.

It was long time since I was really exited. What are your thoughts?

  • 3 weeks later...

Ok, so we got only Brotherhood Champion and Hammerhand from Commanders. And things just started to seem good in KT. The most useless hero and the most useless psychic power for GK playstyle right now.

 

OK, BhC can wound on 2+ everything but DG in close combat or have 2++ in close combat, but what is the point if he got shot down before he can get there by high damage weapons? And just compare this to Watchmaster that gives reroll all to-hit for DW in range.

 

The only hope I have now, that BhC is cheap enough we could get another Strike at 150 pts. 

 

I won't even comment about Hammerhand. 

Ok, so we got only Brotherhood Champion and Hammerhand from Commanders. And things just started to seem good in KT. The most useless hero and the most useless psychic power for GK playstyle right now.

 

OK, BhC can wound on 2+ everything but DG in close combat or have 2++ in close combat, but what is the point if he got shot down before he can get there by high damage weapons? And just compare this to Watchmaster that gives reroll all to-hit for DW in range.

 

The only hope I have now, that BhC is cheap enough we could get another Strike at 150 pts.

 

I won't even comment about Hammerhand.

Brotherhood champion should be amazing in kill team. Hitting on 2's, wounding on 2's AP -3? 4 attacks make him a blender.

 

If any commander specializations give him more attacks or -1's to hit, he'll be a monster.

 

Also, you should be able to keep him in cover and out of LOS of most the enemy's army, while your Psilencers are causing tons of threat and damage! They should synergize well. Also, take a lvl 2 heavy if possible -- adding a -1 to hit is amazing.

Brotherhood champion should be amazing in kill team. Hitting on 2's, wounding on 2's AP -3? 4 attacks make him a blender. 

 

 

 

Keeping him out of LoS will make his advance to enemy positions very slow. And if he gets out of it - he will immidiately be focus fired. However, his 2+ 4++ are not that bad.

 

My main complay is how bad he is compared to Watchmaster or Exalted Champion, or how Chaos get several psychic powers, including, wait a second, death hex. 

 

And all we've got is an HQ that doesn't buff over army and a pshychic power, that strengthen close combat, while GK are about bolter drill and throwing psybolts. 

Nothing is that slow in kill team - boards are generally small enough. With a 6" move plus d6 advance turn one, you should be easily in charge range turn two. If your worried, take the scout tactic where you move pregame.

 

I play Orks in kill team -- I know how to hide models and get them into melee. If I didn't hide them, they'd be dead.

 

And like I said, the lvl 2 heavy who causes -1 to hit is prolly grey knights best friend.

Also did anyone notice that a PAIR of falchions only cost 1pt now?? It opens up some more options for melee weapons and such now

 

Yeah, a relief at last. You do not need to sacrifice gunners for them any longer.

 

Ok, I saw BCs profile, and at leas, he has all special rules he got in vanilia. But having only hammerhand is insulting. 

 

I had two games yesterday against Deathwatch. Won both, but was upset nontheless. I couldn't kill them with anything but Psybolt. And lost 1 guy to perils. Double 6, reroll - 6, injury roll - 4. Meh. SB's just can break through 3+/4+  even  with psybolts. Psilencer has the same problem. Close combat is worthless - didn't hit, didn't wound, 5-6 saved or invuln, etc. etc. 

 

After other factions got DtW, we'll have even harder times, unfortunately. I hope, I'm wrong.

  • 2 weeks later...

BroChamp is 108. I won't even whine. I'd better take 5 more strikes for the same points.

It's not cheap, but he can wound an Ork Warboss on a 3, (or with Str specialist on a 2), has Ap-3, hits and shoots on a 2 with a 2+/4++.

 

I think he's prolly a pretty good addition, and as long as you are smart about hugging corners and terrain for the first turn or two, will be lethal in close combat.

It's not cheap, but he can wound an Ork Warboss on a 3, (or with Str specialist on a 2), has Ap-3, hits and shoots on a 2 with a 2+/4++. 

 

 

 

But what is the point if you cannot fit anything but justicar, 4 more strikes and a couple of falchions, or a psycannon? Blightspawn that deletes a model per turn, costs 28 pts less, Watchmaster with +2 wounds, +1 leadership, comparable other stats and reroll to-hit aura costs just 17 points more. 

 

Commanders must be either cheap, or buff the whole army. BroChamp does neither. Why take him, while I can take 5 strikes for the same points, which is +10/20 bolter shots per turn? 

In a kill team with super low model count taking a Commander like this is a terrible idea. It would be a great addition to a team with lots of 8p or less models but GK already suffer a lot from their low numbers and reducing those even further is not going to help unless the Commander can solo the enemy team (hint: he can't).

List:

Brochamp

Justicar base

Gunner, Heavy, Psycannon

Gunner, Demo, Psilencers

Knight Comms

Knight

 

200 pts exactly.

 

With the comms guy, the two special weapons guys are hitting on 3's. Both should be splitting their fire into groups of enemies.

 

Your looking at 6/12 stormbolter shots, 6 Psilencers shots, and 4 psycannon shots.

 

Your shooting game is strong, your models are a bit squishy, but you should still be able to beat any list except maybe harlequins, if you play smart.

A terrible idea? I think that’s a pretty strong statement. It could be fun and in the right matchups I’m seeing some of these low model count armies do very well. There’s always going to be games where random dice are going to make life difficult.

 

Personally I’d try it. The Deathwatch are my most difficult Kill Team to win with for that reason ( I personally don’t like the Watchmaster commander) but it’s a very fun force to try. I e come up with some unique builds that make the game more interesting at times and can really throw some opponents a curve ball.

List:

Brochamp

Justicar base

Gunner, Heavy, Psycannon

Gunner, Demo, Psilencers

Knight Comms

Knight

 

200 pts exactly.

 

With the comms guy, the two special weapons guys are hitting on 3's. Both should be splitting their fire into groups of enemies.

 

Your looking at 6/12 stormbolter shots, 6 Psilencers shots, and 4 psycannon shots.

 

Your shooting game is strong, your models are a bit squishy, but you should still be able to beat any list except maybe harlequins, if you play smart.

If the Brotherhood Champion is 108 points, I’m pretty sure you’ve miscalculated. I get 206 points for what you’ve listed?

206 pts exactly

 

 

Yeah, checked it, 206 roughly.

 

Personally I’d try it.

 

 

Yeah, I'd try it too against deathwatch and SM. I don't even say taking him will ruin a game. But he is a handicap, not a benefit. This time, even his rules are OK, but his cost should be 20 points less to fit another gunner. He may be strong, but even cheapish autarch buffs his entire army for 2 CP. More psychic powers are nice, but in most cases (against SM army is for sure) throwing a mortal wound is the best choice. 

 

And yes, they gave Eldar deepstrike option. 

 

What's wrong with you, GW, seriuously? 

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