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Basically, you can go about as nuts as you want as long as it fits on a 25mm base :)

 

 

That's really one of the things that have drawn me to this faction. I'm thinking post apocalypse thugs wearing gas masks and kilts.

Check out Victoria Miniatures. She has kilted bodies for guard available.

Anyone thinks that Kill Team is a good place to pack a grenade launcher? I love the Steel Legion miniature for it but I can never bring myself to pack it for any 8th edition game over the plasma gun.

 

My current list is (think those are 100 points):

- ST sarge with fist (have to find a good fist for the DKoK Grenadier sarge)

- 2 Stormtroopers (medic)

- Stormtrooper gunner with melter

 

- Guardsmen sarge (lieutenant since he is gonna be my leader)

- Vox guardsman (comms)

- Gunner with plasmagun

- 5 legionnaries

 

- Special weapons gunner with grenade launcher

 

Still have one specialist to throw around but I basically went with what miniatures caught my eye first.

What are people thoughts on Meltagun?

I have that lady Catachan with melta I've been dying to put back on the board.

I think if you do it, it had better be on a Scion. Better BS and armor save will help. I believe the shooting system is similar to Shadow Wars in that shooting at half the weapons range or more counts as a long shot, meaning -1 to hit outside of 6" range. Also models that don't move get to shoot first. So with a melta, you're almost certainly going to have to move to use it with it's very short range and poor guard BS, and then your opponent is likely going to Target that model first with their models that have not moved. If you get to shoot and hit with it, it's just about a gauranteed kill, but those first two hurdles are steep.

How would one best kit out a Tanith KT? I think KT is gonna mainly be AM for me as I've always loved the Guard but that's too many models for a full army!

Exact same thing with me. I can't afford nor do I want to build and paint the number of units and vehicles needed to field 2k+ points of guard. Kill Team just appeals to me more as well...smaller play area so if I want to play at home I don't have to build a table and then find someplace to store it...though I'd enjoy build one if I had the space. Shorter games too is also something I like the idea of. 

There is no more glorious a start to Kill Teams than watching a Lasrifle Guardswoman kill a Plauge Marine at long range in cover. Instant saithood was bestowed upon the model. One additional Death guard was slain by another Lasrifle, one by a grenade launcher as the first shot of the game and two more were felled by a plasma Gunner.

 

A glorious start to Oshas Hive Ticks.

I played a few games today. Kill Team is tons of fun! I really hope they eventually add more options for us. I have so many guardsman with boltguns, shotguns, heavy flamers, demo charges, etc. 

 

My team consisted of:

Tempestor leader w/ plasma pistol

Sniper - Scion w/Plasma Gun

Heavy Weapon - Scion w/Hot Shot Volley Gun

Demolitions - guardsman w/flamer

2x Scions

1x Scion w/Plasma Gun

2x Guardsman

1x Guardsman w/Plasma Gun

1x Guardsman w/sniper rifle

 

This list was brutal. I wasn't playing campaign missions or I'd probably switch it up a bit. The hot shot volley gun did serious work! Advancing a demo specialist with flamer was very effective. Scions rerolling 1s with plasma seems very strong. 

Can someone confirm that Scions can't take grenade launchers? My book doesn't arrive until Monday and I'm worried I won't get full use out of my Kasrkin.

There are leaked pictures of the Scion tables in another thread here on B&C, and it does not include a Grenade Launcher. Strangely enough really, I had to cut one off and use a second Plasma gun instead, as I also thought they would be able to use Grenade Launchers.

This is cut and pasted from the GW website so take it for what it's worth....

 

Kill Team: Drop Force Imperator

An expansion for Warhammer 40,000: Kill Team, this box includes 5 plastic miniatures, a scenery set (with exclusive rules!), and brand-new Tactics and Mission cards. Included:

- A 5-man set of Tempestus Scions: supplied on green plastic, these can be used to represent Drop Force Imperator of your own Astra Militarum Kill Team. These can be armed with hot-shot lasguns, with the option to replace the hot-shot lasguns with a choice of 5 additional special weapons: a plasma gun, meltagun, grenade launcher, flamer or hot-shot volley gun. 1 model can be built as a Tempestor whose right hand can be equipped with a powerfist, chainsword or power sword, and you can choose to upgrade the left handed laspistol to a bolt pistol or a plasma pistol. Alternatively (if this wasn’t already enough choice, with 17 heads available!) they can be built as a Command Squad;

 

 

https://www.games-workshop.com/en-US/Drop-Force-Imperator-Collection-2018-eng?utm_source=Kill+Team&utm_medium=Product&utm_content=Killteamsite

I got in my first 2 games today. Both were against people who haven't been able to buy the book yet, so tactics were seldom remembered to be used since we were sharing the book. Still, it was a TON of fun, even though I lost both games. I used

 

Tempestor (leader)- Plasma Pistol and Power Fist

Scion (Demolitions) - Plasmagun

Scion - Plasmagun

Scion (Comms) - Vox

Scion

Scion

 

Guardsman

Guardsman

 

Special Gunner (Sniper) - Sniper Rifle

Special Gunner - Sniper Rifle

Special Gunner - Sniper Rifle

 

Things I learned:

Quantity is a quality all its own. Going forward, I think I'll be swapping a couple scions for more basic guardsmen to delay having to take tests to see if I break.

 

Sniper rifles are awesome. Especially combined with the Comms specialist's bonus for one to hit. Bypassing enemy armour 1/6 of the time is great.

 

Spread your shots around, unless you really need to kill something. Forcing checks on two models seems often better than killing one, especially in the late game.

 

In Kill Team more so than in much of 40k, you're playing a 3D game. The first game we had very little upward terrain, and it was fun but too hard to get line of sight for either of us. The second game we switched all the terrain up and it was much more tactically interesting for both of us.

 

Now everyone go play this game, it's lots of fun.

I got in my first 2 games today. Both were against people who haven't been able to buy the book yet, so tactics were seldom remembered to be used since we were sharing the book. Still, it was a TON of fun, even though I lost both games. I used

 

Tempestor (leader)- Plasma Pistol and Power Fist

Scion (Demolitions) - Plasmagun

Scion - Plasmagun

Scion (Comms) - Vox

Scion

Scion

 

Guardsman

Guardsman

 

Special Gunner (Sniper) - Sniper Rifle

Special Gunner - Sniper Rifle

Special Gunner - Sniper Rifle

 

Things I learned:

Quantity is a quality all its own. Going forward, I think I'll be swapping a couple scions for more basic guardsmen to delay having to take tests to see if I break.

 

Sniper rifles are awesome. Especially combined with the Comms specialist's bonus for one to hit. Bypassing enemy armour 1/6 of the time is great.

 

Spread your shots around, unless you really need to kill something. Forcing checks on two models seems often better than killing one, especially in the late game.

 

In Kill Team more so than in much of 40k, you're playing a 3D game. The first game we had very little upward terrain, and it was fun but too hard to get line of sight for either of us. The second game we switched all the terrain up and it was much more tactically interesting for both of us.

 

Now everyone go play this game, it's lots of fun.

Agreed on the 3D aspect of the game and the importance of elevation. The current 8th Ed 40k ruleset had made cover a lot less important so the skills of model placement and proper cover has gotten rusty. I made some basic mistakes in my first game that I need to correct.

 

I think the single most important model/specialist to have for Guard is a Vox/Comms. Rerolling any nerve test and havig a model that can hand out +1 to hit to other models while it stays hidden is very powerful.

 

My sniper let me down, but my plasma and grenade launcher were are. As was the sheer volume of lasgun shots I could kick out. I ran pure guard, no Scions.

Pure Guard can run 16-18 pretty easy depending on how many upgrades you want.

 

I like the Scion approach, myself, but I cannot deny that the weight of Lasgun dice is really good. I've only played one game so far, but I get the sense that both approaches are pretty equal in strength and it's just a question of style and matchup.

For those who have put together a purely guard kill team (not scions, just standard guardsmen/NCOs/officers), How many guards do you reckon you need?

 

Looking at the list above (with the Scions) you must be able to take over 11...

A pure guardsman list maxes out at one sarg, one Gunner, three special weapon gunners, a Vox, and 9+ regular Joe's, depending on what guns you run on the specialist and sarg.

I'm thinking of a Stormie KT, and not just because of the box set :tongue.: Though I expect most Guard players have plenty of models to choose from so it's not much concern :wink: Getting good use of snipers and grenade launchers sounds very nice, though the latter does good work for me in 8th too :smile.:

 

Don't forget to post up pictures of your squads :thumbsup:

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