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Good advice. Just a note; you can't move and shoot with the "heavy" specialism and an arquebus. The rule that you get to ignore thanks to being a heavy specialist isn't the same as the one stopping you from moving and shooting with an arquebus. I guess its to make the big guns even clunkier than regular heavy weapons, which certainly fits the model.

I had wondered that, but some others in my local area said the Kill Team rules overruled the codex.  I'll have to read the text closely then so I can differentiate the two and clarify for them.  Thanks!

 

 

Good advice. Just a note; you can't move and shoot with the "heavy" specialism and an arquebus. The rule that you get to ignore thanks to being a heavy specialist isn't the same as the one stopping you from moving and shooting with an arquebus. I guess its to make the big guns even clunkier than regular heavy weapons, which certainly fits the model.

I had wondered that, but some others in my local area said the Kill Team rules overruled the codex. I'll have to read the text closely then so I can differentiate the two and clarify for them. Thanks!

The codex has nothing to do with it. The ban on moving and shooting the arquebus is in the kill team rulebook.

 

In general, forget that the codex exists for kill team. All the rules are in the kill team rulebook and the kill team sets. For admech, it's mostly similar to 40k, but there are a host of minor differences. The majority of them are improvements in my opinion.

Gunners with free arc rifle should feature heavily in any Admech kill team in my opinion. The rifle does work and is better than the stock weapons that rangers and vanguard get.

 

I leave specialist positions to my arq and plasma but will play a non specialist plasma gunner depending on opponents.

 

I think 2 wound models are super good in KT and painted up a couple of infiltrators to fill the Melee position. I may get some rust stalkers if I find them cheap on eBay. My unopened box will be made to build more infiltrators because I want a unit of 10 for 40 K.

Here's my revised list, I'll see if I can start assembly today :smile.:

 

Hidden Content
++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Skitarii Vanguard Alpha [11pts]: Arc Pistol, Leader, Taser goad

+ Specialists +

Skitarii Ranger [14pts]: Comms, Enhanced Data-tether

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Plasma caliver, Scout

+ Non-specialists +

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Vanguard [10pts]: Omnispex

Skitarii Vanguard Gunner [10pts]: Arc Rifle

 

The codex has nothing to do with it. The ban on moving and shooting the arquebus is in the kill team rulebook.

 

In general, forget that the codex exists for kill team. All the rules are in the kill team rulebook and the kill team sets. For admech, it's mostly similar to 40k, but there are a host of minor differences. The majority of them are improvements in my opinion.

 

 

Removing the stacking overheat on 1 for plasma is something that should happen in 40k too. Not sure why a hard to hit target makes the Plasma overheat more?

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