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Anyone taking their Ultras into Kill Team?


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Grenades ignore the range penalty to hit?

 

Yes.

 

That's good to hear and I will try it out. But I can't find the rule for it right now.

 

 

Page 31 in the "Long Range" box, the first paragraph:

 

 

Long Range

A target is at long range if it is more than half

the weapon’s Range characteristic away from the

attacking model. Grenade weapons are not affected

by this rule.

Great find on the grenade rule!

 

I managed to get a few games in... wow it's so nice to play Primaris marines and not feel like they are kind of bringing the army down!

 

 

 

 

 

 

 

 

 

kt-ultras-assemble.jpg?w=1024

 

Had a few games with Ultra and some other teams, but the Reiver Sarge was easily my favorite unit to use. 

I recently put together (list-wise) the following UM KT:

 

Intercessor Sergeant - Stalker bolt rifle, power sword [leader]

Tactical Marine Gunner - Heavy bolter [heavy]

Scout - Sniper rifle, camo cloak [sniper]

Reiver - BP, combat knife, grapnel, grav chute [combat]

Reiver - BP, combat knife, grapnel, grav chute

Scout - Shotgun

 

Some of everything, looks like fun to use. Any good though?

Well I played 2 games with my Ultras on Saturday and I have to say I really like Kill Team!

However I hadn't really had much time to prepare so had just thrown a few models in a case to try out and now I have played some games and had a chance to look at the rules and cards my list will definitely change but this is what I ran with (based on what I had painted and what looked cool).

Tactical Marine Sergeant - Bolt Pistol, Power Fist, Auspex [Combat]
Intercessor Sergeant - Auto bolt rifle [Leader]
Intercessor
Intercessor
Scout - Heavy Bolter [Heavy]
Tactical Marine - plasma gun 

looking back on the games the power fist sergeant was a bit of a waste and didn't perform well at all - with only 1 wound he rarely got to do much.

Primaris really seemed to outshine the Tacticals - that extra wound seems to make a big difference. I'l be swapping out the power fist Tac Sergeant with a Primaris Sergeant with power sword.

I took the scout heavy bolter because I wanted to use hell fire which combined with the auspex was pretty good but I am not sure if it's worth 2cps.

I am thinking Rievers will be very good in this - the grapnel could be a game changer.

I also discovered Orks are actually pretty nasty in Kill Team!! :)

I'm thinking of a Tactical Sergeant with combi plasma and Auspex, Gunner Sniper with Plasma Gun, Gunner Heavy with Heavy Bolter, Tactical Marine with Coms and then 3 more Red shirt Tactical Marines.

 

Not sure how effective or legal it is but I'm liking it.

 

7 models is cool and it's well armed.

I played a couple games today with an Intercessor Sgt with Bolt Rifle thing and Power Sword (leader), Tactical Sgt with Bolter and Auspex (comms), Scout Sgt with Sniper Rifle (sniper), Tactical with Heavy Bolter (heavy), an Intercessor, and two Tacticals. It went fairly well. The sniper is just scary enough to pose a threat, the heavy bolter is a monster, and the regular marines are pretty durable. Comms plus Auspex is phenomenal as well. I'm sure it could be improved but it worked pretty well.

...I didn't even consider taking multiple sergeants.

 

Yup, always take the sarges. It's a cheap buff to LD and attacks.

 

Only one can be leader, but who cares. :TU:

 

I gotta get the Astartes box though, I REALLY could have used that 'come back from the dead' Strat this weekend. lol

...I didn't even consider taking multiple sergeants.

I would probably do it differently for a campaign than one off games due to how things can go south. The sniper is a sgt because he can be, and on the off chance he ends up assaulted the extra attack could be helpful. The Intercessor and Tactical sgts are purposeful, because the power sword and auspex are just both really useful.

Played my first game yesterday with the following team:

Inrercessor sergeant - leader

Marine with flamer - demolition

Marine with heavy bolter - heavy

Intercessor - comms

Intercessor x 2

I loved the game, it was tight until the end.

The heavy bolter near the comms guy was priceless.

The demolitions guy could have been devastating but he rolled a 1 for hits and 1 to wound TWICE and got ganked by a lictor, I really liked his threat level and mobility though.

The regular intercessors are just very good.

The two wounds, 30 inch rapidfire and AP-1 are very, very good.

Very nicely painted.

 

***

 

It seems that Primaris work better in Kill Team than expectations in 40K. Small numbers and lack of big guns means their 2 wounds and 2 attacks is quite decisive.

 

Of course, I pack Plasma all the time anyway so it's hard to move away from that.

@Ishagu, awesome job, and nice use of the upgrade bits!

 

@Idaho, Primaris definitely work better. It's almost like having 3 wounds. You ignore the first flesh wound, and enjoy the benefit of not taking Flesh wounds/ removal rolls until you're out of both wounds. There's a little less multidamage in Kill Team it seems. But the big thing for me is the Grenade Launcher. I prefer it over plasma in this case, but I respect that you are enjoying your plasma in this format.

Careful there, you only ignore the penalties for to-hit from the first Flesh Wound. You still have to do Nerve tests, are more likely to get an out of action result and so on even if you have only one Flesh Wound.


But yeah multi-wound models are really good in Kill Team. I noticed that with my Stealth Suits already as well. ^^

My Kill Team:

 

Leader:

-Intercessor Sgt, Bolt Rifle, Power Sword

 

Spcialist:

-Reiver Sgt, Bolt Carbine, Knife, Grapnel, Combat Specialist

-intercessor Gunner, Bolt Rifle, Grenade Launcher, Demolitions

 

Non Specialists:

-Intercessor

-Intercessor

-Reiver, Bolt Carbine, Grapnel Launcher

It's pretty much exactly how my team looks. There's really not much else you can do with a Primaris team unless you go for a heavy Reiver focus or something. ^^

Only difference is that I have a second Intercessor Gunner specialist. A Stalker Bolt Rifle Sniper to be precise ... tho a Stalker Bolt Rifle would be stronger on a lvl1 Demolition specialist I guess but the AGL is just too good to pass on there. 

I'm currently thinking about the next list:

 

Leader:

Intercessor sergeant, power sword, bolt rifle

 

Specialists:

Heavy: tactical with heavy bolter

Comms: intercessor

combat: reaver sergeant, bolt carbine, knife, chute, grapnel

 

non specialist:

intercessor gunner, grenade launcher, auto bolt rifle

intercessor gunner, grenade launcher, auto bolt rifle

 

I figure pairing the grenade launcher with auto bolt gives me the option of advance and shoot or decent shots with the launcher.

comms backs up the heavy bolter

 

I'm also considering a tactical sergeant with combi-grav and auspex as a comms. He could potentially shoot 4 shots on a 3+ vs a model in cover.

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