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Anyone taking their Ultras into Kill Team?


Prot

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I still think the Bolt Rifle is better than the Auto Bolt Rifle, especially with all those to-hit penalties in Kill Team.

Also keep in mind that you can shoot only one of your grenade launcher per turn since it's still considered a grenade.

@Ishagu - looking lovely. :)

Quick rules query which isn't strictly Ultras related but thought whilst we were all here, lol.

We have been playing it that each player generates 1 command point per turn and your leader adds 1 command point per turn whilst he is still alive - so effectively 2 command points per turn (assuming you are of equal points values).

However I can't find in the rules where it says Leaders generate the extra command point - are we playing it wrong?

Also I've found with 2 command points per turn it's never quite enough - has anybody tried taking a Marine list that's under 100pts (e.g 90pts) to generate a one off free command point?

I think I originally saw the rule under the specialists section, but I can't remember. But I do recall reading it. It's in there. (Maybe it's in the 'how to section' with the turn based descriptions.)

 

Anyway I've played against people lowering there points, but I really don't think that's going to work for Astartes because of the body count. It's really hard to take less without it feeling like a lot of handicapping going on. If I recall that "Bonus" CP is for the opening battle round only anyway.

Awesome thanks guys - yes the extra cp is only for the first battle round but the extra cp could make a big difference in that first turn - but I agree that you do need the numbers.

Cheers Seahawk - now I know where it is it's really obvious, lol.

Hopefully getting some more games in tomorrow so gonna try some Rievers. :) 

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

Can I ask if there's any particular reason he was your favourite unit? My gaming circle are about to start playing Kill team soon. I haven't read the rulebook yet but I'm the resident Marine player and currently deciding whether or not to buy a box of Reivers for this! (I've never used them at all yet in 8th!)

I think overall he’s just super fun. I mean most Astartes are shooting and yo have this one guy who runs around the map fearless... 5 attacks as a combat specialist! He ignores verticale movement and ignores falling damage. Just a great unit.
Played a 4 player game tonight with my Astartes. It was a lot of fun, but the recommended board size seems to push it to be basically two separate games with some bleeding between them. I had two outstanding MVPs this match. My Heavy Bolter fueled by my Comms specialist Tactical Sergeant with an Auspex hellfired the Tyranid Leader Warrior off the board in one shot thanks to some lucky rolls. My Scout Sniper Specialist also continued his useless for two games then awesome for one streak by being awesome. He parked up on some ruins and took random shots across the board and managed to mortal wound an Astartes Gunner and Combat Plague Marine down. Couldn't hit anything near him but took down anything he went after more than 30" away. He's been hit or miss, but when he hits boy does he hit.

Played a 4 player game tonight with my Astartes. It was a lot of fun, but the recommended board size seems to push it to be basically two separate games with some bleeding between them.

 

It's not really the board size. Unless there are some objectives everyone wants then it simply makes no sense to split your team to fight on two fronts so it will always turn into two separate 1v1s or two teams focussing one team down while the fourth has free reign to do whatever. ^^

Just lumping this in here since there's some Ultra content:

 

dw-killteam.jpg?w=860

 

I've been playing lots of kill team. It's caused me to do some more Deathwatch work....

 

dw-progress.jpg?w=860

 

I also find that the Deathwatch hobby time and money directly conflicts with my Ultramarines which share some similarities model wise.

 

ultra-kt.jpg?w=860

 

So I split time and money working on both which will probably end soon, but in the meantime this Kill Team got some work done this weekend including some kill/campaign badges painted:

 

ultra-kt-markings.jpg

I really like the grey hair on your sergeant Prot.

How is the auspex performing? I would like to take one, but it would mean taking one gun less to let another shoot better.

So far I’ve suffered from very poor wound rolls in shooting and combat, but still performed pretty decent.

I really like the grey hair on your sergeant Prot.

How is the auspex performing? I would like to take one, but it would mean taking one gun less to let another shoot better.

So far I’ve suffered from very poor wound rolls in shooting and combat, but still performed pretty decent.

 

I've taken it out of the list since. It's fun, but kind of hampers the movement of your team.

I just find I need more mobility so I will probably change his loadout.

 

You are correct about combining a power sword and Auspex. I don’t use that combo, it’s just how my Primaris sarge is modeled.

 

I tried using a dual Reiver combo, one as the sarge specialist one vanilla... wow what a combo. The vanilla Reiver baits the opponent, then the Reiver sarge comes in after my opponent has charged...he has quite the Kill count now. ;)

I've been out of 40k for a long time but recently got back in and have dusted off my Ultramarines. 

Kill Team is really fun! I like how snappy it is, and order of activation considerations/when you spend your command points (and what on) can be really important. 

I played 3 games with the following list

Primaris Intercessor Sergeant
- Auto Bolt Rifle, Chainsword and Bolt Pistol - Leader

Tactical Marine Sergeant
- Auspex and Bolt Pistol - Comms

Tactical Marine Gunner
- Missile Launcher - Demolitions

Tactical Marine Gunner
- Meltagun - Heavy (so he could advance and fire without the -1 to hit penalty) 

Tactical Marine

- Bolter 
 

Tactical Marine

- Bolter 
 

Tactical Marine

- Bolter 

Managed to defeat Genestealer Cult, defeat Harlequinns and get a draw against Deathwatch. 

The combination of comms+auspex+demolitions on the missile launcher is really really good. Firing a frag missile for example; D6 shots that hit on 2s, wound T3 on 2s and ignore the obscured penalty to injury rolls. 

Or, in my game against Deathwatch, let me fire a krak missile which hit on 2s, wound on 2s and D6 damage ignoring the penalty for cover. As it happened I rolled a 1 to hit and had to spend a command point to re-roll, but that's just how it goes sometimes. 

My favorite strategem is definitely 'Death Denied' - really helped me tank the Harlequins long enough to get them down and I won on objectives in the end. 

Going forward though I think my list would be:

Reiver Sergeant
- Bolt Carbine, Combat Knife, Grapnel Launcher - Leader

Tactical Marine Sergeant

- Auspex and Bolt Pistol - Comms

Tactical Marine Gunner
- Missile Launcher - Demolitions

Reiver
- Grapnel Launcher, Combat Knife and Heavy Bolt Pistol - Combat

Reiver
- Bolt Carbine and Grapnel Launcher

Tactical Marine Gunner
- Flamer 

Flamers seem really handy in Kill Team so I think it'd be more useful than the meltagun. 

Added in some reivers for extra resilience and for combat-punch in the 'Take Prisoners' scenario.

Good idea on the missile launcher. I’ve been using the scout Heavy Bolter thinking I would use the D3 mortal wounds and I really don’t.

 

I love Reivers in Kill Team. Gravel hooks just make terrain a non issue and they’re simply fun. If only 40k let them shine like this I’d be in all my glory.

 

Flamers are darn good. I use a heavy variant with my Death Guard. I really don’t want to bother making a flamer marine for KT as I’ll never use him in 40 k though.

 

I may try a missile launcher in the future. Also Death Denied is certainly worth keeping 2 CPs in your back pocket!

I love Reivers in Kill Team. Gravel hooks just make terrain a non issue and they’re simply fun. If only 40k let them shine like this I’d be in all my glory.

 

 

Ever since I learned that their Grapple Hook works for normal movement only I'm not that convinced anymore. Their mobility is still awesome for Carbine Reiver but for melee Reiver they still have to charge around/over terrain like any other model which greatly reduces their supposed mobility on such a small board.

I'll be starting up a 6 week campaign here at my LGS, so I'll be sure to make battle reports for you guys. I've drawn up my 12 man starter roster for now and made all the dudes. I don't have a single regular joe in the lineup... ha!
  • 3 weeks later...

Sorry to bump this thread for such a random question but  - is anybody else really struggling against Ad-Mech or is it just me, lol.

 

 

 

Struggling against AdMech? No... I'm struggling to use them though.. a lot. How are you struggling? How many people are you doing well against?

 

I'm going to be honest here but I haven't heard of AdMech doing well at all. At Nova it was all Death Guard, Astra, and Thousand Sons.

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