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Best Way to Set Up Deathwatch for Kill Team?


BloodWolves

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Yeah good point on the sarge I went with the load out for the cool factor. Not using Primaris with my Deathwatch but they would be much better, might even break out the drill and magnetise the gun hand :biggrin.:

Worst case scenario, go with the Multi-plasma and just declare it a bolter.  I model almost solely for cool, but trying hard to field something semi-competitive yet fun.  I have very few models with ONLY a bolter lol.

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Something else to consider, or at least something I’ve been mulling over, is if your kill team is for one off games or campaigns.

 

In a campaign these 20+ point specialists are quickly going to hit 30+ points, and that 5 model kill team is either going to become a 3-4 model team or the specialists are going to be warming the bench more often then not.

 

My suggestion is to spread the wealth a bit and not overload gear on one model. Also, with our SIA, I still think there’s nothing wrong with a boys over toys approach.

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Here is my kill team:

 

Leader - Intercessor Sergeant/ bolt rifle - power sword

 

Combat - Black Shield/ storm shield - power sword

 

Comms - Veteran/ combi-melta - power sword

 

Heavy - Veteran/ Infernus heavy bolter

 

Veteran - combi-melta - power sword

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I could break my no Primaris rule by converting an Intercessor Sergeant to be a Son of Antaeus ... They were big chuffers from the Cursed Founding weren't they or just had incredibly good resilience (like they wanted to create loyal Death Guard) or just sod it and say he's Pasanius! 

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I could break my no Primaris rule by converting an Intercessor Sergeant to be a Son of Antaeus ... They were big chuffers from the Cursed Founding weren't they or just had incredibly good resilience (like they wanted to create loyal Death Guard) or just sod it and say he's Pasanius!

I'm modeling an Inceptor to be my Reiver Sgt - I've always liked how Inceptors looked. I feel like the jet pack & landing gear boots give the appearance of mobility so I can declare a Grapnel Launcher when I want, and he has all of the wargear options a Reiver has.

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Hey all, I mostly hang out in the Raven Guard forum but am venturing over here because of Kill Team. I have a homebrew chapter I'm building and I want to try running them with DW rules. I'm flushing out lore and background right now but I'm really excited! I could run them as regular Astartes but I would really like to try and make DW rules work.

 

The one requirement I'd like to stick to is Primaris only. I realize that limits my options for cool DW stuff and might mean I'm better off with Astartes rules... I think I'm basically sacrificing one model for SIA. Here's the list I've come up with:

 

 
+ Leader +
 
Intercessor Sergeant: Bolt pistol, Bolt rifle, Chainsword
 
+ Specialists +
 
Intercessor Gunner: Auxiliary grenade launcher, Bolt pistol, Sniper, Bolt rifle
 
Intercessor Gunner: Auxiliary grenade launcher, Bolt pistol, Bolt rifle, Comms
 
Reiver Sergeant: Combat, Combat knife, Grapnel Launcher, Grav-chute, Heavy bolt pistol
 
+ Non-specialists +
 
Reiver: Combat knife, Grapnel Launcher, Heavy bolt pistol
 
++ Total: [100pts] ++
 
The Intercessors will be my fire base while the reivers move around and cause trouble. The two intercessor specialist pair off. I now have a grenade sniper hitting on 2+ with rerolls because Comms will be close buy. Bolt Rifle in case something is close and needs to shots instead of one grenade.
 
Reivers move around in tandem and try to single out enemy models or grab objectives. My Sgt gets 5 attacks in CC so he should be able to get something through. His pistol allows him an extra attack in the shooting phase if he's locked in combat. Regular reiver is support and can help join in on CC if needed. From what I've been learning about DW Primaris are expensive because of the weapons cost for SIA. Is there anything you see that I should change given that I would like to only use Primaris?
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So, here’s my starting kill team. It’s for a campaign, so I’m trying to keep leveling up in mind for point costs:

 

Leader: Vet Sgt. Bolter

 

Zealot: Black Shield: p. Sword and Bolter

 

Heavy: Vet Gunner: Infernus H. Bolter

 

Comms: Vet: Stalker

 

Vet: combi-plasma

 

Vet: shotgun

 

I’ve only gotten one match in so far, so I haven’t really made up my mind on certain load outs.

 

I’m trying to keep the leader cheap, but a CC weapon may be added. I like the Bolter on the black shield for more SIA. The Comms and heavy hang out together, for the Comms buff and rival chapters tactic. My one game, I really liked the combi-plasma. 4 shots in rapid fire is pretty good. I’m also liking the shotgun, being able to advance into half range to cut down on the -1 to hit(for over half range) and get the D2 damage is nice.

 

Our SIA is money again I think. Hellfire is still great. And kraken rounds are clutch when you’re just outside 12”. I see a use for vengeance as well, but sadly I feel Dragonfire will be left out. The other options are just too good.

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Our SIA is money again I think. Hellfire is still great. And kraken rounds are clutch when you’re just outside 12”. I see a use for vengeance as well, but sadly I feel Dragonfire will be left out. The other options are just too good.

 

Dragon fire rounds can definitely be useful! Against low T and low SV models in cover, they negate the penalty of being obscured, and anything T 3 or lower will be wounded on 3s, Couple That with the comms buff and you can fire at full BS at something over half range and at something obscured.

 

Hope that made sense.

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  • 2 weeks later...

I'm building my kill team at the moment and was wondering if I could have some help. 
I'm keen to use a blackshield with storm shield and a power weapon on my team but don't know whether to go for the sword or the maul, any advice?

Normally I'd magnetise it but I've got quite an ambitious conversion planned so will have to glue the weapon in place.

Thanks in advance.

Rob

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I’m using the Maul and really liking it however with Zealot trait you could perhaps do better with the sword. I prefer the Maul / combat specialist set up.

 

That’s probably my favourite guy on the team. The rest of my team has been struggling a bit.

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I like the power sword on a zealot, but I’d think the maul is the way to go on a combat specialist.

 

For you guys using the storm shield instead of a bolter do you ever find situations where you’d prefer the shooting?

 

I feel I’m too short on bodies so I’d rather have the shooting and use the black shield as a counter charge unit.

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I think Reivers really only warrant the Leader or Comms specialism. Originally I thought that Scout was perfect until I realized that their Grapnel Launcher specifies they ignore vertical distance on a Normal Move. So charges, fall backs, advances, etc all have to account for vertical distance...

 

Leader works because it doesn't really matter who it goes on and they're still mobile. Comms also makes sense because they might be able to get to a unit to support that otherwise wouldn't work because they can ignore distance to get there.

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I think the combat specialism is wasted on reivers. They are hitting at Str 4 AP0, if you can give it to a model with a power sword or something with AP you're doing a lot better.

That’s not my experience personally. I give the Reiver Combat specialist and set him off into a group using the 5+ exploding hits Strat. He’s pure beast mode.

 

It’s so easy to multi assault in KT. People hang out in groups for Nerve tests alone, never mind the board size and Aura type powers.

 

Of course I am playing quite a few combos with this match up and am continuing to develop them. If he’s Batman, I have made a better Robin that goes with him but perhaps he’s more like a ‘Nightwing’ :tu:

 

There are other things I prefer to do with those stuck with power weapons but I’m very happy with how Combat has been working on my Reiver Sarge in combination with other stuff.

 

Now my shooting game is another story.... not so good.

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I fell in love with KT recently so I started a new Deathwatch Killteam ! I use Primaris as veteran, I'm more into the modelling and fluff aspect of the game.

 

My list (100 points) :

 

Sergent, leader 1, bolter, xenophase blade

 

Gunner, demolition 1, frag canon

 

Gunner, heavy 2, heavy bolter infernus

 

Veteran, combat 2, heavy thunder hammer

 

Veteran, bolter stalker

 

Take a look at Bjorn Redhand :

 

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So here's my kill team loadout:

 

Watch Sergeant - Power weapon and Combi Melta = 21 (Leader - Resourceful)

Black Shield - Power Weapon and Boltgun = 18 (Combat - expert fighter)

Veteran - Power Weapon and Boltgun = 16 (Medic - Expert Fighter)

Veteran - Stalker Bolter = 16 (Sniper - Marksman)

Veteran - Boltgun

Veteran - Shotgun

 

What do you guys think?

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I think ideally if you want to take a blackshield I'd be tempted to give him a shield in the hope it keeps him alive a bit longer as you want him in melee. Stalker bolter is solid but you could go coms for the benefit of passing on the reroll to someone else if needed. 

 

Out of interest why not take the infernus heavy bolter or the frag cannon?

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My DW Kill-Team composition that's been rather successful lately, ready for both shooting and melee.

 
- Watch Sergeant: Combi-Melta, Power Maul (Leader)
- Blackshield: Storm Shield, Power Maul (Combat)
- Veteran Gunner: Frag Cannon (Heavy)
- Veteran Gunner: Infernus Heavy Bolter (Demolitions)
- Veteran: Combi-Melta, Power Maul
 
Typically Sarge and melta Vet go in one side and Blackshield and FC Vet go in another side of the table and IHB Vet goes into middle. Sarge and melta Vet use SIA when in long range and melta when in closer range and mauls when in close combat, very devastating pair. Same applies to Blackshield and FC Vet that advance from cover to cover and can both grab objectives and defend objectives. IHB gives fire support where needed. Have learned so far that SS is a must and mauls have been good enough so far. What do you think?
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