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☆Kill Team☆ Sarges Handbook


Orpheus108

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Greetings All fellow Kill Teamers,

 

Well now that KT has been out for a little while and I thought it maybe time that we put together something like a handbook of info. Instead of going between the the different faction we could add general overall tactics, thoughts here in one big nice place.

 

But we keep going with our faction tactics of course.

 

Cheers

I'll throw a start out there. The new Retreat reaction is an interesting addition, one that would not work so well in 40K, but seems to fit well for KT. Charge denial, gaining obstruction, etc. What ways have people used it in games so far that have turned bad situations into a win, or just made for interesting play afterward?

Adding to this, but with a different subject: Specialisms in matched play vs campaign.

 

A lot of thought should go into what your specialisms are, and how they impact your roster. This becomes specially important, when you consider how some specialisms offer a wider range of usefulness as they level up the tiers, and others have the contrary effect, narrowing down their usefulness.

 

The main example I'd give to this is Demolitions. Any model can benefit of Demolitions in matched play, and its benefits make for good combo with weapons that trigger an effect on 6+ to wound, such as Sniper Rifles. But, as the skills progress, they only provide useful benefits to specific types of weapons, which not everyone can carry.

The example of the contrary would be Veteran, which, at first level, is good, but perhaps not the most useful when compared with more critical specialisms such as Sniper, Comms, or Heavy (which I list here as they are my favourites). But, as you climb up the skills and progress through the tiers, Veteran provides amazing abilities to the model that become very powerful indeed.

 

I would also point out that the naming of the specialisms can be misleading. Heavy is not necesarily the best specialism for a heavy weapon gunner. In fact, a specialist with say, a plasma or melta gun, could benefit greatly if the More Bullets stratagem to land an extra shot. At the same time, a missile launcher, heavy bolter, or equivalent, can be greatly improved by Sniper.

 

Combo-ing specialisms seems to be important so far. No skill should be considered in a vacum. Support between units is one of the keys to success here. Building a list around buffing a critical gunner to serve as a devastating gun platform is as much of a good way to go as bringing in a horde of nameless, skill-less fighters to rush the enemy, or a specialized lone operative to take care of a critical mission objective.

 

On combinations, I'd say comms is the star. In matched play, giving the +1 to someone at shooting is just amazing. Could pair well with regular guys, can provide a heavy weapon a non-modified shot despite moving, and can push your aim to an almost perfect shot when paired with a sniper.

Retreat is especially useful for units with FLY or Grapple Hooks like Reiver because a simple 3" move could mean a 10" or so increased charge distance by simply jumping up some terrain. ^^

 

Grapnel launcher only applies to normal moves.

In campaign or at least ongoing game, you have to look a few games in advance when choosing specialisations. Yes, Leader, Comms, Sniper, Combat is probably best for pure killyness, but maybe is not that useful if your squad is breaking all the time. Veteran and Zealot can keep your Squad in the fight a bit longer. Iam really interested in trying a leadership manipulation Squad with Battle-Scarred Vet, Tyrant Leader and whatever I can get my hands on to lower Leadership.

 

On  a side note: Necrons are very hard to crack in a "Last unbroken team wins" scenario. You basically have to wipe them out.

Command Rosters are a mandatory part of matched play and narrative games. List tailoring is part of the fundamental fabric of the game. Everyone should be working towards a 20 model roster that makes 2 or 3 of the meanest skew lists they can imagine.

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