N00bZilla1001 Posted January 18, 2019 Share Posted January 18, 2019 Hey everyone, Getting back into 40k, the new KT format looks sweet. I've constructed two lists - a 200 pt imperial guard list for KT commander and a 100 pt list for (regular) KT. I wanted to get feedback before going and buying the models... my intent is to use a combination of tempestus scions as well as death korp of krieg models. List 1: KT Commander 1x Company Command [Commander, Level 3 Strategist]: 40 pts Plasma Pistol Power Sword Strategist - Resourceful, Advisor, Master-Tactician 1x Tempestor [Leader, Level 1]: 12 pts Plasma Pistol Power Sword 1x Scion, Gunner [Heavy, Level 1]: 13 pts Hot-shot Volley Gun 1x Scion, Gunner [sniper, Level 1]: 13 pts Plasma Gun 1x Scion, Gunner [Comms, Level 1]: 18 pts Plasma Gun, Vox-caster 1x Scion, Gunner: 13 pts Plasma Gun 3x Special Weapons Gunner: 24 pts Plasma Gun 1x Guardsman Gunner: 8 pts Plasma Gun 6x Scion: 54 pts Hot-shot Lasgun 1x Guardsman: 5 pts Lasgun Total Model Count: 17, Total Points: 200 General Strategy: Company Commander (CC) hangs in back with the Sniper and Comms specialists, and uses his two voice of command (VoC) to buff them. This works nicely as he can give the Sniper 'Bring it Down', and the Comms 'Take Aim', which pairs well with their specialties as the sniper ability (marksman) already allows it to re-roll 1's to hit. The comms specialist is to buff the sniper using [scanner]. Additionally, the Company Commander's ability [Advisor], allows the comms/sniper to use higher value tactics. The company commanders ability [master tactician] also reduces the cost of 2CP tactics to 1CP. This is great as it allows reduces key 2CP tactics, namely Sir, Yes Sir! [Astra Militarum], to 1 CP. The remaining Plasma Scions and Guardsmen are to cluster around the Tempestor, who can cast Sir, Yes Sir, optimally giving the plasma gunners re-rolling to-hit values of 1. The Heavy specialist can move up the field with the Guardsmen, (without a penalty for having a heavy weapon). List 2: KT Astra Militarum 1x Sergent [Leader]: 6 pts Plasma Pistol Chainsword 1x Scion, Gunner [Heavy]: 13 pts Hot-shot Volley Gun 1x Scion, Gunner [sniper]: 13 pts Plasma Gun 1x Guardsman [Comms]: 10 pts Lasgun, Vox-caster 2x Scion, Gunner: 26 pts Plasma Gun 3x Special Weapons Gunner: 24 pts Plasma Gun 1x Guardsman Gunner: 8 pts Plasma Gun Model Count: 10, Total Points: 100 Strategy: Sniper and Comms camp in backfield, Leader and rest of team push for objectives... what do you think? Link to comment https://bolterandchainsword.com/topic/353210-army-list-imperial-guard-200-pt-kt-commander-100-pt-kt/ Share on other sites More sharing options...
Tordeck Posted January 18, 2019 Share Posted January 18, 2019 For matched played specialist level cap is 1. Otherwise to get to those levels your kill team needs to gain exp via campaign. maybe in open play you can get an oppt to agree but I've yet to see anyone play higher than lvl 1 in a pick up game. Link to comment https://bolterandchainsword.com/topic/353210-army-list-imperial-guard-200-pt-kt-commander-100-pt-kt/#findComment-5237060 Share on other sites More sharing options...
N00bZilla1001 Posted January 18, 2019 Author Share Posted January 18, 2019 Thank tordeck for the feedback. Must have missed this :/ - KT rulebook states "Note that, in a normal matched play game, you can only include Level 1 specialists in your kill team." For some reason, I was under the impression that in Commander games you can choose specialists at any skill level... dang will have to modify the list accordingly. Link to comment https://bolterandchainsword.com/topic/353210-army-list-imperial-guard-200-pt-kt-commander-100-pt-kt/#findComment-5237070 Share on other sites More sharing options...
Tordeck Posted January 18, 2019 Share Posted January 18, 2019 Only the commander itself can be beyond lvl 1. Link to comment https://bolterandchainsword.com/topic/353210-army-list-imperial-guard-200-pt-kt-commander-100-pt-kt/#findComment-5237078 Share on other sites More sharing options...
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