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Today in Kill Team I.....


Axineton

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And what did they discover?

krak missiles are to be feared by primaris intercessors. several of them got knocked out by the dummy krak rounds. :p

 

the terminators learned that intercessors can take a beating against puffy fist attacks. It was funny how I could not roll a D3 higher than 1 each time I attacked and the injury roll fared no better. :D

 

Two games were played with different missions. Both of us enjoyed the game. Mistakes were made, but we were not really playing any tournament.

Edited by Mechanicus_Adept
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I got around to ordering the rule book and the 2019 update book. I have an idea for using some of the special imperial guard guys for my squad. Because there are so many less models (I like that) it gives me the chance to make them more personalized.

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Today in kill team I managed to snag some cheap frag cannon bits on ebay for myself and a friend. We always said we didn't want to be 'that guy' but ... hmm .. quad frag cannons though.

 

I never knew you could get 4 frag cannons in one kill team! Now on my next game I’m going to be that guy just for a laugh! :biggrin.:

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Just hope your opponent doesn't have proper spacing - a frag cannon is less impressive if there is no enemy within 2" of your target, meaning you can only hit one guy.  Yeah, that guy is almost certain to take an injury (but, because of the way the injury rules work [in that after the model is injured, you ignore other hits] you are no more likely to take the guy out of action), but I'm not sure that's worth the points cost, especially give the frag cannon's short range.  Ironically enough, this means that the frag cannon will likely struggle against armies with a number of low point models - provided, of course, your enemy uses proper social distancing on his models.

 

I've done this to great effect with my guard against deathwatch... though it might be a lot harder to do against 4 of them...

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Just hope your opponent doesn't have proper spacing - a frag cannon is less impressive if there is no enemy within 2" of your target, meaning you can only hit one guy.  Yeah, that guy is almost certain to take an injury (but, because of the way the injury rules work [in that after the model is injured, you ignore other hits] you are no more likely to take the guy out of action), but I'm not sure that's worth the points cost, especially give the frag cannon's short range.  Ironically enough, this means that the frag cannon will likely struggle against armies with a number of low point models - provided, of course, your enemy uses proper social distancing on his models.

 

I've done this to great effect with my guard against deathwatch... though it might be a lot harder to do against 4 of them...

I'm just doing it for the laughs. No one I play with takes the game seriously so it will be quite hilarious to us. Obviously no one knows this yet but it’s gonna be fun. Only thing is our club has cancelled games for the foreseeable future till this virus has eased up. But that’s another story. 

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Well, have fun with it when life renormalizes!  That said, like you, I'm surprised you can fit 4 in, given that the deathwatch kill teams I've faced have only had 5 or 6 models... and given that the leader can't have a flak cannon, that doesn't leave much to trim to fit in 4 of that expensive weapon. :)

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Yeah I can only fit the leader in with a boltgun so it’s going to be I’ll have to keep him back from everything and let the frag cannons tear it up lol

 

Boltgun death watch marines are still decent units with the special ammo, don't worry about it :smile.:

 

Oh yeah I forgot about the special ammo!! 

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Earlier this week in kill team - I got in a game against RogueChaplain. She was her usual Ad Mech, and I had a go as Imperial Guard (having just painted up a few squads as brood brothers). It was interesting. My team was 17 strong, with three grenade launchers, a vox caster and a sergeant, plus a dozen squaddies, and I was defending the Feint mission (I score 2VP for each objective left at the end, she scores 1 VP for each objective destroyed, and VPs for killing specialists).

 

The Guard held up well early on, even taking down a couple of vanguard through weight of fire, but didn't do enough overall and were eventually overrun by three sicarians. Throwing bodies onto objectives works for a while, but by the end of turn four I had so many out of action (ten, I think), that when I failed the break check it was game over - the survivors were all automatically failing their nerve tests, with no way of changing that in subsequent turns. 

 

Clearly it's not an optimised list, and I think plasma guns (that I don't have) would make a big difference. But I think I'll give them another go, see what happens.

 

battle 3

 

battle 2

 

battle 1

 

Incidentally, am I right in thinking that the command re-roll tactic can't be used on the break check? The card lists things it can be used for, including nerve checks, but the break check isn't on there. It was a bit of a game changing roll, that one, and not a good time to get a double six...

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Incidentally, am I right in thinking that the command re-roll tactic can't be used on the break check? The card lists things it can be used for, including nerve checks, but the break check isn't on there. It was a bit of a game changing roll, that one, and not a good time to get a double six...

:yes: . It cannot be used for that.

 

Following things re-roll tactic can't be used for: damage roll, break test, & fall test.

 

Remember you re-roll all the dices instead of one like 40k tactic re-roll. e.g. charge roll, injury roll, etc

 

Sounds like you had a good close game. :) Nice pics.

I was thinking of getting a brotherhood guard squad and proxy them as guardsman looking for redemption ;). The only put off was that there was a heavy weapon's team included in the box which I do not really need.

Edited by Mechanicus_Adept
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Y&TIKTI converted and assembled a Grey Knights Kill Team, code-name Praedictio:

gallery_45765_16028_47461.png

Below are some shots of each member:

Hidden Content

Justicar Cyneric

gallery_45765_16028_55566.png

Brother Maldwyn

gallery_45765_16028_176432.png

Brother Cadogan (Zealot specialist)

gallery_45765_16028_149636.png

Brother Nechtan (Demolitions specialist)

gallery_45765_16028_70911.png

Brother Oengus (Heavy specialist)

gallery_45765_16028_211972.png

Pleased with the result, just need to paint them now. :smile.:

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  • 4 weeks later...

TIKT...

I started a heretic astrates kill team. Joining a friendly conversion theme helped me finish this sooner than later. The theme is mostly renegade astrates that are being led by an aspiring word bearer. Each member will be painted differently.

gallery_51734_16343_1081032.jpg

Edited by Mechanicus_Adept
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Had a match of AdMech against Thousand Sons last night with a really trash opponent (myself).  Things started rather poorly for the AdMech after the Thousand Sons Warpflamer got a 6 for shots and roasted a vanguard and omnispex Ranger.  Psybolt then ate another vanguard.

 

The AdMech had a couple chances at a comeback, and blasted apart a Rubric Marine with overcharged Plasma.  They also got lucky turn 2 and wasted a charging Twistbray with a triple-damage radium carbine overwatch shot (6 into 6!).  The Infiltrator Princeps combat specialist dropped in turn 2 and charged turn 3, but All is Dust saved the Rubric Marine he charged.

 

Admech took a couple more casualties from a psybolt and warpfire bolter and broke Turn 4, ending the game with a pretty convincing victory for the Thousand Sons.

 

Moral of the story:  The Thousand Sons were painted, which I think led to their having much hotter dice than the AdMech.

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Playing against yourself comes with the interesting twist that you can never outwit yourself. That is, your opponent (you) has full knowledge of all your plans, sees through your fronts and is generally untrickable.

 

You have to win through sheer strategy and by playing the odds, rather than a lucky hail Mary play that the other side overlooked.

 

It's something I was taught when I learnt chess - don't set traps that rely on your opponent failing to spot them if the trap weakens your position when they see through it.

 

I think it applies to something like KillTeam too - always assume that your opponent is smarter than you, and sees through any smokescreen you throw up. That way, you're less likely to be caught out.

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Had a match of AdMech against Thousand Sons last night with a really trash opponent (myself).  Things started rather poorly for the AdMech after the Thousand Sons Warpflamer got a 6 for shots and roasted a vanguard and omnispex Ranger.  Psybolt then ate another vanguard.

 

The AdMech had a couple chances at a comeback, and blasted apart a Rubric Marine with overcharged Plasma.  They also got lucky turn 2 and wasted a charging Twistbray with a triple-damage radium carbine overwatch shot (6 into 6!).  The Infiltrator Princeps combat specialist dropped in turn 2 and charged turn 3, but All is Dust saved the Rubric Marine he charged.

 

Admech took a couple more casualties from a psybolt and warpfire bolter and broke Turn 4, ending the game with a pretty convincing victory for the Thousand Sons.

 

Moral of the story:  The Thousand Sons were painted, which I think led to their having much hotter dice than the AdMech.

i am so itching for a kill team game that i am thinking about doing this. However, I would like to know how you did the AI movement for the other side? did you play the thousand sons as always choose the closest target?

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