Mobius0288 Posted August 19, 2020 Share Posted August 19, 2020 So with indomitus, we have an opportunity (and potentially with the new codex in october) to create a pretty beefy kill team... maybe 2 depending on unit coherency. This is by no means cheap and probably not efficient but lets try it anyway: -Watchmaster -Bladeguard Ancient -Primaris Apothecary -Eternal Watch warlord trait Depending on the kill team, you could use different relics and a second warlord trait as required (tome of ectoclades, Nowhere to Hide, Vigilance Incarnate, etc.). Until the codex, Vets are going to be 1 wound but I don't see why we couldn't think ahead on this one. What kill teams would do well in this little bubble but still be useful for the duration of the battle? Stalker bolter intercessors always seem like a winner since you can deploy them at the start and be useful until destroyed or the game ends. Hellblasters, though not as strong as eradicators, could be useful here as well. Rapid fire plasma and bolt rifles could be used if you plan to walk this "castle" forward. Doctrines would need to be considered as well. Once veterans move up to 2 wounds, we have storm shields to consider in this castle. At this point we still don't know if they stay 3++ or move to 4++ based on the new models, but its irrelevant. We also have our terminators to toss in which gives quite the resilient kill team. Termies also gives us the option to teleport out if our characters get sniped out (assuming you brought bikers). Order of events: -Apothecary heals or revives in your turn -If plasma overcharge fails, model is destroyed -Eternal Watch: If a model loses its last wound, on a 6+ the wound is not lost -Bladeguard Ancient: On a 4+, the model gets to fight/shoot again before being removed **Opponent turn** -A friendly model takes wounds after being shot or cleaved -Eternal Watch: If a model loses its last wound, on a 6+ the wound is not lost -Bladeguard Ancient: On 4+, the model gets to fight/shoot again before being removed Potential kill teams to pair up with additional relics/traits: - x5 Intercessors (rapid fire), x5 Hellblasters (rapid fire), +Nowhere to Hide or Vigilance Incarnate; simple and effective against a variety of targets - x5 intercessors (stalker), x4 hellblasters (heavy), x1 aggressor, +Nowhere to Hide; can snipe a character and hurt vehicles from a distance, safe move and shoot - x9 Intercessors (stalker), x1 Aggressor, +Nowhere to Hide; snipe characters with stratagem, high damage against non-vehicles - x5 Intercessors (assault), x5 Aggressors, +Nowhere to Hide; T5 overall and punchy - x10 Vets (SB/SS); simple and brutal in the tactical phase - x9 Vets (SB/SS), x1 Termie (SB/Sword); emergency teleport option and no morale issues - x5 Vets (SB/SS or melee/SS), x5 Termies (TH/SS); BEEFY but slow Heavy/special weapons can be mixed in to your hearts content. Too many combos to cover by kill team. Frag Cannons are always good, the infernus bolter making a come back hopefully. Combi-flamers are looking solid as well with the range boost. Combi-plasma still has solid fire power at range with a max of -1 to hit, and the ability over charge if needed. Combi-flamers and Combi-meltas might be better suited for deep striking but can still be used in a castle type formations if needed. I don't think Grav has changed much for us. Thoughts? Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/366020-dw-hard-to-kill-kill-team/ Share on other sites More sharing options...
Debauchery101 Posted August 19, 2020 Share Posted August 19, 2020 I dont feel the bladeguard ancient is worth the points. 85 pts for standard buff and the +1 to hit for Bladeguard 'MODELS' not units within 6" is meh plus he gets only a hvy bolt pistol...take a judicar instead since directly can mitigate damage via his tempormortis Link to comment https://bolterandchainsword.com/topic/366020-dw-hard-to-kill-kill-team/#findComment-5588413 Share on other sites More sharing options...
Qui-Gon Posted August 19, 2020 Share Posted August 19, 2020 Personally, I am not a fan of the Apothecary unless we get access to the Chief Apothecary nonsense from Faith and Fury. The reason being is he is the value of 4 Intercessors, only has a 50/50 chance to bring a dude back. Over a 5 turn game, you will only get 4 or 5 chances to do so, resulting in an average 2 dudes brought back at 1 wound to then die immediately to whatever shoots them. He is just not worth the points for 2 dudes to be brought back. Better to just buy the two dudes and be done with it rather than run the risk of none of them coming back. Link to comment https://bolterandchainsword.com/topic/366020-dw-hard-to-kill-kill-team/#findComment-5588427 Share on other sites More sharing options...
Mobius0288 Posted August 20, 2020 Author Share Posted August 20, 2020 The apothecary thing is a fair assessment. I wrote a thing to GW a while back so it's quite disappointing to see nothing has changed. Don't have much hope for a points drop in the new codex since the chapter approve has already been pushed out. And I'm not so sure on the ancient. Being able to shoot even if you focused off the board turn 1 is one of the things we didn't have and hurt us the most, having a higher base troop cost than the rest of the armies. Ya its kitted out for blade guard but the base rule is still there. If we gain the vanilla ancients I would definitely choose them over the bladeguard version for the chance of it being cheaper. Another consideration COULD be the Primaris Captain from Indomitus with the Dominus Aegis but a 5++ for infantry has never been game changing. It does give the bearer a 3++ at least. Probably best used around vehicles. And as of today the hellblaster sheets were leaked - heavies are straight 2D (overcharge 3D? unconfirmed.) and assault are now 3 shots @ str 6. More toys to experiment with. This makes the heavy versions more viable at range. While the Eradicators are still better overall, you can at least have the hellblasters in Intercessor unit and the range is fantastic. I can see more use out of the Intercessor-Hellblaster-Agressor combo this edition. Link to comment https://bolterandchainsword.com/topic/366020-dw-hard-to-kill-kill-team/#findComment-5588838 Share on other sites More sharing options...
Qui-Gon Posted August 20, 2020 Share Posted August 20, 2020 The captain can't take the Dominus Aegis, as it replaces a "storm shield." He doesn't have a "storm shield." He has a "relic shield." The Lieutenant can as he has a storm shield.Personally the hellblaster changes mean nothing to me and my construction. Heavy or assault, it doesn't matter. Its not worth the extra cost imo over a SIA bolter with Combat Doctrines. Link to comment https://bolterandchainsword.com/topic/366020-dw-hard-to-kill-kill-team/#findComment-5589059 Share on other sites More sharing options...
Debauchery101 Posted August 21, 2020 Share Posted August 21, 2020 I tried this list today vs tau and did well. It's beefy enough and has enough redundancy to weather tau gunlines Chaplain w/jump pack Watch captain w/jump pack, hammer, shield Watch master 2xVenerable dreads w/las cannons 2x Eradicators squads 2x10 Veteran Intercessors w/stalker bolt rifles 2x Squads of 5 Aggressors(bolt/frag), 1 sgt w/hammer and auto bolter, 4 Intercessors with auto bolters. Whats nice is that you can combat squad a lot pf stuff if your enemy has lots of blast. This is definitely is brutal if.you can take first turn Link to comment https://bolterandchainsword.com/topic/366020-dw-hard-to-kill-kill-team/#findComment-5589671 Share on other sites More sharing options...
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