| DE Kill Team (Trueborn and Reavers) | |
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flakmonkey Sybarite
Posts : 333 Join date : 2013-03-05
| Subject: DE Kill Team (Trueborn and Reavers) Tue Oct 11 2016, 19:47 | |
| There is a Kill-Team event at GW Sdney coming up that I'll be going to (5th Nov) I'm not expecting to do particularly well, but at least Kill-Team should make my short attention span less of a hazard than it normally is.
I was hoping to get some advice and/or tips for this style of play. I have a list I'm thinking of taking, but any help is much appreciated.
TL;DR Goin to a killteam thing, need some help
List
So I've started making/painting this list-
Incubi (Leader) Incubi - Basic (Specialist-Killer Instinct) Incubi - Basic
Reaver - Blaster (Specialist-Infiltrate) Reaver - Blaster (Specialist-Eagle Eye) Reaver - Cluster Caltrops Reaver - Basic Reaver - Basic Reaver - Basic
I think it covers some of the issues I found, and Reavers seem to be a solid choice for KT in general. BEtter CC if Incubi make it into combat, lots of flexibility with reavers. Hope it does better. Or I hope I do better
Cheers
Last edited by flakmonkey on Thu Oct 27 2016, 19:51; edited 1 time in total | |
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Ixonoxlast Slave
Posts : 21 Join date : 2016-08-07
| Subject: Re: DE Kill Team (Trueborn and Reavers) Wed Oct 12 2016, 03:05 | |
| Played a bunch of games of KT on sunday, had the most success with this list:
190 pts
5 kabalite warriors w/ splinter rifles 1 raider w/ disintegrator
5 kabalite warriors w/ splinter rifles 1 raider w/ disintegrator
Sometimes I swap the second raider for a venom with splinter cannons for an even 200 pts
Poison is an absolute murder in KT, and the 36" range and AP 2 of the disintegrators means its killing almost anything it shoots at.
Also thats 12 units on the field, 6 before you have to roll off Ld or have them removed. Not bad.
Kite with your raiders and only unload your kabalites on objectives if you have too.
Unfortunately I had not any luck with my reavers, they bounced of almost everything I threw them at, although my cluster caltrops did pop a rhino... But the raider can do that too from further away. | |
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flakmonkey Sybarite
Posts : 333 Join date : 2013-03-05
| Subject: Re: DE Kill Team (Trueborn and Reavers) Wed Oct 12 2016, 04:10 | |
| - Ixonoxlast wrote:
- Played a bunch of games of KT on sunday, had the most success with this list:
190 pts
5 kabalite warriors w/ splinter rifles 1 raider w/ disintegrator
5 kabalite warriors w/ splinter rifles 1 raider w/ disintegrator I guess this is pretty similar to the base of most of our CADs, so it makes sense it'd work in kill team too. I can see a Raider bein more survivable than a Trueborn running around with a blaster too. | |
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Ixonoxlast Slave
Posts : 21 Join date : 2016-08-07
| Subject: Re: DE Kill Team (Trueborn and Reavers) Wed Oct 12 2016, 04:29 | |
| I sorta wish it didnt work so well, because its kind of boring.
I suggest running whatever you want though because KT goes fast
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flakmonkey Sybarite
Posts : 333 Join date : 2013-03-05
| Subject: Re: DE Kill Team (Trueborn and Reavers) Wed Oct 12 2016, 05:51 | |
| - Ixonoxlast wrote:
- I sorta wish it didnt work so well, because its kind of boring.
I suggest running whatever you want though because KT goes fast
It does lack a certain exotic flair. I'll try it out in some practice games along with the other list. If nothing else it's a solid option, and would require no modelling or painting on my part, unlike the reavers. | |
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Draco Kabalite Warrior
Posts : 211 Join date : 2016-02-01 Location : Chicago
| Subject: Re: DE Kill Team (Trueborn and Reavers) Wed Oct 12 2016, 13:10 | |
| I took 2nd at my local tournament with 6 Reavers, and 7 Mandrakes. 2+ cover with an assault 2 weapon is dangerous in kill team. | |
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Ixonoxlast Slave
Posts : 21 Join date : 2016-08-07
| Subject: Re: DE Kill Team (Trueborn and Reavers) Wed Oct 12 2016, 13:36 | |
| Just had a thought, you could pulg in additional Beastmaster on my first list for one extra unit on the field. He may not be amazing, but hes got good poison and mobility | |
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flakmonkey Sybarite
Posts : 333 Join date : 2013-03-05
| Subject: Re: DE Kill Team (Trueborn and Reavers) Thu Oct 13 2016, 07:17 | |
| - Ixonoxlast wrote:
- Just had a thought, you could pulg in additional Beastmaster on my first list for one extra unit on the field. He may not be amazing, but hes got good poison and mobility
I saw another list here (I think) that filled in the last 10 points with a beastmaster too. Handy way to spend 10 points I guess. I was thinkin of just throwin in a Sybarite upgrade, for the fluff. @Draco - Hpow did you find the Reavers? I don't own any Mandrakes and not really a fan of the model, nut definetly curious about your experince with them/ | |
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Draco Kabalite Warrior
Posts : 211 Join date : 2016-02-01 Location : Chicago
| Subject: Re: DE Kill Team (Trueborn and Reavers) Thu Oct 13 2016, 13:11 | |
| - flakmonkey wrote:
- @Draco - How did you find the Reavers? I don't own any Mandrakes and not really a fan of the model, but definitely curious about your experience with them/
I found the Reavers hit and run ability to work amazingly well. I gave two of them Blasters, one with the extra length to shoot 27" and the other I gave infiltrate. You hop out of cover just long enough to shoot, then return behind cover and negate your opponent a return shot. The Mandrakes all have infiltrate, and their additional cover save means they start out with a 2+ cover save. Assault 2 18" is great on the smaller table you play, and late game with the DE bonus you get S5 cc attacks! It really played like I would expect a DE kill team to work. Quick, always hugging the shadows, never giving your opponent a good kill choice, and with 13 models, all with a 2+ or 3+(Jink) save, you probably won't have to LD test. Warning: Ignores cover = you are dead... | |
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Hellstrom Wych
Posts : 515 Join date : 2014-11-24 Location : South Central England
| Subject: Re: DE Kill Team (Trueborn and Reavers) Sat Oct 22 2016, 11:45 | |
| [quote="Ixonoxlast"] Also thats 12 units on the field, 6 before you have to roll off Ld or have them removed. Not bad. quote]
7, not 6. It's more than half. | |
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Ixonoxlast Slave
Posts : 21 Join date : 2016-08-07
| Subject: Re: DE Kill Team (Trueborn and Reavers) Sat Oct 22 2016, 17:45 | |
| You sure? In my LGS we play at 50%
Anyhow... I've swapped out wyches for one group of the Kabalitesn as there plasma grenades give a good deal of flexibility | |
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flakmonkey Sybarite
Posts : 333 Join date : 2013-03-05
| Subject: Re: DE Kill Team (Trueborn and Reavers) Thu Oct 27 2016, 19:49 | |
| Forgot to finish replying to this. I tried out a few lists a week ago, all led to terrible results. However it was my first ever time playin KT and I played a pretty full-on guy. He ran a 30K veteran list, and I struggled to kill him fsst enough. List 1 - 3 incubi in a venom and 5 Kabalites with a blaster and a beastmaster Got siezed, venom was destroyed by lucky shot despite 3+cover save first turn. My limited movement after that was.the end of me. List 2-2 Kabalite squads in Raiders Webt a bit better, got seized again though. Vehicles did well, but lack of usefull CC meant marines ran a bit roughshod over me once we met at the objective (zone mortalis style board, so vehicle was outside the "walls" List 3-10 man kabalite squad, Lance, blaster, Sybarite with power sword. I liked this list, power sword made a large difference in CC for me. Played on same zone mortalis board.
So I think my main issues were- lack of low enough AP close combat attacks and low number of attacks. Poor saves in general 5+ sucks when it's all you got (even with FNP) I'm a average player at the best of times | |
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flakmonkey Sybarite
Posts : 333 Join date : 2013-03-05
| Subject: Re: DE Kill Team (Trueborn and Reavers) Thu Oct 27 2016, 19:50 | |
| So I've started making/painting this list-
Incubi (Leader) Incubi - Basic (Specialist-Killer Instinct) Incubi - Basic
Reaver - Blaster (Specialist-Infiltrate) Reaver - Blaster (Specialist-Eagle Eye) Reaver - Cluster Caltrops Reaver - Basic Reaver - Basic Reaver - Basic
I think it covers some of the issues I found, and Reavers seem to be a solid choice for KT in general. BEtter CC if Incubi make it into combat, lots of flexibility with reavers. Hope it does better. Or I hope I do better
Added list to first post to save people reading time | |
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