sofacoin Slave
Posts : 5 Join date : 2011-05-27
| Subject: 200 (two hundred) point list-- for Kill Teams Fri May 27 2011, 02:19 | |
| If you don't know what Kill Teams is, here's a quick rundown: - Spoiler:
[list] [*] Kill Teams is a mission from the Battle Missions book. It is mostly played on smaller boards, 36" to 48". [*] Each team is 200 points. [*] FOCs are, for both teams, 1x Elite, 2x Troops, 1x Fast Attack. Nothing is mandatory. "No specal characters" is a common house rule, mainly thanks to Doom of Malantai. [*] Three models per team may each take one different generic special ability as a "specialty"; for instance, a team on Terminators could have Preferred Enemy on the sergeant, Feel No Pain on one terminator, and Scout on a third. [*] Each model is a separate unit, and may move freely. By extension, Transports aren't limited to only containing one unit (as this would limit them to one model!). [*] Models may split their fire any way they like- for instance, a shardcarbine could fire two shots at one model and one at another. [*] Once a side is down to half strength, the highest Leadership model left alive on that team takes an LD check at the end of each turn. When this check is failed, that team loses; if this test is passed, it's rolled at a cumulative -1 penalty next turn. If a team's tabled, they also lose. [*] Game length is 'til someone loses.
Hey, there! I'm new to DE, so I want to start by getting a few individual Kill Teams. Thus, I'm carefully counting what bitz I get in each box! I'm thinking of starting with a box of Scourges and a box of Warriors, to make the following: 7 x Kabalite Trueborn, 2 with Splinter Cannons, 2 with Blasters, rest with rifles 3 x Scourge, all with carbines The specialists would probably be a Relentless splinter-cannonier, and Scout and Infiltrate on two other guys (I'm not sure who, but on blasters or scourges seems smart.) This SHOULD have RoF to take out Terminators, and two blasters should be enough to take out the annoying "1 x Venerable Dreadnought" list. It's also got rather tasty firepower-- a potential of 29 shots per turn, almost three times the number of models in the team! What do you think? Will this work? Do I need more bodies, or more anti-infantry, more anti-tank? What SHOULD my specialists take? | |
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Todo13 Kabalite Warrior
Posts : 196 Join date : 2011-05-19 Location : Canada
| Subject: Re: 200 (two hundred) point list-- for Kill Teams Fri May 27 2011, 02:57 | |
| Do you generally need anti-tank? If not replace the blasters with more shardcarbines! | |
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sofacoin Slave
Posts : 5 Join date : 2011-05-27
| Subject: Re: 200 (two hundred) point list-- for Kill Teams Fri May 27 2011, 03:12 | |
| - Todo13 wrote:
- Do you generally need anti-tank? If not replace the blasters with more shardcarbines!
Generally? No, most KTs don't take a transport. But it's something that CAN happen, about one game in three; and I'd rather not autolose against a "1 x Venerable Dreadnought with Extra Armour, Assault Cannon and Autocannon". | |
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Saintspirit Court of Cruelty
Posts : 1002 Join date : 2011-05-19 Location : Sweden
| Subject: Re: 200 (two hundred) point list-- for Kill Teams Fri May 27 2011, 09:36 | |
| I play a kill team campaign at the local GW store, though they added a few rules (you must have a troops choice, you may not take transports, you get the abilities as the campaign goes on) so I cannot say much as that list wouldn't be useable for me. Though scourges would probably be good for snatching objectives and the like. One list I have considered is five mandrakes w/nightfiend, 10 warriors w/dark lance. Infiltrate the mandrakes and baleblast the enemies when you have killed someone in CC (shouldn't be that hard with 3 attacks and S4), while sniping with the lance and splintering enemies close to you. | |
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| Subject: Re: 200 (two hundred) point list-- for Kill Teams | |
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