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| Kill Team 200pts | |
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+2Shadows Revenge archondraque 6 posters | Author | Message |
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archondraque Slave
Posts : 4 Join date : 2012-12-23 Location : Sheffield, England, United Kingdom
| Subject: Kill Team 200pts Thu Jan 03 2013, 22:07 | |
| My first tournament will be a 200pt kill team event in april, i can take any of the following units 0-1 Elites, 0-2 Troops, 0-1 Fast Attack. Heres what ive got, i dont know if you guys can see any room for improvements or would you run something completely different to what i have drafted up here. I went for the elites option Dracon, Splinter Pistol, Agoniser, Haywire Grenades - 34pts Kabalite Trueborn, Shardcarbine, Haywire Grenades - 19pts Kabalite Trueborn, Shardcarbine, Haywire Grenades - 19pts Kabalite Trueborn, Splinter Cannon, Haywire Grenades - 24pts Kabalite Trueborn, Splinter Cannon, Haywire Grenades - 24pts Venom, Dual Splinter Cannons - 65pts 190pts in total I have equiped the Dracon with a agoniser, is a venom blade a better option? Should i take ghostplate armour for the extra 10pts to make the Dracon a bite more hardy? Many thanks for any advice | |
| | | Shadows Revenge Hierarch of Tactica
Posts : 2587 Join date : 2011-08-10 Location : Bmore
| Subject: Re: Kill Team 200pts Fri Jan 04 2013, 15:10 | |
| a decent list, but my question is what are you going to do against any enemy armor??? You are bringing a venom, so its not far off that you will see some sort of vehicle sooner or later. Also in kill team close combat is over rated, infact we have enough speed brought to us by our vehicles that we can avoid close combat all together.
That being said, you are on the right track. Trueborn bring the best damage potential per point for a kill team unit. Personally I used this when I played
2 Trueborn w/ 2 Dark Lances 2 Trueborn w/ Splinter Cannons 1 Trueborn w/ Shard Carbine Venom w/ Extra Splinter Cannon
200pts
If you are playing the rules for kill team, it should allow you to give two models special abilities, give the two dark lances relentless and slow and purposeful, and all of a sudden you have a mobile tank that shoots 2 dark lances and 23 splinter shots, most of which is at 36" range. It will shred any army you play.
if you dont allow the special rules, just place the sniperborn in some nice terrain, and have the venom and splinterborn go to town. Different set up, same outcome | |
| | | archondraque Slave
Posts : 4 Join date : 2012-12-23 Location : Sheffield, England, United Kingdom
| Subject: Re: Kill Team 200pts Fri Jan 04 2013, 20:19 | |
| - Shadows Revenge wrote:
- a decent list, but my question is what are you going to do against any enemy armor??? You are bringing a venom, so its not far off that you will see some sort of vehicle sooner or later. Also in kill team close combat is over rated, infact we have enough speed brought to us by our vehicles that we can avoid close combat all together.
That being said, you are on the right track. Trueborn bring the best damage potential per point for a kill team unit. Personally I used this when I played
2 Trueborn w/ 2 Dark Lances 2 Trueborn w/ Splinter Cannons 1 Trueborn w/ Shard Carbine Venom w/ Extra Splinter Cannon
200pts
If you are playing the rules for kill team, it should allow you to give two models special abilities, give the two dark lances relentless and slow and purposeful, and all of a sudden you have a mobile tank that shoots 2 dark lances and 23 splinter shots, most of which is at 36" range. It will shred any army you play.
if you dont allow the special rules, just place the sniperborn in some nice terrain, and have the venom and splinterborn go to town. Different set up, same outcome Thanks Shadows Revenge, i totally agree, to be honest i was thinking that i didnt have enough AT and i see your point about close combat as well (perhaps i was too fixated on it) your opponent cant get into combat if you shoot them to death before they get there I was just about to edit it about which speical rules i should take and i will definalty take relentless and slow and purposeful, i can also take a 3rd special ability, any tips on which one? I think i will use your list it seems very well balanced if thats alright, how did it perform in kill team? | |
| | | Raucir Lustingclaw Kabalite Warrior
Posts : 135 Join date : 2011-06-08 Location : Colchester, Essex
| Subject: Re: Kill Team 200pts Sat Jan 19 2013, 17:30 | |
| Hah. I was going to bring that exact list, but then I decided it was too beardy and didn't have any character.
I came up with something slightly more cinematic:
Dracon Nerys, The Duelist: Ghostplate Armour, Power Weapon, Plasma Grenades, Fleshbane
Trueborn Kirin, The Hunter: Close combat weapon and Splinter Pistol, Plasma Grenades
Trueborn Da'Riq, The Veteran: Shardcarbine, Plasma Grenades
Trueborn Virex, The Exterminator: Splinter Cannon, Plasma Grenades, Move Through Cover
Trueborn Garhul, The Sniper: Dark Lance, Plasma Grenades, Relentless
Venom Transport "The Host": 2 x Splinter Cannons, Chain Snares
((200/200))
Obviously it's got bugger all competitive aspects compared to the above list, but in an event where the emphasis is consistently placed on theme (read the rules pack) I decided to throw caution to the wind.
Having said that, I'm also tempted to run a list of six Reaver Jet Bikes, because DAMN.
Raucir | |
| | | Devilish Kabalite Warrior
Posts : 139 Join date : 2011-11-23
| Subject: Re: Kill Team 200pts Sat Jan 19 2013, 21:55 | |
| I was recently in a Killteam tournament and I tried to capture the mobility of DE in it. My choice was:
8xReavers, 2 with heatlance and specials was Stealth, shrouded and Armourbane.
I won the tournament, only loss was my first game when I was getting used to Reavers.
I felt sad facing my last opponent who had a horde of boys with sluggas. I had to play close within rapidfire range so he could have chance of assaulting or shooting my guys. I could have stayed on my max range and toy with them and then bladevane to a new location and start over again. | |
| | | Agahnim Hellion
Posts : 58 Join date : 2012-10-20 Location : Maryland, USA
| Subject: Re: Kill Team 200pts Sun Jan 20 2013, 03:58 | |
| - Shadows Revenge wrote:
- 2 Trueborn w/ 2 Dark Lances
2 Trueborn w/ Splinter Cannons 1 Trueborn w/ Shard Carbine Venom w/ Extra Splinter Cannon
200pts Cheating! Come on, you know better, A single squad of Trueborn may take up to 2 Heavy Weapons and up to 4 Assault Weapons, not up to 4 Heavy Weapons! j/k With the introduction of Hull Points and the ability to split fire on each shot, an AV10 Skimmer with 2 Hull Points doesn't work, even with Flickerfields. Besides, we can get much more bang for the buck by switching out Darklight for Haywire. Haywire + Poison has duality; units armed with both can damage infantry and vehicles equally well. Trueborn Eom, The Consummate Predator: Splinter Cannon, Haywire Grenades Trueborn Yr'ral, The Hunter of Men: Splinter Cannon, Haywire Grenades Trueborn Yelruc, Taxidermist and Disciple of the Covens: Shardcarbine, Haywire Grenades Scourge Ami, The Rain of Cold Steel: Shardcarbine, Ghostplate Armor, Plasma Grenades Scourge Minako, The Harbinger: Haywire Blaster, Ghostplate Armor, Plasma Grenades Scourge Usagi, Aspiring Solarite: Haywire Blaster, Ghostplate Armor, Plasma Grenades Scourge Rei, The Shrinekeeper: Shardcarbine, Ghostplate Armor, Plasma Grenades Scourge Makoto, She Who Perches Upon Tall Spires: Shardcarbine, Ghostplate Armor, Plasma Grenades See I made it fluffy. Character and Victory are not mutually exclusive, these are just lies GW feeds people so they have excuses for not making good rules or writing terrible fluff and retconning good fluff. "Oh we were trying to appease this fictional exaggeration, give us our money and go hate them, servants." Yeah, uh, anyway. You lose the Venom, big whoop. But you gain the mobility of Jump Infantry and the durability of 3 more models. Haywire Grenades are amazing; normally you can only throw one grenade in the shooting phase per unit, but since each model is it's own unit, you can throw the 3 grenades separately, and then charge if you have to for a second Haywire attack. Also, the Haywire Launchers are Assault 2, 24" range, and on Jump Infantry so they have a 36" threat radius - same as a stationary Dark Lance, and because 12 of those inches of threat are movement there's less places to hide, because Dark Lances can't angle their 36", whereas a Scourge can move 12" and shoot 24" to hit someone on the other side of LoS blocking terrain. Oh, and Scourges have Shardcarbines standard at 22 points. Shardcarbine on Trueborn are 17 and you don't get Ghostplate (a 10 point upgrade on Archons) or Jump Infantry. So go Scourges! | |
| | | KnightSeerValkia Kabalite Warrior
Posts : 223 Join date : 2011-08-24 Location : Liverpool, England
| Subject: Re: Kill Team 200pts Sun Jan 20 2013, 04:58 | |
| - Quote :
- Scourge Ami - Mercury
Scourge Minako - Venus
Scourge Usagi - Moon
Scourge Rei - Mars
Scourge Makoto - Jupiter
Shouldn't Makoto have Haywire to truely keep it fluffy? Damn, now I wanna do Sailor Soldier/Scout Scourges xP Also, as we recently found out, we can have a Dark Eldar Psyker in Kill Team now with access to Pyromancy or Biomancy...so to keep it fluffy Rei should get the Psyker Special Rule and always roll Pyromancy ;O | |
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