| Kill Team | |
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+9Cavalier Ollelta GrenAcid Azdrubael Lord_Alino mazezero Brom Trystis Black Death 13 posters |
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Black Death Sybarite
Posts : 264 Join date : 2012-10-02 Location : West Texas
| Subject: Kill Team Fri Dec 20 2013, 11:02 | |
| Kill Team, it's a great game. Our local game group has moved towards this and are having a blast with it. If you're not familiar with the rules, then a harty suggestion that you do. We had been getting bored with bigger point games and have found new vitality in it. We even just hosted a mini tourney to help get it kicked off. The rules are on GW's site but I understand a new Kill Team rule set and scenerios are supoosed to be available tomorrow, the 21st. Having said this , it has helped us to start painting more as well. Now to my list. You are only allowed 200 pts to use from a 0-1 elite, 0-2 troop and 0-1 fast. I poured thru the DE book and think I have stumbled on a great build. 7 reavers, one blaster, 1 heat ray. Arena champ with venom blade = 196 pts. (critique if you like) My idea since all bikes become their own unit, blade vane every turn. If a vehicle has been brought, then I'll have two tank busting units. I hope that this might encourage others to try out Kill Team. I mean a 30 minute game and be able to do several in a day plus make you paint it up, just makes it way worth it. Happy Gaming | |
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Trystis Kabalite Warrior
Posts : 220 Join date : 2012-12-01
| Subject: Re: Kill Team Fri Dec 20 2013, 12:05 | |
| I have really enjoyed the Kill Team games I have played. I haven't used bikes yet, but have actually built the exact list you have for next time I play. One thing to be careful of is making sure that you are not open to assault after bladevaning. A nice feature of the bike is how mobile it is you can use the move in the assault phase to get behind cover for instance. Its nice because its versatile and doesn't lock you into one strategy. | |
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Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: Kill Team Fri Dec 20 2013, 22:07 | |
| KT is pretty fun, if a little abusive.. I hope the new rules address USR a little more. This is the last team I used:
ELITES 4 trueborn: leader- splinter cannon- haywire, 1 splinter cannon, 1 blaster, 1 blaster- 98 venom: 1 splinter cannon, 1 twin linked splinter rifle, chain snares, shrouded- 60
FA 3 beasts: 1 beastmaster, 1 razorwing- eternal warrior, 1 razorwing- 42
TOTAL- 200
Another similar variation ive been meaning to get into more is zone mortalis. Very similar to kill teams only slightly larger.
EDIT- forgot to mention we used a modified version of the kill teams rules (more USRs and multi wound models allowed). | |
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mazezero Slave
Posts : 3 Join date : 2013-06-03
| Subject: Re: Kill Team Sat Dec 21 2013, 04:05 | |
| That sounds awesome! Where did you find the rules on GW's site? I just looked but couldn't find them. | |
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Lord_Alino Lord_Alice
Posts : 1942 Join date : 2013-02-15 Location : The Warp
| Subject: Re: Kill Team Sat Dec 21 2013, 06:28 | |
| 5X Trueborn - 2X Splinter Cannons Pt: 80
5X Warriors - 1X Blaster Pt: 60
5X Warriors - 1X Blaster Pt: 60
200 PTS, considering it's usual done on a 2X2 ft board, there should be a piece or two of terrain on each deployment side to put all these guys behind.
The Splinter Cannons are there because you know, dakka dakka The Blasters incase you bring some stupid armoured thing or a squad of marines.
This would be my Kill Teams list
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Black Death Sybarite
Posts : 264 Join date : 2012-10-02 Location : West Texas
| Subject: Re: Kill Team Sat Dec 21 2013, 07:46 | |
| Sorry about that mazezero, I actually just typed kill team for 6th in a google search, but I coulda swore it took me to a GW page. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2860630a_40K_Kill_Team_Pack_2013_(6).pdf and it did! Here ya go.
As for the board size, we've been using a 4x4, really helps out and gives a decent amount of room.
I''m actually painting up my list. Will post pics asap. Let's see some of yours. | |
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Lord_Alino Lord_Alice
Posts : 1942 Join date : 2013-02-15 Location : The Warp
| Subject: Re: Kill Team Sat Dec 21 2013, 08:38 | |
| want some pics of a killteam? Sure, although, it'll take a couple weeks (with christmas and i have 3 paint commisions to get done by the middle of january) | |
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Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: Kill Team Sat Dec 21 2013, 09:06 | |
| Reavers seems to be a bit over the top in kill team.
I actually want to buy and paint Mandrakes just for Kill Team.
I have come with this list.
Mandrakes x 3 -Nightfiend (Fleshbane)
Kabalite Warriors x 7 - Blaster (Armourbane)
Raider (Shrouded) - Chain Snares
Chain Snares are hot, cause every model is a unit, and every unit got thos D3 S4 hits. Shrouded on Raider is even more fun, it really makes Raider vulnerable only in CC. 3+/2+ cover save all the time is a godsend.
Last edited by Azdrubael on Sat Dec 21 2013, 10:02; edited 2 times in total | |
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Lord_Alino Lord_Alice
Posts : 1942 Join date : 2013-02-15 Location : The Warp
| Subject: Re: Kill Team Sat Dec 21 2013, 09:13 | |
| sounds fun Azzy, also, real Archons are awake at 3:15 am, just saying... and, the leader for my kill team would probably be a splinter cannon trueborn. | |
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Trystis Kabalite Warrior
Posts : 220 Join date : 2012-12-01
| Subject: Re: Kill Team Sat Dec 21 2013, 09:38 | |
| - Lord_Alino wrote:
- 5X Trueborn - 2X Splinter Cannons
Pt: 80
5X Warriors - 1X Blaster Pt: 60
5X Warriors - 1X Blaster Pt: 60
200 PTS, considering it's usual done on a 2X2 ft board, there should be a piece or two of terrain on each deployment side to put all these guys behind.
The Splinter Cannons are there because you know, dakka dakka The Blasters incase you bring some stupid armoured thing or a squad of marines.
This would be my Kill Teams list
This looks fun. I will have to try it some time. Do you use USR when you play Kill Team. We let you choose a USR for 3 models when we play. I have found Rending on a Splinter Cannon an excellent way to kill marines/everything. | |
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Black Death Sybarite
Posts : 264 Join date : 2012-10-02 Location : West Texas
| Subject: Re: Kill Team Sat Dec 21 2013, 09:51 | |
| You wouldn't think that Azdrubel if you faced some of the KT's I've faced. For instance, 7 nurgle bikers, space puppies, CSM spawn to name a few. I haven't yet fielded mine (I was fielding my raptors) but our next games I will be fielding the reavers, more for intimidation really.
I may try out a version of your list Lord Alino too. | |
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GrenAcid Sybarite
Posts : 257 Join date : 2011-06-02 Location : Poland
| Subject: Re: Kill Team Sat Dec 21 2013, 12:23 | |
| - Lord_Alino wrote:
- sounds fun Azzy, also, real Archons are awake at 3:15 am, just saying... :Dand, the leader for my kill team would probably be a splinter cannon trueborn.
Im tempted to take Archon with shadowfield with some cheap cc weapon.....since rules says no 2+ armour.....I can slice`n`dice some marines with 2++ and evil smile on my face. I big fan of smal point games 200-400-500, so I look forward to play new Kill Team games. Oh and I almost forgot...Have any of you dear Archons used mandrakes in KT yet? How they doing? Im thinking that KT point range might be spot for our shadow friends. PS. - Quote :
- Raider (Shrouded)
- Chain Snares
Chain Snares are hot, cause every model is a unit, and every unit got thos D3 S4 hits. Shrouded on Raider is even more fun, it really makes Raider vulnerable only in CC. 3+/2+ cover save all the time is a godsend. Man that is just PURE EVIL, Im sooo gonna use it, thanks. | |
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Ollelta Kabalite Warrior
Posts : 133 Join date : 2013-01-06 Location : Kent
| Subject: Re: Kill Team Sat Dec 21 2013, 12:44 | |
| - GreenAcid wrote:
- Im tempted to take Archon with shadowfield with some cheap cc weapon.
Nice idea, but the force can only be selected from troops, elites and fast attack.. But good catch on the lack of restriction on invulnerables.. I'm sure it's not intentional. | |
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Cavalier Wych
Posts : 586 Join date : 2013-01-19 Location : North Carolina
| Subject: Re: Kill Team Sat Dec 21 2013, 13:09 | |
| I'm super pumped for this. To me this is the perfect way to start playing 40k. Cheap rule set, easy to buy some mini's, fully paint them, make some terrain and start playing. I've wanted to start a new army for awhile, a sort of GM's army for whoever is running a campaign... this'll be a fun way to play some cool themed campaign games without having a fully painted NPC army. | |
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Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: Kill Team Sat Dec 21 2013, 15:49 | |
| So GW has the revamped KT rules up for download. The rules are far more fleshed out then the event pack with some good additions and some restrictions im not as pleased about.. essentially more USRs available but none can apply to vehicles and more restrictions to ranged attacks (rending, flashbane etc all CC only).
Also no models over 3 wounds allowed which is an oversight I feel since chaos spawn make the cut but razorwing flocks dont.
Some armywide rules like our power from pain have adjustments along with crons, CSM and daemons. They've also included mini warlord traits and the missions reflect similar to the BRB missions as far as first blood and so on. | |
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Lord_Alino Lord_Alice
Posts : 1942 Join date : 2013-02-15 Location : The Warp
| Subject: Re: Kill Team Sat Dec 21 2013, 17:11 | |
| -yawn- I haven't tried my list yet, I just know that is what i would use. And it probably would beat most lists I go up against, because remember, I AM THE DAKKA LORD! | |
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Ollelta Kabalite Warrior
Posts : 133 Join date : 2013-01-06 Location : Kent
| Subject: Re: Kill Team Sat Dec 21 2013, 17:26 | |
| - Brom wrote:
- rending, flashbane etc all CC only
Might be worth taking another look, cause it looks to me like Rending applies only to shooting, not cc. Though I'll admit, specifying all the restrictions with asterisks is a little on the lazy side from a design point of view.. Very easy to misenterpret.. (I have the ebook version, don't know if it's different on an Ipad.) | |
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Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: Kill Team Sat Dec 21 2013, 18:56 | |
| Ah right you are nice catch.. rending is listed in two catagories thats way. Ya the rules design is annoying.
Last edited by Brom on Sat Dec 21 2013, 19:31; edited 1 time in total | |
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Black Death Sybarite
Posts : 264 Join date : 2012-10-02 Location : West Texas
| Subject: Re: Kill Team Sat Dec 21 2013, 19:18 | |
| Hey Brom, can ya put a linky up to it. Thanks
Ah, it's a digi download, crapola!!
Last edited by Black Death on Sat Dec 21 2013, 19:25; edited 1 time in total | |
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Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: Kill Team Sat Dec 21 2013, 19:24 | |
| Oh, read the new rules.
Shrouded Raider kinda gone ))
And there are some really stupid rules there. Like Sniper Rule, giving Precision Shot. What is the point exactly ? I can already target anyone i want. Or Soul Blaze. Well - everybody count as unit - so why bother.
Most dissapointing is Power From Pain - gaining Pain Tokens for all force for every 5 models killed. Damn - if you kill 5 models it might as well dont matter what pain tokens you gained. Cause most typical Kill Team is 10 man tactical squad. Mandrakes idea goes to garbage. Again. | |
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Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: Kill Team Sat Dec 21 2013, 19:36 | |
| Yep no more shrouded skimmers, that sucks. They also changed it so that your leader cant begin the game with a USR iirc.
Another annoying thing is the 3 wound cap really only affects beast packs. Everything else in the game is either too expensive (or would be when you need 4 models min) or else outside the FoC anyway. I loved my eternal warrior razorwing flock. It was the essence of kill team.
Anyway Im gearing up for a few games now so ill see how the changes digest.
Edit- ya its a digital DL but I would be happy to answer questions. | |
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Ollelta Kabalite Warrior
Posts : 133 Join date : 2013-01-06 Location : Kent
| Subject: Re: Kill Team Sat Dec 21 2013, 20:28 | |
| The leader gets a random buff which has a one in six chance of being a usr. Hardly something to rely upon.. Sort of makes the leader a little bit of a dead weight rather than the best model on your team (as it ought to be). It can also potentially give away two victory points (more on some missions) if it falls over, so may be best to bubblewrap it a bit.
Beasts can't be specialists anymore as well, so either way your eternal razorwings were for the chop. Makes sense from a fluff perspective I suppose, but a little bit of a shame.
I had a fancy for a team headed up by a beastmaster with a couple of Khymerae with some combination of shrouded or fleshbane, but I guess I'll be reconsidering that.
Time for some list building...
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Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: Kill Team Sun Dec 22 2013, 00:55 | |
| After absorbing the changes heres what i'll be taking for a spin:
ELITES 3 trueborn, leader- SR, 1 SC preferred enemy, 1 SC sniper venom, 1 SC, 1 TLSR, chain snares
FA 3 reavers , 1 blaster master crafted, 2 TLSR
TOTAL 197 | |
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Ollelta Kabalite Warrior
Posts : 133 Join date : 2013-01-06 Location : Kent
| Subject: Re: Kill Team Sun Dec 22 2013, 02:19 | |
| That sounds like it should be pretty solid Brom, but not many bodies on the field. I think it's going to be difficult to put together something usable that doesn't feature either Trueborn or Reavers.. Here's my vague stab at a list;
ELITES
3x Trueborn - Haywire Grenades Leader - Splinter Rifle Specialist - Splinter Cannon - Rending Specialist - Blaster - Preferred Enemy
Venom - Stock
TROOPS
5x Kabalite Warriors - Splinter Rifles
FAST ATTACK
1x Beastmaster Specialist - Agoniser - Fleshbane
Total 199 | |
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Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: Kill Team Sun Dec 22 2013, 03:02 | |
| I like it man especially the HWGs and the beastmaster inclusion.. fits the theme even if he may be a little harder to use then other options, or do you have a plan thats not readily apparent?
I agree trueborn are our feature unit here, and to a lesser extent reavers as well. Ive been toying with the idea of HWGs myself, that and a shard carbine for the leader if I could find the pts.
My list is low on bodies but a fair amount of teams just arent going to do well against meched up splinter cannons, at least not in my experience. The venom and bikes also allow for a very fast very far redeployment. Lots of bodies, especially meq could cause me a problem, we'll see. I went for models that should each kill something reliably every turn rather than more bodies that need to combine to kill something..
Hey man on the rending USR, the way im reading it Sniper USR confers rending too but also allows the cannon to damage vehicles by confering str 3. | |
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