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When the Battle Missions book came out the Kill Team scenario was redone and my local GW is running a Kill Team tournament at the end of the summer. For those of you who don’t know the rules each player has 200pts using the following organization chart.
0-10 - 1 Elite
0-20 - 2 Troops
0-10 - 1 Fast Attack
Basically you build it like a standard list, but in game every model acts independently on top of that 3 models can be given a different universal special rule each for free (so I could take Marbo with feel no pain).
As soon as a player’s has lost half his kill team he must take a leadership test each turn using the highest LD with -1 be added to his roll in each of the following turns. First to fail his LD runs off and victory goes to his opponent.
So I’m looking for suggestions for my Kill team list for the tournament?
I have consider one squad with 5 vets outside and 5 vets in a chimera making sure to kill the anti-tank guys first, or just have 2 squads of veterans?
We have been play testing this at my store for an upcoming tournament. I can give you a few pointers that we found.
-Vehicles are overpowered at this point size (Eldar Vipers will tear things apart with their mobility and firepower)
-Unique entries are also overpowered (you don't want a Doom of Mal' with Eternal Warrior coming after you & Marbo can take out most teams as well)
-Shooting is key (with the amount of special/heavy weapons guard can get you should take full advantage of this and snipe out the big threats early)
-Use cover! (don't be afraid to go to ground. If they shoot a plasma gun at you go to ground, even better if you are in cover. You might not get to shoot next turn but the rest of your team can take out the plasma gunner.)
After our tests we decided not to allow vehicles, unique units, and anything with more then 3 wounds.
So since I want to win this tournament you'd recommend the chimera bunker idea or Marbo and a squad of vets?
How about 5 Ogryns for your team, I have no idea how effective it would be but with USRs like FnP, eternal warrior, infiltrate and hit and run they could be a very surprising force for your opponent. Although i've never played kill team they seem like they could do well, maybe not Doom oof Malan'tai well, or such but decent.
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
I have been working on some rules expanding on kill team with some necromunda lvling and building damage.
I find that ogryns work well in small games as do sentinels, they work best in smaller number as a support force rather than a complete force.
When I did a similar event, I ran a squad of storm troopers with a pair of plasma rifles. I gave one plasma gunner Feel no pain, and gave the other plasma gunner relentless.
With that, I ran a squad of 5 rough riders, giving the commander a power weapon, and preferred enemy.
Worked well enough, though the army that won, were I believe, two veteran squads with heavy bolters.
So guys I have 2 lists in mind, which one is nastier; I’m thinking its ‘The Heavy Stuff’ list?
The Heavy Stuff
Chimera: Heavy flamer and multi-laser
1 Sgt (furious charge or feel no pain)
Heavy Bolter (relentless)
(unsure where to put the last universal special rule?)
Scout Sentinel with Heavy Bolter.
Follow Me To Glory
Marbo (feel no pain)
1 Sgt (Furious Charge)
Heavy Bolter (stealth)
The only real issue I can see off hand is the lack of longer range anti-tank. The Melta are good but only if u get close and they will snipe your melta before they get close enough. Might want to take an autocannon. Flamers work real well to. I lost about 8 gaunts to 2 flamers in 1 turn, I did not expect them to come out of a chimera.