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Played a Kill Team game with a friend. Used Death-cult Assassins and Sisters, lost.
Kill Team: You know the drill, Elites, Troops or Heavy Support. Each model acts as a seperate unit. 400 points or somethin'.
What would you guys be using? Do you think that Death-cult Assassins are useful in a situation like this (since you can take 3, huge benefit over other assassins in this). Cheers guys.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
Think you'll find that its actually 200 points, and a choice of 0-1 elites, 0-1 troops, 0-1 fast attack.
I'd take 3 paladin's with some equiptment.... or 5 TH/SS armed terminators. maybe the biggest unit of hormagaunts I could....
'War does not determine who is right, only who is left'
I am President of the Brunel University wargames society - PM me if interested.
Kill team is good, but the 5th battlemission rules simplified it a bit too much. I preferred the old rules. We are thinking of a killteam campaign using this ruleset, which is floating around on the net. It allows you to mix and match a bit better. Think of deathwatch kill teams that mix different types of marines.
The Codex Project - A 40K Community driven Fansite - KillZone
Theres army lists (none for GK yet but it would be easy to make one up following the examples of the others) and scenarios.
Kill Team was a good concept, but they never quite got it right.
The concept seems to be to have a group of elite, diverse troops with a broad range of weapons and skills, but most of the teams that do that are too expensive to win under the rules, causing players to just make units of uber-elite cookie cutter troops (X # of troops with X wargear and X weapons they wouldn't normally be allowed to have). It all gets a bit beardy.
I would have made some rule that no two troops could be identical, and made the rules more conducive to mixing and matching troop types. I would also not force them to maintain squad coherency, so that you could leave a heavy weapon or sniper in a fire position or send forward a CC or stealther. You know, actually use team tactics...
I was talking about the Kill Team in 4th Ed Rulebook.
IIRC, the Kill Team was treated as a squad, making it unweildy to take a heavy weapons guy, sniper, stealth guy, fast guy, ect
Beyond that, they penalized you for taking choices outside of the normal squad your kill team was based on.
So while they presented alot of cool Dirty Dozen, Dutch's Team from Predator, Kelly's Heroes type teams in the book, those were unweildy, gave your opponent way too many brute squads and special tools to kill you, and just made you lose the game.
Meanwhile, to win the game, you needed to create a minimalist uberized squad (scouts with sniper rifles, stormtroopers with plasma guns, orks with choppas and sluggas, mandrakes with poison blades, ect) which kind of felt like it defeated the whole purpose.
I wasn't aware that there was a newer version, so hopefully they fixed those initial problems...
Each model is treated as a single one-man unit, and up to three models can take a USR (but not the same one).
Works well for units like sternguard. Not so well for sisters.