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Thread: GK Kill Teams

  1. #1
    Fury of the Ages Solo's Avatar
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    GK Kill Teams

    G'day all,

    Does anyone know where to find the rules for GK Kill Teams? I found another thread (fairly old) that mentioned it but I've never been abe to find any straight points values or anything. I've got the two white dwarf articles but they don't mention Daemonhunters in the elites.

    Any help???


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  3. #2
    Son of LO mEGALOMANIAC's Avatar
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    As far as I'm aware, GK aren't part of O.X. Kill Teams like normal marine chapters are.

    EDIT: Unless you meant the Kill Teams in the 4th edition rulebook. They follow all the rules given right there.

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    Fury of the Ages Solo's Avatar
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    I probably will feel pretty stupid after this but what is the O.X.? Do you mean Ordo Xenos?
    Anyway, I think I meant the ones in the 4th Ed Rule book. (the small team going in against the goon squads, etc...)
    I only have the Macragge rulebook and the white dwarf issues and they don't have any details about Daemonhunters...

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    Senior Member Phoenix Guard 1988's Avatar
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    A 4th edition kill team is just squad of guys from the codex equelling a specific number of points, I'm not sure if posting the actual number would be compyright infrigement or not, so I won't. It is all in the normal rulebook, but I doubt the macragge book has it. You'll either have to look up the rules in somebody else's or get your own.
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    Senior Member Agate's Avatar
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    I will make a suggestion. If you try to make a GK kill team you will lose out on alot of the fun of having fully customized squad members with uber weapons and gear. With GK you will only be able to havea kill team of 4GK + justicar. That is no fun. I tried mixing GK with storm troopers and found this to be a very fun and playable combination.

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    Senior Member Gimmers's Avatar
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    I used 2 Chimera with ISTs needles to say . .those plague marines were crushed except for that one the meltaguned one of my Chimeras that I foolishly moved too close . .killed every plague marine withing range which was all 3

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    Senior Member Agate's Avatar
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    I must enquire as to how you fit two chimera (which are illegal in KT) and IST into a 160pt list

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    Son of LO mEGALOMANIAC's Avatar
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    I used 2 Chimera with ISTs needles to say . .those plague marines were crushed except for that one the meltaguned one of my Chimeras that I foolishly moved too close . .killed every plague marine withing range which was all 3
    I assume you're talking about Combat Patrol/40K in a Flash, then? Can't exactly fit that into Kill Teams, since you can't have vehicles or multiple units...

    Solo, you have to buy the real rulebook to get the rules on Kill Teams - there's a lot more to it than just building a list of X points.

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    Fury of the Ages Solo's Avatar
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    Yeah, figured that. I'm pretty sure a friend of mine has it. I was just a bit unsure because I have all the original White Dwarf articles and they didn't mention anything in them about points limits or goon squad amounts.
    Oh, and I was reading that if you run an elite kill-team there is no minimum squad size, therefore you could run a justicar and 3 knights with gear...
    Thanks for the help too! Appreciated

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    Ender of Threads Wraith's Avatar
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    Quote Originally Posted by Solo
    Oh, and I was reading that if you run an elite kill-team there is no minimum squad size, therefore you could run a justicar and 3 knights with gear...
    Not exactly. The squad's minimums are ignored (say a squad's minimum 10 men - you can ignore that and take 7 or whatever.), but Kill Teams must still have between 5 and 12 models. It's a Mutable (breakable) rule, so you can technically go lower, but if you do you're handing your opponent extra points as well as more men to throw at you.


    Having said that, I don't really see what you'd do with the extra points. Grey Knights are very nicely equipped already, and most of their options are really expensive or quite specialized. All the really useful options (Psycannon bolts, an Incinerator) fall within the 10 point space you have left from the 5 man squad anyway. Dropping the 5th man would let you take Artificer Armour, a Holy Relic, Icon of the Just/Refractor Field, Master Crafted Weapon, or Psychic hood, but those either only help when the Justicar's the last man standing (at which point you've effectively lost), or simply aren't worth the loss of a Grey Knight.

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